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Brilliant ideas for strong joints
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 Group admin 
place your suggestions or ideas or links to your prefered joint designs
Permalink
| December 23, 2011, 4:11 pm
Quoting Chris Roach
place your suggestions or ideas or links to your prefered joint designs

Ratchet joints. they give the same articulation of normal ball joints (I think), and they are more stable than the normal joint.
Permalink
| December 28, 2011, 7:57 am
 Group admin 
more stability but ball joints have a better range of motion - as they can move in an direction - too bad the ball joints didn't have more friction though then they would be more versitaile as leg joints for larger bots!

Quoting Commander Spencer, Ultimate Bionicle Fan
Ratchet joints. they give the same articulation of normal ball joints (I think), and they are more stable than the normal joint.


Permalink
| December 28, 2011, 8:02 am
Quoting Chris Roach
place your suggestions or ideas or links to your prefered joint designs


I normally favour t-bar joints since I work in the smaller scale. I don't have a specific link but here's an example:

http://www.mocpages.com/moc.php/293754

they aren't practical for large scale designs, but for mini's and micros, they give enough friction to support the limbs.
Permalink
| December 28, 2011, 8:06 am
For larger sized Legoformers, ratchet joints are superior. Even if they don't have as much range as ball joints, they have the peg opening on the sides, making it easier for some transformation techniques.
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| December 28, 2011, 8:03 pm
I love T's. I use them for a lot of joints. I think that the fact that they are small and on bigger mocs are less visible appeals to me. Though sometimes not the most stable, they do work pretty well. My second favorite would have to be technic ball joints. They also don't take up much space, and have the best articulation. Sadly, I only have five of them hahaha
Permalink
| December 29, 2011, 8:35 am
For full-scale models, use ball joints. They're probably the best joints out there, 'cause they can move anywhere. For micro-scale legoformers, use a wide variety of small joints, like the T, the clip, the mini ball, and more. But still, there's no doubt about it, BALL JOINTS ROCK!
Permalink
| December 30, 2011, 4:08 am
I'm agreeing with Wheeljack there with the ratchet joints. More stability with a good amount of articulation is pretty much a must for larger scale builds. Also, for more strength you can double up on the ratchets. The drawback there though is only 180 degrees of rotation, which did work with my feet for Unicron.
Permalink
| January 7, 2012, 12:47 pm
I am in the process of designing the "perfect leg"

I am a medic (hence my name) and basically I have incorporated aspects of each muscle compartment into a generic leg, upon which a robot could be built. I replace muscles with function elements (the friction rams found in Bionicle) and use bony anatomy as inspiration for the underlying structure.

This should lead to a leg with strength (given by the rams) and flexibility.

I will post it in this group soonish.
Permalink
| January 7, 2012, 7:20 pm
 Group admin 
Quoting Medic Physic

sounds cool can't wait, But where were you last week when I needed to build a stronger leg for my massive Omega Supreme? LOL! Cheers!

Chris

I am in the process of designing the "perfect leg"

I am a medic (hence my name) and basically I have incorporated aspects of each muscle compartment into a generic leg, upon which a robot could be built. I replace muscles with function elements (the friction rams found in Bionicle) and use bony anatomy as inspiration for the underlying structure.

This should lead to a leg with strength (given by the rams) and flexibility.

I will post it in this group soonish.


Permalink
| January 8, 2012, 5:43 am
Quoting Chris Roach


Well, far be it from me to suggest things to as seasoned a builder as yourself, Chris!

Having fiddled with it, it is quite restrictive of building for anything less than a huge TF, as the joints will have to be surrounded with bricks lest they show up on the altmode.

They will work very well in the Mech community though.
Permalink
| January 15, 2012, 5:25 pm
Quoting Chris Roach
place your suggestions or ideas or links to your prefered joint designs

i think it just depends on the scale of your former like minis use T and Yclaws (used as fingers in chris's designs and others) and ball joints or ratchet joints for the larger scale it doesn't really matter

Permalink
| April 1, 2012, 7:05 pm
For transformers like brawl or megatron or optimus, the big guys, I think you should use ratchet joints because your not really going to try and play around with a big transformer, you can just pose them, but if you want to make a medium sized transformers like jazz and bumblebee you should use ball joints because theyre supposed to be flexible and agile. For minies you should use the T-piece

Permalink
| June 18, 2012, 3:22 am
This isn't mine, but a guy who is in one of my groups made this really cool way of concealing weapons.

