My Math Forum Creating simulated bipeds, need help with angles

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 September 18th, 2018, 12:42 PM #1 Newbie   Joined: Sep 2018 From: Maine Posts: 1 Thanks: 0 Creating simulated bipeds, need help with angles I've been working on making simulated bipeds for my video game, and I need help increasing joint rotation stability. For a joint to maintain a constant angle relative to itself and additional surfaces (an ankle joint for example), what's the best way to avoid massive oscillation and feedback loops? So far, I've tried adding/subtracting angle rotation differences with a tolerance, and messing with Delta angles (incorrectly, I assume), and while these solutions work, they don't provide an optimal response time. What is the most efficient, stable way for a simulated joint to maintain a desired target angle? I feel like I've come close a few times, but I'm more or less fumbling around in the dark, I have very little math experience. I have a few rudimentary working examples, and some mostly accurate results with slightly cheated physics, but I need to improve my joint stability if I want to go all the way with an accurate simulation. Here's some video of it: https://streamable.com/vvhxu Last edited by skipjack; September 19th, 2018 at 05:44 AM.

 Tags angles, application, bipeds, creating, simulated

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