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I would suggest looking into character customiation with blend shapes. This youtube tutorial covers how to set it up. Now for a simple DNA System all that you will need is to encode all the values of the blend shapes in some sort of string or hash for both parents and generate a new onefor the child based on the parents. This will "pass" down stuff like ...


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What you want to do here is preserve the direction that the upper arm points. So let's first get that direction (relative to the parent bone's space) localArmDirection = kinectJointQuaternion * neutralArmdirection; Now that you have a unit vector describing the 3D direction that you want the arm to point (relative to the torso), you can convert it into ...


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