Inverse Kinematics

So my prototype has required learning an entirely new field of animation I wasn’t really versed in: Inverse Kinematics and Procedural Animation.

The best part of this is that the feature isn’t even properly in the current build of Unity; Inverse Kinematics is in beta. However I need it, but the current implementation is lacking in a key feature; it doesn’t support objects made of multiple other objects. This presents a notable blockade in my way if I want to retain my stickman dismemberment.
Nonetheless today has proved a useful step in understanding Inverse Kinematics and this step will definitely get me to my goal quicker than I would have before. Even if I have to take a step or two backwards first.

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