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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.

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).