There are no curved steps!!
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
> ### 🔍 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.**
>
>
>
The 'Tango Curving Basic'
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)'
- The shorter the steps the harder it will be to give the appearance and effect of a curve. It feels horrible too.
- The longer the steps the easuer it will be to give the appearance and effect of a curve. Your partner will love how this feels
Note that a Step is 'Travel'
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.
3. Model Simplification
From a system modeling perspective (e.g., DanceBot or SBAS):
- Representing each step as a straight-line vector (
T⃗
) allows us to calculate poise, torque, and transitions.
- Curves are formed by chaining discrete straight segments
The Illusion of Curved Steps
While steps can appear curved due to:
- Rotational movement of the upper body,
- Sway or shaping,
- Turning actions across multiple beats,
…the actual center of mass path per step remains linear. The curve is emergent, not atomic.
🚶♂️ Requirements for Curved Travel
Any curved travel in partner dancing requires:
- CBM – Contra Body Movement is essential for initiating rotation and shaping the curve.
- Sway – A natural side-tilt of the body to maintain balance over a curved path.
Note: Tango is the exception — it uses no sway.
- Rise and Fall – Especially in Waltz and Foxtrot, the use of elevation timing amplifies the curvature, often contributing to swing and the illusion of flight. Note: Tango is the exception — it uses no Rise and Fall.
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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