A human cannot execute a genuinely curved step — where their center of mass travels in a continuous arc during a single step — without violating fundamental principles of balance.
💡 Analogy: A Curve is Just a Lot of Straight Lines
A box is a badly drawn circle.
A hexagon is a slightly less badly drawn circle.
A 400-sided polygon is basically a circle.In dance, every step is a straight line, but if you chain enough small angular steps together, you get the illusion of a smooth curve.
Curved travel is not about bending your path — it’s about changing your direction slightly, over and over again.
### 🔍 Curvature in Dance Travel
A perfect curve can be thought of as the result of infinitely many tiny direction changes.
Mathematically, this is written as:
\(κ = \dfrac{dθ}{ds}\)
Where:
- κ is curvature (how sharply you're turning),
- θ is your heading (direction),
- s is the arc length (distance you're traveling).
rate of angular change per unit distance.
\(κ = \dfrac{dθ}{ds}\)
The smaller your angle change per step (Δθ), the smoother and easier the curve becomes.
If κ = 0, you're traveling in a straight line (Δθ = 0 between steps).
If κ > 0, your direction is changing — you're curving.
A box has huge Δθ (like 90°), so high 'curvature' spikes.
A 400-gon has tiny Δθ, mimicking a smooth \(\dfrac{dθ}{ds}\).
In other words:
You don’t bend the step. You bend the path.
Danced as a SSQQS we have 3 curving steps.
But the angle of each step is very large so the effect is 'a curve of 3 straight lines (i.e steps)'
and that 'Travel' in this case is a vector comprising direction (the angle) and distance (the size of the step) so our Travel Vector model still applies.
From a system modeling perspective (e.g., DanceBot or SBAS):
While steps can appear curved due to:
…the actual center of mass path per step remains linear. The curve is emergent, not atomic.
Any curved travel in partner dancing requires:
These three elements — CBM, Sway, and Rise & Fall — are biomechanically linked.
You can't curve naturally without them working in sync.
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