Tier 3
Series 204
204D: The IK Link
"Animations are "canned." If the wall is slightly further away than the animation expects, the hand clips through it. A Pilot uses Inverse Kinematics (IK) to force the hand to physically grab the throttle or the wall."
The Concept: Inverse Kinematics
FK (Forward Kinematics) is "Shoulder -> Elbow -> Hand." IK is "Hand -> Elbow -> Shoulder."
* **Goal:** "Put the hand HERE."
* **Solver:** Unity calculates where the elbow must be to make that happen.
* **Goal:** "Put the hand HERE."
* **Solver:** Unity calculates where the elbow must be to make that happen.
Red Flag Detected
The AI Trap: "The Ghost Hand"
You ask the AI: "Make the character hold the gun."
// AI-Generated Code: Static Positioning
// Audit Fail: Hoping the animation lines up with the object.
// If the gun model changes size, the hands will float in air.
animator.Play("HoldGun");
This is "Visual Drift." The character looks like they are using telekinesis instead of holding the object.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Physical Grip
void OnAnimatorIK() {
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f);
animator.SetIKPosition(AvatarIKGoal.RightHand, gunHandle.position);
}
Your Pilot Command
> A skilled Pilot directs the AI to use OnAnimatorIK. You command: "Set the IKPositionWeight and IKPosition of the Right Hand to match the Gun Handle transform."