Handling inverse kinematics: animation blending or math?
- by meds
I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects.
This is causing some serious problems with my…