I have been working the last four days on reverse kinematics for my game engine. I am working on a game with a limited budget, so when the idea of ββreverse kinematics came up, I knew that I had to make the bones of the 3D models mathematically change in order to seem like they were stepping on objects.
This causes some serious problems with my animation, after it was technically implemented, the animation began to look pretty bad when the character unwrapped biases or steps, although mathematically the step was correct and even smoothly interpolated.
So, I was wondering if it is really possible to get a smooth effective inverse kinematic system based solely on mathematics, where the bones are changing or is it just a wild goose chase, and I have to either solve the problem of inverse kinematics with mixing animation, or dong Do not do this at all?
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