Using FABRIK or traditional IK to map pose data from AI/ML algorithms to a skeletal mesh

Its cartoonish, but in a pinch it sort of works (unless you use blender to animate, they still have a bug where streching chained bones causes odd rotations of other bones).

If you are going for realism, then stretching is a no. If you simply want somethingn that looks ok and the art direction is somewhat cartoonish, then stretching will do the trick.

You know, the engine’s skeleton system essentially already does the no-stretching by design.
The skeleton is used as the “master” position when the bone settings are properly set to skeleton instead of Animation Scaled or anything else.

The engine then takes rotations into account instead of bone positions to prevent stretching.

If you focus on having accurate rotations you should be able to pull off the same effect of letting the engine handle whatever skeleton you feed into it just fine…

Calculating the rotations from the camera pose is where the load would be at. As such, good software becomes imperative… then again its SOCATHOA so the math isn’t all that complex, theres just a lot of it…