1. A computer-implemented method for configuring a kinematic chain that represents an animated character, the method comprising: calculating a first recursion depth associated with the kinematic chain; calculating a first output value based on a first solving order associated with the kinematic chain; determining that the first recursion depth exceeds a first base depth; in response, creating a second solving order associated with the kinematic chain; calculating a second output value based on the first output value and the second solving order; and performing one or more write operations that set a first angle in the kinematic chain based on the second output value.