IK : Interactive mesh deformation

Hi,

I have a skinned mesh (cylinder) containing 5 bones. We want the cylinder to bend (deform), when a constraint (game object) attached at the top portion of cylinder is moved with a mouse.
I have seen the video
http://www.youtube.com/watch?v=UNrrd_XhPMA&feature=related.

In the forum thread
http://forum.unity3d.com/threads/40431-IK-Chain?highlight=chain

they have given the inverse sine cardinal function for IK. We would like it be integrated into a skinned mesh.
Could any one suggest some useful tips, tutorials, techniques to achieve this.

Thanks

The ‘bones’ for a skinned mesh in unity are nothing more than references to transforms in the scene. You could either manually or procedurally change the referenced transforms to the IK chain.

Check out the Head-Look Controller

http://unity3d.com/support/resources/unity-extensions/head-look-controller

Based on the functionality you require it might be all you need. Or at least you can have a look at how it’s done in the scripts provided