"Rex Bionics Plc (The Rex Bionics Group) is the global technology leader in robotic exoskeletons (REX). Uniquely, REX® provides independent mobility to wheelchair users and other mobility impaired persons using advanced robotic technology, custom–designed electromechanical actuators, precision engineering, and specialised networking systems.
The key differentiator of REX is the fact that it has been designed from the outset to provide mobility to non–ambulatory wheelchair users rather than as a means to enable otherwise fit individuals to lift supra–physiological loads, enhance endurance or aid mobility of those able to walk with crutches.
The device is designed to enable all users to stand and walk, and REX Personal™ users to scale stairs and navigate slopes."
"Berkeley's choreography is important less for its movement of the dancers than for its movement of the camera. To overcome the limitations of sound stages, he ripped out walls and drilled through ceilings and dug trenches for his film crews. When a desired effect could not be accomplished with traditional film equipment, he had his budget expanded to include costs for developing custom rigs. His innovations explored ideas that the stationary camera could not. He wanted to take the audience through waterfalls and windows. He wanted lines of dancers to fall away to reveal scenery that in turn would fall away to expose an even larger setting. His dreams were big, but his determination to see them actualized was even bigger.
Even his worst attempts resulted in eminently watchable movies of exhilarating movement, but his best efforts produced startling effects that bordered on surrealistic dream states. In the quintessential Berkeley films Footlight Parade (1933) and 42nd Street (1933), cameras mounted on tracks are sent soaring past a multitude of dancing legs, flailing arms and orchestra instruments. In all, he directed more than twenty musicals, including an underwater sequence with aquatic star Esther Williams."
(Scott Smith, 6 February 2013, Keyframe)
"Animating animals is usually fun, but can often be complicated and technical. Figuring out what to do with all those legs can really trip up an animator. We can animate human–shaped characters a lot easier than multi–legged beasts because we have an intuitive knowledge of the way bipeds move.
It is easy for an animator to act out a motion when the character moves like us; feeling the action 'in the body' helps us understand how to animate it. So what happens when the character is a quadruped and you don't have that intuitive feel at your disposal? How do you make that movement believable? Suitable reference and a sophisticated media player is the place to start.
Luckily for the animation community, there is a wealth of reference material that can help. I'll walk you through my process for animating quadruped locomotion and share classic references that will help you deconstruct the fundamentals of the four gaits: walk, run, trot and gallop. I'll also share an example of my own 3D walk animation and offer technical tips for creating believable quadruped locomotion cycles."
(Cathy Feraday Miller, Gamasutra)
Fig.1 Richard Williams, uploaded by "animan1999" on 25 Aug 2009, YouTube.
Fig.2 Richard Williams, uploaded by "animan1999" on 1 Sep 2009, YouTube.