If you were to try this again, you'd need a counter weight at the top of the knees. The reason it's not taking the correct steps is because it's main weight is in the feet. If you extend the lower leg through the knee and add extra weight at the top, it will cause the knees to bend on every step. I'm actually super interested in seeing this work and might need to make a video on it just test the concept 😅
^ This ^ Plus he should change it so one set of legs has feet pointing forward and the other has feet pointing backwards, that way it will slightly lift up each step, wich hopefully means it wont get stuck on the ground mid-step like is happening 95% of the time with the designs in the video.
10:35 since the concrete blocks at the top are forward of the point of rotation, obviously the outer legs dont want to rotate forward, they actually want to rotate backwards. If you look at it from the left side, the concrete weight at the top is the furthest forward. Then comes the point of rotation, the hipjoint you might say, which is supported underneath from the inner legs. This means that the concrete at the top is actually excerting a rotational force counterclockwise, or in other words forcing the outer legs backwards.
Scrapman, you are still KILLING IT with this series! Not only are these fun and entertaining, but SO IMPRESSIVE too! I literally got goosebumps during your last attempt here, I start every day by watching your latest video, keep up the tremendous work!!! I can't imagine how long this video must have taken, but I really appreciate the effort 🎉🎉🎉
Try to connect both outer legs so they're in sync. From the looks of it, due to the independent outer legs, the walker tends to move one outer leg only
@@calspacer6685 put a tube in the back that is stick to the two outer legs but skips the two inner ones with enough room to still move backwards the two inner ones. Then put some weight on the front o compensate
It's forward motion is entirely dependent on linear momentum, the two separate sets of legs act as a pendulum and create the perpetual motion necessary for it to "walk". You'll need to experiment with weight distribution and friction on the feet.
Going back and looking at the original footage Scrap, I think the plates you've taken to be just to stop the knee over-extending actually play a role in the stepping motion as a counterweight to the lower leg. That could explain why your big knees walker around 16:00 is working a bit better
I had a go at building one of these things myself after watching, and doing some research on them shows they are notoriously difficult to get working. These biped/tripod types even moreso. The common approach to them is to provide them raised spots for the feet to land, because the swinging legs tend to ground out as they are all the same length. I found one that used a cam of sorts to lift the leg that is swinging forward clear of the ground, but I really dont know how you'd do that in either game, if its even possible. So your couple of steps Scrap were very impressive! As a note, the videos I found where their bots could take a half dozen steps if they worked at all, were from engineering collage and university students that had weeks to work on them with reliable real-world physics. The slopes they used were mostly between 2% and 4% gradient, but one of these bots seemed to be able to handle flat interior floors somehow. It was far more complex though, full of weights and springs so likely some sort of conservation of momentum mechanics involved. As a side, I found a sort of workaround for the clipping issue you had with the initial knees. The weight blocks dont seem to have that issue.
I'd say make the outer legs a tad bit shorter than the middle legs and use a bit of @Code_Creature 's knee counter weight method. so the inner legs when they bend will give it just enough lift to move between and when they settle will give a bit of a lift for the outer legs to swing out to miss colliding with the ground? Or make the feet on inner legs a little thicker?
"Every step past the two first steps is just a mind-blowing experience" Scrapman is like the parent seing his child starting to learn how to walk haha Great video as always keep it up !
Scrapman, I got an idea. Make a beyblade and surround it with magnets facing outwards and use thrusters to rotate it. Use a swivel to cancel out the beys rotation and place another swivel on top of it and place some thrusters to use for changing directions (in instruments of destruction)
If you're gonna do this again, make it so that the outer legs are shorter than the inner ones. Normally the steepness of the ramp achieved the same effect, but doing that is much better as it will make the outer legs fall later and not make it collapse. Also join the outer legs.
Your later scrap mechanic versions would have most likely worked had you used a less steep incline. The reason they didn't work was that the knees wouldn't bend, and that was because by the time the center legs hit the ground, the center of mass was ahead of them. But, if the incline was less steep, the center legs would hit the ground earlier, so the center of mass would be behind them causing the knees to bend. This could also be solved by adding a weight to the top that is behind the connecting bar, or lowering the knees in the center legs.
Hey scrapman! One thing I noticed with the scrap mechanic design was that the walker was starting with the angle of the slope instead of being perfectly upright. I think that might have accounted for something, since it would gain more momentum once you release it.
