How to Daddy long legs

Get help using Construct 2

Post » Tue Mar 03, 2015 1:04 pm

Greetings,

I am trying to reverse engineer Daddy long legs, I was wondering which physics engine would be best suited?
I'm trying with Chipmunk physics atm but everything is too "springy".

Am I correct in using pivot joints?
B
6
Posts: 44
Reputation: 338

Post » Tue Mar 03, 2015 1:36 pm

What is Daddy Long Legs? I am familiar with a type of arachnid.....
If you are trying to make a spider, I would say that pivot joints, one for the shoulder and one for the elbow would be correct. It might be helpful to play with the weight: the body should be about 1/4 the total mass, in my experience with articulated contraptions. It may be difficult to get the legs moving so it can walk, depending on what you are trying to do.
B
14
S
5
G
1
Posts: 189
Reputation: 1,536

Post » Tue Mar 03, 2015 1:53 pm

bladedpenguin wrote:What is Daddy Long Legs? I am familiar with a type of arachnid.....
If you are trying to make a spider, I would say that pivot joints, one for the shoulder and one for the elbow would be correct. It might be helpful to play with the weight: the body should be about 1/4 the total mass, in my experience with articulated contraptions. It may be difficult to get the legs moving so it can walk, depending on what you are trying to do.


Daddy long legs is an iOS game, give it a look :)
I was able to stop the springyness to some degree, however now I would love to know how to make a joint stiff on keypress?
B
6
Posts: 44
Reputation: 338

Post » Tue Mar 03, 2015 4:38 pm

Maybe post a capx so we can see what you are trying?
B
14
S
5
G
1
Posts: 189
Reputation: 1,536

Post » Tue Mar 03, 2015 9:38 pm

bladedpenguin wrote:Maybe post a capx so we can see what you are trying?


This is what I have so far, nothing close to anything really, check out Daddy long legs and you'll see what I wish to recreate.

Thanks
You do not have the required permissions to view the files attached to this post.
B
6
Posts: 44
Reputation: 338

Post » Wed Mar 04, 2015 3:13 am

I don't have anything from Apple, but I checked a video. The first thing that strikes me as odd is that your control schema is different, but that's not important. If I understand correctly, you want to stiffen the knee as long as the key is held down? It also looks like something is going on with the hip idk. It is really not clear what you want this thing to do. You need to be able to articulate it in plain language, even if it in Slovenian. I will not take the game apart for you.

I noticed that you are directly applying force to the goraj/thigh, which has the effect of propelling it like a rocket. I don't think that is what you want. The next thing you should do is OnKeyPress, create a Rotary Limit Joint between the Thigh and Shin. OnKeyRelease, destroy that joint. This will stiffen the knee while the key is held down. I think you need to work to understand exactly what Daddy Long Legs is doing.
B
14
S
5
G
1
Posts: 189
Reputation: 1,536

Post » Wed Mar 04, 2015 9:08 am

bladedpenguin wrote:I don't have anything from Apple, but I checked a video. The first thing that strikes me as odd is that your control schema is different, but that's not important. If I understand correctly, you want to stiffen the knee as long as the key is held down? It also looks like something is going on with the hip idk. It is really not clear what you want this thing to do. You need to be able to articulate it in plain language, even if it in Slovenian. I will not take the game apart for you.

I noticed that you are directly applying force to the goraj/thigh, which has the effect of propelling it like a rocket. I don't think that is what you want. The next thing you should do is OnKeyPress, create a Rotary Limit Joint between the Thigh and Shin. OnKeyRelease, destroy that joint. This will stiffen the knee while the key is held down. I think you need to work to understand exactly what Daddy Long Legs is doing.


Hey,

I don't expect you to take the game apart for me, sorry about that.

So what I need the physics to do : - On key press create a 210 degree angle between the Thigh and Shin
- The head should have prevented rotation
- On key release the thigh and shin should be lined up straight and as stiff as possible.

That's basically all there is too it, but I'm strugling to create a stiff joint and when I try adding a limited rotary joint it just propells everything everywhere... Perhaps I am doing it wrong, I think I certainly am...

Could you help me on the issues I listed, how would I tackle those?

Thanks again for sticking with this thread.
-
B
6
Posts: 44
Reputation: 338

Post » Wed Mar 04, 2015 7:52 pm

You could use a gear joint to lock the knee at a fixed angle.
"ratio" should be 1 and "phase" should be the angle you want the knee to be.

After creating the gear joint you can adjust the phase with the "set joint properties" action.

For raising the leg you could use a torque or a motor joint perhaps, since that's how creatures move their limbs.
B
89
S
30
G
95
Posts: 5,160
Reputation: 63,456

Post » Fri Mar 06, 2015 1:27 pm

@R0J0hound Hey, I've been trying out that gear join however it is not completely stiff any way to enhance that?
B
6
Posts: 44
Reputation: 338

Post » Fri Mar 06, 2015 5:50 pm

@Basen
I think you can improve it by increasing the the space iterations perhaps.
B
89
S
30
G
95
Posts: 5,160
Reputation: 63,456

Next

Return to How do I....?

Who is online

Users browsing this forum: Cappu and 5 guests