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Humanoid legs using Sequencers.
Archive: 7 posts
Hello again! I've decided to start working on a more Humanoid-looking robot, and I've seen, figured and tested several ways to achieve the fluid back and forth motion of each individual part of the legs, but I was wondering, how can you do this using Sequencers, opposed to what I do which is just try to modify the Sync and Pause times? Thanks so much in advance! Here's a Link to a video on youtube. (http://www.youtube.com/watch?v=Q8h7DC3qN74) Someone made this amazing little suit, in LBP2 Beta apparently. I've still to achieve that kind of perfection That level is now gone, and I doubt the creator will ever reply to my message That thing is exactly what I want; Thin legs and small structure overall. I grew a bit tired of making huge monstrous robots. | 2011-03-10 06:43:00 Author: MonarioBabii Posts: 128 |
The easiest form of seqencer is just placing the actual movements in order on the sequencer itself. Set sequencer to play forwards. This will cover one movement direction. If controlling directly from controlinator, just wire a directional splitter to the left/right movements of the joystick and attach positive to movement to the right sequencer, and negative to the movement to the left sequencer. Make sure that your left moving sequencer is designed to be the exact opposite of how your right movement is, otherwise it won't look real or transition smoothly. For preprogrammed sackbots, apply the sequencer input starts to tags that will set them off. At least I believe that's how you would start that kind of project. I have not worked much on making mechanized robot look. | 2011-03-10 07:37:00 Author: Shadow_Wolf_1987 Posts: 108 |
The easiest form of seqencer is just placing the actual movements in order on the sequencer itself. You mean, say, wire a battery to a piston? Because this is what I tested a little bit, and it does seem to work somewhat, but times don't seem to be too precise, and then there's the issue with the looping D: Once the sequence bar thing reaches the end of the Sequencer's board, it doesn't matter if I'm still pushing the left stick, the battery just stops feeding the piston. Do I have to get a timer out, time how long the sequence takes to finish, and wire that timer to the Sequencer's reset input, or is there an easier/better way to loop the sequence? Thanks a bunch for your reply, by the way! | 2011-03-10 08:20:00 Author: MonarioBabii Posts: 128 |
You need to have a direction combiner, so that you can reset the movement if you're going to use a battery on a sequencer for something like this. 1 battery, then another... one battery into the the positive, the next into the negative... adjust the sequencer length, battery lengths, and overlay, and sequencer timing as needed, and you should be able to get the movement timing you want. Remember that on most settings the end of the sequencer is considered the prone position, so if you want a retracted leg to be what it stays on when not moving, have the negative battery snug to the edge of the sequencer... if you want neither positive or negative to be a prone position setting, leave a single space at the end. There will always be some kind of loss in precision or timing with the sequencer and chip logic, but if you've got all animations running through a sequencer, they should theoretically all suffer the same delays and hitches at the same time, but sometimes logic timing snags happen from left to right and from bottom to top in their sequencing, from my experience. It has to be calculated in some form of sequential awareness of the objects, I guess. They should all land in sequence even if one falls behind, so it will probably just 'twitch' once in awhile. If you want a resetting step cycle that takes 1 full step before allowing another, or before stopping (so it's never standing on 1 leg when you let go), you could attach your left analog stick (if that's for walking) to a count-up timer that continuously resets itself, and set the time as needed to allow the sequencer to complete one full play on one button press, and wire that timer to the reset input of the sequencer. It would take a little tweaking and messing around, but that way you won't have any looping, so it never stops playing or resets mid-walk. With gravity tweakers, falling over and balance isn't a big problem, but for realism and detail's sake, that would be a good feature to have on any kind of walking objects. It would especially help for handling stairs, as you could have different animation types set up to activate when near different environment types. If everything's breaking after awhile, try switching to movers, rotators, gyros and tag followers instead of bolts, pistons etc. | 2011-03-10 12:47:00 Author: Unknown User |
Woah, thanks a bunch Ninja I'm definitely gonna try all of that out, later when I'm not falling asleep. For the batteries... what you're saying is have 2 batteries in the Sequencer, and after wiring them to the direction combiner, use the direction combiner's output to wire the pistons? Sorry if I'm a little slow, I've still to fully grasp Gates and Direction Combiners/Splitters. I'm gonna try that and post my progress here. Thanks again | 2011-03-10 14:01:00 Author: MonarioBabii Posts: 128 |
I'm sorry, I must have misunderstood, I thought you were using movers and rotators, not pistons and what not. | 2011-03-10 15:10:00 Author: Shadow_Wolf_1987 Posts: 108 |
I'm sorry, I must have misunderstood, I thought you were using movers and rotators, not pistons and what not. Oh It's okay. -I'm- sorry. I failed to mention I was using pistons as well, but mainly because I didn't think it was any relevant, thought sequencers would work just the same. Now that said, I -am- using rotators as well. The thing is, my little big-pedal humanoid robot is -actually- very little, almost the size of a sack-person, and so, the legs, all 4 pieces that make the legs (x2 thighs, x2 shins) are thin layers. Now the only way I found to make something like that work is to attach the upper end of the thighs to the body piece, and connect the thighs and the shins by the back with pistons, that is, a piston that starts at the back of a thigh, and connects right onto the back of the shin... As for the joint between the thigh and the shin (the knee) I attached a Rod set to Not Stiff, and 0 length. My problem is that, after a lot of tweaking, I managed to get the forward walk motion working, sort of, somewhat fluidly, but even after setting both pistons and wobble motors to Speed Scale, I can't manage to make them move backwards, not in Sync :< So I figured maybe sequencers would be the best bet here. You need to have a direction combiner, so that you can reset the movement if you're going to use a battery on a sequencer for something like this. 1 battery, then another... one battery into the the positive, the next into the negative... adjust the sequencer length, battery lengths, and overlay, and sequencer timing as needed, and you should be able to get the movement timing you want. -That- said, and to say something about my "progress" thanks to Ninja's advices with sequencers, I must say... I couldn't manage to do it D: I placed down a Sequencer, added 2 batteries to it, and wired each battery output to a direction combiner's inputs. Then wired the left stick's output to the sequencer's input, and the direction combiner to both wobble motors and both pistons. At least that's what I think Ninja meant I should do D: and, it's not working :< for some reason the direction combiner is not even feeding energy to any of the 4 things it should be feeding. Any help on that please? D: | 2011-03-11 00:33:00 Author: MonarioBabii Posts: 128 |
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