I'm aiming to create a high-end physically-driven VR player character with a full body and physics interactions. I used physical animation and inverse kinematics to create an avatar that is 100% physics, down to the elbows, knees, and toes.
When learning about how other designers did physics-based VR bodies, I was disappointed to find that they were always half-done. In BONEWORKS, for example, the arms and legs don't actually simulate physics. I understand from a technical perspective how expensive it is to simulate a full body, but for the sake of experimentation, I tried seeing just how far we can push actual fully-physics based bodies.
Using the ALS default character (purely for aesthetics), I used a combination of forwards-and-backwards-reaching-inverse-kinematics (FABRIK) and a Physical Animation Component to create a pretty decent blend of physics and input. Obviously still a little rough - my main next task is realistic grabbing, which hopefully you'll see soon!
![](https://i.ytimg.com/vi/saWnR7Hu30A/mqdefault.jpg)