🦾Procedural

This page explains how to work with IK in CAS.

Overview

For details, see the dedicated Procedural Animation page:

πŸ”ΈProcedural Animationchevron-right

The setup generates Procedural Animation settings that include these modifiers:

Animation Modifiers.

To learn more about each modifier, see:

πŸ”ΈAnimation Modifierschevron-right

Modifier order matters β€” especially for IK features such as Foot IK and Step Modifier.

IK Structure

After applying the setup, these IK GameObjects are added at the character root:

IK Bones.

These empty GameObjects support this workflow:

  1. Copy position and rotation from real bones to the IK GameObjects (using Copy Bone modifiers).

  2. Apply Procedural Animation (e.g., Foot IK, Step Modifier).

  3. Apply IK to animate legs and arms.

This setup is efficient: you avoid running an expensive IK algorithm for every procedural feature.

Binding Properties

CAS links gameplay values from your components to the animation system via Property Bindings.


Next: how climbing works in the CAS demo.

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