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Manipulators for FIRST
    FRC Robotics
     FIRST Fare 2012




       Bruce Whitefield
       Mentor, Team 2471
Manipulate What ?
Game pieces come in many sizes and shapes
Hanging
 Manipulate How ?
Game objectives change each year
Lifting        Dumping




                                   Throwing
Kicking        Gathering
Stuff That Don’t Work

Know the possibilities          Things that Manipulate
Look on line, at competitions
                                  Manipulators that
Talk to mentors, teams
                                  work for the game
This seminar

Know the Objectives
Game pieces
Game & robot rules
Your game strategy
                                       Your
                                      Design
Know your capabilities
Tools, Skills, Materials,
Manpower , Budget , Time           Manipulators you
                                      can build

                                      Don’t be this team
Many Types of Manipulators
 Heavy lifting / Long reach     Reoccurring
   o Articulating Arms
   o Parallel arms
                                themes in FIRST
   o Telescoping Lifts              games
 Grippers
   o Rollers
   o Clamps
   o Claws                      FIRST definition for
 Collect and Deliver              a manipulator:
   o Accumulators & Conveyers
   o Turrets
   o Shooters & Kickers
   o Buckets & Tables
                                    Device that
 Power & Control               moves the game
   o Winches                    piece from where
   o Brakes
   o Latches                     it is to where it
   o Pneumatics
   o Springs and Bungee
                                   needs to be
   o Gears & Sprockets
Arms
Shoulder
Elbow
Wrist
Torque: Angle and Distance
 Torque = Force x Distance
  o   Same force, different angle = different torque
  o   Measure from the pivot point
  o   Motor & gearing must overcome torque                     W= 10 lbs
  o   Maximum torque at 90 degrees
  Torque = W x D           Torque = W x D/2




                                 W=10 lbs



                                                       1/2 D

                   D
Power: Torque and Speed
 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 ….


          3 ft


                                          Power   10 lbs      20 lbs
                  10 lbs                  trade   30 ft-lbs   60 ft-lbs
                                          offs
                                          425     100 RPM     50 RPM
        Power limits arm length.          Watts   1.6 rps     .83 rps

        Probably don’t want a 10 ft arm   42.5    10 RPM      5 RPM
        whipping around at 1000 RPM       Watts   .16 rps     .08 rps
        anyway…
Arm Design Tips
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
Telescoping Lifts
Extension Lifts
   Motion achieved by stacked members sliding on each other

Scissor Lift
   Motion achieved by “unfolding” crossed members
Extension Lift Rigging



                  Continuous   Cascade
 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
Cascade Rigging
 Up-pulling and down-pulling
  cables have different speeds
 Different cable speeds can be               Slider
  handled with different drum                (Stage3)
  diameters or multiple Pulleys
 Intermediate sections don’t jam
                                    Stage2
  – active return
 High tension on the lower
  stage cables                      Stage1


                                     Base
Continuous Rigging
                                         Slider
 Cable goes same speed for             (Stage3)
  up and down pulling cables
 Intermediate sections
  sometimes jam
                               Stage2
 Lower cable tension
 More complex cable routing
                               Stage1


                               Base
Continuous Rigging Internal
 Pull-down cable routed back on
  reverse route as pull-up cable
 Most complex cable routing                  Slider
 All stages have active return              (Stage3)
 Cleaner and protected cables
                                   Stage2


                                    Stage1


                                    Base
Extension Lift Design tips
 Use cables to drive up AND
  down, 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
Arms vs. Lifts
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         Easier.
                       articulations           More lift sections


Combinations           Arm with extender       Lift with arm on top
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
Get a Grip
FIRST definition of a gripper:
Device that grabs a game object
…and releases it when needed.