I think in scrap mechanic you may need to add weight to the outer legs. potentially add another "kneecap" to the top of the inner legs as well. ideally you want the inner legs to plant and not move forward anymore. you then want the outer legs to move forward fast enough to plant themselves and swing the inner legs again. also something to note: in the IRL design, the kneecaps are a bit less than half the length of the "thigh" of each leg. So medium weight on inner legs, heavy weight on the outer legs, longer kneecaps, kneecaps are lighter weight than bottom of legs.
Wow, you got way further with that than I expected. I think shortening the outer legs by 1 block might make it better, cause it's the outer legs that always seem to get hung up on terrain and can't swing by the inner set.
I would have worked in scrap mechanic but with how little parts you have to deal with and the various types of slopes helped you get to a working concept in trail makers a lot easier
Great video as always. I recently found out about a helicopter with no engines. It flies using jets on the tips of its propellers and lands using autorotation. It's called xh-26 jet jeep.
The weight (in Scrap Mechanic version) shouldn't be on the top of this walker, but on the upper rod connecting inner legs, because it was pulling pivot forward instead letting it reverse! Look at the top part going forwards and back in the Trailmakers and the real version. Put the weight one part lover.
I don't know if this will help but I think a key part of understanding how these walkers work is it seems that the top bar the very most top never stops moving forward when the legs step in front of it it has to have enough momentum to carry it up and over the arch if it doesn't have enough momentum it will stop before reaching the peak so I think a key part would be to make sure that that top bar is constantly moving forward it might slow down it might speed up but it just needs to be moving at all times
The knees aren't able to bend in Scrap Mechanic because the feet are too heavy. The feet need to be able to lift up slightly in order for the knees to bend.
I believe the purpose of the knee caps is not only to stop over-rotation of the legs, but also as a counterweight allowing the legs to bend in the first place.
I'm no expert on this sorta stuff but with your most successful model I noticed what might be causing it to not keep going, the outer legs appear to be taking steps that are too large for the inner legs to keep up with which is why it's always the inner legs getting caught on the ground, perhaps try limiting the size of the steps in some way, perhaps similar to your solution with the knees, if you decide to try this tip out I'd love to see it in action
would love if this guy made a second channel were he uploads other content he plays in his free time (if he even does), as long as its not too much work
people pls like so scrapman sees this yo @ScrapMan you had a fatal error in scrap mechanic. the inner legs were a few blocks (maybe 3 or 4) shorter than the outer legs. so when the outer legs hit the ground, the weight on the top causes the whole mechanism to tilt forward. when this happens you can observe in 9:36 that the outer legs try to bend but hit the ground before they reach the proper position to start the cycle again
Man wish I had these games. I think at first make sure the bends are even at the top and bottom of the legs. Then if you look at the 98 video the way they made the knees and with them having an extension to clap the leg when the other ones move forward. And they only travel so far forward. So if you can stop the legs from going to far forward it might help. I'd say just go back and continue to look at the 98 video and see what's missing. And id try to still try to make it walk flat instead of going down hill. But that's the hard part too.
@@squoshi307 yeah, I somehow find that adorable. any robot without eyes or a visible camera i find adorable. like a sentient computer screen or something
The issue you had with it falling frontwards is because the weight at the top needs to counter balance the decline on the slope to have the top part as “upright” or “level” as possible
My grandpa has a straight leg and a cane, and funny enough he walks just like the thing in the video. His working leg and cane are the outside ones and his straight leg is the inside one, so maybe take the joint away from the middle legs!
Try to build the XF5U -- a disc-shaped plane that looked like a UFO (and in fact got reported as such during test flights), nicknamed "the flying flapjack."
I have a feeling one of the reasons it wasn't working was because the slope was varying, it wasn't a contestant slope and the Walter is designed with one continuous slope in mind
Here are some fun ones i wish scrapman would make: Cornu's helicopter fritz von opel's first jet Pou-de-ciel fabre's hydroplane Spirit of america (craig breedlove)
ScrapMan you need to put more weight at the top of the knees. For the knees to bend, there needs to be some weight to counter the weight of the foot, like a seesaw. Rewatch the video and you’ll notice that they use very large knee stoppers to counter the weight and accomplish this phenomenon. Edit: Also notice that at the end of the video, as you added more parts to the area above the knee, it worked the best.
