• Mech Legs 201 - Hip Biased Walking Chip
    228 replies, posted
[QUOTE=krail9;23245742]Yeah your wire must be ancient :v: Thanks for the newest chip Sestze, but I have an issue with it. The torso goes crazy, it points where it should but it vibrates massively. I'm simply using a pod that is ball-socketed by its center (and I've tried various weights)[/QUOTE] Try right click axising it with some friction. The friction will reduce the spinning vibration.
Reduce the torso strength variables. 20 is a bit much to start with. I've gotten away with as low as 2 or 3 with some designs.
hey, anyway to make the mech not rely on the chip being on the mech? maybe replacing entity():pos() and entity():toWorld()'s with hip data? dunno, it'd be useful to have the chip away from the mech
Replacing entity():toWorld() with Hip:toWorld() would require the hip's prop to face forward at all times. I didn't like that limitation, that's why the way it is. However, hints on how to make it completely independent lie in the torso code. Instead of comparing everything to the chip, you can refer it back to the world vectors for forward/right/up and use those to discover the right local vectors. With that change, you'll have to face your contraption the exact same way every time you create one or it'll think forward is right and right is back or any number of other issues. I guess I could give it a shot tonight, but I prefer carrying all of my wire on the contraption itself though.
yeah the chip works fine as it is :), and it sounds like you've considered the possibility
v6alternate works really well - this is a mech made by Mr. Sharps and Bigwig. [URL=http://img143.imageshack.us/i/gmsomebuttes0000.jpg/][IMG]http://img143.imageshack.us/img143/3695/gmsomebuttes0000.th.jpg[/IMG][/URL] [URL=http://img121.imageshack.us/i/gmsomebuttes0001.jpg/][IMG]http://img121.imageshack.us/img121/1781/gmsomebuttes0001.th.jpg[/IMG][/URL] [URL=http://img801.imageshack.us/i/gmsomebuttes0003.jpg/][IMG]http://img801.imageshack.us/img801/4458/gmsomebuttes0003.th.jpg[/IMG][/URL] [URL=http://img25.imageshack.us/i/gmsomebuttes0004.jpg/][IMG]http://img25.imageshack.us/img25/2820/gmsomebuttes0004.th.jpg[/IMG][/URL] [URL=http://img267.imageshack.us/i/gmsomebuttes0006.jpg/][IMG]http://img267.imageshack.us/img267/7792/gmsomebuttes0006.th.jpg[/IMG][/URL] [URL=http://img339.imageshack.us/i/gmsomebuttes0007.jpg/][IMG]http://img339.imageshack.us/img339/987/gmsomebuttes0007.th.jpg[/IMG][/URL] [URL=http://img171.imageshack.us/i/gmsomebuttes0009.jpg/][IMG]http://img171.imageshack.us/img171/1537/gmsomebuttes0009.th.jpg[/IMG][/URL] had to share, they did a great job on it.
Holy shit. I had a dream about that mech :ohdear: Seriously, that is extremely similar to a mech I was running away from in a dream last night. I was going to go and recreate it myself but that is a spitting image. Shit's fucked up.
How do I get the new chip to work?
I would also like to know how to use the new V6 and V6_alt chip. been using the original chip you first relased and havent upgraded :P
Works the same way, but you're no longer using an advanced ballsocket keepupright. It has an active keepupright inside of the chip that uses 3 different values to function - HipHoldStrength, Tstr, and KUstr. The X and Y input values link to an eyepod with cumulative output settings linked to the pod. Those govern the torso movement - which is just another prop ballsocketed on top of the hip.
I'm having some trouble with the newest chip. If I make a mech without legs to connect the hip and the feet together, it works perfectly. However, with legs, the mech wobbles quite a bit, leaning from one side to the other, and is in general an absolute piece of trash. How should I set up the legs? Right now I have a setup that looks like [URL="http://i37.tinypic.com/4rdnki.jpg"]this.[/URL] I've tried connecting each part to each other by axis, ballsocket and the same advanced ballsocket used with your previous mech system. None of them worked. The hip and legs weigh 1200, the leg parts and knee parts each weigh 600. The legs are slaved to the hip.
There's a lot of things that can lead to it wobbling. - Keepupright strength not being high enough - Ballsockets are too limited - Step length is too high. You can also try reducing the leg segment weights from 600 to 200. That reduces the inertia from the leg segments.
Having trouble with this little feller- ballsocket values are reset after duplication. Is that more something I should take up with whoever made Adv. Ballsocket? [IMG]http://i109.photobucket.com/albums/n48/Csp499/gm_dddustbowl0000-1.jpg?t=1283151023[/IMG] [IMG]http://i109.photobucket.com/albums/n48/Csp499/gm_dddustbowl0001-1.jpg?t=1283151024[/IMG] [IMG]http://i109.photobucket.com/albums/n48/Csp499/gm_dddustbowl0002-1.jpg?t=1283151024[/IMG] [B]EDIT[/B] Disregard my distress- turns out I was pasting it at the wrong angles. Herp a derp. Gonna add some grabby bits now.
