#1
Steam Rig Quad Leg Mech
Archive: 13 posts
Over the weekend I had the idea for a new mech pop into my head. This one is a quad leg in steam punk style. Nothing fancy, It sits then stands up as you climb in. Double Tap the right grab to jump. It even has a reverse too. Name of the level is "Steam Rig Quad-leg" Been stuck home all week with a case of vertigo so havent realy touched my flyer since Im already unstable and didnt need that to make me feel worse ![]() | 2010-07-09 01:34:00 Author: OutcastZeroOne ![]() Posts: 139 |
OCZ showed this to me a couple days ago. I've never messed with quad-leg mechs, so I dunno' how tough that was, but I loved the steam-powered look/effect. Think I'm gonna' go watch "SteamBoy" now. | 2010-07-09 02:42:00 Author: Sehven ![]() Posts: 2188 |
Sehven: i found it easier ot set up and gent walking easier then a biped mech ![]() | 2010-07-09 03:29:00 Author: OutcastZeroOne ![]() Posts: 139 |
That's a pretty cool walker. I love the jumping animation, I don't think I've seen anything like that in LBP before. I also see you put in a self-righting mechanism for when the walker ends up upside down, which was pretty nice. It's also cool that it goes back to a neutral position when not walking and crouches down to make it easier to get in. The walking motion could use some work. Even when walking on straight, even terrain, some of the legs seem to hamper the movement of the others (or maybe the legs are a bit too weak), which makes the mech move pretty slowly. It also has a lot of trouble navigating over the obstacles you put in for it, and jumping doesn't always help to get over them (I've died from jumping with no way to get back to the mech, so I never reached the end of the level). You could check out Thegide's Spider Walker for inspiration. It has a pretty good walking motion. I haven't had much experience with spider walkers myself, so I really can't give any advice on how to tweak it. ![]() Pretty good so far, gave it :star::star::star::star::star: | 2010-07-09 04:41:00 Author: Gilgamesh ![]() Posts: 2536 |
thanks. I've actually sarted working on a nother version of it where the front legs are more like a dog or cats legs then a spider, meaning the "knee" pivots the otehr way from the way it is now. I did the same jumping set up on my "raptor" biped mech. Its 6 slider timmers that activate an extra set of mag switches over the main walking ones to make the legs and rockets activate when needed. http://outcasthorizon.com/other/Control_System.jpg this is a shot of the logic for my raptor biped mech. The horizontal slats at the top in the middle are the time slider sequencers for activating the different parts of the legs and rockets. The raptor had a much more complcated set up then my steam rig. As you can imagine the thermal on the raptor is quite high (i think about 5/8) and it has the same obsticle course set up as my steam rig. Right now even with the course the thermal is just over 1/4. | 2010-07-09 06:01:00 Author: OutcastZeroOne ![]() Posts: 139 |
oooo looks cool | 2010-07-09 10:05:00 Author: YEAH_NAH ![]() Posts: 775 |
Looks nice, reminds me that I wanted to build something similar for "Locomotive Leviathan". I'll give it a once over later! | 2010-07-09 13:57:00 Author: croissantbuncake ![]() Posts: 572 |
As much as I like the look of the gears, their weight is probably at least partially responsible for the struggling that Gilgamesh is talking about. If you can, I'd recommend making your own gears out of cardboard or cardboard glitched metal. It'd be tricky to get right (you'll probably want to use a protractor rig) and it'd be more thermo expensive, but it'd make a huge difference in weight and performance. On the downside, if you reduce the mech's weight, then sackboy's weight starts having a bigger impact. For example, my Mark II mech was extremely light since it was made almost entirely of glitched materials: much of it peach floaty. As a result, the rockets for jumping gave a much different performance depending on whether there were one or four sackboys riding in it. I had to add extra rockets that would kick in if 3 or 4 players were present. | 2010-07-11 01:17:00 Author: Sehven ![]() Posts: 2188 |
The first gear I made was made from glitched floaty. The mech ended up being too light. After I went back to useing the metal gear it got better. The biggest thing that I found that helped was to speed up the gear and have it spin counter clockwise. The gear actually tries to torque the body of the mech the other way and helps to keep the front end down. Ever make a object that had a fast spinning part only to watch as the entire thing goes spinning away down the world? Yeah, we have gravity, and we have torque, but no aerodynamics ![]() if you watch carefuly you will see that the mech jumps as the leg starts to move, like it cant get traction amd is instead jumped into the air. This is one reason Im making one that walks more like a cat or dog. Perhaps a ground sloth would be a better example. Basicly instead of the pivot for the knee being above the foot and the foot being at the end of the leg im going to make the lower leg the foot itself and it will pull the front along instead of try to push it. its a style of mech ive not seen done realy. I did a quick version of it and it did seem to help. Now its just the fine tuning.... the real devil of anything thats made... oh and the entire thing is made from metal by the way. Solid metal. if its too light the bouncin gets worse and it just moon walks. | 2010-07-11 06:42:00 Author: OutcastZeroOne ![]() Posts: 139 |
So here is a shot of the Steam Rigs logic. The glass stuff on the left is what directly connects to each leg segments wobble bolt. There are 3 sets of mag trigors as you can see. The top most set is waht makes it "sit" so you can easily get into it. Once you are in a "player switch" activates pistons to move the glass gate up, bringing the lower two sets into range of the switches. The back set is hooked up to the walk cycle which is controlled via the wheel on the other set of logic. The front set is for the jump cycle. All those horizontal sliders on the right are for the jump cycle. Once you double tap the front walk grab switch it activates an emitter to pump out two blocks with mag keys on them that then activate the sliders on the right. the first two are for the front legs (knee and hip), the next ones are for the back legs and the next two are for the rockets. The last set keep the player switch from activateing and moving the gate down. those pistons are set up as flippers with a 5 second retract period. I've been into doing 3d animation stuff for many years and when you do that you set up a timeline of events. These sliders are my timline of events. Its how ive always done animation stuff and it made the most sense to me to do it this way. | 2010-07-11 18:18:00 Author: OutcastZeroOne ![]() Posts: 139 |
Lol, it's a rainbow of brilliantly set-up logic! | 2010-07-11 18:23:00 Author: SupaSack34 ![]() Posts: 180 |
Nice logic, are the keys emitted at speed or piston based? I tried it out recently and it's really nice, no real comments other than the movemennt is fairly slow, I couldn't help but jump across the level! I really like how it pounces also. I duggest putting a grab on the floor and setting that to jump, that way when it flips ( mainly from jumping) you will stay put as long as you hang on. | 2010-07-12 15:11:00 Author: croissantbuncake ![]() Posts: 572 |
almost all the keys are on pistons. only the one for the jump is emmited. | 2010-07-13 03:11:00 Author: OutcastZeroOne ![]() Posts: 139 |
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