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Character Animation with Direct3D® by Carl Granberg

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Look-At Inverse Kinematics

To start you off with IK calculations, I’ll start with the simplest example: having only one bone orientation to calculate. Figure 11.3 shows an example of Look-At IK.

Figure 11.3. Look-At Inverse Kinematics.

In Figure 11.3 the character is facing the target (black ball) no matter where the ball is compared to the character. Since the target might be moving dynamically in the game, there is no way to make a keyframed animation to cover all possible “view angles.” In this case, the IK calculation is done on the head bone and can easily be blended together with normal keyframed animations.

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