Comment by kridsdale1
1 day ago
Early 3D engines and of course all the 16 bit 2D games had “canned animation”. Half Life was an early example I can think of that used real IK rigging. Unreal 1 did not.
1 day ago
Early 3D engines and of course all the 16 bit 2D games had “canned animation”. Half Life was an early example I can think of that used real IK rigging. Unreal 1 did not.
For half life it would be FK (forward kinematics). IK I assume was introduced in HL2 (but I don't know for a fact)
Even HL2 is mostly just normal (FK) animations. IK is just used for limited cases, namely making sure feet touch the ground on sloped surfaces.
Yeah that applies to any modern game as well. IK is used for touchups and procedural stuff. Everything else is FK (obviously during authoring IK is used).