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The High Heel Problem


Introduction This article looks at how different types of shoes can affect game development and examines how games deal with this in practice. Before we dive in, letโ€™s have a look whatโ€™s possible with high heels: Just in case I mess up the terminology, here is a little chart: Character Height | Posture | Animation | Optimization | Audio | Bonus | Summary | Sources ๐Ÿ’˜๐Ÿ’˜๐Ÿ’˜ Huge thanks to Nicolas, Damrus, Irina, Battz, Magari, Luna, Angel for helping with this article.

For example, it would be a nightmare if you wanted to have a hand-holding mechanic and then you need tons of animations to make sure that the hands of characters with different shoe heights still meet precisely. redistribution of body weight forward tilted pelvis, spine arches gently engaged calf muscles accentuated curve of the buttocks Source: Mixamo โ€œIV Pole Walking By the way #1, I noticed a little detail in Cyberpunk: when the shoe is swapped, we can briefly see how the foot pose changes:

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High Heel Problem