Hey, Scrapman, can you build the Vespa 150 TAP?? It’s an anti tank Scooter (yes like a moped) that had a tank cannon on the side and had a bunch of ammunition. It was made by the French Army paratroopers during World War 2
I'm guessing the walker with the arms in the video has magnets on the end and on the side of the bored is another magnet so it pushes up and prepells instead of contract so it stays in a straight line but I could be wrong just guessing off of what I saw :)
You need weight at the top to make the machine lean forward. Also, on both top bars there should be a weight coming out the back to add rotational force to make the legs swing forward.
one thing I noticed is that if you made the inside feet just a block shorter it might have worked better because the one in real life had shorter middle legs than it did outer legs and if that doesn't work than do the opposite next time. I don't have either of the games but i thought i might Aswell mention this because these might work.
You restricted knee motion in one direction, but I'm pretty sure you want to to stiffen the knee and hip joints in general. Your walker has much more range of freedom than it needs to perform the intended motion, which opens opportunities for it to lose the correct posture.
Yeah, they probably could've made it consistent, but they missed some key points in the video. For one, the outer legs should be slightly shorter than the inner ones. Another issue is they put a counterweight at the top front of the walker, which actually causes the legs to bend in the opposite direction they should, causing them to be straight. They should add counterweights to the knees instead. They also forgot to bind the outer legs together like they were in the video, which would prevent any failures due to one leg moving while the other doesn't.
hey scrap man I know you've almost 100% seen Wintergatens marble machine but I think you should give it a try after the new scrapmechanic challenge update comes out with the new balls. It would probably be a longer series but I think you'd enjoy it!
If you were to try this again, you'd need a counter weight at the top of the knees.
The reason it's not taking the correct steps is because it's main weight is in the feet. If you extend the lower leg through the knee and add extra weight at the top, it will cause the knees to bend on every step.
I'm actually super interested in seeing this work and might need to make a video on it just test the concept 😅
Ok your probaly right
Oh in i forgot in scrap mechanic or in trailmakers
?
@@Hiro_blee3292 it was probably trailmakers
^ This ^
Plus he should change it so one set of legs has feet pointing forward and the other has feet pointing backwards, that way it will slightly lift up each step, wich hopefully means it wont get stuck on the ground mid-step like is happening 95% of the time with the designs in the video.
10:35 since the concrete blocks at the top are forward of the point of rotation, obviously the outer legs dont want to rotate forward, they actually want to rotate backwards. If you look at it from the left side, the concrete weight at the top is the furthest forward. Then comes the point of rotation, the hipjoint you might say, which is supported underneath from the inner legs. This means that the concrete at the top is actually excerting a rotational force counterclockwise, or in other words forcing the outer legs backwards.
Scrapman, you are still KILLING IT with this series! Not only are these fun and entertaining, but SO IMPRESSIVE too! I literally got goosebumps during your last attempt here, I start every day by watching your latest video, keep up the tremendous work!!! I can't imagine how long this video must have taken, but I really appreciate the effort 🎉🎉🎉
Try to connect both outer legs so they're in sync. From the looks of it, due to the independent outer legs, the walker tends to move one outer leg only
how tho
@@calspacer6685 put a tube in the back that is stick to the two outer legs but skips the two inner ones with enough room to still move backwards the two inner ones. Then put some weight on the front o compensate
@@rlebron2249 or use collision glitches
@@rlebron2249 or just make it go up and above the whole machine
@@rlebron2249 putting weight on the front does compensate for the horizontal weight balance, but completely throws off the vertical balance
I love how you show us some background info on what you’re about to make with some videos and images. It’s very interesting and I like it!
It's forward motion is entirely dependent on linear momentum, the two separate sets of legs act as a pendulum and create the perpetual motion necessary for it to "walk". You'll need to experiment with weight distribution and friction on the feet.
Going back and looking at the original footage Scrap, I think the plates you've taken to be just to stop the knee over-extending actually play a role in the stepping motion as a counterweight to the lower leg. That could explain why your big knees walker around 16:00 is working a bit better
Thank you scrap man as always you lighten the mood in my mind😊😊
I really loved this video. It makes me happy that you didn't just give up at scrap mechanic's physics. Great job Scrapman!
I had a go at building one of these things myself after watching, and doing some research on them shows they are notoriously difficult to get working. These biped/tripod types even moreso. The common approach to them is to provide them raised spots for the feet to land, because the swinging legs tend to ground out as they are all the same length. I found one that used a cam of sorts to lift the leg that is swinging forward clear of the ground, but I really dont know how you'd do that in either game, if its even possible.
