I started diving into the world of animation recently, and I decided to try and get Inverse Kinematics working in Ogre.
A thread about inverse kinematics got me looking at OpenTissue, an open source library containing many simulation-oriented algorithms, so I decided to give it a go.
After a bit of work and talking to the developers, I got a first sample working!
This sample just takes a jaiqua and grabs her left arm, making the entire body follow in a (hopefully) convincing fashion.
Note that everything happens in real time, and I do not use any existing animations.






Video of the demo on Vimeo
Vide of the demo on YouTube
As for the sources, you can find the current ones here :
http://nomanogre.googlepages.com/OgreIKDemo.h
http://nomanogre.googlepages.com/OgreIKDemo.cpp
In order to compile the demo, you have to setup OpenTissue and Ogre.
See these links for setting up OpenTissue :
http://www.opentissue.org/wikitissue/in ... OpenTissue
http://www.opentissue.org/wikitissue/in ... OpenTissue
http://www.opentissue.org/wikitissue/in ... t_bindings
(Demo is very simple - press b to move the hand some more)
I currently only use the OpenTissue headers, so you don't need to compile anything.
This is currently just a proof of concept. Its very dirty code (though, it is understandable). I don't understand animation that well yet, so I'm learning as I go along. I will hopefully get to something that is more of a black box solution.
Since OpenTissue can also be used as a physics library, I don't know how that will happen. I don't want to force anyone who wants to use OT for IK to also have to use it for physics, but animation and physics do need to be able to work together.
Dunno where I'm going with this, but I'm going somewhere

(I'd actually really like to hear what people who did physics/animation binding layers have in mind...)