<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gameplay on Nils Ek</title><link>https://nilsek.com/tags/gameplay/</link><description>Recent content in Gameplay on Nils Ek</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 01 Jan 2024 00:00:00 +0000</lastBuildDate><atom:link href="https://nilsek.com/tags/gameplay/index.xml" rel="self" type="application/rss+xml"/><item><title>Inverse Kinematics Rig</title><link>https://nilsek.com/posts/ik-rig/</link><pubDate>Mon, 01 Jan 2024 00:00:00 +0000</pubDate><guid>https://nilsek.com/posts/ik-rig/</guid><description>&lt;p&gt;Animation done externally will not always fit the environment that the characters will exist in, and this
was the case for my 6th game project at TGA. Our biggest enemy had six big legs that would not fit in the
environment while moving around. This was what inspired me to create a system to procedurally animate this
character depending on its movement, model and the environment around it.&lt;/p&gt;
&lt;figure class="video"&gt;
&lt;video muted preload="metadata" autoplay="true" loop="true"&gt;
&lt;source src="https://nilsek.com/videos/IKVid.mp4" &gt;
&lt;/video&gt;
&lt;/figure&gt;

&lt;h2 id="fabrik"&gt;FABRIK&lt;/h2&gt;
&lt;p&gt;To solve inverse kinematics you can do all the math and find all possible positions of the joints to achieve
the desired result. Though this is much too expensive and hard to implement. A much faster and performant algorithm
is using Forwards And Backwards Reaching Inverse Kinematics (FABRIK).&lt;/p&gt;</description></item></channel></rss>