So your couple of steps Scrap were very impressive! As a note, the videos I found where their bots could take a half dozen steps if they worked at all, were from engineering collage and university students that had weeks to work on them with reliable real-world physics. The slopes they used were mostly between 2% and 4% gradient, but one of these bots seemed to be able to handle flat interior floors somehow. It was far more complex though, full of weights and springs so likely some sort of conservation of momentum mechanics involved.
As a side, I found a sort of workaround for the clipping issue you had with the initial knees. The weight blocks dont seem to have that issue.
It has been 2 years since I have watched you and your videos and intro are still amazing keep going man you are the best
im getting the feeling whenever i see it move, i remember how happy i was when my niece first walked by himself XD
According to my intense calculations using addition and subtraction, I have figured out that ScrapMan is approximately 32.
You need equilibrium between the feet and the top, because the top has to go backwards and lift the feet forwards in a knee bending motion.
Idk if u noticed but the 2 middle legs Are a little bit shorter than the outside legs
I'd say make the outer legs a tad bit shorter than the middle legs and use a bit of @Code_Creature 's knee counter weight method. so the inner legs when they bend will give it just enough lift to move between and when they settle will give a bit of a lift for the outer legs to swing out to miss colliding with the ground? Or make the feet on inner legs a little thicker?
this is true this fact was killing me
When complex mechanism walkers are easier to build than one that relies on Gravity:
"Every step past the two first steps is just a mind-blowing experience"
Scrapman is like the parent seing his child starting to learn how to walk haha
Great video as always keep it up !
More comparison on builds between these games is a cool idea. Enjoyed this!!
Scrapman, I got an idea. Make a beyblade and surround it with magnets facing outwards and use thrusters to rotate it. Use a swivel to cancel out the beys rotation and place another swivel on top of it and place some thrusters to use for changing directions (in instruments of destruction)
Good idea
That's new
Magnets dont exist in scrap mechanic so no
@@PestiPanda he said in instruments of destruction lol
@@nikkiofthevalley no he didn’t
This is one of the first times I have seen him go to a different game because he couldn't get something to work in the first game
This was a fun one to watch, exciting to see it finally walk!
If you're gonna do this again, make it so that the outer legs are shorter than the inner ones. Normally the steepness of the ramp achieved the same effect, but doing that is much better as it will make the outer legs fall later and not make it collapse. Also join the outer legs.
This was an insane build! You're complex builds are so cool!
Even though it was only kinda successful, those few steps were weirdly satisfying to watch 😂 great work 🤘🏼
Thanks 😅
This is like watching a dad seeing his child's first steps... so wholesome
I like how he ignored that the legs in the middle weren't supposed to bend. Makes the vid even better
Doing stuff like this would be good for a live because you can take suggestions from the chat
Yes this 👍☝️
Your later scrap mechanic versions would have most likely worked had you used a less steep incline.
The reason they didn't work was that the knees wouldn't bend, and that was because by the time the center legs hit the ground, the center of mass was ahead of them.
But, if the incline was less steep, the center legs would hit the ground earlier, so the center of mass would be behind them causing the knees to bend.
This could also be solved by adding a weight to the top that is behind the connecting bar, or lowering the knees in the center legs.
Wow I'm here early but love what up do scrapman I've seen all you vids at least 2 or 3 times each re watched every series multiple times
Imagine not watching this guy 😂
Hey scrapman! One thing I noticed with the scrap mechanic design was that the walker was starting with the angle of the slope instead of being perfectly upright. I think that might have accounted for something, since it would gain more momentum once you release it.
so many suggestions, i will just admit u picked a lovely escapade for physics games
really like that you tried it in both these games ;)
You should make a walker in instruments of distruction.. but make it deadly somehow!
I Imagine this is how Scrapman will teach his kids how to walk
I think in scrap mechanic you may need to add weight to the outer legs. potentially add another "kneecap" to the top of the inner legs as well. ideally you want the inner legs to plant and not move forward anymore. you then want the outer legs to move forward fast enough to plant themselves and swing the inner legs again. also something to note: in the IRL design, the kneecaps are a bit less than half the length of the "thigh" of each leg. So medium weight on inner legs, heavy weight on the outer legs, longer kneecaps, kneecaps are lighter weight than bottom of legs.
Yo, his scrap mechanic self and his trailmakers self finally did a crossover!
