You can walk around and look nice and creepy on this non-physical vehicle. It walks on slopes and ramps, prim or terrain. You can also touch for controls and use it in rc mode.
- 6 fully articulated legs
- ride or rc mode
- scalable
- walks on slopes
- its creepy!
very cool
I know someday I will make this into something awesome very cool mechanics
Love how it walks
I love how this thing walks, how the body can be lifted and how it walks over obstacles.
You can easily let it walk around as RC if you click it and simply not sit on it. Or sit on it and walk around. Use it as base for a 6-legged (non-physical) vehicle.
From scripter to scripter
Wow, it's really cool to see another scripter's attempt at a mech as well. I can see a lot of my own struggles in this and similar approaches to overcoming limitations.
Although I did not want to attempt doing the hydraulics myself, as I felt animating those would be very difficult to get right in the timings without it coming apart, and I see cylinders do pop out sometimes on here even.
Incredible job, and love the procedural animation applied here, the oscillation is really neat passive idle animation for observers.
I did not have the guts to full perm my own mech like this creator did, which is another thumbs up from me.
inverse kinematics , YAY
I was working on some inverse kinematics stuff and I never thought about pneumatics/hydraulics that sure add to realism and style.
This IK-system works nicely for what it is. 1 script per leg and one main controller that is also a nonphysical wall-walking vehicle that calculates a nice body-position and ray-cast-targets for all legs to synchronize a walking animation for the body.
Due to prim-count it may partially appear out of sync on worse performing regions but most of the time it is animating fine.
This DOES place individual legs correctly on slopes and obstacles and even vertically on nearby vertical walls (single legs only).
This does work upside down.
It just does not work very well on a 90° upright wall with the body rotated by 90° along xy, regardless of rotation around the z-axis. It confuses the legs and the wall-walker too much to "flip the sign" between "normal" and "upside down", it just does not do that and on a 90° wall all legs fail to get a good target while the body refuses to go over an "invisible border" that a 90° xy-rotation presents to it.
One variable can be changed to scale the whole thing larger and smaller and it keeps working with every prim scaled nicely.
But most of the inverse kinematics is full of lists of constants. its difficult to change the length of 1 limb.
There are also some solutions for inverse kinematics with multiple limbs within sl, but they either run out of memory, are slow, or iterative/Jacobian, and that makes them inaccurate. these still fork fine for up to 6 limbs, above that iterative approaches become too silly. For more limbs and accuracy you have to calculate the inverse of a large matrix to solve many linear equations, but Gaussian Elimination is tricky to do in lsl within 64k.
If I could I would have rated 7 stars !!
Just amazingly built and exactly that I need for one of my project !!
The movements are excellent and nicely scripted !!
Full Perms with all of it.. Congrats for this really great work !!!!
I recommend you 10 times !!!
