First, let me explain what I mean.
When I say fully physics based, I mean everything is physics(Walking is based on foot planting, etc)
I already thought of how I will do everything besides the Joints and Animation of it. The animation of it depends on what joints I will use, since HingeJoints have 1 axis, but have a Target Position, and Character joints have 3 axes, but no Target position. Configurable joints are also an option.
It would be desirable if I could use CharacterJoints, I already set the character up with CharacterJoints.
Any ideas on how I could animate it, but it still follows the physics of it's joints? Sorry if this is confusing.
I don't need a script, just a way to approach this problem would be great.
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