InArt: The Lord of the Rings - Gandalf 1:6

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Hey Mojo, not to derail and not sure if you’ve done any VR before this, but it is a little bit different from other motion sickness in my experience (as someone who is very sensitive to that across the board, including VR when I first got started) in that you can train it out and develop ‘VR legs’ so to speak. By starting in short sessions and gradually increasing, starting out with simpler games that don’t use a lot of ‘free movement’, and experimenting with the comfort settings (many games have options like adding a vignette or snap turning to assist with the transition to VR play).

The second you start to feel even the slightest bit of discomfort, don’t push past it at all, take the headset off, and see if you can go an extra 10-25 minutes in the headset the next time.

Having a fan blowing on you in the room for both comfort and spatial orientation in the room also helps.

I can’t play everything as long as I’d like, and unfortunately likely couldn’t handle a Spider-Man swinging game if Sony ever made one, but in a few weeks of small sessions it was a night and day difference from when I started. I play GT7 with a wheel (awesome experience of you’re into racing), and can usually enjoy a few races before I feel off (about how long I’d want to spend locked off from the world anyway), assuming I don’t spin out and go careening into a barrier lol. AR/VR tech has always been a fascination of mine though, so whether that kind of effort is worth it is a more individual question, obviously, but wanted to share in case this is your first foray! Anyway, good luck with that, or with getting a refund if it’s a complete wash!
Thanks for the advice, mate.

Yeah, first time with VR of any kind. I bought Tales From The Galaxy's Edge, and I've been having a great time using the teleport style controls over the weekend. Tried the regular controls yesterday for the first time for about 20 minutes, and my god it was rough. Sweating, headache and sick feeling in the stomach. That last symptom lasted for 5 or 6 hours afterwards as well. I knew there would be some sort of adjustment period, but had no idea it would be such a strong reaction. I've never had any motion or travel sickness before, so I have a new found sympathy for those that suffer from it.

I mainly bought it to play the RE4 remake in VR, because I adore that game. Hopefully with your tips I can build up to being able to play it!
 
I'm thinking about taking a more surgical approach to fixing my Gandalf hands. I'm going to try to remove the glue holding the magnets in place. I've read that 99% isopropyl alcohol will remove super glue without harming the plastic, so that's my first stop. Only problem is I'm not sure what kind of glue InArt used. Does anyone else have other suggestions to dissolve the glue?

I'm assuming the glue isn't too tough, since the magnet on one of the hands has already fallen out.
 
I'm thinking about taking a more surgical approach to fixing my Gandalf hands. I'm going to try to remove the glue holding the magnets in place. I've read that 99% isopropyl alcohol will remove super glue without harming the plastic, so that's my first stop. Only problem is I'm not sure what kind of glue InArt used. Does anyone else have other suggestions to dissolve the glue?

I'm assuming the glue isn't too tough, since the magnet on one of the hands has already fallen out.
Just make sure no drops of the isopropyl get on the painted part of the hands or you can kiss that paint goodbye.
 
Would heating the hands up in a cup of boiled water until they are supple and pulling the magnets out with a pair of tweezers not be the least precarious method?
 
Would heating the hands up in a cup of boiled water until they are supple and pulling the magnets out with a pair of tweezers not be the least precarious method?

Thanks, this is a good tip. I was able to remove one of the magnets once I was able to heat up the hand. It fits much more snugly now, but it's not quite as secure as the hands with the magnet, so I can definitely see why they added the magnets. But it would still make more sense to have the more standard "mushroom tip" pegs.
 
So what actually needs to be done to correct the error? Is the port for the magnet just not deep enough? It'd be a nightmare trying to dremel that withought destroying the whole thing.
 
So what actually needs to be done to correct the error? Is the port for the magnet just not deep enough? It'd be a nightmare trying to dremel that withought destroying the whole thing.

My theory is that there's too much glue in the hand socket, so it doesn't have enough 'clearance' to hold securely. Something like, the hand peg length is 2cm, the magnet thickness is 1cm, so they modeled the hand socket to have a depth of 3cm, but applying a 'drop' of glue is very imprecise, so the tolerance is out of whack.
 
The wizzard arives.....

