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> I never quite understood what qualifies as a point of articulation. I mean,
> does a point of articulation have to rotate by a certain amaount to qualify?
For my articulation, I just counted all the moveable joints. I strive for
the most poseable creations I can make, as close to real human movement as
possible. The problem I run into is that I add alot of weight in the torso
and arms, and the click hinges on the knees and ankles tend to buckle in
positions other then a normal stance. I will need to work on that 8)
> Heh! I'm glad you found use for this gearbox. Now I have to let you in on a
> little secret. The axle used that has the stud on one end? I cut the stud
> off. That way, the axle can be locked in place, and fit inside a four stud
> wide gearbox. One can also make a five stud long gearbox, and not cut the
> bump off; either way, the axle is locked in place so that the leg can take
> much more weight...
I see, I thought you just stuck the stud in one of those 2x1 technic bricks
with a round hole. That is what I did. It worked okay, but not superb. It
was a little shakey, and the studs came out several times. For my next mech
I am using a more stable and revised version.
> I generally don't like cheating like that, but I have so many of those axles,
> and it works, so...
Hey, we all cheat every once in a while!!!
Thanks for the comments!!
out
tk
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Message is in Reply To:
| | Re: Codename Carver
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| (...) pic, I was intrigued by the hint of a worm gear in the thigh area. My favorite parts of this mecha are the head and the feet. I also like the way you made the lower legs, with the Gundam-esque bulge. A fine model indeed! And it looks very (...) (23 years ago, 4-Mar-02, to lugnet.build.mecha, lugnet.space, lugnet.loc.us.ks)
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