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Author Topic: Simulation of "walking man"  (Read 152 times)
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BillM
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« 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 27 times.)
* WalkingManMobile.mech (67.76 KB - downloaded 20 times.)
* WalkingManTemplate.vexx (86.5 KB - downloaded 21 times.)
* StaticFloor.mech (1.93 KB - downloaded 20 times.)
« Last Edit: January 31, 2019, 03:10:22 PM by BillM » Logged
ArtF
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« 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
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« 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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