To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.cad.devOpen lugnet.cad.dev in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 CAD / Development / 4350
     
   
Subject: 
The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 5 Apr 2000 17:06:48 GMT
Viewed: 
1938 times
  

At what angle and point do the arm/shoulder of the minifig connect to
the torso?  What is the angle and offset of the bend of the minifig arm
and what is the angle of the hand with respect to the pin which connects
it to the arm?

I don't see how using the minifig parts (beyond using the figure
shortcut) is possible without having this information.  Still I can't
find this information anywhere.  Do I need to reverse-engineer the
minifig DAT files to find this out?  Like I had to do to find out the
angle of the "2904.DAT Technic Motorcycle Pivot"?

I'm sorry for reiterating this point, but I really think we need some
kind of knowledge database for this kind of information.  Without this
information, the LDraw parts database just isn't as useful as it could
have been.

What do you think?

(And can someone please answer my original question?)

Fredrik

   
         
   
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 5 Apr 2000 18:08:00 GMT
Viewed: 
1860 times
  

In lugnet.cad.dev, Fredrik Glöckner writes:
At what angle and point do the arm/shoulder of the minifig connect to
the torso?  What is the angle and offset of the bend of the minifig arm
and what is the angle of the hand with respect to the pin which connects
it to the arm?

I don't see how using the minifig parts (beyond using the figure
shortcut) is possible without having this information.  Still I can't
find this information anywhere.  Do I need to reverse-engineer the
minifig DAT files to find this out?  Like I had to do to find out the
angle of the "2904.DAT Technic Motorcycle Pivot"?

I'm sorry for reiterating this point, but I really think we need some
kind of knowledge database for this kind of information.  Without this
information, the LDraw parts database just isn't as useful as it could
have been.

What do you think?

(And can someone please answer my original question?)

Fredrik

The angle of the side of the minifig torso as Ldrawn is 9.782 degrees (arctan
4.655/27) from the vertical. Hope this helps.

Chris

   
         
   
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 6 Apr 2000 10:36:56 GMT
Viewed: 
1643 times
  

"Chris Dee" <chris_w_dee@hotmail.com> writes:

The angle of the side of the minifig torso as Ldrawn is 9.782
degrees (arctan 4.655/27) from the vertical. Hope this helps.

Thanks.  Can I safely assume that the author used 10 degrees when
modeling the part?

BTW: This is just what I find unuserfriendly about the parts library:
You had to reverse engineer the part to find the angle.  I'm sure the
information I asked about in the original post was available when the
parts were modeled in the first place, but now they're "hidden".

Fredrik

   
         
   
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 6 Apr 2000 11:04:46 GMT
Viewed: 
1671 times
  

In lugnet.cad.dev, Fredrik Glöckner writes:
"Chris Dee" <chris_w_dee@hotmail.com> writes:

The angle of the side of the minifig torso as Ldrawn is 9.782
degrees (arctan 4.655/27) from the vertical. Hope this helps.

Thanks.  Can I safely assume that the author used 10 degrees when
modeling the part?

BTW: This is just what I find unuserfriendly about the parts library:
You had to reverse engineer the part to find the angle.  I'm sure the
information I asked about in the original post was available when the
parts were modeled in the first place, but now they're "hidden".

Fredrik

No, the part is authored with an angle of 9.782. The (x,y) values of the lower
facet of the shoulder is (14.345,2) and that at the waist is (19,29) - hence
4.655/27. Or alternatively the top of the torso is (14,0), giving 5/29 - the
same ratio.

Generally, it is much easier to measure part dimensions acurately than measure
angles accurately (not that 14.345 was _measured_ directly - in fact the top of
the torso would have been measured as 14). I doubt very much that the original
author ever _knew_ the angle you are seeking, but measured the width and height
of the torso. Please correct me if I am wrong, Steve.

Chris

   
         
     
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 6 Apr 2000 14:18:36 GMT
Viewed: 
1790 times
  

"Chris Dee" <chris_w_dee@hotmail.com> writes:

No, the part is authored with an angle of 9.782. The (x,y) values
of the lower facet of the shoulder is (14.345,2) and that at the
waist is (19,29) - hence 4.655/27. Or alternatively the top of the
torso is (14,0), giving 5/29 - the same ratio.

Ok, thanks.  I understand.  It's not interesting for me (in this
setting) to know the angles and offsets of the _true_ minifig.  What
is of interest is the values that were used to _model_ the minifig.
This is because what I want to do is to pose the minifig LDraw parts
in various situations, and want to make sure that the parts connect
correctly to each other.  I'm sure other people have experienced a
similar problem before.

Fredrik

    
          
     
Subject: 
Digging up an old thread (was: The geometry of minifigs)
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 24 Apr 2002 17:13:54 GMT
Viewed: 
589 times
  

In lugnet.cad.dev, Fredrik Glöckner writes:
Ok, thanks.  I understand.  It's not interesting for me (in this
setting) to know the angles and offsets of the _true_ minifig.  What
is of interest is the values that were used to _model_ the minifig.
This is because what I want to do is to pose the minifig LDraw parts
in various situations, and want to make sure that the parts connect
correctly to each other.  I'm sure other people have experienced a
similar problem before.

Considering the accuracy to which the torso and arm parts are modeled... is
it possible at all to do realistic poses (like an ABS minifig) without nasty
gaps and collisions?  I've had trouble doing this before, but only just
realized how bad it really is when I saw the official motorcycle rider
shortcut that has huge gaps.  I then tried again to get a fig to work
right... and decided it just can't be done.

