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Formeathan v2.0

Formeathan
The Stormbringer

The giant red dragon known as Formeathan is a formidable opponent.  This beast, as his name implies, has the ability to control, and create, weather within a three quarter mile radius around himself.  The youngest of the four dragon siblings, Formeathan is much like his eldest sister, Tel'Karak Zrahl, having large wings.  Though he is not as physically strong as his sister, Formeathan is the fastest of the four dragons, and can fly at blinding speeds.


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Glamor Shots
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See the stick?  Get the stick!


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Model Information
Technical Specs:
Points of articulation
:
90
Length
:
Over 150 studs
Number of Worm Gear driven joints   
:
22
Number of Toggle Joints
:
9
Degrees of Shoulder/Hip/Neck/Tail Rotation
:
360
Degrees of Shoulder/Hip Flap
:
~40
Degrees of Upper Arm Twist
:
~90
Degrees of Upper Leg Twist
:
~80
Degrees of Elbow/Knee Flex
:
~90
Degrees of Wing Flap
:
~30
Click on any image to enlarge
     After I had completed my original four dragons , I decided that their design needed to be drastically improved.  They never did stand well, and took at least a half hour to assemble and pose just one of them upright.  So then I decided I needed to upgrade my dragons.  Below is a chronological account of just how I did it, as well as some info on how the beast works.

    I'm not 'with it' when it comes to all the lingo, so please excuse me if I use incorrect terminology somewhere in here.
Inspiration
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     I first began my quest to upgrade my dragons as anyone who is looking to build something on this scale should do.  I did research.  Lots of research.  And upon surfing the web, I came upon these two creations:
     Brian Cooper's original two Dark Gundams used a brick built shoulder joint, using a trapped flange to support the weight of the arms.  This was an ideal solution to the weight my dragon would most certainly need to support, assuming it would work in reverse.  His elbow joints, as well, would be most useful to my creation.  His website contains detailed pictures of his engineering, and I highly suggest you go there to learn more about his fantastic creations.

     Eric Sophie's RTTDD was a fantastic creation because it was essentially what I wanted to do.  It was a quadruped LEGO gear driven robot.  However, it had several design problems that I could not use for my dragon.  Since I was looking to create a creature with a very organic look, I needed to minimize how much of the inner gears would be seen.  RTTDD, unfortunately for me, is a robot, and its designer wasn't out to cover up these gears.  But RTTDD did contain many elements that I could use.  The rear feet were of particular interest to me, as well as the main spine flex joint.  I would highly suggest you go to Eric Sophie's website as well, and check out all of his amazing work.
Getting Started
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The Wings

     I started with the wings, though I can't say just why.  I guess it's because the wings were going to be the most drastically redesigned section of the dragon.  I had decided that since the wings were such a large problem with the original dragon, I would have to totally redesign them.  Since I had such good luck with my Juvenile Dragon and its cloth wings, I decided I would go down the same path with this dragon.

A shot of the two new wings.  I was going for a Pterodactyl style wing with this design.  You can see the three hinge joints as well as the lift arm that would control the wings vertical movement.  This would later be replaced with a thinner lift arm.

Another shot of the two wings.

This is a picture I edited digitally to simulate what the cloth might look like once attached to the wings.

The Arms

     Next on my long list of difficult tasks were the two arms.  I first took apart and redesigned one arm so that I could compare it to the original design later.  The dragon's arms are a copy of the functions of Brian Cooper's Dark Gundam's arms.  That is, while I didn't use the exact same design, I copied the movements of all the joints.  The arms, as well as the legs, would have shoulder flap, shoulder rotation, shoulder twist, elbow flex, wrist rotation and wrist flex joints, as well as moveable fingers.  The legs would not have a wrist (ankle) rotation, but rather a z axis flex.

Here you can see the first draft of my dragon's arm.  The dragon's wrist flex was created by the same click hinges used on the original design.  The wrist rotation joint was updated, but the design was the same as the original, using a trapped technic pin within the arm.  I did not want to have large wrist gauntlets like the Dark Gundams, which is why I did not opt to use the worm gear technique here.

Another shot of the arm.  You can just make out the gear that makes up the elbow joint.  Brian Cooper's design had the worm gear that controlled the elbow attached to the forearm.  I, instead, attached the worm gear within the lower part of the upper arm.  I also doubled it's function by making the 1x6 technic beams that held it in place also pin the lower upper arm together, so that it wouldn't split under stress.  The red 2x2 round brick is the control knob for the elbow joint.

Here you can see the elbow joint in it's fully collapsed position.  You can also see my first attempt at creating a spike to cover up the elbow's exposed gear.  I later replaced the two arches with two 6 stud long inverted slopes.

