Dennis de Koning, on 27 June 2012 - 08:27 AM, said:
Believe it or not, there was a lot of discussion and research that went into the animation of the 'Mechs.
Many (most) 'Mechs are humanoid and so scaling cues alone are not enough to make a 'Mech look less like an environmental suit than a giant walking tank. The more animation looks and feels like natural human movement, the harder it is to suspend belief. We wanted the 'Mechs to look like machines, if this means that it has a stiffer gate, then so be it. Also, on a note of balance from the initial post; sway, for the purpose of balance is lessened the faster one moves. In other words, the slower you walk, the more sway is necessary for you to keep balanced. When running (or walking at 60kph), you (and/or a 30-100t 'Mech) will have almost no sway at all; that extra energy will be converted into forward motion instead.
As for the cockpit movement: It is attached to the 'Mech and therefore the movement is a realistic translation. This is necessary because the (exterior) architecture of some 'Mechs is visible from within the cockpit ie, Hunchback, Dragon and others coming down the pipe. Imagine the effects that more sway would have on a users aiming and desire not to puke.
Tx for the reply! Yes, sorry for the mistake, the faster you move, the smaller the sway will be.
And yes, i do understand the idea about the cockpit view being linked to the model. However, if you have a bit of time, please, take a look at the updated post about the kinematics of movement.
The kinematics i posted really minimizes sway to being something like half a meter at 10 meters height. Actualy, this exact kinematics were used to produce a testing stand to see, how the simplified scheme works.
Also, about the fact that machine should look like a bulky machine. Yes, of course it should and I (and all the forum members, i suppose) can understand this concern. However, my guess is if you add just a slight movement according to the kinematics i have just updated the topic with, it will still look VERY bulky (as it is a simplified human model), but a bit more realistic.
IMHO, it's not
what moves make a mech bulky, it's
how it moves.
The real human moves VERY dinamically. Human does not have constant velocity of movement at any given moment of time. The machine, however, has, as it has a higher mass/power ratio, has limited speed of drives and so on. So, the machine's movement are more discrete, they reach top velocity fast, then stop fast too.
Edited by Undead Bane, 27 June 2012 - 08:54 AM.