What's articulated joints are necessary & not necessary?

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Shockwave
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Re: What's articulated joints are necessary & not necessary?

Post by Shockwave »

Tigermegatron wrote:
Shockwave wrote: One of the things I liked best about Alternators was the articulation.
What? Do you even own or have you played with any TF Alternators/BT toys?

One of the many reasons some FANS hate Alternators is due to the missing joints & awful restricted range of movements joints in the majority of the toys. Like some of them barely being able to bend their knees. Others barely being able to walk forward/backward. Some having restricted movement in the splitting hips joints. most of the alternators do not have a waist joint.
Yes, I had all but maybe 5 and I loved it. So, pretty much what Anderson said. In fact, I don't even remember any missing joints on any Alternators. Most even had articulated hands (the fingers and thumbs had movement). That coupled with actual car features in vehicle mode like working suspension systems and/or axles really made for a highly detailed line. And that would also explain why it was in fact, such a popular line (and why I had trouble finding them a lot of times).
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Tigermegatron
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Re: What's articulated joints are necessary & not necessary?

Post by Tigermegatron »

andersonh1 wrote:Yes, there are cases where articulation is more limited (Alternators) that I would prefer
At least we agree on this^
andersonh1 wrote: but the primary focus of the Alternators was real-world vehicles with excellent details. That aspect of the line came first, with articulation as a secondary focus that had to give way sometimes to the necessity of making the transformation work within the parameters of the real-world vehicle in question.
Were not writing off the line,Just saying some toys had limited range of motion in the joints.
Last edited by Tigermegatron on Fri Mar 29, 2013 7:40 pm, edited 1 time in total.
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Tigermegatron
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Re: What's articulated joints are necessary & not necessary?

Post by Tigermegatron »

Shockwave wrote:
Tigermegatron wrote:
Shockwave wrote: One of the things I liked best about Alternators was the articulation.
What? Do you even own or have you played with any TF Alternators/BT toys?

One of the many reasons some FANS hate Alternators is due to the missing joints & awful restricted range of movements joints in the majority of the toys. Like some of them barely being able to bend their knees. Others barely being able to walk forward/backward. Some having restricted movement in the splitting hips joints. most of the alternators do not have a waist joint.
Yes, I had all but maybe 5 and I loved it. So, pretty much what Anderson said. In fact, I don't even remember any missing joints on any Alternators. Most even had articulated hands (the fingers and thumbs had movement). That coupled with actual car features in vehicle mode like working suspension systems and/or axles really made for a highly detailed line. And that would also explain why it was in fact, such a popular line (and why I had trouble finding them a lot of times).
I'm done replying to you. find someone else to trick into your net.
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Re: What's articulated joints are necessary & not necessary?

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Tigermegatron wrote:I kinda wish with the MP TF toys Takara/Hasbro had a set of poseable fingers/fist then another extra set of sculpted pop on/off closed fist. sort of what other MP Robot toy lines SOMETIMES do in Japan. Because while I love poseable fingers,Sometimes their a royal pain the hold on to a weapon/gun. I really hate it when a weapon/gun is on a slant in the poseable fingers.

I suspose my preference for NON-MP TF toys is one closed molded fist on one arm & one sculpted open hand on the other arm. Example Classics 2.0 Deluxe Galvatron.
I don't like removable fists on Transformers, something about it seems lazy to me. I do agree that the movable fingers make holding accessories not work too well, but they should just make THAT work better instead of dumping a bunch of fists into a set. I have the Hybrid Style Optimus, and I don't really enjoy the numerous fists in that set even though they are pretty good in theory, but they're easily lost and they're locked into just those specific poses so anything ELSE doesn't feel available.

As for non-MPs, I prefer hands to be fairly neutral fists or near-fist hands, that Galvatron's right hand really pissed me off most of the time.
O6 wrote:Don't lie! That mould totally has wrists. It has those cool movey-inward wrists. Those are awesome, and way cooler than the standard wrist swivels, which are usually kind of worthless unless the dude has a sword or something.
Or, you know, a gun of some kind.
TM wrote:What? Do you even own or have you played with any TF Alternators/BT toys?

One of the many reasons some FANS hate Alternators is due to the missing joints & awful restricted range of movements joints in the majority of the toys.
And by "FANS" you mean just you.

Like, some Alts had limited knee articulation and it's a little annoying, but I don't know anybody who hated that line for the failure of a couple figures.
Shocky wrote:That coupled with actual car features in vehicle mode like working suspension systems and/or axles really made for a highly detailed line.
Point of clarification: None of them actually have axles, some have working steering but it's not a single axle.
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Re: What's articulated joints are necessary & not necessary?

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Like, some Alts had limited knee articulation and it's a little annoying, but I don't know anybody who hated that line for the failure of a couple figures.
I hated it, because everything I hated about the first two kept happening to all the other ones, so.

