Procedural animation prototype
Unity 3D -- C#
Implementation Phase
I first used an online model (Link), adjusted the legs to use spheres as connection elements, and rigged it. In the comments on the model, permission is given to use the model.
Imported in unity, I learned that on the last chained bone from the leg, the Fast IK fabric script is used. Here the amount of bones/chained elements is predefined, and a live bone visualization is shown, which is really nice.

The target is set as a separate GameObject. I decided to use a sphere. A couple things I learned while working inside the unity based procedural animations project.
If the legs are already bent down, the legs tend to turn the wrong way when moving the body downwards.
When the legs are manually placed upwards, the inverse kinematics solver works really well! When moving the body downwards, the curvature that I tried to achieve is still there, instead of the weird flipping.
In some example projects, I saw that the legs were manually set to the same position as you can see on the left. Now I know why!
At this stage of the implementation phase, I was really pleased with the working inverse kinematics. However, I do realize that when we will try to get the same result in the custom engine, it will require a lot more work and research.
At this stage of the implementation phase, I was tested positive for Corona. I was not able to make the movement working as described in my research conclusion. But I do think it’s feasible.
My goal however was still reached, and that was, to know if this would be a feasible custom animation replacement in our target game. Using the research and the limited prototyping, I would say yes!
Please have a look at the final result:
Please have a look at the project's github page and the build folder link.
Project Github Link
Project Link