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Mecanum drive on Einstein
Is this the year? Will we see a straight-up mecanum drive on Einstein?
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Heck yes we will!
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Yes
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No. There will be no mecanum drive robots on Einstein this year.
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This is certainly mecanum's best chance yet.
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With a back-up robot and eight alliances on Einstein this year, I'd be shocked if at least one of the thirty-two robots doesn't have a mecanum drive.
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No team has ever used Mecanum drive on Einstein before? That's kind of surprising to me.
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While I doubt we will see the alliance captains and first picks with mecanum drives I think alliance captains will have to seriously consider mecanum robots for 2nd and 3rd picks out of necessity due to the smaller, watered down fields and the sheer popularity of mecanum drive this year.
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Einstein is expanded to eight alliances which is 32 teams so chances are pretty good that one will have Mecanums.
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Here's hoping since we're using mecanum this year
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IMO, I couldn't care less how little defense there is or how flat the field is. After thoroughly testing both a mecanum drive and a holonomic omni drive I think they handle terribly compared to a well built tank drive especially at a low speed. Driving sideways is just another nuisance our driver has to think about. |
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It's a shame that this is likely the year that sacred ground will be touched by that unworthy drive :rolleyes:
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I might add that most teams who have the ability and disciple required to make it to Einstein would also have the ability to build a swerve drivetrain. It's overgeneralizing, sure, but I think it is mostly true. |
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I can't stand straight mecanum. On a drop drive that is different yes but straight mecanum is not something I am too happy with but when this game came out I immediately thought mecanum.
Of course then I heard a lot of people who know their bidnizz laugh at mecanum and it became a very hard pitch to my team. I stand by it though. As much as I am against mecanum because of its trade offs this year I feel it fits well. |
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Ability, yes. But is it worth the benefits to spend the extra time designing a swerve module when mecanum could work just as well or suit the time constraints better? |
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I am not sure what's funnier. People still thinking Mech wheels actually are competitive or the fact that SOOOOOOOOOOOOOOOOOO many teams use them.
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I can tell you 2 people that love mecanum drive. Andy Baker and Tony Norman.
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One thing for sure: at the end of this season, either mec will be redeemed or it will be completely dead. If it doesn't happen this year, it won't ever happen. This game was nearly built for mec.
I'm actually more interested in whether 254 stands by their long precedent of swerve being unnecessary. |
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While some teams do very well with mechs. When push comes to shove Mike mechs do neither. The reason why most feel mechs have a chance this year is the lack of contact.
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Its weird cause I hear arguments every year against mecanum but I never hear arguments that completely level them. Its just they get blown off for being mecanum
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It certainly has its share of pros. Most of all is the extra axis of moment which if used correctly can be used to avoid being pushed. |
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In prior years (2011 through 2014) when I was a student on our team, we had a modest reputation as having some really awesome pushing power, especially in 2013 and 2014. We ran a six wheel tank drive, and I can;t recall us ever not being able to push someone out of our way. The difference is that mecanums got pushed way easier. That being said, this year, mecanums will not be pushed around as much, so that drawback isn't present. I am of the opinion that a tank drive robot, when well done, is the ideal drive for almost every situation, and the shifting cg of this years task will make mecanums quite tricky. As much as you could use mecanum, you're probably better off spending time doing a kitbot on steroids type of base, or a custom tank drive.
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Also, even if they have never built one, they probably have been allied with one that let them down. 2014 especially had many mecanum bots that could not dish out or take defense. Whether or not it was due to inexperienced drivers/improper implementation/poor tuning is hard to tell, so generally the drivetrain concept gets blamed. All it takes is one bad experience to sour an idea. Obviously, the strafing ability is very valuable. That's why we saw the emergence of Butterfly drives, more teams talking about swerves, etc. Watching 3 Day robots makes me think more and more that your robot's ability to carefully position stacking objects will be the key feature for the game. The ability to strafe gives you one means of improving your control. I think that this year will be the defining year for mecanums. If they don't excel this year, then they never will. |
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And herein lies the issue with people's perception of mecanum -- there have been many teams that have done mecanum poorly. I think the reasoning for this is that it "looks easy." Teams are told what is possible and try to do it without understanding the programming/controls aspect, the physical parameters, or that any holonomic drive requires driver practice to actually be good at it. I won't be arrogant enough to claim we've had the best implementation of mecanum, but we've done it 3 years now (once as an off season prototype), and have gotten pretty decent at it. Here are the things we do to make mecanum work well: 1. Closed loop speed control for each motor. we attach encoders to the motor shaft directly, rather than the gearbox output. We find this gives us better, cleaner data. We do rigorous tuning of the PID to make sure we get the response we want. This guarantees the wheel is going as fast or slow as we want, rather than applying a voltage to the motors and hoping. 2. Implement a gyro for field oriented drive the gyro allows us to know our angular position and allows our drivers to do "cool" moves like drive in a straight line while spinning. It also compensates for a wheel temporarily losing contact with the ground by doing whatever it takes to keep the robot oriented the way we want it. 3. Make an effort to keep all the wheels on the ground. usually this is accomplished by having a frame that's not so rigid, the wheels are constrained to a single plane. Sometimes we'll actually have "shocks" on the wheels to make sure they contact the playing surface. 4. Driver practice 5. More driver practice 6. Even more driver practice All that being said, we don't just do mecanum because we like it, we make a conscious decision each year based on what the game calls for and what we believe will work. |
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We've also added "bearing buttons" that the driver can press so the robot can orient itself to a specific heading, even while the robot is translating. People overestimate the difficulty of mecanum since so many teams do it poorly, but I've seen just as many poorly done skid steer/swerve/fun other drives. Good mecanum drives are rare because mecanum wheels frankly don't make sense for most games, so the higher level teams often choose to pass on mecanum for something that meets their needs better (specifically more traction). This game is not one of those games. For a good skid steer drive you need a strong programming team. That being said a poorly programmed skid steer drive will give you better performance than a poorly programmed mecanum drive, so it is up to every team to evaluate their resources. Mecanum is not a bad choice for every team. Stop the h8in |
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In VEX they work really well and it is just a matter of getting the code to work. And as posted just above you need to drive, drive, drive.
