Skeletal Man

Woah, this is quite a beast to tackle. I have a moving skeletal system. It doesn't move terrible intuitively -- that is, it takes a bit of code to get it going and a bit of thought to get it going in the right direction. Reguardless, it works, and below is a screen shot of said masterpiece.

While working on it I got several more ideas for better mechanisms for moving the guy, which would make it much easier to use as an API or in scripting, but they would likely take a ton of work to implement. I'm going to try and add a few immediately, including:

an ID system, for the naming of joints and such (rknee, lelbow...etc)
a direction system (contract, relax) that you set on joint creation instead of having to keep track of directions of angle additions and subtractions..that became a pain quickly.

Otherwise, I'll try to put some skin on this dude once I get more fluid motion out of him. The skin will most likely suck, but I'm not interested in making a good looking skin at the moment, I'll leave that to the big wigs upstairs...

Controls:
movement - same as usual