Inverse Kinematics – Progress

So I’ve been making decent progress in my studies of Inverse Kinematics. I’ve switched from using Unity’s WIP system to Anima2D, which while not technically supported in this version of Unity works just fine.

I got animating this version working fairly quickly and am still rather proud with how fast I’ve learned this system.

Making it play ball with the physics system, however, presented it’s own challenge.

I actually contacted LandFall games for help here, but upon receiving nothing I can work with I eventually toughed it out and figured the system out on my own.

Now we’re getting somewhere. The arms are stiff and the weapon physics are wonky, but it is something.

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