Manipulators By: Zach Zakfeld (Enigma Robotics) Teams: FTC 5391, - - PowerPoint PPT Presentation

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Manipulators By: Zach Zakfeld (Enigma Robotics) Teams: FTC 5391, - - PowerPoint PPT Presentation

FTC Manipulators By: Zach Zakfeld (Enigma Robotics) Teams: FTC 5391, FTC 5385 and FRC 2075 *Some images in this presentation are of FRC robots so exact designs may not be applicable, however all of the principles are still valid. Manipulators


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SLIDE 1

FTC Manipulators

By: Zach Zakfeld (Enigma Robotics) Teams: FTC 5391, FTC 5385 and FRC 2075 *Some images in this presentation are of FRC robots so exact designs may not be applicable, however all of the principles are still valid.

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SLIDE 2

Manipulators

  • Basic/Background Info
  • Types of Manipulators
  • General Manipulator design tips
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SLIDE 3

Background Info

  • Manipulator: Anything that interacts with a scoring element, field

element, or game piece

  • Intake: Mechanism that moves the game piece from the field onto the

robot

  • Usually, an intake is combined with some mechanism that moves the

game piece around to be scored.

  • Pivot Arm
  • 4-Bar Linkage
  • Lifts (Sliding/Telescoping)
  • Shooter
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SLIDE 4

Intake

  • Often the most important part of the robot.
  • Determines how quickly game pieces can enter, and often times leave the

robot.

  • Often times game pieces do not ever leave the intake until they are scored.
  • Often put onto the end of an arm or lift to move game pieces
  • Effective intakes should:
  • Have high range of acceptance
  • Be quick
  • Be forgiving
  • Be breakdown free
  • Work efficiently with the rest of the robot design
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SLIDE 5

Types of Intake

  • Claw/pincher: used when

something needs to be grabbed

  • r pinched
  • Had some kind of grabbing or

pinching motion to secure game piece

  • Roller Claw: used in the same

manner as a normal claw or pincher

  • Has motorized rollers to “suck”

the game piece in.

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SLIDE 6

Types of Intakes

  • Collectors: Used when multiple game pieces want

to be collected at the same time, or when the game piece will be scored by a mechanism other than the intake.

  • Often a bar that can fold out of robot with

“fingers” to pull game pieces into robot.

  • Then either stored in carriage that collector is

attached to or moved to a different part of the robot to be scored.

  • Most often used when multiple game pieces are

desired to be scored at once.

  • Passive intakes: Used usually only as a last resort
  • No powered mechanism to collect game pieces
  • Can consist of a funnel to gather game piece into

desired location

  • Requires robot to drive into EXACT position for

game piece to be picked up.

  • NOT RECOMMENDED unless it is a last resort

situation.

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SLIDE 7

Pivot Arm

  • Arm whose shoulder is a simple pin or axle pivot point.
  • Most often used in conjunction with a “wrist” to get the game piece

and intake into the correct orientation.

  • Can be used in conjunction with an “elbow” (also called a 2-stage

arm) but adds complexity to design and operation

  • Most often the power supplied through a gear or sprocket fixed to

the arm

  • Can also be done with linear motion attached to the middle or closer to the

end of the arm (leverage)

  • Not recommended to run arm past pivot point and attach string to “pull” arm

up

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SLIDE 8

4-Bar Linkage

  • 4 Bars combined to make the carriage or hand stay level at all times.
  • Simplifies tasks where carriage needs to stay level by eliminating need for “wrist”
  • Very stable in all directions
  • Most often powered by linear motion device attached to middle/end of arm.
  • Can also be powered by sprocket or gear attached to arm rotating around either

pivot point of arm.

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SLIDE 9

Pivot Arm VS 4-Bar Linkage Arm

  • 4-Bar Linkage
  • Stable in all directions of force
  • Maintains level Carriage
  • More difficult to make “elbow” for

extending past length of arm

  • Takes up more space on the robot
  • Only approximately 130 degrees of

rotation (depends on distance between pivot points

  • Pivot Arm
  • Only stable to force parallel to axis

if two bars are used.

