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by nathancahill 1754 days ago
Generated the animations from the repo linked in the paper: https://imgur.com/a/SJcAvHF

The specific tricks with their matrices are here: https://github.com/holomorpheus/topological-flips/blob/main/...

2 comments

Really interesting to see the hardflip animated vertically but the inward heelflip isn't.

I always did hard flips as varial kickflips, but with fs-shuv instead of bs-shuv.

And then the 360 hardflip goes back to not doing the vertical bit.
That's the main reason i did it that way.

I never managed a 360 hard flip on flat, but i could do them over 2 stair steps.

If you are used to do hard flips very vertically, its really hard to do a 360 hardflip, even over stairs.

Not sure why these are considered different in the images

360 Pop Shove-it

360 Shove-it

360 Shuvit

I always thought the difference is with a normal shove-it the board pivots on the back trucks, whereas with a pop shove-it all wheels are off the ground for the rotation. They seem to be depicting only the latter in the animations.
Popping, i.e. hitting end of the board on the ground, to get height is the difference.

A pop shuvit will be higher while a non-popped shuvit may barely leave the ground. Popping can actually make it easier to keep the axis of rotation closer to the center of the board.

Right, I know the difference between pop/non-pop in action, but the animations look the same.

Also "shuvit" distinction is just a synonym

The transformations are only rotations; the vertical translation in the animations is just hardcoded as a half-period of a sine wave.

Setting the `vertical` flag to `False` in skateAnimation.py:generate_frames removes the pop.