No problem! Depending on how far you want to take your physical animation, you’ll start working less with animation and more physical constraints and physics handles. Understanding where you want the animation portion to end and the mechanical portion to start is one of the most important distinctions. If you want the game to play like Exanima or Fall Guys, you’ll be almost entirely physically based movement and animations. If you want more of a controlled gameplay, basic overlaid physical animation like the video above would be more to your use case.