igortyhon I appreciate your help but I'm looking to deliver actual forces/impulses to the arms/legs so as to move stuff around them/deliver blows rather than just move them via IK.
R0J0hound That is definitely helpful! I'm currently using limited revolute joints and applying torques to much the same effect, just a torque "out" if a button is down and a torque "in" if it's not. What I'd really like, though, is to be able to have an arbitrary array of bones and joints that can connect and then flex and straighten independently without needing to track individual bones. I.e., I am coming to like applying torques to the joints, but I'd like to just have them in some hypothetical "tree" layout and then be able to torque them to their parent bones on their own. A bit like when AI trains to create a jumping or running on-screen robot, a little like the old videos like this (except without AI). Is this just a matter of deciding one bone is the grandparent and then iterating downwards through the bones to set some kind of joints between them all?
For context, I'd like for the player to assemble a bone structure in a grid, and then it connects the bones with joints automatically and allows for some of them to be flexed and straightened by the player in an understandable way (probably just which ones are at right angles). Any thoughts on not relying on one bone to be the "upper arm" and one to be the "lower arm," but allowing a strange configuration?