View Full Version : making a Mech move

06-29-2004, 09:58 PM
anyone know how to do this. It's basically a BIG robot with a non-humanoid shape


06-30-2004, 05:49 AM
Easy answer,
Load up some of the LW content scenes and check out the walk cycles on them muthas! ;)
Also note how the sections of the mech are parented and where their pivot points are.

06-30-2004, 08:08 AM
i know what it should look like but how do i tell it Where to move?

just to be redundant heehee, here is the updated pic even tho its in the finished section


for example i dont want the leg to bend right before the big thing above the foot. i want it to bend at the Chicken-walker joint

06-30-2004, 08:24 AM
That's what I mean, it's not about how they look, it's about how they have the items parented to each other and the setting of pivot points.
Really, load them up and take a look, it's not about what amech looks like. You need to study how the mechs in the content are put together.

06-30-2004, 08:40 AM
Well, what your gonna have to do is take the legs, which are one piece I take it? If so, you might want to go back and model the individual leg pieces, i.e. each that would move. However, it can be done without that. You can build bones in Lightwave Layout, or use Skelegons in modeller to draw a bone structure for the legs. Then, you can apply IK to that bone structure, using a target null, and you can get it all rigged up. I recommend heading over to 3dgarage.com and download their free video on bone rigging. Its what taught me how to do it :). Basically take those techniques and apply them to a different bone structure that mimics the structure of your leg, and then you can have working legs. It took me a while to get it working right, but just 5 min. ago I had rigged up a simple leg not unlike yours. Good luck, and hope all this helps. BTW, nice model.

06-30-2004, 10:58 AM
thank you very much for the help, i'll jump on it right away..

*hehe get it, legs, jump,.... yeah im leaving*