Use procedural animation
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.