Design the NME's "legs" #10

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opened 2024-12-12 09:35:56 +01:00 by RobotZap10000 · 2 comments
RobotZap10000 commented 2024-12-12 09:35:56 +01:00 (Migrated from codeberg.org)

As discussed in #8, the NME must have legs that must move independently of the head. This means that we only have to make a single walking animation, and create the walking in code. In "NME SIDE", the rotations of the joints that are needed to take a step forward are shown. The middle joint pulls the foot up, the top joint rotates the foot forward and the foot holds itself parallel to the ground.

Please model and animate this in Blender, I would advise seeing if you can use inverse kinematics for the foot rotation.

As discussed in #8, the NME must have legs that must move independently of the head. This means that we only have to make a single walking animation, and create the walking in code. In "NME SIDE", the rotations of the joints that are needed to take a step forward are shown. The middle joint pulls the foot up, the top joint rotates the foot forward and the foot holds itself parallel to the ground. Please model and animate this in Blender, I would advise seeing if you can use inverse kinematics for the foot rotation.
RobotZap10000 commented 2024-12-12 10:00:08 +01:00 (Migrated from codeberg.org)

One example of a similar idea can be found in the AT-ST from Star Wars

One example of a similar idea can be found in the AT-ST from Star Wars
RobotZap10000 commented 2025-01-18 10:38:57 +01:00 (Migrated from codeberg.org)

Here's our model and animation. The inverse kinematics of Blender worked perfectly! We only had to keyframe the position of the feet, and the joints simply followed. By restricting the IK to only move the knee joint up/down and forwards/backwards and only rotate the hip and knee in 1 axis, we prevented the leg from contorting in all sorts of weird ways. See the video below for the walking animation. We conclude this design as a great success.

Here's our model and animation. The inverse kinematics of Blender worked perfectly! We only had to keyframe the position of the feet, and the joints simply followed. By restricting the IK to only move the knee joint up/down and forwards/backwards and only rotate the hip and knee in 1 axis, we prevented the leg from contorting in all sorts of weird ways. See the video below for the walking animation. We conclude this design as a great success.
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