Procedural IK Animation implemeted in Unity.
Normal animation uses a key frame animation clip, which contains the transforms of the joints in chronological order and these recorded animation clips are just 'played' on the bone model.
But unlike a normal one, this method uses IK (Inverse Kinematics) to procedurally position joints, so it automatically generates animation in real-time to allow for a more diverse series of actions and an interaction with terrain features.
Video: https://youtu.be/pUp133rtDxM
style | image |
---|---|
4 leged | ![]() |
6 leged | ![]() |
Dog(?) | ![]() |
or Spot! | ![]() |
Climbing | ![]() |