Wow, you got way further with that than I expected. I think shortening the outer legs by 1 block might make it better, cause it's the outer legs that always seem to get hung up on terrain and can't swing by the inner set.
16:14
Scrap man: turns out walking is hard…
Creation: new record.
I would have worked in scrap mechanic but with how little parts you have to deal with and the various types of slopes helped you get to a working concept in trail makers a lot easier
Hey scrapman I just wanna say that u should do the waterman’s arrowbile it was the very first flying car I personally think it’s pretty cool
Great video as always. I recently found out about a helicopter with no engines. It flies using jets on the tips of its propellers and lands using autorotation. It's called xh-26 jet jeep.
The weight (in Scrap Mechanic version) shouldn't be on the top of this walker, but on the upper rod connecting inner legs, because it was pulling pivot forward instead letting it reverse! Look at the top part going forwards and back in the Trailmakers and the real version.
Put the weight one part lover.
I don't know if this will help but I think a key part of understanding how these walkers work is it seems that the top bar the very most top never stops moving forward when the legs step in front of it it has to have enough momentum to carry it up and over the arch if it doesn't have enough momentum it will stop before reaching the peak so I think a key part would be to make sure that that top bar is constantly moving forward it might slow down it might speed up but it just needs to be moving at all times
We have witnessed one of the first crossover video between Scrap Mechanic and Trailmakers
The knees aren't able to bend in Scrap Mechanic because the feet are too heavy. The feet need to be able to lift up slightly in order for the knees to bend.
With the amount of tips in the comment section, we NEED a part 2! I believe in the 4-leg-robot-child!
Lol this is like how scrapman becoming a parent to a walker
I believe the purpose of the knee caps is not only to stop over-rotation of the legs, but also as a counterweight allowing the legs to bend in the first place.
YET AGAIN Trailmakers proves itself being SUPERIOR building game!
Suspension kneecap is something I never thought I'd hear
you should have set it down the catwalk ramps they are much smother and more consistant
in scrap mechanic you were missing air resistance to bend the knees
7:09
huh!
-ScrapMan
Also 16:33 "We're Ge''ing it" ScrapMan has become BritishMan
2 games in one video. What a combo
What an exciting video! Maybe if the longer legs were connected in the back it would trip less
I'm no expert on this sorta stuff but with your most successful model I noticed what might be causing it to not keep going, the outer legs appear to be taking steps that are too large for the inner legs to keep up with which is why it's always the inner legs getting caught on the ground, perhaps try limiting the size of the steps in some way, perhaps similar to your solution with the knees, if you decide to try this tip out I'd love to see it in action
would love if this guy made a second channel were he uploads other content he plays in his free time (if he even does), as long as its not too much work
You should make a walker that walks like a camel, camels walk in a very unique way unlike most other quadrupeds
ScrapMan really looks like a dad watching his child try to make the first steps in this one.
I wonder about recreating some of these mechanical builds in Main Assembly.
people pls like so scrapman sees this
yo @ScrapMan you had a fatal error in scrap mechanic. the inner legs were a few blocks (maybe 3 or 4) shorter than the outer legs. so when the outer legs hit the ground, the weight on the top causes the whole mechanism to tilt forward. when this happens you can observe in 9:36 that the outer legs try to bend but hit the ground before they reach the proper position to start the cycle again
ScrapMan, you should make the turtle submarine for your next video.
Did you notice that the High Seas map has islands that have the same colours as You(Scrapman), Kan, Kosmonaut, and Moonbo (or Durf)
just like first time see your kid make 1 small step make u really happy.
There is a mechanism in the original video that slightly lifts the legs so they don't drag on the ground. this may make this build work better.
Man wish I had these games. I think at first make sure the bends are even at the top and bottom of the legs. Then if you look at the 98 video the way they made the knees and with them having an extension to clap the leg when the other ones move forward. And they only travel so far forward. So if you can stop the legs from going to far forward it might help. I'd say just go back and continue to look at the 98 video and see what's missing. And id try to still try to make it walk flat instead of going down hill. But that's the hard part too.
Isn't the second example exactly the way of how TARS from Interstellar works?
Yea... That was the same thing that popped in my mind!!!!!
Lol I looked him up and he looks like a monolith
@@outzymes3636 TARS is basically 4 monoliths that spin in symphony to move.
