Its unfortunate that a project we’re discussing will probably be using Unity because the 3D character animation is simply far more capable than Stride’s and its cheaper for my company to use annoying but ready tools than to RnD a solution from scratch.
The animation system in Stride seems designed only to be used with pre-baked skeleton animation workflow, manipulating those animations through scripts with blends. Some procedural animation possible it isn’t documented to work with bones. That said bones can be accessed and manipulated, even while baked animations play. There are also an example of IK in Stride, by a user, so this isn’t an official implementation. GitHub - flipdp/Stride.IK It just demonstrates that if if you need it, Stride will allow it, somehow.
IK itself doesn’t seem too hard (in 2D) but I haven’t spent anytime working out constraints for that kind of thing in 3D.
Inverse Kinematics Fabrik.vl (109.7 KB)
More fundamentally, if you want to use vvvv for a 3D designing tool, you’ll need ways to select 3D objects and manipulate gizmos. Some of this work has been done previously by the devs but I don’t know what the status of that is.