@Blub00The00Builder hey, firstly I just recently made a forum post about how to make mechs walk. However when breaking down a typical humanoid or most terrestrial creatures, there’s the hip joint, the knee joint and lastly the ankle joint. The ankle joint angles the foot up or down, and if the ankle joint uses cos(Time✖️180) the ankle would have the same equation however you press invert on the ankle rotator. I hope this helps!
@F104Deathtrap well if you think about it mechs like that would be super hard to make in real life but if you look at mechs that have the angled legs for example it would be a lot easier to make walk
Hey, I had an issue with mechs recently too. They are incredibly difficult. For a two leg mech make sure to have a powerful gyroscope.
The basic leg movement functions are.
Hip joint : sin(Time180)
Knee joint : cos(Time180)
Ankle joint : (inverted) cos(Time*180)
The 180 is used to show the time it takes to step. This can be changed in multiples of 180 (because it’s a glorified sine graph)
And a fair few people use jets to assist the legs as well because it acts kinda like low grav.
Make sure one side is inverted or you have a wriggling mass. The issue with my leg function is that when they stop they always stop doing the splits etc.
Hope this is useful to advance from and finesse in the future.
The most successful walkers usually have 4 or more legs. As for the two legged kind, this one is the most functional one that I've seen so far, you could try talking to the creator. There are reasons mechs aren't used in real life, one of those reasons is that getting them to properly walk is incredibly complicated.
@Blub00The00Builder hey, firstly I just recently made a forum post about how to make mechs walk. However when breaking down a typical humanoid or most terrestrial creatures, there’s the hip joint, the knee joint and lastly the ankle joint. The ankle joint angles the foot up or down, and if the ankle joint uses cos(Time✖️180) the ankle would have the same equation however you press invert on the ankle rotator. I hope this helps!
@Axartar how about foot
@F104Deathtrap well if you think about it mechs like that would be super hard to make in real life but if you look at mechs that have the angled legs for example it would be a lot easier to make walk
Hey, I had an issue with mechs recently too. They are incredibly difficult. For a two leg mech make sure to have a powerful gyroscope.
The basic leg movement functions are.
Hip joint : sin(Time180)
Knee joint : cos(Time180)
Ankle joint : (inverted) cos(Time*180)
The 180 is used to show the time it takes to step. This can be changed in multiples of 180 (because it’s a glorified sine graph)
And a fair few people use jets to assist the legs as well because it acts kinda like low grav.
Make sure one side is inverted or you have a wriggling mass. The issue with my leg function is that when they stop they always stop doing the splits etc.
Hope this is useful to advance from and finesse in the future.
Use FT, and model a human joint using video frame analysis to get the data. Example video here.
The most successful walkers usually have 4 or more legs. As for the two legged kind, this one is the most functional one that I've seen so far, you could try talking to the creator. There are reasons mechs aren't used in real life, one of those reasons is that getting them to properly walk is incredibly complicated.