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Bruce Whitefield
Mentor, Team 2471
Manipulators for FIRST
FRC Robotics
FIRST Fare 2012
Game pieces come in many sizes and shapes
Manipulate What ?
Game objectives change each year
Manipulate How ?
Kicking
Lifting Dumping
Hanging
Throwing
Gathering
Know the Objectives
Game pieces
Game & robot rules
Your game strategy
Things that Manipulate
Manipulators that
work for the game
Know the possibilities
Look on line, at competitions
Talk to mentors, teams
This seminar
Know your capabilities
Tools, Skills, Materials,
Manpower , Budget , Time Manipulators you
can build
Your Design
Stuff That Don’t Work
Don’t be this team
Heavy lifting / Long reacho Articulating Armso Parallel armso Telescoping Lifts
Gripperso Rollerso Clampso Claws
Collect and Delivero Accumulators & Conveyerso Turretso Shooters & Kickerso Buckets & Tables
Power & Controlo Wincheso Brakeso Latcheso Pneumaticso Springs and Bungeeo Gears & Sprockets
Many Types of Manipulators
Reoccurring themes in FIRST
games
FIRST definition for a manipulator:
Device that moves the game piece from where
it is to where it needs to be
ShoulderElbowWrist
Arms
Torque = Force x Distanceo Same force, different angle = different torque
o Measure from the pivot point
o Motor & gearing must overcome torque
o Maximum torque at 90 degrees
W=10 lbs
W= 10 lbs
1/2 D
D
Torque = W x D
Torque: Angle and Distance
Torque = W x D/2
Power determines how fast you can move things
Power = Torque / Time or Torque x Rotational Velocity
Same torque with 2x Power = 2x Speed
Or twice the arm length at same speed ….
10 lbsPower trade offs
10 lbs30 ft-lbs
20 lbs60 ft-lbs
425 Watts
100 RPM1.6 rps
50 RPM.83 rps
42.5 Watts
10 RPM.16 rps
5 RPM.08 rps
3 ft
Power limits arm length.
Probably don’t want a 10 ft arm
whipping around at 1000 RPM
anyway…
Power: Torque and Speed
Lightweight Materials: tubes, thin wall Watch elbow and wrist weight at ends of arm Sensors for feedback & control
limit switches, potentiometers, encoders
Linkages help control long arms KISS your arm
Less parts… to build or break Easier to operate More robust
Counterbalance Spring, weight, pneumatic, bungee…
Calculate the forces Watch out for Center of gravity Sideways forces when extended
Model the reach & orientation
Arm Design Tips
Extension Lifts Motion achieved by stacked members sliding on each other
Scissor Lift Motion achieved by “unfolding” crossed members
Telescoping Lifts
Continuous Cascade
Extension Lift Rigging
The final stage moves up
first and down last.
Previous stage speed plus
own speed
o Power vs. speed
equations apply. Don’t
underestimate the power.
o Often needs brakes or
ratchet mechanism
Up-pulling and down-pulling cables have different speeds
Different cable speeds can be handled with different drum diameters or multiple Pulleys
Intermediate sections don’t jam – active return
High tension on the lower stage cables
Slider
(Stage3)
Stage2
Stage1
Base
Cascade Rigging
Cable goes same speed for
up and down pulling cables
Intermediate sections
sometimes jam
Lower cable tension
More complex cable routing
Stage2
Stage1
Base
Continuous Rigging
Slider
(Stage3)
Pull-down cable routed back on
reverse route as pull-up cable
Most complex cable routing
All stages have active return
Cleaner and protected cables
Slider
(Stage3)
Stage2
Stage1
Base
Continuous Rigging Internal
Use cables to drive up ANDdown, or add a cable recoil device
Segments must move freely
Cable lengths must be adjustable
Minimize slop and free-play
Maximize segment overlap 20% minimum More for bottom, less for top
Stiffness and strength needed
Heavy system, overlapping parts
Minimize weight, especially at top
Extension Lift Design tips
Feature Arm Lift
Reach over object Yes No
Fall over, get up Yes, if strong enough No
Complexity Moderate High
Weight capacity Moderate High
Go under barriers Yes, fold down Maybe, limits lift height
Center of gravity () Cantilevered Central mass
Operating space Large swing space Compact
Adding reach Difficult. More
articulations
Easier.
