• [Contraption] Applytorque walking stuff
    25 replies, posted
I made this a week or two ago: [media]http://www.youtube.com/watch?v=2E9ZJgFHIAo[/media] and I made this chip today: [media]http://www.youtube.com/watch?v=W7q11vqt0sQ&feature=mfu_in_order&list=UL[/media] Both use applytorque to walk - all rotational forces. Yaaaay. Etc.
Wrong forum. Post Contraption threads in the Garry's Mod Discussion forum, like Garry said you should. [highlight](User was banned for this post ("Report don't reply" - Asaratha))[/highlight]
[QUOTE=Fussy!;31062301]Wrong forum. Post Contraption threads in the Garry's Mod Discussion forum, like Garry said you should.[/QUOTE] To which I reply: Stop backseat moderating :v:' Good job Sestze, I always enjoy seeing new stuff from you.
It's not backseat moderating to point out that a thread has been posted in the wrong forum, now is it?
The claw was pretty cool.
[QUOTE=Fussy!;31062349]It's not backseat moderating to point out that a thread has been posted in the wrong forum, now is it?[/QUOTE] It apparently is if you're me and Postal sees it. Happened to me over at GMod General after I pointed it out a few times.
[QUOTE=MrWhite;31062436]It apparently is if you're me and Postal sees it. Happened to me over at GMod General after I pointed it out a few times.[/QUOTE] That's incredibly stupid. We've said this several times to people who post comics and such (before the merge) that they did post in the wrong forum, no bans were handed out then.
[QUOTE=Fussy!;31062457]That's incredibly stupid. We've said this several times to people who post comics and such (before the merge) that they did post in the wrong forum, no bans were handed out then.[/QUOTE] Beats me, I saw a WIP thread here, and a WIP thread there. That being said, I'd like to see a bit more community togetherness. I'll make a screenshot or two if you make a contraption~
Yay, attempts at getting along from the Contraptions side of things!
it walks like shit compared to your other mechs.
[QUOTE=Sestze;31062566]Beats me, I saw a WIP thread here, and a WIP thread there. That being said, I'd like to see a bit more community togetherness. I'll make a screenshot or two if you make a contraption~[/QUOTE] I see no bad thing about the merging nor our "communities" getting together, but Garry still said that the discussion forum is for you guys. :v: And I wont make a contraption in a million years, I hate building them.
It seems everybody else agrees, so would you mind just shutting up?
[QUOTE=wat is this;31062656]it walks like shit compared to your other mechs.[/QUOTE] Yeah, isn't that weird? People spent a lot of time telling me that applytorque/applyangforce was the way to go for "realistic" looking walking contraptions, and as soon as I finally build one with it the facade is totally ruined. I'm kinda sad about that. [QUOTE=Fussy!;31062657]I see no bad thing about the merging nor our "communities" getting together, but Garry still said that the discussion forum is for you guys. :v: And I wont make a contraption in a million years, I hate building them.[/QUOTE] Well, it was worth a shot. if you get the constraints down, that means you can build interesting things instead of posing with whatever custom models you can scrape off of garrysmod.org. I think that would open up your options a fair bit. And if it works? Damn son, that's just icing on the cake.
The way it walks is just hilarious
It seems to be more realistic in the sense that its using more physics to walk rather than applymagic
[QUOTE=JDB;31063037]It seems to be more realistic in the sense that its using more physics to walk rather than applymagic[/QUOTE] If you put it side by side with a mech using the BFW chip that I posted in the ACF 20 ton challenge thread, this thing looks so damn hokey it hurts. A small example: [media]http://www.youtube.com/watch?v=5xwLuKlhwHs[/media] Here's the code for the applytorque walker. Took me about an hour and a half to knock it out and fix some small stuff. [code] @name simcycle_v1 @inputs [Torso Hip LU LL RU RL]:entity @inputs [ADV]:wirelink X Y @outputs #Inputs @persist W A S D Shift FiltX FiltY #Dirs [Vectors] @persist [For Rig Up Cam CamU]:vector #Dirs [Quats] @persist [HipHeld TorsoHeld HipCur TorsoCur]:quaternion #Leg Segments @persist [LUHeld LLHeld RUHeld RLHeld]:vector @persist [LUWorld LLWorld RUWorld RLWorld]:vector @persist [LUOffset LLOffset RUOffset RLOffset]:vector @persist [Target Tork]:vector @persist [WalkDir]:vector #Regular Values @persist Time Perc Inputs #Tweakables @persist HIPTF TORSOTF LEGSTR THRMAX ADEVU ADEVL @trigger interval(10) if(dupefinished()) { reset() } if(first()) { For = vec(0, 1, 0) Up = vec(0, 0, 1) Rig = For:cross(Up) Cam = For CamU = Up WalkDir = vec(0, 1, 0) HipHeld = inv(quat(Hip)) * quat(For, Up) TorsoHeld = inv(quat(Torso)) * quat(Cam, CamU) LUHeld = LU:toLocal(LU:pos() - Up) LLHeld = LL:toLocal(LL:pos() - Up) RUHeld = RU:toLocal(RU:pos() - Up) RLHeld = RL:toLocal(RL:pos() - Up) #Tweaks HIPTF = 50 TORSOTF = 20 LEGSTR = 