Lack of cool weapons, characters not matching altmodes, transformations not matching up (Sideswipe with a roof on his chest...yeah...), fiddly kibbly bits that did nothing useful (Skids' entire backpack), occasional articulation hiccups, colour schemes not playing out the way they should (I get they were mimicking real life cars, but Jazz needs his racing stripes, Tracks needs flames, Wheeljack needs green, etc.) and all around just a weird feeling of "Ehhn, good enough," which plagued homages in the Hasbro line from that whole era.
BWprowl wrote:The internet having this many different words to describe nerdy folks is akin to the whole eskimos/ice situation, I would presume.
People spend so much time worrying about whether a figure is "mint" or not that they never stop to consider other flavours.
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Re: What's articulated joints are necessary & not necessary?

Post by Shockwave »

JediTricks wrote:
Shocky wrote:That coupled with actual car features in vehicle mode like working suspension systems and/or axles really made for a highly detailed line.
Point of clarification: None of them actually have axles, some have working steering but it's not a single axle.
Really? I thought that was called the axle? That thing that Jazz/Shockwave have that moves both front wheels at once?

Course, what do I know? I drove on a rim for like, 10 miles on the freeway with no idea what was happening. So yeah, clearly I'm not the automotive genius here.

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Re: What's articulated joints are necessary & not necessary?

Post by JediTricks »

Onslaught Six wrote:
Like, some Alts had limited knee articulation and it's a little annoying, but I don't know anybody who hated that line for the failure of a couple figures.
I hated it, because everything I hated about the first two kept happening to all the other ones, so.

Lack of cool weapons, characters not matching altmodes, transformations not matching up (Sideswipe with a roof on his chest...yeah...), fiddly kibbly bits that did nothing useful (Skids' entire backpack), occasional articulation hiccups, colour schemes not playing out the way they should (I get they were mimicking real life cars, but Jazz needs his racing stripes, Tracks needs flames, Wheeljack needs green, etc.) and all around just a weird feeling of "Ehhn, good enough," which plagued homages in the Hasbro line from that whole era.
But you didn't hate it because a few figures had 30 degrees of knee articulation.

Shockwave wrote:Really? I thought that was called the axle? That thing that Jazz/Shockwave have that moves both front wheels at once?
No, the connected steering on the Meister or even the Dead End design isn't an axle since it doesn't connect the wheels themselves but their steering, and is not a single shaft.
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Re: What's articulated joints are necessary & not necessary?

Post by Tigermegatron »

Their were more than 9+ Alternators toys not 2/ or a few Alternators toys that had restricted range of movements in the joints. like as follows below:

1- The Smokescreen/silverstreak/Ricochet mold had those tabs on the thighs that restricted forward range in the hips joints.

2- The Sideswipe/Sunstreaker/Deadend mold had those extremely restricted walking hips & extremely restricted bending knees.

3- the Tracks/Battle ravage/Swerve mold had no side to side shoulder joints on the toy.

4- Windcharger/Decepticharge mold had restricted range of movement in the knees joints.

5- Rumble was not given any elbow bending joints.
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Re: What's articulated joints are necessary & not necessary?

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Onslaught Six wrote:(I get they were mimicking real life cars, but Jazz needs his racing stripes, Tracks needs flames, Wheeljack needs green, etc.)
The Binaltech version of Tracks came with a flame sticker for him, which Hasbro later released with Swerve.

The Alternators are some of my favorite figures personally. Sure a few of them might have some restricted range of movement on certain parts, but overall they still have really good articulation. And they aren't meant to look exactly like the G1 versions of the characters, so that never bothered me if the transformation schemes weren't the same or they lacked racing stripes.
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Re: What's articulated joints are necessary & not necessary?

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Sparky Prime wrote:The Alternators are some of my favorite figures personally. Sure a few of them might have some restricted range of movement on certain parts, but overall they still have really good articulation. And they aren't meant to look exactly like the G1 versions of the characters, so that never bothered me if the transformation schemes weren't the same or they lacked racing stripes.
See, maybe it's just me, but like...to me, if you're going to bother doing a new version of a character, and have it clearly 'be' that character, then they should have similar elements. Movie Jazz should have had a blue stripe, as should Alts Jazz. Smokescreen needs a significant amount of red and white on him. And so on. And when you get a line like Alternators, where it's clearly a nostalgia-based line, and you just go and eschew important elements of the characters, to me it's like...why bother, then?

I mean, it's one thing if it's just a random name reuse (Armada Wheeljack) but it's another if he looks, talks and acts like Wheeljack.
BWprowl wrote:The internet having this many different words to describe nerdy folks is akin to the whole eskimos/ice situation, I would presume.
People spend so much time worrying about whether a figure is "mint" or not that they never stop to consider other flavours.
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