3* joint questions (added 1 more at bottom)

3* joint questions (added 1 more at bottom)
Posted in
Custom Workstation1. I have read a few places on here where someone says something about "supergluing the joints" , does that mean stop the jo8nts from moving, or tighten them up so they move but aren't lose?
2. is there a good way to make removable (pop off) spinning joints? Example: a figure having a spinning joint around the calf or ankle area of a lower leg so the foot can turn in different directions, but being able to pull that foot off and pop in a new foot, like a boot or sneaker.
I don't really have a huge "parts box" or a way to get lots of cheap figures to canibalize, but I have a few. I consider myself to be skilled enough to do most anything suggested even if it isn't normal or easy, but I don't want to spend much money.

Please wait...
Posted by
invis on Saturday, May 14, 2011
User Comments
Batman on eBay
Then wait in line cause you can't order the joint bags yet.
http://www.assembleborg.net/01_blastoff/index.html
I'm putting a tutorial together on how to easily mod most types of figs to revive these
Mericle items. But you don't really need m tutorial...it's pretty self explanatory.
Why don't most people fill in or cover up the joint holes on custom figure's arms and legs? Some of the holes are really deep, I can't imagine that covering it a little bit would affect the movement, and it would look so much better than having huge black holes all over the place!
2. I suggest using magnetic bearings fir shoulder and hips to be changeable and magnetic disks for removable cut joints.
Hope this helped.