Make sure you're spawning it facing north, and that you aren't spawning without constraints.
[QUOTE=Evoc;24457392]Make sure you're spawning it facing north, and that you aren't spawning without constraints.[/QUOTE] I discovered I was pasting it at the wrong angles just before you replied.
sexy walker :buddy:
[QUOTE=Sestze;24438144]There's a lot of things that can lead to it wobbling. - Keepupright strength not being high enough - Ballsockets are too limited - Step length is too high. You can also try reducing the leg segment weights from 600 to 200. That reduces the inertia from the leg segments.[/QUOTE] I set the keep upright strength to 10, then 20, which did jack shit, basically. I raised the adv. ballsocket limits from 35 to 40 and from 0.1 to 0.5, but that did nothing as well. The step lengths were already very short at horizontal 25 and vertical 20. So, yeah, I'm pretty much doomed to never be able to make a working mech at this rate.
Oh my god... Something is wrong with this chip... Or I made a mech too long ago... So I made my mech, adv.ballsocketed it as I should then played the entity markers, set the weight, and when I started the chip, the entire mech got crazed Oo It flew away and it's parts were bugging...
[QUOTE=Csp499;24457012]Having trouble with this little feller- ballsocket values are reset after duplication. Is that more something I should take up with whoever made Adv. Ballsocket? [IMG]http://i109.photobucket.com/albums/n48/Csp499/gm_dddustbowl0000-1.jpg?t=1283151023[/IMG] [B]EDIT[/B] Disregard my distress- turns out I was pasting it at the wrong angles. Herp a derp. Gonna add some grabby bits now.[/QUOTE] What map is that?
gm_dddustbowl
Thanks, gonna try it out.
Hey setstze, I know you made a video on youtube showing us how to make a mech using this chip setup (thx btw), but it's a little outdated with all your updates to the chip. SO, i was wondering if u could make a video explaining how to make a simple mech with a torso that can turn with your mouse using this chip. I'm sorry to ask this but I have had 3 mech attempts using your torso turning mech chip and i failed horribly all 3. It seems that with the adv ballsockets it wont turn at all or it just spazzes out (NOT SAYING YOUR CHIP IS BAD I JUST CANT FIGURE IT OUT)
I did make a newer tutorial, but sourcerecorder keeps corrupting the .avis that I make. So, I can't make videos at all.
[QUOTE=Sestze;25278082]I did make a newer tutorial, but sourcerecorder keeps corrupting the .avis that I make. So, I can't make videos at all.[/QUOTE] What codec are you using? Or whatever that thing is called when you type, "startmovie movienamehere avi" and Then that box pops up. I've had problems with some, but the DivX codec almost always works. You've probably tried a few things so I'm probably not helping. Also I noticed that it can't create an avi if the movie is too long. Or maybe if the demo is too long. Idk, just trying to help DX
divx fails with me. Everything fails with me except Microsoft RLE. Also, I sometimes (since i paid for it and it works better when paid for, records in sync, and i record on another hard drive from my demos) use fraps.
I've seen a lot of people using this chip and saying they coded it ? Though it's obvious you made it.
[QUOTE=DiscoBiscut;25340690]I've seen a lot of people using this chip and saying they coded it ? Though it's obvious you made it.[/QUOTE] It's just what happens. Oh, and I'm no longer the [url=http://www.wiremod.com/forum/finished-contraptions/23039-dynamech.html]only one with a walking chip[/url]!
[QUOTE=Sestze;25343487]It's just what happens. Oh, and I'm no longer the [url=http://www.wiremod.com/forum/finished-contraptions/23039-dynamech.html]only one with a walking chip[/url]![/QUOTE] Saw this guy on nodex, pretty good.
HI there Sestze thanks for the chip but i have a weird issue with the hip when it turns it turns the mech hip as if it was strafing but as soon as I stop turning it goes back to facing the original direction. a hint on this problem would be that once i type !reset and unfreeze it snaps to a certain direction. I don't have a torso on it yet. if it is basically strafing but the torso controls the way its facing then idk it makes since i guess but at the same time it doesn't :/ its hard to explain. If you would shed some light on this problem it would be MUCH appreciated
[QUOTE=Yattsu;25405793]HI there Sestze thanks for the chip but i have a weird issue with the hip when it turns it turns the mech hip as if it was strafing but as soon as I stop turning it goes back to facing the original direction. a hint on this problem would be that once i type !reset and unfreeze it snaps to a certain direction. I don't have a torso on it yet. if it is basically strafing but the torso controls the way its facing then idk it makes since i guess but at the same time it doesn't :/ its hard to explain. If you would shed some light on this problem it would be MUCH appreciated[/QUOTE] mwmov_kegs_v6alternate requires a torso to denote which direction the legs are facing. Otherwise it'll do what you mentioned, and sorta just face Y+ on the map. If you want it to be a and d based steering (and possibly ignore the torso altogether), use mwmov_kegs_v6 instead.
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