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requesting guides for a specific set of requirements

Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
07-12-2007 11:10
i'm making a giant walking robot, but i have yet to figure out the "walking" part

i need some guides that will tell me how to;
make a vehicle script
make the robot's legs animate
orchestrate the entire thing to make it look like the robot is really walking
Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
07-12-2007 14:16
From: Hoax Zabelin
i'm making a giant walking robot, but i have yet to figure out the "walking" part

i need some guides that will tell me how to;
make a vehicle script
make the robot's legs animate
orchestrate the entire thing to make it look like the robot is really walking



You're best bet is to use attachments and an AO with custom animations to turn the avatar into the robot itself.

otherwise I'd look into a non-physical vehicle and creating your own custom prim animation system to animate the robot. Non-physical vehicles are very well documented if you do a search for them on the various wiki's and the library forum, but prim animation isn't quite as thoroughly written out. Best way to start out I'd think would be to build a simple 5 prim robot with one prim for each limb, devise the scripts to get them to operate smoothly and syncronously, and then apply what you created in the simple robot to the full scale one with however many prims you use.
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The function is working perfectly fine. It's just not working the way you wanted it to work.
Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
07-12-2007 16:55
From: Senuka Harbinger
You're best bet is to use attachments and an AO with custom animations to turn the avatar into the robot itself.

otherwise I'd look into a non-physical vehicle and creating your own custom prim animation system to animate the robot. Non-physical vehicles are very well documented if you do a search for them on the various wiki's and the library forum, but prim animation isn't quite as thoroughly written out. Best way to start out I'd think would be to build a simple 5 prim robot with one prim for each limb, devise the scripts to get them to operate smoothly and syncronously, and then apply what you created in the simple robot to the full scale one with however many prims you use.


the small scale idea is best, because this isn't going to be an avatar

it's 150 meters tall.

i will look for non physical vehicles and see if anything specific stands out.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
07-12-2007 20:07
buddy of mine makes mech's 60+ m tall as attachments, its rather easy, the tricky part is getting a pose that shoots your av up in the air so its in the middle of the mech
Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
07-13-2007 01:43
From: Osgeld Barmy
buddy of mine makes mech's 60+ m tall as attachments, its rather easy, the tricky part is getting a pose that shoots your av up in the air so its in the middle of the mech


i'm trying to shy away from that, so the titan has some exclusivity that others do not, which translates into LINDENS
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
07-13-2007 08:47
One approach is sort of like 'tweening in claymation.

make the robot. record all the rotations and positions of the prims. (a script can help). Call this data P1.

move the robots parts, record. Call this P2.

move again, record, P3

etc, until you have a completewalking cycle.

The write a script that causes all the parts to cycle thru the poses, P1, P2, P3, back to P1.

Viola, a walking robot.

many details left as an exercise for the student 8-)

By the way, there is a couple of regular timer scripts in the Script Library that might help.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-13-2007 09:44
Just an observation: One problem for a 150m tall walking robot that's not shared by a 150m tall collection of attachments is that it can't just walk through no-object-entry parcels. And if its girth is proportional to its height, it might have some trouble turning around without encountering one of those. But then again, even sim boundaries will seem constraining, which would be a problem for the attachments, too (as would no-script and access-restricted parcels, I suppose).
Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
07-13-2007 12:04
From: Qie Niangao
Just an observation: One problem for a 150m tall walking robot that's not shared by a 150m tall collection of attachments is that it can't just walk through no-object-entry parcels. And if its girth is proportional to its height, it might have some trouble turning around without encountering one of those. But then again, even sim boundaries will seem constraining, which would be a problem for the attachments, too (as would no-script and access-restricted parcels, I suppose).


well, the buyer doesn't have to know this do they? 8)

either way, the fully constructed robot will be something like 8 to 10,000 lindens, and sold as a super deluxe model. I'll build a 1/4th size type (the Warhound) for 2500 to 3000, and the smallest class being replicas of mech warriors from battletech for 1500-2000
Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
07-13-2007 12:10
From: Lee Ponzu
One approach is sort of like 'tweening in claymation.

make the robot. record all the rotations and positions of the prims. (a script can help). Call this data P1.

move the robots parts, record. Call this P2.

move again, record, P3

etc, until you have a completewalking cycle.

The write a script that causes all the parts to cycle thru the poses, P1, P2, P3, back to P1.

Viola, a walking robot.

many details left as an exercise for the student 8-)

By the way, there is a couple of regular timer scripts in the Script Library that might help.


uh, where might i find this "recording" script? And are there any places that instruct you on how to order the script so it runs correctly?