What is the difference between Inverse Kinematics and Parametric Animation?
Without going into extreme technical detail, here’s a quote from what George Broussard said on 01/18/01: “IK is essentially the real time animation of bones in a character. It’s not pre-recorded animations played back on the bones. The game calculates where it was hit, how much force, what it’s hitting (wall etc) and moves the bone. It’s fairly complicated and also slow so you don’t see it in many games yet. “Parametric animation is basically a buzzword (from Valve [Software] on TF2) for having skeletal animation and blending multiple pre-recorded animations together at a time. For instance a lower body run at the same time as an upper body turn shoot and fire, as well as a head turn etc. “DNF can blend 16 animation channels at a time, but we rarely go over 4-5.