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Physics Walkers

Sapphire Bombay
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Join date: 8 Oct 2003
Posts: 341
01-25-2004 17:44
OK this idea has been rolling around in the back of my head for a while. I did some tests today and I believe it is possible. Using a linked set of prims that shift COG by moving some of the child prims, can a physics walker be made? I was thinking that the 'feet' can sense collision and adjust their rotation to flatten to ground contour. Once a foot hits ground and adjusts, a link message can activate the COG shift and turn the object physics again. When the next collision occurs, the set adjust again and so on. The set would basically follow the cycle: fall, sense collision, go non-physics (to do setpos and setrot of child prims), adjust COG weight, go physics, repeat. Thoughts?
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Piprrr Godel
Code Wrangler
Join date: 25 Sep 2003
Posts: 54
Re: Physics Walkers
01-25-2004 23:07
From: someone
Originally posted by Sapphire Bombay
[...]Using a linked set of prims that shift COG by moving some of the child prims, can a physics walker be made? [...]


I'm certain this can be done. I was thinking of doing something like this by using an evolutionary algorithm to "evolve" the behavior for each leg to move the construct. It's been done before, so was interested in trying to repeat the experiment here.
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Lance LeFay
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Join date: 1 May 2003
Posts: 1,488
01-26-2004 04:58
Hmm...

Well, I'd say its POSSIBLE.. but it would take alot of drudge work =) Also, many many scripts. (Cant forget the 16kb limit). If you can get it working, though, great! More power to ya.
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Little Tigereye
Member
Join date: 17 Dec 2003
Posts: 39
01-26-2004 13:39
Good luck. :D

Here is something to inspire you while you're at it. Check the Natural Motion site for more details on this clip.

http://www.naturalmotion.com/files/simplewalkevolution.mpg

Wouldn't it be easier to start with something with 4 legs, so it doesn't fall over as easily on the uneven terrain of SL?

Little
Sapphire Bombay
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Join date: 8 Oct 2003
Posts: 341
01-26-2004 13:44
Now see. Little Tigereye offered up a great clip! You guys have to see that. I was just suggesting the idea, not the whole model. Sure 4 legs would probably be a good starting point.
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LePoseur Skidoo
Depressed Optimist
Join date: 1 May 2003
Posts: 37
02-04-2004 02:14
While this is slightly off topic, I've wanted a way to install Linden-made animations on user created bipedal objects for a long time. Either that or give us the ability to attach things up to 20 meters away from our AVs.

A walking mecha will someday be mine, I say. :P
Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
02-04-2004 04:30
I sure would like to see a walking biped in Secondlife :)
But learning it to walk with an evolutionary algoritm seems a little too ambitious for LSL.
Alondria LeFay
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Join date: 2 May 2003
Posts: 725
02-05-2004 05:48
Would LSL provide enough reaction time? Would Havok provide enough precision?
Mark Busch
DarkLife Developer
Join date: 8 Apr 2003
Posts: 442
02-05-2004 06:05
My guess is no and no and I really doubt it will ever be done :P
But might be worth a shot. Maybe you won't get it too work, but you'll learn enough new things and you might get another cool idea from the stuff you learned :)