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wobble bolt/ "mech"/ walker advice

Archive: 19 posts


I'm currently working on a project, which involves a gigantic "mech"... its in quotes because thats not entirely acurate, and i feel like being vaguely taunting

ANYWAYS.... As part of this "mech" i'm trying to make a giant pair of posable arms. By posable, i mean they swap between several different positions, based on the coding of my fun little programming logic gates. Currently, that posing is based upon wobble bolts (Right now, i have a wobble bolt for the shoulder blade, one for the wrist, and one for the elbow).

I've worked (minimally) with the wee beasties before, but the silly bolts don't seem to want to cooperate at the moment, and tend to break, bend, or not work at all, so i was wondering if anyone else out there had any advice. (ie: backing material should be strong, smaller turn radius is more stable, etc)- BTW that was all made up, i have no clue lol

Similarly, i'm asking if anyone who's built/understands how to build a walker (or even better, a giant pair of posable arms ;p) can give me reccomendations on how to go about layering or putting things together so that movement occurs well without annoying part breaking.

Alternatively, does anyone else see a better solution?

If you want pictures/less vagueness, tell me... i'm sure i can provide them/it without giving out TMI

Thanks in advance... if anyone can even help lol
2009-05-04 09:34:00

Author:
Burnvictim42
Posts: 3322


the only thing I can think of that might help (and I'm not 100% about this because I've never created a big multi-jointed boss) would be to turn down the strength of the wobble bolts. This should prevent them from breaking when it's object intersects with another object. But that's all the advice I can contribute with. Others hare at LBPC will undoubtedly be able to assist you further. 2009-05-04 16:36:00

Author:
mindphaser74
Posts: 349


But wouldn't turning down the strength mean they give less support? I know that'll give more flexibility, but theres a fair amount of weight on those arms across the various joints. Thanks for that tip though, i didn't realise that before.2009-05-04 21:39:00

Author:
Burnvictim42
Posts: 3322


I HATE WOBBLE BOLTS lol

What about maybe adjusting the tightness, would that not stop them from breaking too much ????

Just an idea really more than advice

Also have you read the guide to wobble bolts we have on here
https://lbpcentral.lbp-hub.com/index.php?t=t=7703

It's very very helpful (although I can't remember if it talks about anything that will help you)
2009-05-05 00:19:00

Author:
dorien
Posts: 2767


I didn't know where to find that, thanks alot! *reads*2009-05-05 00:35:00

Author:
Burnvictim42
Posts: 3322


I didn't know where to find that, thanks alot! *reads*

No probs, had to search for it myself

Hope it helps
2009-05-05 00:37:00

Author:
dorien
Posts: 2767


It does... sorta. At this point, i'm not sure i want to really rotate the shapes, as that would mean i have to make the arms all over again haha. But if thats what it takes, i guess thats what i'll do.

I found it odd that theres supposedly nothing weight can do... because they really seemed to sag, and i had to end up changing the material to pink floaty in order to keep em from breaking apart. Maybe it was just because the bolts weren't oriented well.

dunno... i'll have to 'speriment.
2009-05-05 00:54:00

Author:
Burnvictim42
Posts: 3322


umm what the coincedence, i was about to come here for quadruped walker advice....
burn, any ideas on how to get it walking?
like, it doesnt NEED to walk, but i could add chase scene, or watch it crawl above you...and it could always come in handy for the future
2009-05-05 00:57:00

Author:
johnrulz77
Posts: 835


I would use a loose regular bolt and a piston as I learned from AYNEH's mech TYPE 3. And the pistons no longer have to be visible.2009-05-05 23:33:00

Author:
steakmo
Posts: 57


Alright for the starter multi wobble bolt objects sometimes change based on the materials. The biggest object (ie upper arm) should be heavy like metal or stone, after every connection change the material to something lighter. This sometimes stabilized my contraptions.

For the quadraped walker you could use a piston desing that only works if it doesnt wiegh too much and doesnt need to go super fast. Its hard to explain without visuals but basically there are three parts 1. the base 2. the knee 3. the foot.
it should look something like this

BASE--------KNEE
..................... !
..................... !
.................... !
...................FOOT
with the lines representing pistons (ignore the dots), the knee has a key switch that will detect a key on the base, when the switch detects it (i.e. the knee is close to the base) the switch raises the foot. when the knee is away from the base the foot lowers, in combination with the other legs this will produce a walking effect, sorry if this is sort of hard to understand.
2009-05-05 23:59:00

Author:
redmagus
Posts: 667


I'd try using the piston... but i like the wobble bolt set up a lot more. It gives me more freedom, as i'm able to make the arms rotate between several positions (my favorite is making my "mech" do the "walk like an egyptian" move ) Pistons can get messy with keeping things in place, and i'm going for the freedom of movement above all.

Thanks for teh suggestion on weight, but how should the connections be? Should they be the heavier material, or the lighter one?
2009-05-06 00:24:00

Author:
Burnvictim42
Posts: 3322


well the quadruped one uses wobble bolts for the upper legs and lower legs, (ex, thigh - knee is upper, knee - foot is lower)
and a piston connected in between both.
works quite well, and its almost indestructible (used dissolve so it breaks if i drop a giant boulder...)

anyway, sorry burn, for taking over this thread lol... cya l8r, i got silverleon attempting the syncing for it.
2009-05-06 00:31:00

Author:
johnrulz77
Posts: 835


Did CY make wobbly bolts weak too? (like it did to pistons >.>) Cause if i try using heavier materials, the material likes to move, so its not where the bolt is on it anymore. oh, and it doesn't turn well D:

right now its all floaty still lol... looks kinda ugly D:
2009-05-06 01:13:00

Author:
Burnvictim42
Posts: 3322


use hidden chains and things for support2009-05-06 01:15:00

Author:
redmagus
Posts: 667


again, its too messy for the amount of movement freedom i want2009-05-06 01:44:00

Author:
Burnvictim42
Posts: 3322


I built a spider boss that had large moving arms. Took me a while to find a way of getting the arms not to break. Especially when they touched the wall.

I'm not expert but like other people have said don't have the tightness set to 10, tweak it down a little and it should stop breaking so much whenever it touches anything. Also for the parts nearer the shoulder use a heavy material like metal or stone then use lighter materials for the forearm and hand.
2009-05-06 02:23:00

Author:
Sosaku
Posts: 146


Check out a level made by an LBPC member, "Trap_T". It shows some impressive mech legs. Just the legs, though. I forget the name of the level, so just search by the Level Author.2009-05-06 02:35:00

Author:
aer0blue
Posts: 1603


I'll take a look at those levels, thanks guys.2009-05-06 03:08:00

Author:
Burnvictim42
Posts: 3322


Ive been working on something that uses wobble bolts. this thing is pretty big and heavy. so far I've had no problems. When are the bolts breaking? Is it just after you place them or do you get them working and then they just give out. I've done a lot of experimenting with wobble bolts. I think I might be able to help, but I need more details. The project I'm working on I make the bolts as big as they can get before placement. I don't know if that's significant but you could try it. Anyways if I knew more of the problem I think I can help. Usually I'm pretty good at problem solving.2009-05-06 03:28:00

Author:
smasher
Posts: 641


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