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1

The gist of CCD is really nothing dazzling. Here's the description of a serial set-up (a chain of links and joints) you have an assembly of N joints and N links the first joint is called the root joint and has index 0 joint i defines the frame where the rigid body for link i has its geometry described in (it's easier since people usually select a local ...


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IK Rig looks very cool, and from what I can find, it's all in the name. It's about using Inverse Kinematics, prescribing the bare minimum number of elements for describing an animation -- feet, pelvis, wrists, shoulders, neck-base and head. Everything in between is constrained according to artistic factors and calculated in-engine, or baked to a new, more ...


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It sounds like it greatly depends on your game and where you want to go with it, but here's my 2 cents: I don't think you should include translation or rotation into the animations themselves. Rotation should probably be saved for orienting the character in the proper direction (in Street Fighter this is usually left or right). Baking in the animation ...



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