More lift sections
Combinations Arm with extender Lift with arm on top
Arms vs. Lifts
Combination Example: Continuous direct drive chain
runs stage 1 up and down
No winch drum needed
Cascade cable lifts slider stage
Gravity return
Got away with this only because slider GOG very well balanced on first stage
Telescoping arm with wrist on slider stage to reach over objects
2471 in 2011
FIRST definition of a gripper:
Device that grabs a game object
…and releases it when needed.
Get a Grip
Methods
Pneumatic claws /clamps 1 axis
2 axis
Motorized claw or clamp
Rollers
Hoop grips
Suction
Design Concerns
Getting object into grip
Hanging on
Speed of grip and release
Position control
Weight and power source
If at end of arm
Pneumatic
One fixed arm
reduce weight of claw
Can make one or two moving sides
768 in 2008
Claw or clamp
Pneumatic Cylinder
extends & retracts linkage
to open and close gripper
Combined arm and gripper
Easy to manufacture
Easy to control
Quick grab
Limited grip force
Use 3 fingers for 2-axis grip968 in 2004
Pneumatic: 2 and 3 point clamps
60 in 2004
Generally slower May be too slow for
frequent grips
Okay if few grabs per
game of heavy objects
More complex (gearing
& motors)
Heavier
Tunable force
No pneumatics
49 in 2001
Motorized clamp
Needs vacuum generator Uses various cups to grab Slow Not secure Not easy to control Simple Subject to damage of
suction cup or game pieces
Not recommended for heavy game pieces
Used successfully to hold soccer balls for kickers (Breakaway 2010)
Suction Grips
Allows for misalignment when
grabbing
Won’t let go
Extends object as releasing
Simple mechanism
Have a “full in” sensor
Many possible variations Mixed roller & conveyer
Reverse top and bottom roller
direction to rotate object
45 in 2008
148 in 2007
Roller grips
Counter Rotating Methods
Many ways to achieve counter
rotating shafts. Here are few
configurations that can run off a
single motor or gearbox.
Could also drive each shaft with
own motor
Crossed round belts
Counter
rotating
gearbox
Stacked pulleys
on single drive
shaft
Hang On! High friction needed
Rubber, neoprene, silicone, sandpaper … but don’t damage game object
Force: Highest at grip point
Force = 2 to 4 x object weight
Use linkages and toggles for mechanical advantage
Extra axis of grip = More control
The need for speed Wide capture window
Quickness covers mistakes
Quick to grab , Drop & re-grab
Fast : Pneumatic gripper. Not so fast: Motor gripper
Make it easy to control Limit switches , Auto-functions
Intuitive control functions
Don’t make driver push to make the robot pull
Gripper design
Tube or post (recommended)
Lazy Susan (not for high loads)
Know when it is needed
o One Goal = good
o Nine Goals = not so good
o Fixed targets = good
o Moving targets = not so good
Bearing structure must be solid
Rotation can be slow
Include sensor feedback
o Know which way it is pointing
Rotating Turrets
Accumulator: Rotational device that collects objects
Horizontal rollers: gathers balls from floor or platforms
Vertical rollers: pushes balls up or down
Wheels: best for big objects
Can use to dispense objects out of robot
Pointing the robot is aiming method in this case
Point to point within your robot
When game involves handling
many pieces at once
Why do balls jam on belts?- Stick and rub against each other as they
try to rotate along the conveyor
Solution #1- Use individual rollers- Adds weight and complexity
Solution #2- Use pairs of belts- Increases size and complexity
Solution #3- Use a slippery material for the non-moving
surface (Teflon sheet works great)
Conveyers: For moving multiple objects
Conveyer roller Examples
Belts TowerRollers
Solution 1 Solution 3Solution 2
More control is better
Avoid gravity feeds – these are slow and will jam
Direct the flow: reduce “random” movements.
Not all game objects are created equal
Tend to change shape, inflation, etc
Building adaptive/ flexible systems
Test with different sizes, inflation, etc.