Has there been any discussion regarding redoing the arm parts to more
accurately model the real thing?  I'm very interested in having arms with
reasonably accurate geometry and useful rotation centers.  The rotation
problem can be solved by putting the arms into subfiles.  This also solves
the problem with the non-axial plane along which the arm rotates.  But the
arm parts simply aren't shaped like the real things, and if you position
them where they aren't partly inside the torso then you have all kinds of
flaws- gaps around the torso shoulder holes, wide/high shoulders, and hands
that still collide with the torso and hips.

Are the arm part ID numbers taken from the arms somewhere, or are they
arbitrarily assigned?

--
Tony Hafner
www.hafhead.com

    
          
      
Subject: 
Re: Digging up an old thread (was: The geometry of minifigs)
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 24 Apr 2002 18:42:54 GMT
Viewed: 
578 times
  

Tony Hafner wrote:
Has there been any discussion regarding redoing the arm parts to more
accurately model the real thing?  I'm very interested in having arms
with reasonably accurate geometry and useful rotation centers. The
rotation problem can be solved by putting the arms into subfiles.
This also solves the problem with the non-axial plane along which the
arm rotates.  But the arm parts simply aren't shaped like the real
things, and if you position them where they aren't partly inside the
torso then you have all kinds of flaws- gaps around the torso
shoulder holes, wide/high shoulders, and hands that still collide
with the torso and hips.

I have had thougt about this and I also think this is worth to be
taken over. But I don't have time to realize this. If no one has a
something against this you could make realistic arm parts.

CU Bernd

    
          
     
Subject: 
Re: Digging up an old thread (was: The geometry of minifigs)
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 24 Apr 2002 19:25:41 GMT
Viewed: 
618 times
  

In lugnet.cad.dev, Tony Hafner writes:

Has there been any discussion regarding redoing the arm parts to more
accurately model the real thing?

I would *love* it if someone were to redo the arms and hand with higher
accuracy. :)

Steve

    
          
     
Subject: 
Re: Digging up an old thread (was: The geometry of minifigs)
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 25 Apr 2002 22:14:02 GMT
Viewed: 
687 times
  

In lugnet.cad.dev, Steve Bliss writes:
In lugnet.cad.dev, Tony Hafner writes:

Has there been any discussion regarding redoing the arm parts to more
accurately model the real thing?

I would *love* it if someone were to redo the arms and hand with higher
accuracy. :)

Note that it's probably not possible to make proper arms that are backwards
compatible because of the hand placement on the ends.  So we'd need to
assign new id numbers to the arms... right?  Either that or we break a few
thousand files.

It may be possible to use the existing hands, though, or at least have a new
hand part that is backwards compatible with the old hand.  I haven't looked
that closely at the hand itself- I don't know if the hand-to-wrist angle is
accurate or if the rotation center makes sense, which are my primary concerns.

--
Tony Hafner
www.hafhead.com

    
          
     
Subject: 
Re: Digging up an old thread (was: The geometry of minifigs)
Newsgroups: 
lugnet.cad.dev
Date: 
Sun, 28 Apr 2002 15:28:56 GMT
Viewed: 
1026 times
  

In lugnet.cad.dev, Tony Hafner writes:
In lugnet.cad.dev, Steve Bliss writes:
In lugnet.cad.dev, Tony Hafner writes:

Has there been any discussion regarding redoing the arm parts to more
accurately model the real thing?

I would *love* it if someone were to redo the arms and hand with higher
accuracy. :)

Note that it's probably not possible to make proper arms that are backwards
compatible because of the hand placement on the ends.  So we'd need to
assign new id numbers to the arms... right?  Either that or we break a few
thousand files.

It may be possible to use the existing hands, though, or at least have a new
hand part that is backwards compatible with the old hand.  I haven't looked
that closely at the hand itself- I don't know if the hand-to-wrist angle is
accurate or if the rotation center makes sense, which are my primary concerns.

--
Tony Hafner
www.hafhead.com

I have started working on an improved arm part - and agree this will need to
use a new number to aboid backward compatibility issues. I'll try and post
work-in-progress here when I have something worthy of comment.

Chris

   
         
   
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 6 Apr 2000 16:14:06 GMT
Viewed: 
1993 times
  

In lugnet.cad.dev, Chris Dee wrote:

No, the part is authored with an angle of 9.782. The (x,y) values of the lower
facet of the shoulder is (14.345,2) and that at the waist is (19,29) - hence
4.655/27. Or alternatively the top of the torso is (14,0), giving 5/29 - the
same ratio.

Generally, it is much easier to measure part dimensions acurately than measure
angles accurately (not that 14.345 was _measured_ directly - in fact the top of
the torso would have been measured as 14). I doubt very much that the original
author ever _knew_ the angle you are seeking, but measured the width and height
of the torso. Please correct me if I am wrong, Steve.

Da, you are correct.

I'd go with the (14,0) shoulder position -- it has better (hidden)
precision.  14.345 is derived, as you pointed out, and it is rounded.

Does LGEO have the minifig torso?  It'd be so nice to have truly rounded
edges and shoulders.  But they'd look worse in LDraw than the sharp
edges.

Steve

   
         
   
Subject: 
Re: The geometry of minifigs
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 6 Apr 2000 18:34:33 GMT
Viewed: 
2292 times
  

Steve Bliss <blisses@worldnet.att.net> writes:

Does LGEO have the minifig torso?

No, it doesn't.  But it has the head, arms, hands, legs and hips.

Fredrik

 

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR