Inverse kinematics processing: animation or math?

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 ​​reverse 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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2 answers

Definitely solve the problem with animation animations. It is much simpler. Also keep in mind that you may have to apply restrictions on what is acceptable, because someday you can break the animation through the outrageous movements of IK. Limitations are your friend.

Alas, I can not go into details, because the mathematics behind IK always left me dribbling;)

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First you need to learn how everything works. Take a look at Assassin's creed. Correct me if I'm wrong, but I think this was the first game ever implemented reverse kinematics. For this, a piece of software from autodesk is used. As Goz said, using constraints can significantly improve the quality of the animation, but you should also use inverse kinematics only when necessary.

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Source: https://habr.com/ru/post/1309734/


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