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I'm working on revamping the inverse kinematics algorithm for my procedural animation with focus on handling a variety of foot roll scenarios better. Results so far are promising, though far from done yet.

Only, I'm having an issue with snapping when the heel was the best target but can't reach anymore, so it tries to reach with the toe instead. It's not just a technical issue; I'm unsure how I even want it to work.

@runevision hmmm wouldn't that depend on the momentum of the character as a whole? In motion, they surely want to catch themselves with the heel, especially if the target is where the foot is supposed to land, and push off with the toe, especially if the target is still where the foot was planted. When standing, hm, tricky!

Just random thoughts, surely not of much help : )

@Naam Well, if a human is walking backwards, I’d say they set off with the heel and catch the ground with the toe. So my theory is that it’s more about which foot orientation is more natural in front of versus behind the body.

Rune Skovbo Johansen

@Naam And most natural here seems related to just assuming the least strained ankle joint rotation.

@runevision ah yes I didn't consider walking backwards ^^ more: maybe it would behave differently when standing still. But then, you _are_ building a procedural walkcycle generator, so I guess momentum is a given!