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Session Name:

Fitting the World: A Biomechanical Approach to Foot IK


Traditionally foot IK solving has been implemented by reacting to changes within the environment's physical setup. But this is often associated with either sluggish responses to very snappy/jerking motion on the knees and distinctly procedural motion. In an effort to improve the animation quality in the complex and organic environments within Assassin's Creed they sought out to improve the IK system by moving away from reactive solving, and by adapting a predictive solution modelled after biomechanical behaviour that allowed them to better preserve detailed motion from the animation, creating a more natural, fluid and accurate foot IK system.

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  • GDC 2016
  • Clifford Roche
  • Ubisoft
  • Carlos Torres-Cros
  • Ubisoft
  • free content
  • Programming
  • Programming