Design Concerns               Methods
Getting object into grip     Pneumatic claws /clamps
Hanging on                        1 axis
                                   2 axis
Speed of grip and release
                              Motorized claw or clamp
Position control
                              Rollers
Weight and power source      Hoop grips
   If at end of arm
                              Suction
Claw or clamp
Pneumatic
One fixed arm
reduce weight of claw
Can make one or two
 moving sides




                         768 in 2008
Pneumatic: 2 and 3 point clamps

 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 grip   968 in 2004




                                                60 in 2004
Motorized clamp
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
Suction Grips
                 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)
Roller 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
                                    45 in 2008
   Reverse top and bottom roller
    direction to rotate object




                                        148 in 2007
Counter Rotating Methods
Crossed round belts
                                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




                                                         Counter
                      Stacked pulleys                    rotating
                      on single drive                    gearbox
                      shaft
Gripper design
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
Rotating Turrets
 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
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
Conveyers: For moving multiple objects
 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)
Conveyer roller Examples
Rollers       Belts       Tower




Solution 1   Solution 2   Solution 3
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           1771 in 2009
   High speed & power: 2000-4000 rpm
   Brace for vibration
   Protect for safety

Turret allows for aiming
Sensors detect ball presence
 & shot direction         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
2010
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 Push                   2004
Capture
                                           the
                                           cable

Secure the cable routing
 Smooth winding & unwinding
 Leave room on drum for wound up cable
 Guide the cable




                                                                   Return cable or spring
 Must have tension on cable to unwind
       Can use cable in both directions   Guide
       Spring or bungee return            the        Maintain
       Gravity return (not recommended)   cable      Tension
 Calculate the torque and speed
 Use braking devices




                                                     Brake or ratchet
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:                                         Self latching wheel lock
   Hooks
   Locking wheels
   Rollers                       Basic Automatic Latch
   Pins
                                                    Bevel for self latching
   Springs              Removable safety pin



                     Small release force
                     at end of lever



                                                                              Strong pivot in
                                                Spring                        line with large
                                                return and                    force being held
                                                stop
 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
                            http://www.societyofrobots.com/mechanics_gears.shtml


 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.
Appendix
Motor Power:
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%
                               It adds up!
                               2 spur gears + sprocket =
      Worm gears ~ 70%
                               .9 x.9 x.8 = .65
      Planetary gears ~80%
                               Losing 35% of power to the drive train

   Calculate the known inefficiencies and then design in a
    safety factor (2x to 4x)
Stall current can trip the breakers
Parallel Arms

• Pin loading can be very high
• Watch for buckling in lower arm
• Has limited range rotation
• Keeps gripper in fixed orientation
Scissor Lifts
 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
 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.

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FIRSTFare 2012 Manipulators For FIRST FRC Robotics

