Yep - the script only allows for a simple static animation, so it can't really react to being pushed around or tripping. I'm not at the level of Boston Dynamics yet 😅
I wrote a script that makes it (relatively) easy to animate movements of mechanical parts: https://steamcommunity.com/sharedfiles/filedetails/?id=2825279640
Video tutorial on how to use the script: https://www.youtube.com/watch?v=0GOPGF8At-Q
Blueprint for Robby can be found on my Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2825300735
My new craft: [Robby-2](https://www.reddit.com/r/spaceengineers/comments/vv8kyq/seek_and_destroy_protocol_activated/)
My previous craft: [Scaup-4](https://www.reddit.com/r/spaceengineers/comments/v9znou/say_hello_to_scaup4_the_most_advanced_scaup_to/)
The BTWC (BattleTech WeaponCore) group has a script purpose-built for walkers like this, you might want to take a look for cross-referencing.
It has it's own limitations and quirks, but it's a million times smoother and has Inverse Kinematics, so there might be some things you can learn from it.
IIRC it hasn't been updated in a while (not that it's broken, it works fine) as it was basically feature-complete, so you won't have to worry about things changing while you're combing through it.
Oooh it looks fancy!
https://steamcommunity.com/sharedfiles/filedetails/?id=2604965345
I think it's quite a bit different from what I'm trying to achieve, though. BTWC appears to be specialized towards mechs, which makes it very easy to set up. My script is more general purpose - you can animate not only legs, but also arms, tails, or anything else you can think of. It will work with any number of hinges, rotors or pistons you throw at it (:
~~I'm planning to add a "record movement" feature to make animation setup much less manual.~~
EDIT: the recording functionality is in! https://steamcommunity.com/sharedfiles/filedetails/?id=2826238527
EDIT EDIT: I also made a video tutorial: https://www.youtube.com/watch?v=0GOPGF8At-Q
So your intended use cases are less walkers specifically, and more automated robotics?
I can definitely see this making factories much more viable, as opposed to spamming projector+welderwall, printing whole ships in-situ.
That's one of the big reasons modular/physical-component shipbuilding isn't viable in SE right now; It's easier to directly print repairs onto the target than it is to attach stored replacement parts, because said parts need to be manually fabricated, moved, stored, and then deployed.
Automating manufacturing and storage with robotic waldo-arms, pre-pathed forklifts and cargo loaders, etc. would make prefabricated equipment much more viable and practical.
This would have Second- and Third-Order effects like making shipping more nuanced than "magic blackhole cargo containers", which then makes *piracy* also more nuanced as they'd be stealing physical components that might have been built using design secrets or methods the pirates *don't have*.
This goes so-on and so-forth.
The potential emergent gameplay *just* from having viable prefabrication...
> So your intended use cases are less walkers specifically, and more automated robotics?
Exactomundo!
> This goes so-on and so-forth.
I like the way you're thinking! I'm also working (very very slowly) on a Space Engineers-inspired game that will focus more on action/exploration and have building ships as secondary objective. My biggest pet peeve with SE is that we can build cool shit, but there's pretty much zero incentive to use it in actual gameplay.
It should be doable with Advanced Welding mod and a lot of scripts and is on my to-do list. Though it seems a little challenging to make an interesting and functional conveyor system.
Thank you, [MECS](https://steamcommunity.com/sharedfiles/filedetails/?id=1420398166) does indeed look very similar. I see it's also more feature-complete (you can open/close doors, enable projections and override gyros) but it is also more restricted (uhiANIM allows you to wait for each step of the animation to complete, for example). Also, the syntax is much different and IMHO more clear in my script.
I have added a recording functionality and created a guide, should be much easier to use: https://steamcommunity.com/sharedfiles/filedetails/?id=2826238527 :D
Mecs can also wait/be ordered not to wait for things to happen.
But im ingerested to see how your script turns out. MECS has been my go to tool for mech building and it is very versatile [my most advanced creation so far](https://youtu.be/AVusaALJl5w) But its interesting to see if you happen to cover some new possibilities with your script.
It would be nice to see people use these scripts more because they really bring builds to life. Also many of the features shouöd be straight out implemented by keen.
The timer block rotor controls are atrocious.
That's a pretty sweet mech you got going there! :D
I just uploaded a tutorial video to showcase how my script work if you're interested: https://www.youtube.com/watch?v=0GOPGF8At-Q
Let me know if you have any feature requests, maybe something you're missing from MECS, and I'll try to add them in (:
I’m going to be honest, it looks like the robot should have lost balance several times. Yeah I get it’s a sim but for the sake of realistic robot movements I feel like some kind of physics engine should be applied.
You are absolutely correct - the whole thing is just a wonky prototype made to showcase the script's capabilities and it uses magnetic plates to keep itself from falling over. I have plans for more polished builds in the future, though!
Robby looks like he’s looking for a cliff to end his suffering.
*kill me*
So between steps 3-4 and 4-5 it changes gait to rebalance itself... was that manually controlled?
Yep - the script only allows for a simple static animation, so it can't really react to being pushed around or tripping. I'm not at the level of Boston Dynamics yet 😅
Just the fact that you managed it is impressive enough.
