Tech article
Inverse Kinematics and Foot Locking
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Hacker News | Sep 7, 2026 | airhangerf15
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For each contact point we'll need the following variables: if (! state->locked && inputContact && inputDistance < lockDistance) else if (state->locked && (! inputContact || inputDistance > unlockDistance)) where InertializeCubicUpdate and InertializeCubicTransition are cubic inertialization functions defined as follows... float t = Clamp((*time + deltaTime) / Max(blendTime, 1e-8f), 0. 0f, 1. 0f); float w0 = 2. 0f * t * t * t - 3. 0f * t * t + 1. 0f; float w1 = (t * t * t - 2. 0f * t * t + t) * blendTime; float w2 = (6.
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