@@squoshi307 yeah, I somehow find that adorable. any robot without eyes or a visible camera i find adorable. like a sentient computer screen or something
Idea: Add weight to the back of the frame to hopefully balance it out slightly and take a few more steps
gravity walker: *takes 2 steps and falls*
scrapman: *IT WALKS*
The biggest thing I got from this is that scrapman’s 32
It feels like scrapman watching his baby trying to walk
You should take a look at the Rotodyne. Its part passenger plane part helicopter hybrid and has a pretty unique way of powering its main rotor. :)
So scrapman, something you didn't notice is that the outer legs are slightly shorter than the inner legs to prevent dragging on the ground
That would cause the inner legs to drag. They all have to be the same length. It's the knee bending that is meant to prevent drag
@@scrapman Yknow... I only thought about that after I posted, and figured you'd never see what I said anyways 🙃
The issue you had with it falling frontwards is because the weight at the top needs to counter balance the decline on the slope to have the top part as “upright” or “level” as possible
sometime in a future episode you should build a lun-class ekroplan
luv ur vids
I think the problem is that the inner legs are rotating too much.... Try making a stopper for it and that might work... btw cool concept 😃👍👍
My grandpa has a straight leg and a cane, and funny enough he walks just like the thing in the video. His working leg and cane are the outside ones and his straight leg is the inside one, so maybe take the joint away from the middle legs!
Day 10 of telling scrapman to play space engineers for a series
Try to build the XF5U -- a disc-shaped plane that looked like a UFO (and in fact got reported as such during test flights), nicknamed "the flying flapjack."
Now I wanna build one. 🙂
I have a feeling one of the reasons it wasn't working was because the slope was varying, it wasn't a contestant slope and the Walter is designed with one continuous slope in mind
Here are some fun ones i wish scrapman would make:
Cornu's helicopter
fritz von opel's first jet
Pou-de-ciel
fabre's hydroplane
Spirit of america (craig breedlove)
Time to recreate complex creations in main assembly or besiege :)
ScrapMan you need to put more weight at the top of the knees. For the knees to bend, there needs to be some weight to counter the weight of the foot, like a seesaw. Rewatch the video and you’ll notice that they use very large knee stoppers to counter the weight and accomplish this phenomenon.
Edit: Also notice that at the end of the video, as you added more parts to the area above the knee, it worked the best.
Hey, Scrapman, can you build the Vespa 150 TAP?? It’s an anti tank Scooter (yes like a moped) that had a tank cannon on the side and had a bunch of ammunition. It was made by the French Army paratroopers during World War 2
It would be cool to see concept vehicles from games and not just real life concepts.
I'm guessing the walker with the arms in the video has magnets on the end and on the side of the bored is another magnet so it pushes up and prepells instead of contract so it stays in a straight line but I could be wrong just guessing off of what I saw :)
You need weight at the top to make the machine lean forward. Also, on both top bars there should be a weight coming out the back to add rotational force to make the legs swing forward.
one thing I noticed is that if you made the inside feet just a block shorter it might have worked better because the one in real life had shorter middle legs than it did outer legs and if that doesn't work than do the opposite next time. I don't have either of the games but i thought i might Aswell mention this because these might work.
You restricted knee motion in one direction, but I'm pretty sure you want to to stiffen the knee and hip joints in general. Your walker has much more range of freedom than it needs to perform the intended motion, which opens opportunities for it to lose the correct posture.
Yes, the middle "hips" should not be able to bend backward as far as they do here.
Very cool👍
Can’t believe you got as far as you did. Great job. I’m wondering if either the inside or outside legs are slightly longer or heavier
Yeah, they probably could've made it consistent, but they missed some key points in the video. For one, the outer legs should be slightly shorter than the inner ones. Another issue is they put a counterweight at the top front of the walker, which actually causes the legs to bend in the opposite direction they should, causing them to be straight. They should add counterweights to the knees instead. They also forgot to bind the outer legs together like they were in the video, which would prevent any failures due to one leg moving while the other doesn't.
14:29 Lmao that was like an audio file played twice in a row
The ultimate final boss: The Gravity Walker
hey scrap man I know you've almost 100% seen Wintergatens marble machine but I think you should give it a try after the new scrapmechanic challenge update comes out with the new balls. It would probably be a longer series but I think you'd enjoy it!
i loving your videos
What if you added more legs to help against inconsistency?
This was a delightful experiment, thanks for exploring my suggestion! Also, these aren't much easier to build IRL