How do animation systems blend authored animation, physics reactions, ragdolls, procedural motion, and play control without looking jank?
This is why good riggers (sometimes called technical animators) and animation engineers are among the more well-paid roles in game dev. The animation engineers work hand in hand with the riggers in order to set up animation systems and rig constraints such that the skeletons move believably, rather than "jank". Jank is what you get when a joint moves in a direction that isn't believable, like a knee or elbow bending the wrong way. The constraints on range of motion placed on the bones in the animation rig and those translations to the game engine are the primary means by which we ensure animations consistently look good in game.
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