A Giant, Sarcastic Robot

What a great idea!

(I don’t know if it’s a big accomplishment but this was indeed completely reliant on physics, no animations. Consists of Hinges and BodyAngularVelocity movers.)

This is just a short clip of a sort of pet project I’m working on. I was wondering if TARS and CASE from Interstellar could actually move like they were seen to, and after an experiment in Studio I would say yes for the most part. The big problem is being able to keep rotating, reaction wheels can easily accomplish this though I don’t know if current r-wheel science could move robots as big as them. I might try other walk cycles and rudimentary pathfinding but I’d like to tackle the following issue first.

By the way, does anyone know a way to rotate a part locally? Though it may not be obvious in the video it turns out that TARS can only walk on the positive Z axis because the body movers work globally. I can probably imagine the tricky scripting I could write to fix this but I’m just wondering if there’s a physical alternative.

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That’s actually really impressive since you used physics. Nice job.

I’m not sure if the new body movers are out, but if they are, there ya go.

Thanks, physics-accurate walking is certainly one of the trickiest mechanics a game could ever feature (at least TARS doesn’t need knees or ankles). This current walk cycle is pre-programmed so if TARS ever falls over or leans a wrong way he isn’t going to automatically correct himself. Was there an announcement for a group of new body movers? It would be really great if one acted like the current BodyAngularVelocity without the tricky global vector.

Maybe they keep rotating by activating some “flaps” at the bottom that pushes it away at every “step”.

“C’mon TARS…”

One of my favorite movies of all time. Cool creation! :slight_smile:

BodyThrust is like BodyForce but in local coordinates.