1. A computer-implemented method for rendering an animated creature in real-time, comprising: drawing a creature diagram for a creature, wherein the creature diagram comprises one or more chains and one or more sections; creating an effector for each of the one or more sections and each of the one or more chains, wherein each effector defines a target position and an orientation that is reached; selecting a chain solving type, of one or more chain solving types, for one or more of the one or more chains, wherein the selected chain solving type is used to simulate a desired biomechanical behavior of the creature; mapping the creature diagram, including the one or more sections and one or more chains and chain solving types, to a three-dimensional (3D) model; and animating the creature in a real-time 3D application based on the mapping.