Hi Nate, I decided to leave a comment here instead of the play page because I saw your conversation with Cooper. I did immediately notice the technical effort you put into this. I've done a similar thing but only via the animation function that Blender has to offer, but limitations such as no physical integrations will apply in my approach. When I saw your spider's leg has physical attributes, I'm in tears.... I hope you see this. Can you share a youtube tutorial or webpage that leads you to this point? Or just talk through the basic workflow to keep my mind unblown! Again, INSANE work! - Frank
Viewing post in Terry, the spider jam comments
Thank you so much! Honestly the limits of the pathfinding prevent you from seeing just how awesome Inverse Kinematics can look, and I wish I could've gotten the organic movement that's possible when the movement is fully physics based.
For just inverse kinematics and the algorithm I used:
https://www.reddit.com/r/Unity3D/comments/fqabkx/i_tried_to_explain_procedural_a...
https://www.reddit.com/r/Unity3D/comments/fuj4sy/i_tried_to_explain_hoverboard_p...
Good luck!