Category Archives: Research

Real-Time Procedural Character Animation Using Inverse Kinematics

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This project was done as a part of my honours-stage research paper. The overall idea was born from realizing how little flexibility animation in real-time currently has; while animation blending, ragdoll physics, and simple IK re-targeting techniques are commonplace, virtually little else in the way of full-character motion generation existed. The benefits such a notion were enormous both from a game-design and real-time perspective. So I decided to investigate current procedural animation techniques, and developed a procedural animation system of my own, which I later named IKAS (Inverse Kinematic Animation System).

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