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.
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.
I would rate anything that is a sufficiently immersion-challenging distraction to be a problem.
Would the game be more fun if we just chop off all the character's legs and make them float like apparitions instead? That needn't actually change the nuts and bolts game mechanics, but it would be less realistic and/or require big story changes like "it turns out all these characters are ghosts" or something. Same with having every character float through walls instead of walk to a door to enter/exit so that we can save on pathfinding logic.
People are very accustomed to seeing other footed beings have their feet "locked" to the ground by the weight of their body as they stand, walk, or run. Having every character constantly look as though they are suspended by the waist with legs just dangling arbitrarily is something a lot of people are going to find immersion-breaking: and it's one of those issues where the more realistic detail you have in other areas the bigger this remaining issue stands out. Minecraft/Roblox/stick figure characters can probably get away with a lot less care on this detail than TF2-or-above realistic characters can.
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.
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[ 0.26 ms ] story [ 9.4 ms ] threadWould the game be more fun if we just chop off all the character's legs and make them float like apparitions instead? That needn't actually change the nuts and bolts game mechanics, but it would be less realistic and/or require big story changes like "it turns out all these characters are ghosts" or something. Same with having every character float through walls instead of walk to a door to enter/exit so that we can save on pathfinding logic.
People are very accustomed to seeing other footed beings have their feet "locked" to the ground by the weight of their body as they stand, walk, or run. Having every character constantly look as though they are suspended by the waist with legs just dangling arbitrarily is something a lot of people are going to find immersion-breaking: and it's one of those issues where the more realistic detail you have in other areas the bigger this remaining issue stands out. Minecraft/Roblox/stick figure characters can probably get away with a lot less care on this detail than TF2-or-above realistic characters can.
FYI in case the author sees this