Inverse Kinematics and Foot Locking

(theorangeduck.com)

89 points | by airhangerf15 5 days ago

8 comments

  • simonebrunozzi 1 hour ago
    Wow, after a lot of code, the animations at the bottom of the article are really mind-blowing. Super well done.
  • mmastrac 3 hours ago
    This is one of the best references on this topic I've seen - run cycles and foot locking are annoyingly lacking in documentation outside a few papers.
  • windriverthrum 4 hours ago
    Such beautiful animations. Too much detail is missing from this post and its related post on "two-joint inverse kinematics" (that is actually three joint inverse kinematics) - what are the joint types? which inverse kinematics problem is being solved (position, orientation, or both?). This could be a great post if the author spends some more time polishing it.
  • andyclap2 2 hours ago
    I'm currently spending all my hobby project tokens getting astro to help with this problem... but with skis on. Mind blowingly abysmal results so far! Thanks for showing your work.
  • minimeow 4 hours ago
    I always wanted to know how physics and kinematics came together and could be worked on with code. Your blog post was enlightening. Thanks.
  • snarfy 3 hours ago
    This is a really great presentation
  • badmonkey0001 4 hours ago
    That was really comprehensive. Good read.
  • cubefox 4 hours ago
    I was recently wondering why foot sliding is still a common problem in fighting games. Surely with Inverse Kinematics it should be possible to fix this problem by now. I have the suspicion that people who are accustomed to fighting games are so used to it that they don't notice it anymore, or view it as correct behavior.
    • snarfy 1 hour ago
      Is it really a problem? Game mechanics and physics are not always meant or desired to be realistic.