Original Post
I've been reading up on biped walking ever since this QRIO video was posted. From what I can understand biped walking goes like this. With a simple pair of legs, its movements are limited by the amount of torque available to excert on the ground, not exceeding the actuator and foot size limits. With this information, calculate hip and swing foot trajectories that never cause the stance to over torque considering all momentum the moves and gravity are affecting. Any idea if I am close? Right now I'm just trying to get a simulator running, that will allow me to tweak the equations and tell me if it will fly or not. It's also going to drive the servos in the real world. I'm eyeing this (1x) and this (4x). Hopefully soon I will more completely understand the physics envolved and make the trajectory calculation include the momentum limits instead of guess and check. Which I believe technically is the the difference between static and dynamic walking. I'm posting to poll any information Gamedev may have about biped walking. It's a challenge but I'm sure someone has some suggestions. The simulator currently looks like this. The equations and mass's I've used have no realistic value, once it's tracking time, I'll get it all to scale and it will output all the physical data.
You can download it here, but it requires the .net framework which can be found here.
You can download it here, but it requires the .net framework which can be found here.