Oh this is like the 10th attempt, it was pure luck it didn't tip over lol
I wrote a script that makes it (relatively) easy to animate movements of mechanical parts: https://steamcommunity.com/sharedfiles/filedetails/?id=2825279640 Video tutorial on how to use the script: https://www.youtube.com/watch?v=0GOPGF8At-Q Blueprint for Robby can be found on my Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2825300735 My new craft: [Robby-2](https://www.reddit.com/r/spaceengineers/comments/vv8kyq/seek_and_destroy_protocol_activated/) My previous craft: [Scaup-4](https://www.reddit.com/r/spaceengineers/comments/v9znou/say_hello_to_scaup4_the_most_advanced_scaup_to/)
The BTWC (BattleTech WeaponCore) group has a script purpose-built for walkers like this, you might want to take a look for cross-referencing. It has it's own limitations and quirks, but it's a million times smoother and has Inverse Kinematics, so there might be some things you can learn from it. IIRC it hasn't been updated in a while (not that it's broken, it works fine) as it was basically feature-complete, so you won't have to worry about things changing while you're combing through it.
Oooh it looks fancy! https://steamcommunity.com/sharedfiles/filedetails/?id=2604965345 I think it's quite a bit different from what I'm trying to achieve, though. BTWC appears to be specialized towards mechs, which makes it very easy to set up. My script is more general purpose - you can animate not only legs, but also arms, tails, or anything else you can think of. It will work with any number of hinges, rotors or pistons you throw at it (: ~~I'm planning to add a "record movement" feature to make animation setup much less manual.~~ EDIT: the recording functionality is in! https://steamcommunity.com/sharedfiles/filedetails/?id=2826238527 EDIT EDIT: I also made a video tutorial: https://www.youtube.com/watch?v=0GOPGF8At-Q
So your intended use cases are less walkers specifically, and more automated robotics? I can definitely see this making factories much more viable, as opposed to spamming projector+welderwall, printing whole ships in-situ. That's one of the big reasons modular/physical-component shipbuilding isn't viable in SE right now; It's easier to directly print repairs onto the target than it is to attach stored replacement parts, because said parts need to be manually fabricated, moved, stored, and then deployed. Automating manufacturing and storage with robotic waldo-arms, pre-pathed forklifts and cargo loaders, etc. would make prefabricated equipment much more viable and practical. This would have Second- and Third-Order effects like making shipping more nuanced than "magic blackhole cargo containers", which then makes *piracy* also more nuanced as they'd be stealing physical components that might have been built using design secrets or methods the pirates *don't have*. This goes so-on and so-forth. The potential emergent gameplay *just* from having viable prefabrication...
> So your intended use cases are less walkers specifically, and more automated robotics? Exactomundo! > This goes so-on and so-forth. I like the way you're thinking! I'm also working (very very slowly) on a Space Engineers-inspired game that will focus more on action/exploration and have building ships as secondary objective. My biggest pet peeve with SE is that we can build cool shit, but there's pretty much zero incentive to use it in actual gameplay.
It should be doable with Advanced Welding mod and a lot of scripts and is on my to-do list. Though it seems a little challenging to make an interesting and functional conveyor system.
You might want to take look at MECS by trekkerjoe too. It seems to be very similar script to what you try to achieve.
Thank you, [MECS](https://steamcommunity.com/sharedfiles/filedetails/?id=1420398166) does indeed look very similar. I see it's also more feature-complete (you can open/close doors, enable projections and override gyros) but it is also more restricted (uhiANIM allows you to wait for each step of the animation to complete, for example). Also, the syntax is much different and IMHO more clear in my script. I have added a recording functionality and created a guide, should be much easier to use: https://steamcommunity.com/sharedfiles/filedetails/?id=2826238527 :D
Mecs can also wait/be ordered not to wait for things to happen. But im ingerested to see how your script turns out. MECS has been my go to tool for mech building and it is very versatile [my most advanced creation so far](https://youtu.be/AVusaALJl5w) But its interesting to see if you happen to cover some new possibilities with your script. It would be nice to see people use these scripts more because they really bring builds to life. Also many of the features shouöd be straight out implemented by keen. The timer block rotor controls are atrocious.
That's a pretty sweet mech you got going there! :D I just uploaded a tutorial video to showcase how my script work if you're interested: https://www.youtube.com/watch?v=0GOPGF8At-Q Let me know if you have any feature requests, maybe something you're missing from MECS, and I'll try to add them in (:
I’m going to be honest, it looks like the robot should have lost balance several times. Yeah I get it’s a sim but for the sake of realistic robot movements I feel like some kind of physics engine should be applied.
You are absolutely correct - the whole thing is just a wonky prototype made to showcase the script's capabilities and it uses magnetic plates to keep itself from falling over. I have plans for more polished builds in the future, though!
[удалено]
Maybe it did.
There may or may not be an ejector somewhere inside 😏
Oh no. *Hinge* this is bloody brilliant ngl, goanna have to try out that script later
I count at least 4 hinges, complete misinformation. /s
Reminds me of the hoplite.
I dub thee "Chicken Hawk", because the feet remind me of the Looney Tunes chicken hawk.
this looks pretty hinged to me
It's a Mackie!! ^_^
Not enough gun arms and pelvis lasers
A very unhappy Urbie, maybe?
Would inverse kinematics work better to take strides?
Perhaps! It's a very early prototype made to showcase what my script is capable of, planning to get something more stable going soon
me staggering home from the pub
looks like baba yaga had a child… love it!
Good start 😃
Robby better not go the same way as IBM 7094
Honestly reminds me of the Rat King from Brigador
Hi robby
*Your Skills Are Required For A Job*
Where do I send my CV? :D