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#1

Humanoid Mecha Movement and tips?

Archive: 3 posts


So I've been working on a Humanoid Mecha, Very Gundam-Like and less Bi-ped.

So far, I've done most of the Body work and gotten it to move it's legs in a pretty humanistic way (bending and straightening) with a series of pistons and motors.

I've also gotten it to walk, however not so successfully on it's own (though it's possible with more tweaking). Right now though, I just have an advanced mover set at a slow forward/back speed and a couple of gyroscopes to keep it leveled.

MY QUESTION is, should a continue with the Movers and gyroscopes? or should I try the more authentic way by further adjusting the leg and feet pistons.

Also, If anyone has any tips on robot development, I'm all ears.

I may post a picture of it it later when i'm home, or even make a demo level.
2011-02-09 14:09:00

Author:
Unknown User


You should put a gyro on like the main body and the head so it always stay up and use pistons and rotators2011-02-11 03:12:00

Author:
killmanx27
Posts: 66


I would say the authentic way is impossible*. Humans balance by reading subtle changes in equilibrium in our inner ears and we make tiny adjustments in weight distribution and such and adjusting the tension in our legs and toes and such. There's just no way to do that in lbp. So yeah, I'd make it look as authentic as possible and then use gyros and movers and such to actually pull it off. One trick I like to do is to put a gravity tweaker with a really high dampening on each foot and turn it on when the foot is on the ground because it's difficult to get the kind of traction you need to walk.

And btw, biped just means "two legs" which is exactly what humans and gundams are

* You might be able to rig it so that on a perfectly even surface it can walk without any assistance from gyros or movers, but if you have any sort of changing or uneven terrain, it's going to be impossible.
2011-02-11 07:04:00

Author:
Sehven
Posts: 2188


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