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  • Hacker News
  • I really want to read this article but the videos keep hijacking the screen (on mobile web)

    FYI in case the author sees this

  • Auto tagging the foot contact points is kinda fun. I usually just see it hand marked in the source anim.
  • I always wanted to know how physics and kinematics came together and could be worked on with code. Your blog post was enlightening. Thanks.
  • 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.
  • Wow, after a lot of code, the animations at the bottom of the article are really mind-blowing. Super well done.
  • 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.
  • 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.
  • 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.

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