Was looking to find this one for awhile and finaly got one in sealed condition for €690 wich was pretty fair compared to all those scalper prices. Couldnt be happier.

First of all the unboxing experience was out of this world. I was amazed by litterly everything i pulled out of that gorgeous box. I didnt had that for awhile. Last time i unboxed a figure was The batman deluxe from hot toys. It was nice and okey but it didnt do anything more. You can feel the love and craftmanship in every single piece with inart.... Have to say i am more then impressed, far more then i thought i would

Then the figure itself. This is on another level for sure. It goes further then my wildest dreams.. what will this bring for the future? I only can imagine. Like i metioned before everything is crafted with love and perfection i cant say the same for hot toys. And i was always a hot toys kinda guy. Some custom pieces to. But what you get here feels like getting a custom figure down to perfection for alot less then a custom figure. The price is more then fair for what you get here.

Happy to report that i didnt came across any major problems, no missing parts damaged parts or problem with the hands. At first i could get the other hands on and they didnt seem to have that small lock gap. For a sec i was disappointed but with simply some strenght pushing and rotating i managed to get the hands on and off with no problem. Maybe it helps for some here. Use some force push and rotate at the same time

The hair was pretty easy to work on. Just a brush and some warm water. I had one string of hair that would not take its place and was in front of his face. I simply cut it off.

The base isnt the strongest but he stands on my shelf without any problems so no complaints. No display case. Could they made it a bit stronger? Oh yess next time please do. But it works

Overall this guy is a 9.5 out of 10 for me its so close to a perfect figure i have ever seen.

Inart, i will definitely will be back for more !

Some quick shots here. Didnt spend alot of time fuzzing. Honestly i cant waint to spend time on this again.

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The magnet pegs idea seems weird anyway.
Which is sort of funny considering how many ppl were praising this innovation initially.

I like the idea of a larger, thicker peg that inserts into the hands as the thin, little ones like what HT uses can easily break; so, InArt did well with that idea. But, there was really no need to add the magnet. There's enough friction to hold the hands onto the pegs as is.
 
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Which is sort of funny considering how many ppl were praising this innovation initially.

I like the idea of a larger, thicker peg that inserts into the hands as the thin, little ones like what HT uses can easily break; so, InArt did well with that idea. But, there was really no need to add the magnet. There's enough friction to hold the hands onto the pegs as is.

100%

Larger, sturdier wrist pegs would be very welcome. But the magnets? Not so much.

I've seen people argue that the magnets help "guide" the pegs in. But that kinda seems like solving a problem nobody was having?

To me, it just seems like they're trying to make their figures feel more fancy and high-end but maybe ended up over-engineering something that, in mass production, would be better served with the simpler solution.
 
100%

Larger, sturdier wrist pegs would be very welcome. But the magnets? Not so much.

I've seen people argue that the magnets help "guide" the pegs in. But that kinda seems like solving a problem nobody was having?

To me, it just seems like they're trying to make their figures feel more fancy and high-end but maybe ended up over-engineering something that, in mass production, would be better served with the simpler solution.
The only figure that I can currently think of that would maybe benefit from having magnets on the wrist pegs would probably be Vader simply due to the long sleeves on the gloves. Otherwise, regular 1/6 hands don't need the magnets.
 
Got mine yesterday. It’s been a rough week for me so I haven’t done a lot with it. My cat passed away unexpectedly so been pretty down about that and not exactly caring about stuff like figures at the moment.
I’m sorry for your loss, Mike. I bet your cat is still with you in spirit but that doesn’t stop the hurt-I know. Best wishes your way.
 
I'm thinking about taking a more surgical approach to fixing my Gandalf hands. I'm going to try to remove the glue holding the magnets in place. I've read that 99% isopropyl alcohol will remove super glue without harming the plastic, so that's my first stop. Only problem is I'm not sure what kind of glue InArt used. Does anyone else have other suggestions to dissolve the glue?

I'm assuming the glue isn't too tough, since the magnet on one of the hands has already fallen out.
You guys saw this, right?
https://cdn.imagearchive.com/sidesh...9/509810-ce92d0f44ecba12022074f837cba000e.mp4
 
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