Inverse kinematics for animations?

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1 comment, last by hplus0603 2 years, 9 months ago

Apparently, you can do animations in a game only with inverse kinematics, without creating animation keyframes or anything. Do you think it's a good idea to try that in a game that has all sorts of characters, including ones that jump when “running”, e.g. flowers or mushrooms? If yes, how would that work?

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You need some way to know where the IK control points are going. That, in turn, needs to come from either some calculated control points, or from some control curve, which ends up being … an animation. Just that you animate a smaller, simpler, thing, and then let a bigger, more complex armature follow that simpler animation. It's also much easier to make a control point perfectly line up with a door handle, floor, or other physical feature.

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