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Use procedural animation

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Animation.ik(root, middle, tip, target, options?) solves a two-bone chain in world space. options supplies pole, weight, duration and easing. The solver clamps unreachable targets and preserves segment lengths; joints must form a direct root/middle/tip parent chain. footPlacement uses the same solver. headTracking and lookAt turn toward a target; update the target through your controller when needed. recoil eases a rotation out and back. Native bindings provide typed parameters rather than dynamic option tables.