T1 and T2 Endoskeleton Research Thread

I don't for one second believe we live in a simulation. For my part... I live in hell. So I just try to find whatever joy I can and live my life the best way I can.
That’s the best way to be. I hope your “hell” does improve. It’s great to get away from everyday life with our hobbies. I also have my son as an escape and really enjoy hanging with him and his girlfriend. He’s very much interested in the stuff I am and also becoming a great guitarist.

Ben
 
All's good. Just have to maneuver out of the way of the speed bumps along the way. Sometimes I'm just too slow and hit them dead on.

Anyway, updated the links in the first post as they were outdated.

When I get back to it I will finish the SWS style eye and try to finish the jaw pistons as well.
 
Saw this picture on Jaz's site I believe and thought it looked cool. Always wondered whether I should actually try to replicate it. Though... would be interesting to know how they made the oversized eyes with the camera lens shutters in T1 and T2 to replicate those.

Eye - 475953_2918382287903_1511155756_32087617_1955312273_o.jpg
 
This might be helpful, in case you haven't seen it before.

I'm working on learning this stuff. They make it look so easy.

Would be awesome to get 3D scans of T1 and T2 endos. That would be a great place to rebuild them in 3D and enhance details and what-not.

Keep going Carsten! :)
 
Okay, found the same arm model as I posted in post #149, but at this site it is split into individual .stl models:

 
Okay, found the same arm model as I posted in post #149, but at this site it is split into individual .stl models:

ill check it out against my castings
 
I did a new version. It's the same simple internal design. I can upload that. It's a little bigger and the ring placements are a little different and more cleanly made in the geometry than the old one.

I'm working on a version that has a hollowed out interior, as that's what I'm seeing in the T1 close-up shots when it turns its eyes to the sides - you can tell there is open space in there. At least that's how I interpret it.
 
No that’s not the skull I missed out on. The one I missed out on was a full skull kit offered in an 85’ con event made from the original molds. It had the inner eye sockets molded separate as the originals were plus many other features from the T1 skull I’ve never seen before. The original colour resin also. It shocked me and I missed it. If I got hold of it I would have made molds and copies for all us die hards.
How is it not possible to give a million likes to this post?
 
Well, if we work with certain standards, then maybe we can try and streamline the parts various people make, so they don't clash too much when putting parts made from different providers together. I always use the "rotation segment of 100" for cylindrical or round objects to keep things fairly high poly, but not so extreme that it crashes my computer and is too cumbersome to work with if you have to go down and fix something at the polygon level.
 
I may have missed it but what software are you using? Ideally for a project like this, modelling in “solids”, rather than poly or mesh based would be the most adaptable and scalable option. Easier to make changes and can be used for CNC or other manufacturing processes.

The hairy parts would be the skull and torso really. Most of the limb components would be more straightforward. I really love the idea of a digital preservation of sorts for real world items! I try to model most of the real world components of the ghostbusters and back to the future props I’m involved in.
 
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