A fourth shot of the arm, fully outstretched.  The upper arm rotation is achieved by a trapped gear attached to a worm gear.  The design is almost identical to Brian Cooper's design on the arms, but the legs use a slightly different design for less 'wobble' in the joint.  The yellow 2x2 round brick is the control knob for the shoulder twist joint.

A final shot of the new arm.  Here you can see the shoulder flap joint very clearly, as well as the beginning of the flange that would be trapped inside the dragon's body.  The control for the shoulder flap is the exposed worm gear shown here.  On the same axle as the worm gear is a 2x2 round brick, which is the control knob for this joint.  

The Foot
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    I chose to do the foot next because of the lack of parts, I was still waiting on orders.  The foot design is a modified version of RTTDD's rear foot.  Instead of using the throwbot gear box as the RTTDD's rear foot does, I decided to use the original LEGO gearbox, which RTTDD uses to control its front feet.

Here you can see the dragon's foot design.  It's modeled very closely after what a dog or a cat's rear foot would look like.  Visible here are the two front toes, dew claws, and ankle control knob (the yellow 2x2 brick and cone).  The gearbox would ride on the axle shown, controlling the forward and backward movement of the foot.  

The z axis rotation of the foot is achieved by the foot freely rotating.  The theory here is that if all the other joints of the leg are held fast, the foot will automatically take the right position.

When standing, a 2x3 inverted slope is inserted under the foot, to help give the foot the angled look it has.  When the dragon would be sitting, or for any pose where the foot would be in front of the lower leg, the 2x3 inverted slope can be removed, allowing the foot to stand firmly flat.

The Neck and Tail

     I wanted the neck and tail of my new dragon to be very similar to the old one, a very modular or segmented look.  This would make it easier for me to create the neck and tail, as I could just create sections that were perhaps different, but functionally the same.  RTTDD's tail is very thin and cat like, and while this is a good thing for a cat robot, a dragon, in my opinion, should have a very thick and lizard like tail.  If all went well, the tail would also help to counter-balance my dragon as it would if it were real.

     The original neck and tail had alternating flex and rotation joints, which gave them great posability.  However, since the rotation joints also have very little friction, it caused a great imbalance in the design, and one little bump on the table on which the dragon's sat would knock the tails over (and the whole dragon if it were standing).  For sake of stability, the rotation joints were totally removed, except at the base of the neck and tail, and at the base of the head.

     While talking with Eric Sophie about it, he gave me the idea to use toggle connectors to create the joints.  This is illustrated below.

Here you can see the completed neck assembly.  On the right you can see the start of the flange that would hold it into the dragon's body.  My plan was that if the flanges could help hold up the dragon's body when attached to his arms, why couldn't it work in reverse?  Why couldn't the body hold up the weight of the neck and tail?  It would be no different than what the design of the Dark Gundams called for.  

The head attaches to the neck the same way as the wrists do, with a trapped technic pin.  Though the head can freely spin, its weight prevents undesired poses.

Here you can see the inner workings of the neck (and tail).  Depending on the weight needed, the different segments of the neck and tail would require differing amounts of toggle connectors, but the theory is the same.  The toggle connector's teeth line up with the teeth of 1/2 technic bushings.  The bushings are attached to axles which are attached to one side of the joint.  The toggle connectors are attached to the other side of the joint.  While it requires the disassembly of the joint in order to pose it, it is much stronger than click hinges.  I have since switched the positions of the bushings to be on the outside of both toggle connectors, which makes for a joint with less sag.

Here is a shot of the new and old tail designs.  The old tail is above the new.  You can see how the new toggle joints can be almost totally hidden from view.

Here is a shot of the new tail in a pose.  I liked how natural it looked.

The Legs
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The design of the legs is just about the same as the arms, except the upper leg twist is beefier, but unfortunately lost about 5 or 10 degrees of movement because of it.

Here you can see the gear housing of the knee joint.  I used technic triangles to add to the strength of the worm gear housing.  In all, the knee joint is far stronger than the elbow design.  

Here you can see the upper leg twist design.  Like the upper arm twist, two technic beams from the lower thigh extend into the upper thigh.  The two beam ends are attached to a brick assembly which traps a beam attached to the upper thigh.  It's all very convoluted, but in essence it keeps the joint together, you'll just have to figure it out from the picture.

How this design is beefier and better, in my opinion, to Brian's original design, is that the axle which makes up the actual twist joint is trapped inside 1x2 bricks with axle holes* very close to the round gear that is used to control it.  Brian's design (or at least my interpretation of what I could make out of his design) had very few axle holes involved near the gear, which allowed for a lot of twisting against the technic axle (and eventually could cause the axle to twist and break entirely).

