I think just taking the measurements and plopping that on the internet would make an immediate boom in turret making. I would then plug it on CAD and tinker with the motions this turret would in fact provide with the parts we see and take it from there, I can then 3D print a scaled model (whether it will provide expected motion or not) I am guessing one would be able with the steam software to dismantle the 3D components and place each of them on an X, Y and Z plane. I need flat (90') angles on a mesh or a fixed resolution so that each of my pixel or caliper measurements come true. It would be nice to continue on this project and start it up proper.Īny form of blue prints are still required. I didn't think it had any answers and forgot about it. I posted on that board 2 years ago and just got 15 notices just now about messages over the span of 2 years. If what I'm asking is super-time/effort intensive, I'm sure we can negotiate something from one TF2 fan to another. Some exist on youtube but they're taken in-game and the angles are not flat and I can't study them proper. I'm looking for a partner, that could take the turret mock-up in SMF and ''disassemble'' each of its pieces and put them along-side a grid and ''take pictures'' where I can establish the dimensions and then work on my own software and start figuring out some solutions to, heh, these practical problems.įurther, I'd need the animation sequence on flat angles on a high frame rate (slow motion) to study it properly. I'm good with gears and band-saws, but not with 3D animation softwares. Though impossible to do completely, I want to put some of my servos in my lab to good use and machine myself a life-size turret that'll push itself up and look super neat. I've seen many a mock turret on Google, but I see their dimensions and components put together pretty much by guesstimates. I'm thinking of tinkering myself a turret being the super-fan that I am and please the gods of Valve. No, actually, a real mechanical engineer. ![]() I modelled up the pod body, using reference images and sculpt mode, This was then shelled and the doors cut from them.Hi. Stage one was working out if the doors would be physically possible, as they clip inside the model in the game.Ĭan the doors still sit flush and extend out as they do in game? ![]() This also means I can have fine step control over the motors for the other axis. ![]() I originally thought on high RPM motors with leadscrews to extend the doors to the matched speed in the game, However when testing max speed on a Nema17 Stepper, It was fast enough. The main frame will be 2020 extrusions and panels will bolt onto this, which allows for modularity and ease of access for wiring and repairs. I have a bunch of 2020 extrusion and other 3D printer spare parts, and decided on utilising these. I measured it all up and decided on 1.4m (Without the aerial). So I started to casually take reference images in game and even used Handrail building regulations to refer to a real world scale. “Hmm, I wonder if that could work”, It’s quite big which means there should be enough space for mechanics etc… Current Progress Showcased at Advanced Engineering 2019 Tradeshowįull Size 1.4M Tall animatronic Portal TurretĪfter completing the Portal Gun project in May2018Īnd how pleased I was with the final outcome, I started to think about my next project.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |