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somepersondunno
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Getting walkers to turn?
somepersondunno replied to somepersondunno's topic in Breaking Ground Discussion
Hmm, fair enough. I've been trying to make a walker that'll actually WALK but if you could make the legs capable of movement sideways I suppose it could translate well. I think it'd be easier for a spider type mech. -
Anyone got any ideas on how to make walkers turn without needing to resort to non-robotics methods, like wheels or RCS or wacky things? I'd love to have a semi practical Dunar walker transport.
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So, I'm making a radial jet engine- think the Vector's way of attaching vs the huge jet's version. How do I set up points in Blender so that it can function with a Gimbal and everything else? I'm around halfway through modelling it. Thanks for any help!
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I'm around halfway through making my first real model for KSP, a tiny-ISH continuous track model. I'm waiting to have some of these answered before I actually finish it and start figuring out what I need to do for the part's CFG, though: How do I set the radial attachment point for it? Do I do it in a CFG, Unity, or Blender? How do I set up the animation and have it transfer over to Unity/KSP? Thanks! Sorry if it's in the wrong place, I'm just super inexperienced with 3d modelling.
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What does this mean by 1.3/1.4 compatible? 1.6 seems like it will fix a ton of the memory issues that kept people from adopting 1.5, so could I potentially send in a 1.6 creation?