19:26:54Colleen<selwyn> what is an ik pipeline exactly
19:44:31Colleen<shinmera> Animations are forward kinematic, the animator says where bones go
19:44:40Colleen<shinmera> but that will clip into geometry on uneven terrain
19:44:57Colleen<shinmera> so you need inverse kinematics mixed in to make sure the feet plant onto the ground right, or the hands touch the walls, etc.
19:45:36Colleen<selwyn> so ik is like a pass that modifies animations?
19:45:46Colleen<shinmera> in my ideal vision the engine will be able to import information about which IK systems to define, what constraints to place on the bones, and how strong to blend the IK with the FK.