Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Need Help! Legs for Mech.

Archive: 14 posts


There's a game called Warhammer 40k and there's a mech the Space Marines have called the Dreadnought.

I'm making it but I'm really stuck on the legs. They need to be strong enough to sustain the top half of the mech

Here's a picture
http://pix.motivatedphotos.com/2009/5/5/633771299597153555-dreadnought.jpg

What ideas do you have for making the legs so it can walk?
2010-02-11 17:34:00

Author:
Fumo161
Posts: 210


I'm having a hard time understanding how it's supposed to walk at all. It looks like the hip joint is supposed to push the whole leg down as far as I can tell (so the circular part would have to be connected to a piston to make it move up and down somehow), and the legs don't look like they have a knee joint, so I'm guessing they just swing back-and-forth with the circular part on the hip (which means there would be a wobble bolt on the circular part also).2010-02-11 18:04:00

Author:
Gilgamesh
Posts: 2536


Heh, I see what you mean, Gil. From the picture it just looks like the legs swing back and forth meaning the mech in the picture couldn't actually walk.

@TC, you'll have to decide how you want to go from swinging legs to walking legs. You need something to raise the leg up as it swings forward, and push it down for the backwards swing. The simplest approach would be to place a piston controlling up/down motion somewhere in the leg. If it were up to me, I'd do it right above the foot in that small gray section. Then when the foot is swinging to the back, that whole grey piece extends planting the foot in the ground. When it swings forward, the gray piece disappears upwards into that red bit above it.

You'll also have to contend with an ankle joint, seeing as the platforms on those feet are huge. Weight management is a big issue with mechs of all sorts. You might want to consider hiding some floaty in the body cavity. Generally I make legs out of metal or stone or even wood for strength, and the body is no heavier than cardboard or styro.

I think Dan Scott needs to take an anatomy or mechanical engineering class too.
2010-02-11 20:55:00

Author:
Thegide
Posts: 1465


I can't see the picture so I can't offer anything specific (sounds like Gilgamesh summed it up, though).

I consider bipeds to be just about the toughest thing in lbp to get right. I've built four and I'm working on my fifth (to try to address the problems with all the previous ones) in between the other projects I'm working on. So far I haven't had one that I've been completely happy with, and the third one was so bad that it wasn't worth publishing at all.

Anyway, good luck. Hope you get it worked out.
2010-02-11 21:53:00

Author:
Sehven
Posts: 2188


The foot has to be flexable, i advise looking a Johnee's mantis walker.2010-02-11 22:40:00

Author:
Emogotsaone
Posts: 1030


Here's a video, at 0:29 to 0:41 you can see the Dreadnought walk and all it's glory.
http://www.youtube.com/watch?v=UID6LEzvRRo
2010-02-11 23:54:00

Author:
Fumo161
Posts: 210


you can't re-create a Dreadnought... you can create a mech that looks similar, but in no way can you make it exact.

you need to have the legs on a dual-wobble-bolt-leg. if i could pull up a picture i would.... it also needs to be going UP and DOWN using a piston. if you are really confused, just look at your own human legs, and you'll see what i mean. also, the top of your mech needs to be a mix of WOOD and CARDBOARD. or else it will constantly tip from the weight, seeing as how the dreadnought looks pretty top-heavy. if you need help with this add me on PSN, i've made mechs before, so i could help you with the legs since those are always the hardest part.
2010-02-12 01:07:00

Author:
Mopthefloo
Posts: 139


This should be fairly easy to make.

http://i92.photobucket.com/albums/l37/Corporeal/3f745951.png

The blue bits are motobolts. There are two motorbolts for each leg, one at the knee and one at the hip. The two motorbolts turn in opposite directions so the foot is always parallel with the ground.

I think this is the best and most stable design you can go for given that the robot is top-heavy.
2010-02-13 17:02:00

Author:
Ayneh
Posts: 2454


Um.... with that design, won't it just sort of shuffle, rather than walk?2010-02-13 20:06:00

Author:
Sehven
Posts: 2188


I got a hold with Mop and he was able to get it walking.
A bit shaky, but it walks, no doubt.

If there's anyone else that has expertise in these parts, let's meet ingame.
I'm a great guy... let's....be.... FRRRRIIIIEEENNNDSSS.... XD
2010-02-25 16:19:00

Author:
Fumo161
Posts: 210


The problem with dreadnoughts is that the models are pretty poorly designed from a walk cycle standpoint. This proved problematic when THQ rigged the in game model for Dawn of War. I'm pretty sure that they had to modify the design in order to make it walk.
One other problem is that the dreadnought walk cycle depends highly on rotation about the axis of the pelvis joint and the ball sockets in the ankles (not visible in the above picture).
Try looking at ingame videos of Dawn of War to see how the dread walks in game for help if you still want to build a working dread.
2010-02-25 22:02:00

Author:
croissantbuncake
Posts: 572


You know... 40,000 years in the future you would think that they would have come up with a more reasonable design.2010-03-02 17:33:00

Author:
Fumo161
Posts: 210


Some good answers here - I agree that it seems destined to shuffle. If I was building it, I would add in an extra joint near the hip - check out the legs on my T-Rex in my 'How to make Monsters Tutorial' level. Hope it helps...2010-03-05 02:55:00

Author:
Unknown User


Actually, I misunderstood Ayneh's suggestion. I thought when she said motor bolts, she meant wobble, but she actually meant motors. The legs move in a circular motion (like the pedals on a bicycle). It's a pretty simple design, making it easy to tweak it to be just right. You'll still want to use some sort of balancer to keep the mech upright, though: a balloon, tilt sensor plus dark matter emitter/rockets, or a rail system.2010-03-05 07:36:00

Author:
Sehven
Posts: 2188


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.