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Khosrobot lab

The Khosrobot rig running in your browser. Pick a part and pull it, turn it, or stretch an arm.

The Khosrobot character on a grid, with controls on the left and help on the right
What it is

This rig is a mixture of two techniques, and both are used here: geometry-based rigging and physics-based rigging. Neither alone gives this behaviour. Geometry makes a mechanical character precise and fast; physics makes it react.

01 The ideas

Idea 1

Geometry places the parts

Mechanical parts are placed by equations, not by simulation: the wheel rolls on its surface and never enters it (Newton-Raphson), the elbow hinges and telescoping arms come from 3D geometry, and linear algebra drives the crown, the eyes and the hands.

Idea 2

Physics moves the body

The body, arms, elbows, hands and the hand doors are rigid bodies joined by constraints, so a drag pushes the rest of the character around and it settles again. This is the idea of Physirig, here as a light web version.

Idea 3

The two run in order

Each frame, the physics pass runs first (drag, joints, collisions). The geometry pass then reads its result and places everything else: the wheel, the arms’ reach, the head, the eyes and the doors.

02 Geometry-based rigging

A precise and fast kind of rigging, fairly hard to implement, made for an AR project. It suits mechanical rigs best, since they are built from pseudo-primitive shapes. Because such rigs are low-level and fast, they export easily to game engines and run well on mobile platforms, which is why they also run in a web page. The full story is on the Geometry-based rigging page.

03 Physics-based rigging

Physirig adds collisions, physical constraints and physics-based posing to a rig. After building several geometry-based rigs, this was the natural next step: the parts of the character can push and pull each other. The original runs on Nvidia PhysX inside Blender. This page uses a light web version on Rapier, with simple shapes as colliders; it is not the full Physirig. See Physirig.

04 Things to try

The Help panel on the right lists the controls. Drag an arm and watch the body follow; press G to grab without holding a button; press R once for a turn around the view and twice for a trackball; select an arm and press S to lengthen it. The Controls panel on the left opens and closes the doors and the eyelids.