Speed vs. Volume
Optimize for the game and strategy
The more capacity, the better
Intake Rollers and Accumulators
173 2471
Secure shooting structure = more accuracy
Feed balls individually, controlling flow
Rotating tube or wheel One wheel or two counter rotating
High speed & power: 2000-4000 rpm
Brace for vibration
Protect for safety
Turret allows for aiming
Sensors detect ball presence
& shot direction
1771 in 2009
Note Circular Conveyer. One roller on inside cylindrical rolling surface outside
Use for dumping many objects
Integrate with your accumulator
and conveyer
Heavy ones may move too slow
Usually pneumatic powered but
can run with gear, spring or winch
488 in 2009
Many uses Hanging Robots: 2000, 2004, 2010
Lifting Robots: 2007
Loading kickers 2010
Great for high torque applications
Fits into limited space
Easy to route or reroute
Good Pull. Bad Push2004
2010
Secure the cable routing
Smooth winding & unwinding
Leave room on drum for wound up cable
Guide the cable
Must have tension on cable to unwind
Can use cable in both directions
Spring or bungee return
Gravity return (not recommended)
Calculate the torque and speed
Use braking devices
Capture the cable
Maintain Tension
Guide the cable
Brake or ratchet
Retu
rn c
able
or
spri
ng
Sudden release of power
Use stored energy:
Springs Bungee, Pneumatic
Design & test a good latch
mechanism
Secure lock for safety
Fast release
1 per game deployments
2011 minibot release
Hooking and latching devices used to
grab goals, bars, and other non-
scoring objects
Hold stored power in place
Spring or bungee power
Several ways:
Hooks
Locking wheels
Rollers
Pins
Springs
Self latching wheel lock
Basic Automatic Latch
Strong pivot in line with large force being held
Spring return and stop
Small release force at end of lever
Bevel for self latching
Removable safety pin
Start design early. Latches tend to be afterthoughts but are often a critical part of the operation
Don’t depend on driver to latch, use a smart mechanism Spring loaded (preferred)
Sensor met and automatic command given
Use operated mechanism to let go, not to latch
Have a secure latch Don’t want release when robots crash
Be able to let go quickly Pneumatic lever
Motorized winch, pulling a string
Cam on a gear motor
Servo (light release force only)
Don’t forget a safety pin or latch for when you are working on the robot
Look around see what works and does not work
Know your design objectives and game strategy
Stay within your capabilities
Design before you build Calculate the forces and speeds
Understand the dimensions using CAD or a model
Keep it simple
Make it well Poor craftsmanship can ruin the best design
Analyze for failure points. Use to refine design and decide on spare parts
Have fun
Many thanks to teams and companies who made
materials for this presentation freely available on
web sites to help FIRST students.
Andy Baker : Team 45
Jason Marr : Team 2471
Wildcats: Team 1510
The Flaming Chickens: Team 1540
Society of robots
Andy Baker’s original presentation and inspiration for this
seminar is available on line
There are many examples and resources available. Be
sure to use them for your robot designs.
http://www.societyofrobots.com/mechanics_gears.shtml
Appendix
Assuming 100% power transfer efficiency:
All motors can lift the same amount they just do it at
different rates.
No power transfer mechanisms are 100% efficient
Inefficiencies due to friction, binding, etc. Spur gears ~ 90%
Chain sprockets ~ 80%
Worm gears ~ 70%
Planetary gears ~80%
Calculate the known inefficiencies and then design in a
safety factor (2x to 4x)
Stall current can trip the breakers
Motor Power:
It adds up! 2 spur gears + sprocket =
.9 x.9 x.8 = .65
Losing 35% of power to the drive train
• Pin loading can be very high
• Watch for buckling in lower arm
• Has limited range rotation
• Keeps gripper in fixed orientation
Parallel Arms
Advantages Minimum retracted height - can go
under field barriers
Disadvantages Tends to be heavy when made
stable enough
Doesn’t deal well with side loads
Must be built very precisely
Stability decreases as height increases
Stress loads very high at beginning of travel
Not recommend without prior experience
Scissor Lifts
Pneumatic latch, solidly
grabs pipe
Force and friction only
No “smart mechanism”
Spring-loaded latch
Motorized release
Smart Mechanism
469 in 2003
Parallel arm Fixed Arm
Jointed Arm
Ratchet - Complete lock in one direction in discrete increments
Clutch Bearing - Completely lock in one direction any spot
Brake pads - Squeezes on a rotating device to stop motion - can lock in
both directions. Simple device
Disc brakes - Like those on your mountain bike
Gear brakes - Apply to lowest torque gear in gearbox
Belt Brake- Strap around a drum or pulley
Dynamic Breaking by motors lets go when power is lost.
Use for control, but not for safety or end game
Gearbox that cannot be back-driven is usually an inefficient one.