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Old 21-03-2005, 01:31 PM   #16
colto
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It's not required but if you can model them it would probably help your chances.
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Old 21-03-2005, 07:40 PM   #17
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u dont HAVE to have all hydraulics and stuff. It could be hidden away or whatever... but obviously, robots dont "magically" work the way they do so putting in thingys such as the motors, hydraulics, wires etc. just add another sense of realism to the robot! And as colto said, "it would probably help your chances."
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Old 21-03-2005, 10:54 PM   #18
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I was just thinking about it and I believe that your robots "loose" look comes from your keyframes being set to spline rather than linear. You might try setting them all to linear in the graph editor and see how that looks.
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Old 23-03-2005, 10:48 AM   #19
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the field of robotics has more to do with programming, rather than creating a huge machine that moves, my robot that I have chosen to do, does use motors and jet propulsion, to move, they are just not visible, but what makes a robot a robot is it's AI, if my robot was created in the real world, would use the same Intelligence Technology that ASIMO uses.

The key features of the new Intelligence Technology:
1. Recognition of moving objects
2. Posture/gesture recognition
3. Environment recognition
4. Sound recognition
5. Face recognition.


you can read all about ASIMO here

just my two cents worth

Dae
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Old 13-04-2005, 07:10 AM   #20
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Hey


Sorry for not posting updates (no I wasn't dead or lazy) I was a bit busy working and contiuning to work on a school animation project..... No im not dropping out.... It's spring break and well yes im still working on the school project I found plenty of time to compete.....

Ok.... First off I changed my Idea and model alittle... I Talked to a retired Lumberjack and he said the machines and equipment they use "It aint fanzy boy, nor is it pretty, it gets the job done and it don't break down when your doing it, and if it does break down it don't take a rocket genuis to fix it. Duck tapes all you need."

Soooo.... after that I really didn't like my legs to much.. I did like the feet however and Im going to build off that. it is going to have mech legs aswell for rough terrain and wheels for the road.
I originaly was going to make it "Fanzy" but now im going for really really rough and beat down (Although I think im going to leave the lazer cutter, because I want it to be alittle advanced in time.)


Well Ill prolly have some progress photo's tomarrow or the next day.... (BTW thanks for putting up with my terrible english.)
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Old 13-04-2005, 07:26 AM   #21
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Here is a small idea off the actuall transport LumberTrucks
(My Robot is going to be the lumberjack and transport combined)
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Old 14-04-2005, 07:31 AM   #22
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Here is some progress on the body, it's a rough start but once I start to detail it out, it should turn out nicely (btw I got tired of the clay renders so I decieded to use cel shader, sorry if it offends anyone )
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Old 14-04-2005, 07:32 AM   #23
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Front
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Old 16-04-2005, 11:14 PM   #24
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Get rid of the cel-shaded renders. It hides detail and depth. Terrible for displaying models. Post a clay render and then we can see the real deal.
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Old 17-04-2005, 05:21 AM   #25
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Well I rather enjoyed the cel-shader mixed with the back lighting... but that's only me ....

Here is some progress with the legs
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Old 17-04-2005, 05:25 AM   #26
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Side
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Old 17-04-2005, 05:29 AM   #27
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another front
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Old 17-04-2005, 02:51 PM   #28
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lookin good
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Old 17-04-2005, 06:45 PM   #29
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much better, keep it up.
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Old 18-04-2005, 05:07 AM   #30
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Default about the legs

hey i noticed from the side view that your robot's front and back legs oppose each other. Might this cause a problem when you try to animate it? What i mean is that the front legs' knees and the back legs' knees seem like they will get in each other's way. How would ur robot move forwards and backwards? Sorry if this has been discussed before or the answer is obvious.
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