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Inverse Kinematics and Foot Locking

49 pointsby airhangerf15last Monday at 8:21 AM6 commentsview on HN

Comments

mmastractoday at 10:34 AM

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.

snarfytoday at 10:26 AM

This is a really great presentation

windriverthrumtoday at 9:50 AM

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.

minimeowtoday at 9:15 AM

I always wanted to know how physics and kinematics came together and could be worked on with code. Your blog post was enlightening. Thanks.

badmonkey0001today at 9:47 AM

That was really comprehensive. Good read.

cubefoxtoday at 10:01 AM

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.