Working on an actual walking biped, need help

About advanced scenes, and the Thyme scripting language used in Algodoo.

Working on an actual walking biped, need help

Postby pixartist » Fri Jan 15, 2010 5:10 pm

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it's still not properly balanced, but the walking animation seems fine, most math is done on the springs, #the rest is on the lasers / laser targets on the body.

If you have suggestion or improved the stability, post it here please :)
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Re: Working on an actual walking biped, need help

Postby Kilinich » Fri Jan 15, 2010 5:23 pm

1) Deep under ground distant glued circle ;)
2) One of new RaUnits :mrgreen:
3) Complicated script like segway control one :idea:
Dream of Algodoo as game development engine...
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Kilinich
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Re: Working on an actual walking biped, need help

Postby pixartist » Fri Jan 15, 2010 5:27 pm

Kilinich wrote:1) Deep under ground distant glued circle ;)
2) One of new RaUnits :mrgreen:
3) Complicated script like segway control one :idea:

1)no
2)no
3) i made the first real algodoo segway, did you have a look at this bipeds scripting? It's more about tweaks right now, the problem is, that springs != hydraulics thus the can be bended too easy...
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Re: Working on an actual walking biped, need help

Postby Kilinich » Fri Jan 15, 2010 7:38 pm

Sorry, but your segway not "real" or you did't understand how it works.
Motor is not only for compensate angle, it's for control and maintain speed.
If you look at PUMA segway you'll notice - you set speed with mouse and it not trying maintain angle but move to make appropriate angle for acceleration.

Here can be same principal script - measure speed, angle and do step (forward or backward)...
Dream of Algodoo as game development engine...
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Kilinich
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