 The two beam ends also prevent the rotation of the thigh beyond a total of 90 degrees, or about 45 degrees in either direction of forward.  The thigh actually only has a movement of 75 to 80 degrees due to it's different design, where as the arms have the full 90 degrees or so.

*Axle holes, in my definition, are holes in a brick or piece that is a plus shape, so that an axle cannot rotate within it.  A technic hole, on the other hand, in my definition, is a round hole in a brick or a piece, allowing for full axle rotation.

Here you can see the fully assembled leg, including what little you can see of a finished shoulder flange.  The knee spike is incomplete because I was waiting on more Bricklink orders.

Here is a close up of the lower leg, which is almost entirely bricks and plates.  Even though there are no trapping bricks to keep the leg from splitting, a design of trapped and retrapped plates does the same job.

Here is the back of the lower leg.  You can see the technic gearbox ankle here, as well as the inverted slope used to prop the leg up.  You can also see how I molded the back of the lower leg to allow the knee control knob to fit snugly against it when the knee is fully flexed.

The Body

    After everything else is done, what's left?  Now I had the daunting task of connecting all the little bits I had created into one assembly.

Here is a layout of my dragon.  It soon dawned on my just how big my dragon would be.  A minifig was used to show scale (he's in the lower left, left of the dragon's head).

Here you can see the tail gear assembly and flange.  You can clearly see how the flange holds the weight of the tail against the body of the dragon, while the worm gear prevents unplanned rotation.  The original Dark Gundam shoulder design used two gears, but I found that two gears didn't line up right with my worm gear, and three gears allowed two gears to make simultaneous contact with one worm gear.  In theory it's stronger, I guess.

The first time the rear section of the dragon standing.  You can see the hip and tail gear assemblies clearly here, as well as their flanges.  You can also see the start of the spine flex joint, which is housed in a throwbot gearbox.

Here is a shot of the neck gear assembly and flange, with beams outstretched ready to be attached the arm assemblies.

Another shot, later, of the rear section standing.  You can see I have added to the spine flex joint as I prepare to attach it to the front half.

Here you can see my first attempts at standing the two halves up together, so that I could get a good feeling of how far apart I wanted them.  I ended up moving them further apart than shown here.

Another shot of the two halves.

Here you can see the two halves of the body finally connected and the wing gear assemblies have been attached (a little hard to see, but directly behind the arm gear assemblies).  The wing gear assemblies also act as pins to keep his body from separating.  

The gear system here is the same design as what was used in the Dark Gundam's hip joint.  Two worm gears pin a connector between them.  When both worm gears are turned, they raise and lower the connector.  The lift arm attached to the wing assembly would be attached to this connector.

Also shown here is the fully connected spine flex joint.  I wanted to have this totally covered, so unlike RTTDD, I would need a thicker waist.  I used the longest technic axle I had to create the spine flex joint, but it still wasn't wide enough.  The furthest three studs on either side of the joint are made up of technic pins and technic beams which are lined up with the axle of the spine flex joint.  It actually adds a lot of strength (but not friction) to the joint.

Here the wings have been attached.  They are in their furthest upright position, and could also swing down to level.

The dragon's first steps.  This was the first time the dragon had stood on all four legs with tail and head attached.  I was surprised at how stable he was, even on a waterbed.  

The dragon's back is beginning to take shape.  Here I was building the back with the spine flex in its predicted furthest required position, so that I could build the housing around it.  This was also a test at how posable the dragon's body would eventually be.

You can also see here the control knobs appearing on the dragon's back.  Where the knobs would be offset on the neck and tail rotation controls, I added a false knob to make it look more symmetric.

The finished dragon without his cloth wings.  I called this stage 'brick finished.'  Yes, I even gave him a belly button (seen in the 'Glamor Shots' section).

Finishing Touches

After completing the body, all I needed to do was to create the wing cloth and attach it to the wings.  I also added more red plates to the finished body to add more definition to his back.

And voila!  I used a very stretchable yellow fabric I found at our local fabric store.  I sewed into it several lengths of clothes hanger and used the clothes hanger bits to act as an anchor so I could attach the cloth to the wings.  To attach the cloth to the body, I simply pinned the cloth between two plates.  I could not do this with the wings because they would have lost their structural integrity.

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All images contained within this page and website, including images linked to from this page are copyrighted 2003 by and property of Anthony J. Sava III.  All characters herein are purely fictional, any resemblance to persons, either living or otherwise, is purely coincidental.  Any reproduction or copying of any of the material on this page is strictly prohibited except with expressed written authorization.