Inverse Kinematics and Foot Locking

(theorangeduck.com)

136 points | by airhangerf15 5 days ago

10 comments

  • mmastrac 12 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.
  • simonebrunozzi 11 hours ago
    Wow, after a lot of code, the animations at the bottom of the article are really mind-blowing. Super well done.
  • windriverthrum 13 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 11 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.
  • jayd16 6 hours ago
    Auto tagging the foot contact points is kinda fun. I usually just see it hand marked in the source anim.
  • minimeow 14 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.
  • cubefox 13 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 10 hours ago
      Is it really a problem? Game mechanics and physics are not always meant or desired to be realistic.
      • frnz 6 hours ago
        I imagine, that unsolved foot sliding is considered as a genuine part of the genre, but personally I really enjoy fixed feet in gameplay very much.
      • cubefox 8 hours ago
        It's a graphical problem. Inverse kinematics is purely a graphical technique. It has no effect on gameplay. That doesn't mean it's irrelevant, except insofar graphical fidelity is irrelevant in general.
  • badmonkey0001 13 hours ago
    That was really comprehensive. Good read.
  • snarfy 12 hours ago
    This is a really great presentation
  • AndrewKemendo 8 hours ago
    I really want to read this article but the videos keep hijacking the screen (on mobile web)

    FYI in case the author sees this

    • pinum 6 hours ago
      Are you using Firefox on ios? It’s a long-running bug with that browser that affects most pages with multiple videos and drives me mad.