  • 1. Manipulators for FIRST FRC Robotics FIRST Fare 2012 Bruce Whitefield Mentor, Team 2471
  • 2. Manipulate What ? Game pieces come in many sizes and shapes
  • 3. Hanging Manipulate How ? Game objectives change each year Lifting Dumping Throwing Kicking Gathering
  • 4. Stuff That Don’t Work Know the possibilities Things that Manipulate Look on line, at competitions Manipulators that Talk to mentors, teams work for the game This seminar Know the Objectives Game pieces Game & robot rules Your game strategy Your Design Know your capabilities Tools, Skills, Materials, Manpower , Budget , Time Manipulators you can build Don’t be this team
  • 5. Many Types of Manipulators  Heavy lifting / Long reach Reoccurring o Articulating Arms o Parallel arms themes in FIRST o Telescoping Lifts games  Grippers o Rollers o Clamps o Claws FIRST definition for  Collect and Deliver a manipulator: o Accumulators & Conveyers o Turrets o Shooters & Kickers o Buckets & Tables Device that  Power & Control moves the game o Winches piece from where o Brakes o Latches it is to where it o Pneumatics o Springs and Bungee needs to be o Gears & Sprockets
  • 7. Torque: Angle and Distance  Torque = Force x Distance o Same force, different angle = different torque o Measure from the pivot point o Motor & gearing must overcome torque W= 10 lbs o Maximum torque at 90 degrees Torque = W x D Torque = W x D/2 W=10 lbs 1/2 D D
  • 8. Power: Torque and Speed  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 …. 3 ft Power 10 lbs 20 lbs 10 lbs trade 30 ft-lbs 60 ft-lbs offs 425 100 RPM 50 RPM Power limits arm length. Watts 1.6 rps .83 rps Probably don’t want a 10 ft arm 42.5 10 RPM 5 RPM whipping around at 1000 RPM Watts .16 rps .08 rps anyway…
  • 9. Arm Design Tips 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
  • 10. Telescoping Lifts Extension Lifts  Motion achieved by stacked members sliding on each other Scissor Lift  Motion achieved by “unfolding” crossed members
  • 11. Extension Lift Rigging Continuous Cascade  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
  • 12. Cascade Rigging  Up-pulling and down-pulling cables have different speeds  Different cable speeds can be Slider handled with different drum (Stage3) diameters or multiple Pulleys  Intermediate sections don’t jam Stage2 – active return  High tension on the lower stage cables Stage1 Base
  • 13. Continuous Rigging Slider  Cable goes same speed for (Stage3) up and down pulling cables  Intermediate sections sometimes jam Stage2  Lower cable tension  More complex cable routing Stage1 Base
  • 14. Continuous Rigging Internal  Pull-down cable routed back on reverse route as pull-up cable  Most complex cable routing Slider  All stages have active return (Stage3)  Cleaner and protected cables Stage2 Stage1 Base
  • 15. Extension Lift Design tips  Use cables to drive up AND down, 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
  • 16. Arms vs. Lifts 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 Easier. articulations More lift sections Combinations Arm with extender Lift with arm on top
  • 17. 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
  • 18. Get a Grip FIRST definition of a gripper: Device that grabs a game object …and releases it when needed. Design Concerns Methods Getting object into grip Pneumatic claws /clamps Hanging on  1 axis  2 axis Speed of grip and release Motorized claw or clamp Position control Rollers Weight and power source Hoop grips  If at end of arm Suction
  • 19. Claw or clamp Pneumatic One fixed arm reduce weight of claw Can make one or two moving sides 768 in 2008
  • 20. Pneumatic: 2 and 3 point clamps  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 grip 968 in 2004 60 in 2004
  • 21. Motorized clamp 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
  • 22. Suction Grips  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)
  • 23. Roller 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 45 in 2008  Reverse top and bottom roller direction to rotate object 148 in 2007
  • 24. Counter Rotating Methods Crossed round belts  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 Counter Stacked pulleys rotating on single drive gearbox shaft
  • 25. Gripper design 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
  • 26. Rotating Turrets  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
  • 27. 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
  • 28. Conveyers: For moving multiple objects  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)
  • 29. Conveyer roller Examples Rollers Belts Tower Solution 1 Solution 2 Solution 3
  • 30. 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
  • 31. Intake Rollers and Accumulators 173 2471
  • 32. Secure shooting structure = more accuracy Feed balls individually, controlling flow Rotating tube or wheel  One wheel or two counter rotating 1771 in 2009  High speed & power: 2000-4000 rpm  Brace for vibration  Protect for safety Turret allows for aiming Sensors detect ball presence & shot direction Note Circular Conveyer. One roller on inside cylindrical rolling surface outside
  • 33. 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
  • 34. 2010 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 Push 2004
  • 35. Capture the cable Secure the cable routing  Smooth winding & unwinding  Leave room on drum for wound up cable  Guide the cable Return cable or spring  Must have tension on cable to unwind  Can use cable in both directions Guide  Spring or bungee return the Maintain  Gravity return (not recommended) cable Tension  Calculate the torque and speed  Use braking devices Brake or ratchet
  • 36. 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
  • 37.  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: Self latching wheel lock  Hooks  Locking wheels  Rollers Basic Automatic Latch  Pins Bevel for self latching  Springs Removable safety pin Small release force at end of lever Strong pivot in Spring line with large return and force being held stop
  • 38.  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
  • 39. 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
  • 40. 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 http://www.societyofrobots.com/mechanics_gears.shtml  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.
  • 42. Motor Power: 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% It adds up! 2 spur gears + sprocket =  Worm gears ~ 70% .9 x.9 x.8 = .65  Planetary gears ~80% Losing 35% of power to the drive train  Calculate the known inefficiencies and then design in a safety factor (2x to 4x) Stall current can trip the breakers
  • 43. Parallel Arms • Pin loading can be very high • Watch for buckling in lower arm • Has limited range rotation • Keeps gripper in fixed orientation
  • 44. Scissor Lifts  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
  • 45.  Pneumatic latch, solidly grabs pipe  Force and friction only  No “smart mechanism”  Spring-loaded latch  Motorized release  Smart Mechanism 469 in 2003
  • 46. Parallel arm Fixed Arm Jointed Arm
  • 47.  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.