Importing LEGO models into Blender/etc for rigging/animation
Posted: 06 Nov 2014, 03:18
It's a much more complex process than it should be ._.
Thankfully, with the assistance of a friend, and many hours spent in MLCad/LDraw, we've finally ended up with this:
(Full resolution available here.)
For now, setting up the cables and plugs was too difficult, so I doubt we'll put any sort of cables in the finalized renders, but after fully rigging the model (even going so far as to ensure the gears meshed correctly), we've determined important information such as what the range of motion for each joint is, what the full reach area is, etc etc.
It was a long process getting to this point, though. Unfortunately, I don't have access to my LEGOs right now. They're on the opposite side of the country at my parents' place, and I don't have the money to travel back and pick them up, and they're not willing to send them out, so for now they're just sitting in a box in a closet.
Because of this, I've had to do all the planning, engineering, and trial-and-error with a few sheets of paper, a pen, and my laptop. MLCad and LDraw have been absolutely indispensable throughout this project, and I'm really glad for them. Interestingly enough, after doing a few weeks' worth of testing and correcting design errors just via LDraw, a few more updates were made even after it was imported to Blender, but this is a nearly-finished render.
I'm very excited about this project, as I've never tackled something so challenging, but it's been a very interesting experience working entirely with a virtual model. Hopefully I'll be able to animate this in Blender and use the animation process to help further my code a fair bit, as animating the unit will translate roughly into the actual code I need for a proper inverse kinematics system!
Anyways, I wasn't sure where to post this, but yeah. It's been an interesting journey. A lot of the normals/faces on these model parts are backwards, so fixing those in blender was a hassle but very much worth it. No post-processing has been done on this picture, either; the blur effect was entirely done in-render. I'm very happy with the way things are progressing, and once I eventually get my hands on my old unit, I'll be able to fire up BricxCC and get back to work coding!
Thankfully, with the assistance of a friend, and many hours spent in MLCad/LDraw, we've finally ended up with this:
(Full resolution available here.)
For now, setting up the cables and plugs was too difficult, so I doubt we'll put any sort of cables in the finalized renders, but after fully rigging the model (even going so far as to ensure the gears meshed correctly), we've determined important information such as what the range of motion for each joint is, what the full reach area is, etc etc.
It was a long process getting to this point, though. Unfortunately, I don't have access to my LEGOs right now. They're on the opposite side of the country at my parents' place, and I don't have the money to travel back and pick them up, and they're not willing to send them out, so for now they're just sitting in a box in a closet.
Because of this, I've had to do all the planning, engineering, and trial-and-error with a few sheets of paper, a pen, and my laptop. MLCad and LDraw have been absolutely indispensable throughout this project, and I'm really glad for them. Interestingly enough, after doing a few weeks' worth of testing and correcting design errors just via LDraw, a few more updates were made even after it was imported to Blender, but this is a nearly-finished render.
I'm very excited about this project, as I've never tackled something so challenging, but it's been a very interesting experience working entirely with a virtual model. Hopefully I'll be able to animate this in Blender and use the animation process to help further my code a fair bit, as animating the unit will translate roughly into the actual code I need for a proper inverse kinematics system!
Anyways, I wasn't sure where to post this, but yeah. It's been an interesting journey. A lot of the normals/faces on these model parts are backwards, so fixing those in blender was a hassle but very much worth it. No post-processing has been done on this picture, either; the blur effect was entirely done in-render. I'm very happy with the way things are progressing, and once I eventually get my hands on my old unit, I'll be able to fire up BricxCC and get back to work coding!