19:44:31shinmeraAnimations are forward kinematic, the animator says where bones go
19:44:40shinmerabut that will clip into geometry on uneven terrain
19:44:57shinmeraso you need inverse kinematics mixed in to make sure the feet plant onto the ground right, or the hands touch the walls, etc.
19:45:36selwynso ik is like a pass that modifies animations?
19:45:46shinmerain 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.