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animation-systems
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and blend spaces (1D/2D), animation state machines, additive layers and upper/lower-body splits, ragdoll and active ragdoll, procedural IK foot placement on uneven terrain, secondary motion (spring bones, cloth, hair), motion matching, animation compression and bone-count budgets, root motion vs in-place, and the anticipation/active/recovery timing decomposition with animation-canceling. Also use to diagnose feet that slide or float, a mesh that pinches when it twists, blends that pop or moonwalk, characters that feel animation-locked, or a motion library that blows the memory budget. Triggers on "animation system", "skeletal animation", "skinning", "candy wrapper", "dual quaternion", "rigging", "inverse kinematics", "IK", "foot placement",
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