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dynamic runtime character animation

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Hello, I have a certain strategy in mind for my own game development. However, don't know how to implement it using Direct3D. That is, if a skinned mesh has already got the skeleton, IK Links and animation data ready, is it possible to do custom runtime character animations when I require the mesh to reach a specific spot precisely. For example, there is a gun inside a box. And my mesh gets close to it, trying to open the box (using animation controller). The flap of the box has a certain Vector value, and the hand of my man also has one. I do interpolation between my man's arm and the flap of the box, since the positions are not fixed at runtime, is it possible for me to do any animation for the hand to get to the flap without explicitly using the animation data inside the .X file while also keeping the animation smooth with the IK? Thanks

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The way I understand it is that you have to use realtime Inverse Kinematics. Ie you know where the hand should be, and the Inverse Kinematics will calculated the rotation of the arm joints to achieve the desired movement. It's a common problem in robotics:

http://en.wikipedia.org/wiki/Inverse_kinematics

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