Inverse Kinematics and Foot Locking

(theorangeduck.com)

49 points | by airhangerf15 5 days ago

6 comments

  • mmastrac 12 minutes 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.
  • snarfy 19 minutes ago
    This is a really great presentation
  • windriverthrum 56 minutes 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.
  • minimeow 1 hour 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.
  • badmonkey0001 59 minutes ago
    That was really comprehensive. Good read.
  • cubefox 45 minutes 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.