You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Fitting the World: A Biomechanical Approach to Foot IK

Overview:

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.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

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