Dynamics Bot

Dynamics Bot

Dynamics Bot

Dynamics Bot

Dynamics Bot

An ongoing personal project inspired by Theo Jansen's strandbeests and Boston Dynamics. An entirely physics-based walker robot.

An ongoing personal project inspired by Theo Jansen's strandbeests and Boston Dynamics. An entirely physics-based walker robot.

An ongoing personal project inspired by Theo Jansen's strandbeests and Boston Dynamics. An entirely physics-based walker robot.

An ongoing personal project inspired by Theo Jansen's strandbeests and Boston Dynamics. An entirely physics-based walker robot.

An ongoing personal project inspired by Theo Jansen's strandbeests and Boston Dynamics. An entirely physics-based walker robot.

Year
-
2019

Year
-
2019

Year
-
2019

Role
-
All aspects

Software
-
C4D
Adobe CC

Software
-
Cinema 4D
Houdini
Adobe CC

Agency
-
Personal

Agency
-
Personal

Agency
-
Personal

Agency
-
Personal

Agency
-
Personal

Development

Development

Development

Development

Development

This project began as an exercise with Cinema 4D's dynamics system, which contains numerous tools to create physically accurate simulations. Playing with the rigid body dynamics and hinges, I realized that the toolset in C4D exists to create something not unlike the mechanisms that power the strandbeest sculptures.

After a few hours of research, I found that the least complex approach to creating a robot that mimics the stride of a legged animal would be to utilize a mechanism called the klann linkage. It's a simple system comprised of a crank, a leg, two leg rockers, and a series of pivot hinges.

After a couple weeks of iteration, I was able to create a completely physics based walker-robot, with no keyframe animation. The challenge for this project was basing the construction on real-world designs while factoring in the limitations of C4D's dynamics system. I often ran into designs that would collapse under the weight of the components, or designs where the robot would wander in circles. The majority of labor was spent tweaking variables like leg friction, number of legs, and length of legs.

The final design was cemented after adding spring suspension to each of the eight legs. This stabilized the structure, which allowed the unit to walk in a straight line while preventing hard-hitting impacts that oftentimes broke C4D's dynamics system.

This project began as an exercise with Cinema 4D's dynamics system, which contains numerous tools to create physically accurate simulations. Playing with the rigid body dynamics and hinges, I realized that the toolset in C4D exists to create something not unlike the mechanisms that power the strandbeest sculptures.

After a few hours of research, I found that the least complex approach to creating a robot that mimics the stride of a legged animal would be to utilize a mechanism called the klann linkage. It's a simple system comprised of a crank, a leg, two leg rockers, and a series of pivot hinges.

After a couple weeks of iteration, I was able to create a completely physics based walker-robot, with no keyframe animation. The challenge for this project was basing the construction on real-world designs while factoring in the limitations of C4D's dynamics system. I often ran into designs that would collapse under the weight of the components, or designs where the robot would wander in circles. The majority of labor was spent tweaking variables like leg friction, number of legs, and length of legs.

The final design was cemented after adding spring suspension to each of the eight legs. This stabilized the structure, which allowed the unit to walk in a straight line while preventing hard-hitting impacts that oftentimes broke C4D's dynamics system.

This project began as an exercise with Cinema 4D's dynamics system, which contains numerous tools to create physically accurate simulations. Playing with the rigid body dynamics and hinges, I realized that the toolset in C4D exists to create something not unlike the mechanisms that power the strandbeest sculptures.

After a few hours of research, I found that the least complex approach to creating a robot that mimics the stride of a legged animal would be to utilize a mechanism called the klann linkage. It's a simple system comprised of a crank, a leg, two leg rockers, and a series of pivot hinges.

After a couple weeks of iteration, I was able to create a completely physics based walker-robot, with no keyframe animation. The challenge for this project was basing the construction on real-world designs while factoring in the limitations of C4D's dynamics system. I often ran into designs that would collapse under the weight of the components, or designs where the robot would wander in circles. The majority of labor was spent tweaking variables like leg friction, number of legs, and length of legs.

The final design was cemented after adding spring suspension to each of the eight legs. This stabilized the structure, which allowed the unit to walk in a straight line while preventing hard-hitting impacts that oftentimes broke C4D's dynamics system.

This project began as an exercise with Cinema 4D's dynamics system, which contains numerous tools to create physically accurate simulations. Playing with the rigid body dynamics and hinges, I realized that the toolset in C4D exists to create something not unlike the mechanisms that power the strandbeest sculptures.

After a few hours of research, I found that the least complex approach to creating a robot that mimics the stride of a legged animal would be to utilize a mechanism called the klann linkage. It's a simple system comprised of a crank, a leg, two leg rockers, and a series of pivot hinges.

After a couple weeks of iteration, I was able to create a completely physics based walker-robot, with no keyframe animation. The challenge for this project was basing the construction on real-world designs while factoring in the limitations of C4D's dynamics system. I often ran into designs that would collapse under the weight of the components, or designs where the robot would wander in circles. The majority of labor was spent tweaking variables like leg friction, number of legs, and length of legs.

The final design was cemented after adding spring suspension to each of the eight legs. This stabilized the structure, which allowed the unit to walk in a straight line while preventing hard-hitting impacts that oftentimes broke C4D's dynamics system.

This project began as an exercise with Cinema 4D's dynamics system, which contains numerous tools to create physically accurate simulations. Playing with the rigid body dynamics and hinges, I realized that the toolset in C4D exists to create something not unlike the mechanisms that power the strandbeest sculptures.

After a few hours of research, I found that the least complex approach to creating a robot that mimics the stride of a legged animal would be to utilize a mechanism called the klann linkage. It's a simple system comprised of a crank, a leg, two leg rockers, and a series of pivot hinges.

After a couple weeks of iteration, I was able to create a completely physics based walker-robot, with no keyframe animation. The challenge for this project was basing the construction on real-world designs while factoring in the limitations of C4D's dynamics system. I often ran into designs that would collapse under the weight of the components, or designs where the robot would wander in circles. The majority of labor was spent tweaking variables like leg friction, number of legs, and length of legs.

The final design was cemented after adding spring suspension to each of the eight legs. This stabilized the structure, which allowed the unit to walk in a straight line while preventing hard-hitting impacts that oftentimes broke C4D's dynamics system.

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