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 = 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 = 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 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):
T⃗
) allows us to calculate poise, torque, and transitions.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.
👉 Check out: