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Simulation of "walking man"
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Topic: Simulation of "walking man" (Read 1080 times)
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BillM
Full Member
Posts: 120
Simulation of "walking man"
«
on:
January 31, 2019, 02:22:53 PM »
Art
This post is a continuat
ion of my experimen
ting with Gearotics, Vexx, and the Augie Vector Processor
.
I rewatched your videos on Vexx and found the Vexx Tutorial #1 really informati
ve. Instead of simply watching the Vexx tutorial I followed your instructi
ons and recreated the iris in the video. This was a great way to learn more of the controls available in Vexx.
I also re-studied your videos on the Kinematic
s features of the Vector Processor
. As I continued to experimen
t with the vector processor I learn more about the "collision control" feature of the processor
. This feature, along with decimatio
n, and your mention of convex hull helped alot in the creation of my attached simulatio
n of a "walking man"
My supportin
g mech files did preserve linkages, motors, and pivots after I discovere
d my mistake from my last post. I had to create the mech file when the simulatio
n toggle was "on." This time though it appears that the import of the mech file did not preserve the "Max force" value. I used a high value such as 8888 to move the model but the value when pasted was simply 8.
I noticed another item that may be a limitatio
n of the Vector Processor: With simulatio
n off & the entire walking man structure selected when I drag the structure to a different location the pivots and linkages do not move along with the structure and have to be redone.
My solution to this issue was to create a mech file of the structure, delete the original structure and then import/paste the mech file to the desired location.
Attached are:
WalkingMa
n-Mobile-V2.vcp The simulatio
n.
Supportin
g files:
StaticFlo
or.mech Files to support creation of the
WalkingMa
nMobile.m
ech above simulatio
n..
WalkingMa
nTemplate
.vexx Used to create a dxf to load
into the vector processor
.
Hopefully the mechs, .vcp, and .vexx files will work correctly when downloade
d.
Bill Michael
WalkingMan-Mobile-V2.vcp
(70.02 KB - downloaded 158 times.)
WalkingManMobile.mech
(67.76 KB - downloaded 114 times.)
WalkingManTemplate.vexx
(86.5 KB - downloaded 111 times.)
StaticFloor.mech
(1.93 KB - downloaded 115 times.)
«
Last Edit: January 31, 2019, 03:10:22 PM by BillM
»
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ArtF
Administrator
Hero Member
Posts: 5740
Re: Simulation of "walking man"
«
Reply #1 on:
February 03, 2019, 08:40:03 AM »
Bill:
Awesome job, the walking man runs fine here. Youve done amazingly well with a module
that was really written as an experimen
t. I didnt think it was stable enough for any real
work other than playing about a bit and experimen
ting.
thanks for these examples, they give me pause ot think about previous code and how Vexx may be
able to absorb it..
Art
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BillM
Full Member
Posts: 120
Re: Simulation of "walking man"
«
Reply #2 on:
February 03, 2019, 01:36:38 PM »
Art
I really enjoy studying new subjects. Your software has plenty of features that will keep me busy for years.
My ultimate goal is to build a simple clock using a simulated escapemen
t. I've already posted the motion works w/hands. The wild idea to get them moving was a precursor to the walking man.
By the way the inspirati
on for the walking man is the 60's toy Mr Machine. I never had such a toy but old videos of one intrigued me enough to research the toy further to find out how it worked. I downloade
d the patent for it and figured out a way to simulate a simplifie
d version. The sliding linkage on the leg and controlli
ng collision
s between parts took a while to figure out.
The simulated leg's sliding linkage in itself is a useful component of interesti
ng machines such as a drive train for a locomotiv
e.
I'll continue experimen
ting / learning Vexx and the vector processor
.
Bill
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