This discussion introduces a new series about **inverse kinematics** for videogames. Before starting our journey, this post will show few games that use **procedural animations**, and how they differ from traditional assets-based animations.

You can find all the other parts here:

- Part 1.
**An Introduction to Procedural Animations** - Part 2. The Mathematics of Forward Kinematics
- Part 3. Implementing Forward Kinematics
- Part 4. An Introduction to Gradient Descent
- Part 5. Inverse Kinematics for Robotic Arms
- Part 6. Inverse Kinematics for Tentacles
- Part 7. Inverse Kinematics for Spider Legs

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.