http://www.mocpages.com/moc.php/313446
Permalink
| December 18, 2012, 2:43 am
I am making a Bruticus in high detail. he doesn't transform but hes looking very good. ill post a pic later.but to the point here. hes 17" tall and the ratchet joints are not strong enough to hold him. i got them in the waist, knees, and ankles.i need some advice cause i keep hearing they are the best but apparently not above a certain size.help.
Permalink
| July 15, 2013, 10:54 pm
 Group admin 
my bruticus is over 2 feet tall and separates and can stand freely using ratchet joints - the other things you have to consider is balance and center of gravity - if its top heavy or unbalanced you will stress the joints - if all else fails go to at-at knee joints but you loose a lot of poseability. I will be using them for an upcoming build.

Quoting Pocky clyptic
I am making a Bruticus in high detail. he doesn't transform but hes looking very good. ill post a pic later.but to the point here. hes 17" tall and the ratchet joints are not strong enough to hold him. i got them in the waist, knees, and ankles.i need some advice cause i keep hearing they are the best but apparently not above a certain size.help.


Permalink
| July 16, 2013, 7:15 am
Just so you know, the Chima Legends Beasts (with the new small-scaled balljoints) are available in some European areas now. I bought the Wolf today, and I'm pretty confident to buy more of them so I have enough joints to start building Legoformers (and similiar things).
Permalink
| December 21, 2013, 5:34 pm
I am currently away from my Lego, but have been covering a lot of bone anatomy recently (working in orthopaedics in Vietnam, of all places).

I have made a few realisations about how to achieve super strong but super flexible joints.
1. No joint is strong enough on its own, you need frictional support (such as cantilevers to subsidiary joints, or "functional elements" such as 87617/87618).

2. Shoulders need a HUGE range of movement, but also stability. People use a single ball and socket, which is so vastly wrong, even the human body doesn't do it! The shoulder is actually 3 seperate joints: The glenohumeral (ball and socket), the acromioclavicular (top of socket to clavicle, which acts as a lever) and the sternoclavicular (fulcrum of said lever).

In order to have a full hemisphere of movement (plus rotation), use the ball and socket for half of the range and the levering up/forward of the socket for the other half. This is what the body does. For abduction of the arm, 90 degrees use the B/S joint, and the upper 90 degrees use the rotation of the scapula (the socket) around the acromioclavicular joint. For rotation of the arm, the 10 degrees around the resting position use the B/S joint, the outer 20 (in either direction) use the retraction and protraction of the scapula.

3. The other benefit of having several joints in one joint is that muscles (or pistons etc.) can go between the body and the scapula, and then the scapula and the arm. This means they do not, if done correctly, impede movements.

4. I should buy lots of 32474 and 53585. They are ideal for being the origin and insertion of "muscles".

5. The gluteus maximus (also the iliopsoas) is used for hip flexion/extension. To emulate its stabilising power, attach a backwards-protruding free-moving lever from the greater trochanter, and put some sort of piston from it up to the small of the back (ending with a B/S joint) and another down from its tip to a point on the back of the distal femur. If done correctly, you can have a full range of flexion and extension, with lots of strength.

Hip adduction and abduction are a little easier because they need much less range. Rotation is also easy because it needs very little range, and very little strength.

I hope these are useful. TBWTMT managed to build a 3 foot transformer, so some people clearly have sussed this already, and I would love to see how they do the joints! However for the rest of us I figured this might be useful. I will also put this in the equivalent mech thread.
Permalink
| September 5, 2014, 3:13 am
Quoting Medic Physic

Wow, that's some pretty cool information. I don't usually do this, but can you make a few of these joints in LDD as inspiration?
Permalink
| September 5, 2014, 6:46 am
Quoting Declan Muller
Quoting Medic Physic

Wow, that's some pretty cool information. I don't usually do this, but can you make a few of these joints in LDD as inspiration?



Currently without mouse... but will try! At the very least I shall do so when I get back to the UK in a month.
Permalink
| September 5, 2014, 9:34 am
Quoting Medic Physic


Currently without mouse... but will try! At the very least I shall do so when I get back to the UK in a month.

Thanks. Those joints will not only help me, but a lot of other people too. If you make it, I'll try to get the word out. :)
Permalink
| September 5, 2014, 8:17 pm
Shoulder added to group!

Edit: Also, just bought some bits off bricklink so I can make some very strong joints for a very big thing I am planning. I will post up the joints as they are made too.
Permalink
| September 8, 2014, 7:59 am
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