  • Carriage rotates with arm
  • Easier to make an elbow to extend

reach of the arm

  • More compact on robot
  • Full 360 degrees of rotation
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SLIDE 10

Arm Tips and Tricks

  • Using a linear force mechanism to push and pull the arm gives the

advantage of leverage

  • Sometimes an elbow is needed to extend range. Consider creating a snap-

lock mechanism to lock arm in place once the arm is extended to desired position.

  • Arms can be geared for VERY high torque and still maintain speed because

it takes less than one rotation of axle to extend to full position.

  • Encoders mounted to motor output shaft or any shaft between motor and

pivot axle can be used to give more accurate encoder readings.

  • Inconsistent Forces during lift can be utilized for an advantage
  • Spring assists can reduce stress on motor and allow for less gearing
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SLIDE 11

Telescoping Lifts

  • Different sized, concentric tubes (square or round) that extend out of each
  • ther.
  • Usually driven by a string wrapped around a drum
  • Recommended that some kind of cable tensioning system is used to avoid

tangles in the event of a jam

  • Not recommended for heavy loads.
  • Cascading vs Continuous lifting
  • Recommended to use Teflon or other low

friction material where the tubes will overlap and especially where they will pinch.

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SLIDE 12

Sliding Lift

  • Bars that slide up and down on

each other with rollers that support carriage on both sides

  • Usually driven by a chain that runs

up and down each bar on the lift.

  • Because each bar is supported on

both sides it can support heavy loads

  • If not driven by one continuous

chain, recommended that it is still driven both up and down to avoid jams

  • Cascading vs Continuous lifts
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SLIDE 13

Sliding VS Telescoping Lift

  • Sliding Lift
  • Can support heavy loads without

pinching or binding

  • Takes up extra space in robot for

each stage

  • Carriage can slide up last stage on

lift, may be independently if needed

  • Telescoping Lift
  • Does not support heavy loads

efficiently

  • Total size is only the size of the

largest tube, adding stages does not directly mean making it larger

  • Carriage must be in fixed position
  • n last stage of lift
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SLIDE 14

Lift Tips and Tricks

  • Lifts that are powered both up and down allow for the ability to
  • vercome binding and friction
  • Both sliding and telescoping lift techniques can be used for vertical as

well as horizontal travel

  • Standard cabinet drawer slides are COTS parts that make excellent

slides for FTC applications

  • Spring assist can allow for much increased speed while maintaining

ability to lift heavy objects

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SLIDE 15

Shooter

*I have not been involvded in a game where a shooter would be beneficial for FTC

  • Flywheel
  • Gives object momentum by using

a rapidly spinning, heavy wheel

  • Similar to a automatic pitching

machine

  • Very fast
  • Applies spin to object
  • Single Flywheel shooter
  • Multi Flywheel shooter
  • Curved path flywheel shooter
  • Catapult
  • Gives object momentum by

flinging it

  • Slow, must be individually loaded

between each shot

  • Does not necessarily apply spin
  • Motor powered Catapult
  • Spring Loaded Catapult
  • Lock and Release
  • Cam system
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SLIDE 16

General Manipulator Tips and Tricks

  • Using encoders to automate repeated tasks is highly recommended
  • Mechanical Assists whenever possible allow for less stress on motors and

prolonged consistent behavior

  • Mechanical Brakes allow for Arms and lifts to not back drive
  • Ratchets: completely lock in one direction, must be released to go in reverse

direction, can only lock in set intervals

  • Clutch Bearing: Completely lock in one direction, can lock at exactly any position
  • Brake Pads: Stop motion in both directions at any point. Apply friction to either

chain, gear or wheel

  • Motor Braking: Applies load to motor, not held once power to motor is lost, not

recommended to be used for safety measure or to hold position at end of game.