600 THRMAX = 4 ADEVU = 40 ADEVL = 50 } if(clk()) { W = ADV["W", number] A = ADV["A", number] S = ADV["S", number] D = ADV["D", number] Shift = ADV["Shift", number] FiltX = X/4 FiltY = Y/4 Inputs = abs((W-S) | (A-D)) Perc = clamp(Perc + Inputs * 0.04 - !Inputs * 0.04, 0, 1) Time = Time + Perc * THRMAX #Vecs For = vec(sin(FiltX), cos(FiltX), 0) Up = vec(0, 0, 1) Rig = For:cross(Up) Cam = vec(sin(FiltX)*cos(FiltY), cos(FiltX)*cos(FiltY), sin(FiltY)) CamU = Rig:cross(Cam) LUWorld = LU:toWorld(LUHeld)-LU:pos() LLWorld = LL:toWorld(LLHeld)-LL:pos() RUWorld = RU:toWorld(RUHeld)-RU:pos() RLWorld = RL:toWorld(RLHeld)-RL:pos() #Quats HipCur = quat(Hip) * HipHeld TorsoCur = quat(Torso) * TorsoHeld #Leg Segment Vectors if((W-S) | (A-D)) { WalkDir = (For * (W-S) + Rig * (D-A)):normalized() } #[ if((W-S) | (A-D)) { WalkDir = (HipCur:forward() * (W-S) + HipCur:right() * (D-A)):normalized() } Target = -HipCur:up() * cos(cos(Time) * Perc * ADEVU) + WalkDir * sin(cos(Time)*Perc*ADEVU) LUOffset = Target - LUWorld Target = -HipCur:up() * cos(Perc*(cos(Time) * ADEVL - ADEVL)) + WalkDir * sin(Perc*(cos(Time)*ADEVL)) LLOffset = Target - LLWorld Target = -HipCur:up() * cos(cos(Time+180) * Perc * ADEVU) + WalkDir * sin(cos(Time+180)*Perc*ADEVU) RUOffset = Target - RUWorld Target = -HipCur:up() * cos(Perc*(cos(Time+180) * ADEVL)) + WalkDir * sin(Perc*(cos(Time+180)*ADEVL)) RLOffset = Target - RLWorld ]# Target = -Up * cos(cos(Time) * Perc * ADEVU) + WalkDir * sin(cos(Time)*Perc*ADEVU) LUOffset = Target - LUWorld Tang = min(sin(Time) * (ADEVL), 22.5) Target = Target * cos(Perc*(Tang)) + For * sin(Perc*(Tang)) LLOffset = Target - LLWorld Target = -Up * cos(cos(Time+180) * Perc * ADEVU) + WalkDir * sin(cos(Time+180)*Perc*ADEVU) RUOffset = Target - RUWorld Tang = min(sin(Time+180) * (ADEVL), 22.5) Target = Target * cos(Perc*(Tang)) + For * sin(Perc*(Tang)) RLOffset = Target - RLWorld #Appletork Hip:applyTorque(Hip:inertia() * HIPTF * (Hip:toLocal(Hip:pos() + rotationVector(quat(For, Up)/HipCur))*50-Hip:angVelVector())) Torso:applyTorque(Torso:inertia() * TORSOTF * (Torso:toLocal(Torso:pos() + rotationVector(quat(Cam, CamU)/TorsoCur))*50-Torso:angVelVector())) Tork = (LUOffset + $LUOffset * 2):cross(LUWorld * 100) LU:applyTorque(LU:inertia() * LEGSTR * LU:toLocal(LU:pos()-Tork)) Tork = (LLOffset + $LLOffset * 2):cross(LLWorld * 100) LL:applyTorque(LL:inertia() * LEGSTR * LL:toLocal(LL:pos()-Tork)) Tork = (RUOffset + $RUOffset * 2):cross(RUWorld * 100) RU:applyTorque(RU:inertia() * LEGSTR * RU:toLocal(RU:pos()-Tork)) Tork = (RLOffset + $RLOffset * 2):cross(RLWorld * 100) RL:applyTorque(RL:inertia() * LEGSTR * RL:toLocal(RL:pos()-Tork)) } [/code]
Reminds me of an Elemental from Mechwarrior.
[QUOTE=Sestze;31062722]Well, it was worth a shot. if you get the constraints down, that means you can build interesting things instead of posing with whatever custom models you can scrape off of garrysmod.org. I think that would open up your options a fair bit. And if it works? Damn son, that's just icing on the cake.[/QUOTE] I do scenebuilding sometimes, does that count? [editline]12th July 2011[/editline] [QUOTE=One Ear Ninja;31062719]It seems everybody else agrees, so would you mind just shutting up?[/QUOTE] Way to be a cunt.
[QUOTE=Fussy!;31062657]...but Garry still said that the discussion forum is for you guys. :v:[/QUOTE] his exact words were actually "if there isn't a section for it you post in gmod general" i'd like to emphasize on the "if" part because i think this forum fits rather well. way better than gmod general at least. and i think it's safe to keep posting the contraption threads here until some mod gives a heads up or starts locking/moving the threads.
I liked the running ones more.
[QUOTE=Beanz;31064935]his exact words were actually "if there isn't a section for it you post in gmod general" i'd like to emphasize on the "if" part because i think this forum fits rather well. way better than gmod general at least. and i think it's safe to keep posting the contraption threads here until some mod gives a heads up or starts locking/moving the threads.[/QUOTE] One of my threads was already closed because it was apparently in the wrong section, even though it was screenshots.. in the screenshots section.
Screenshots of Contraptions. Contraptions being the key word in that statement.
[QUOTE=DaysBefore;31069369]Screenshots of Contraptions. Contraptions being the key word in that statement.[/QUOTE] So wait, if I make a screenshot of a contraption in-action, doing something in an aesthetic manner, would that not be allowed? You know, pose the "bones" of a mech to do something, or what have you? Or do the objects themselves have to be entirely nonfunctional?
Random pictures of contraptions : bad Pictures visually appealing or who are not only made to promote a contraption : awesome
That was meant to be hollow sarcasm.
I was not quite sure what you meant there but I sensed the sarcasm. I was adding to your point there.
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