| QUOTE (Disgustedorite @ Jan 30 2023, 05:41 AM) |
| Could you label which parts are which in your animation? Because clearly we have to be looking at different things for that to be moving like a wrist or ankle and not twisting like a disc joint. |
The color code is the same as listed in the diagram
| QUOTE (colddigger @ Jan 30 2023, 05:07 AM) |
| It just seems to me that there's been two walls to get butted into here, the joint being the one here and now. |
Maybe, or maybe not... it might be the confusion between the two issues causing a legitimate miscommunication.
The first question is what muscles are powering the motion, so going step by step:
The muscles at the base of the femur (the hip) provide the main force of the motion. The grashof muscle loop restricts that force into a circular motion and prevents it from breaking away at high acceleration, though the muscles at the base of the tibiotarsus (the knee) are needed to direct the motion into a full circular motion during the initial acceleration, resulting in the circular motion at the end of the tibiotarsus (The ankle).
So far the motion is happening entirely within a single plane, and the translation between the force provided by the femur and the acceleration of the circular motion at the base of the ankle is entirely mechanical.
Now we need physics: As the ankle speeds up, the kinetic energy trying to escape is pushing outwards towards the edge of the circle. Restricted from escaping by the limits imposed by the grashof loop, the energy continues the spin, pulling the tibiotarsus along with it, and the femur in turn. This allows the system to conserve most of its momentum and frees the femur muscles to focus on building up additional angular momentum, introducing additional energy into the system to accelerate it further (though still compensating for losses resulting from friction).
At this point, we break away from the 2D plane: Angular momentum is calculated as P*R, where P is the momentum and R is the radius. As we go further along the wing, the radius - the distance from the center of rotation - increases, while the momentum is maintained. This means that the further out you go while rotating at the same speed, the bigger the outward force becomes. In 3D, we can see this along the wing: As you go further out along the wing away from the body, the further out it can go and the larger the force pulling it away from the center of the circle. As a result, the circular motion at the base of the wing (the ankle) causes the circular flapping motion all the way down to the tip of the wing.
It's worth noting that so far, not a single calory has been used by the ankle muscles or any muscle past the knee. Sadly for our hypothetical ragdoll visorbill, the reality is not an abstract physics model, so IRL we'd need all the joint muscles attachments in place to be able to fine-tune and adapt to the situation, which leads us to the second question: Range of motion.
As the hip & knee motion is standard for any sauceback, so I think we can skip those and move to the ankle. Even within the CAD animation, the ankle's range of motion is almost 70 degrees, because my humor is 12. IRL, that wouldn't be entirely on the ankle, but also include the rotation of the tibiotarsus along its axis, not unlike what happens when we rotate our wrists or ankles, so even if you could argue that the ankle couldn't twist above 45 degrees (which is probably about what is needed for the ophrey at a minimum), the rotation of the tibiotarsus should provide plenty of room to compensate. the next 2 joints after the cannon are the toe joints, which I've restricted to 30 degrees in the CAD as it's showing a basic flapping pattern, though IRL would probably likewise need around 45 degrees to be able to properly maneuver.
This post has been edited by Jarlaxle: Jan 30 2023, 01:47 AM