Limb stretch

Hi,
Does anyone know of a way or has already written a program that allows a descendent object (a limb) to try and stretch itself toward a specific Vector3 location in world space and if not, the descendent object moves as close to the position as possible? I know with a 3D person, I can rotate things like the forearm, chest etc. but what if I want my 3D person to point at a certain spot in world space (landing its index finger as close to the Vector3 position as possible). I heard inverse kinematics can do this but can inverse kinematics be an added feature for Unity in future versions where I can also specify rotation constraints to each limb such as the rotational limit of how far an elbow can bend and in what direction (causing each constraint to determine what reasonable directions the limb(s) need to bend in order for the main limb to end up at or closest to the spot I assign)? Another words, I don’t want an elbow to bend backwards in order for the index finger to point to or touch wherever spot in 3D World Space I assign it to point to or touch, and would like my character(s) to function like real people when pointing. Is this possible?

Thank you,
Michael S.Lowe

Hi, The locomotion system in Third person shooter demo has a IK solver (IKSimple.cs script) would work but again there will be instances when the elbow might bend in the opposite direction. In this case some rotation constraints have to be set on each bone.