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File: Shoulderjoint.jpg (64.47 KB, 750x750)
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I'm looking for some good resources on modeling joints for human power armors. Mainly the shoulder has me perplexed.

Is it impossible to have completely hard plating in and around the shoulder and armpit, will there always need to be a flexible material?

Should the actual arm be modeled onto the armor hole or should it be a seperate object on it's own?

Another joint has that I am finding tricksty is the thigh and groin so any good references on that would be appreciated.
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>>502494
>Is it impossible to have completely hard plating in and around the shoulder and armpit, will there always need to be a flexible material?

>Should the actual arm be modeled onto the armor hole or should it be a seperate object on it's own?

I really hope all this to be just bait
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>>502494
maybe look to medieval plate armors for inspiration?
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File: Shouldersocket.png (33.51 KB, 564x700)
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This is what I am currently working with. I had built a shoulder in it before but it didn't seem to lined up well with the Clavicles. Currently rebuilding a new anatomical shoulder to fit the socket.

The word "Socket" is where I think I am going wrong.
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The main refernce I've been use up until this point has been Samus Aran. All here joints are filled with meshy like material.

Big issue I've had with trying to emulate Samus is she is very anatomically incorrect so sections I have build have been under a lot of revision.
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>>502498
>>502501


Ok. First, do you have a reference design? You cant modelling something you dont know a thing about. Even a quick concept draw will do, but it have to represent the final model. I see its more like a big suit than an armor, in samus for example you dont model samus, you model the armor itself because you cant see samus, only the armor. About the hard plates just look for medieval armors to take reference.
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>>502502

Yeah I created a design but mechanically it wasn't working. The original concepts were used to get the armors main form.

It had to be changed because it wasn't flexible enough to raise the arms over the head, it was basically 1 solid joint that fitted the arm and rotated on the one axis like a robot.
>The next revision I decided to scrap the "socket" and build an armpit to model over.
>Then realising that when the arm extended down, the inner arm would need to intersect the body so the shoulders were moved outwards(this is where Samus anatomical problems start to rear their head).
>After that I decided the Clavicle were too low and my characters neck would need to be way too long. So I ripped out the shoulder and rose it all up.

That's a brief history of my shoulder =P
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File: OldDesign.png (204.11 KB, 1709x765)
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This is the old arm and shoulder.

It is long gone
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>>502507

Anatomically the original designs I used an actual model. My revisions messes up the anatomy but I reckon it is back on track. I am just looking for the shoulder joint functionality.
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>>502507

The problem is the low shoulder, if it should be hermetic, try some overlaping plates, like the abdomen ones. To the movement, keep in mind that the shoulder articulation doesnt rotate up, instead once it get to the t pose, the clavicle is who rotate up to rise the arm.



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