I'm trying to find or create a working example of inverse kinematic posing in three.js. Ideally I would like to export human models from Makehuman via their Collada exporter, load them with THREE.ColladaLoader and set them into different poses in three.js programmatically or through some dat.GUI interface. A bit like an artist doll implementation - I don't need animation, but real-time feedback when tweaking the pose would be nice, and inverse kinematic style posing would be highly preferred.
I've been studying and searching information for days. This http://www.youtube.com/watch?v=6om9xy6rnc0 is very close, but I was unable to find any example code or downloads. The closest working example I've found is this: http://mrdoob.github.com/three.js/examples/webgl_animation_skinning.html However that appears to use predefined animation frames, which in turn appears to manipulate the bones in forward kinematics manner so that was not much help either.
I couldn't even find a model for testing, as I don't know what to look for when searching something with IK rigs/skinning/bones compatible with Three.js. Makehuman does seem to have plenty of rigging export options, I don't know if any of those are usable.
Is there a usable IK system in Three.js, and if so, are there any working examples, working human models, or any hints on which exact rigging system/workflow should study to accomplish this? If direct Collada support is not possible, creating the characters in Blender and exporting them is an option too..
EDIT: found this live demo http://www.akjava.com/demo/poseeditor/ but the code is totally unreadable.