Welcome to helloserve

helloserve Productions is a freelance and contracting endeavor specialising in .NET program development, Unreal Engine, Unity and general game and graphics development, and 3D content design and modeling.

Setting up a simulation for hanging cables in Blender has a few steps, including the scale, goals and potentially hooks. Let's dive in.


An automation project to facilitate efficient grid-tied PV and battery usage with a view towards saving for replacement.

This was a serious and real attempt at making a game. I wanted to build something I wanted to play.


This is something I’ve watched videos about so many times, and every time I have to rewatch a video in order to get it right, and then I still struggle every time. So I decided to write it up for myself.

Lerping between two yaw angles is a problem that’s harder to solve than it appears at first. At least, that’s my experience with trying to deal with it. I’ve solved it twice now, for slightly different end-goals.

  • This blog post was made using Blender 2.83.3 and Unreal Engine 4.26.2

If you haven’t read it, check out part 1 for what we’re importing today.

Now that we have our sliding door animation sorted, we need to bring it into the game engine to make use of it. In Blender, the hierarchy currently shows the armature as the main node of this mechanism, and the two door geom...