@ArcturusAerospace that's just a limitation of physics
See if you can increase the steps rate, or use a more running animation. You'll want the feet to move faster
@ArcturusAerospace just see my mecha
Basics:
- use sine or cosine functions of time, multiply time by a number to change the period (example: sin(Time*180), period = 2 sec)
- if the rotator starts in the middle of the range, use sine (example: hip joint)
- if the rotator starts at an end, use cosine (example: knee joint and ankle joint)
- you can offset the range of a function by adding or subtracting a number
- use functions of your input like Pitch, Throttle etc as a switch
- check one leg first and make sure it moves correctly, then mirror and replace the Time function so one leg moves after the other (Time*n -> Time*n+n), check for movement in the correct direction
If you don't want smooth movement, you can experiment with pingpong()
@ArcturusAerospace that's just a limitation of physics
See if you can increase the steps rate, or use a more running animation. You'll want the feet to move faster
@AstleyIndustries
How would I make it walk faster than 4-6 mph?
@ArcturusAerospace n=180 for 1 step/second.
Higher n -> faster steps
Also try making n variable with an input if you want variable speed
@AstleyIndustries
What should I use for n?
@AstleyIndustries
Thanks. I'll try it as soon as I'm done with online school.
@ArcturusAerospace just see my mecha
Basics:
- use sine or cosine functions of time, multiply time by a number to change the period (example:
sin(Time*180)
, period = 2 sec)- if the rotator starts in the middle of the range, use sine (example: hip joint)
- if the rotator starts at an end, use cosine (example: knee joint and ankle joint)
- you can offset the range of a function by adding or subtracting a number
- use functions of your input like Pitch, Throttle etc as a switch
- check one leg first and make sure it moves correctly, then mirror and replace the Time function so one leg moves after the other (
Time*n
->Time*n+n
), check for movement in the correct directionIf you don't want smooth movement, you can experiment with
pingpong()
@AstleyIndustries
Do you know how to do this?
see if I can help
Ok