With this game needing agility and not trying to push another robot 50' down field it makes sense to look at them. I'd suggest that you get with your nearest FTC/VEX team and get them to build you a robot using these: 4" Mecanum Wheels. If you don't have one of those then get this VEXIQ kit VEXIQ starter kit with controller and one of the Gyro sensors The VEXIQ motors have speed / rotation sensors built in so you can get all the info you need for the programming. You'll need some programming environment, there is C and Python systems. For between $60 (local FTC/VEX) and $400 (your own VexIQ) you can build a test platform and do all the testing you want. I think you'll find that it's not that hard. And it will help to slow down the "fear mongering" that goes around. It's really depressing to hear "we don't do mechanum since we know a roboteer on a team that knows another roboteer on a different team and they talked about doing Mecanum in 2001 and couldn't get it to work." Try a little engineering, Ether has done most of the hard work for you on the analysis. |
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Quick question:
Has anyone tested mecanums running over the noodles? Because that seriousy throws a wrench in the whole four-on-the-ground thing. I'm not saying it can't be done, it just might be an issue. I know we drove over them with last year's drive (six-wheel tank) and had no problems driving over the noodles, although not undamaged. |
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Keep in mind that the two biggest reasons to use WCD (high fault tolerance and easy maintainence) have not changed with this game.
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Four encoders plus a gyro and bam, you're off and running--intuitive, simple control that most of your prospective drivers have been using for years without even knowing it. Without the gyro a human driver can compensate pretty easily for various levels of wonkiness, on the fly and without really thinking about it. You need all four wheels on the ground if you're strafing. If you're not, mecanum drives darn close to a standard tank drive, and should have no problem whatsoever clearing the scoring platform. (We added a 'helper' wheel for ground clearance issues, but that's because of how we designed our chassis.) My feelings in summary then are this: mecanum is mechanically easy to implement, lightweight, and is incredibly simple to drive, but requires more programming finesse than a drop-center etc etc. Swerve seems like overkill to me this game. |
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I've generally felt like the biggest drawback with a mecanum drive is that robots with other drive systems can push you around quite easily - if they can catch you. The last few years, it's been fairly easy to shut down a "high scoring" mecanum drive with a defensive bot... However, that disadvantage is gone this year... There is certain amount of attraction to a mecanum system with the fantastic mobility it offers. I do believe that it is the ideal drive system for this year's game.
However, I do not believe that the advantage is so great that teams should spend a lot of extra time building one if they are not already familiar with it. We discussed the issue passionately on kick-off weekend and ultimately chose a tank drive. Why? We have not built a mecanum drive for years and, this year, during our off-season training, we focused on improving our abilities with various tank drive configurations and chose not to build a mecanum. Realizing the potential problems when building a system with which we had little-to-no experience, we decided to build what we knew would do well and that we could build easily. This has given us a lot more time to work on our manipulators... And, for us, we'll have have a better overall robot because of it.... Generally we build a 6-wheel tank system - powered with six CIMs (we like to push folks around). However, this year, we went with a four-wheel tank (less tippy as we go over the scoring platform) with omni wheels in the front - powered by four CIMs. The four CIMs might be overkill for this game, but we were not convinced that two would be adequate if we were to get into a tugging match at the step or if we were trying to carry 6 totes + a container while maintaining balance/stability - especially if we were to have to go onto a scoring platform. However, teams that have built mecanum systems in the past and can build a good one quickly should do so. There seem to be quite a few teams going in that direction - so, I would be fairly surprised if we don't see on on Einstein. |
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Crossing the field omnidirectional capabilities don't matter, but when it comes to finer positioning they shine. So most of the time you'll be driving mecanum like a tank, and then using the added capability when and where you need it. |
There are a few interesting things that can be done with mecanum that I have yet to see taken advantage of completely.
Yeah weight distribution is a problem but with this years game if you managed to center all the weight those totes provide you would get much better performance out of a mecanum. Hopefully today I can mess around today with a way to change the turning point on a mecanum to each side and corner of the mecanum. It shouldn't be too hard in concept but I don't program so it could be misery. Ill post some stuffs when I get done. As for drive practice every course I make the students run on a mecanum I make them do it atleast four times each time with a different orientation. The ideal is eight for diagonals too but time is definitely against me. |
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That was a good one. |
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Say you want to pivot the bot clockwise around the right front wheel at 90 degrees per second (pi/2 radians per second). The inverse kinematics for mecanum are: Code:
FrontRight = FWD - STR - K*omegaCode:
FrontRight = (pi/2)*(W/2) - (-(pi/2)*(L/2)) - K*(pi/2) = 0 |
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I wouldn't say it takes that much time to make a mecanum drive we had our first in 2010 built in a week. I loved driving that thing, I was shocked it could climb the bumps. Just make sure you put them on in order.:D
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Probably a silly question but it's been mulling around my head long enough, I noticed that in order to handle field centric drive we're basically multiplying the input vector [fwd, str, omega] by a transformation matrix to rotate about the origin. What happens if we first apply a transform to go from the rotation point to the origin then apply our rotation transform, and then apply the transform back to the rotation point? Note, I flipped X and Y because I have a habit of specifying coordinates as Y is the FWD axis and X is the STR axis. Translate from Rotation Point to Origin [ [ 1 0 -Y] [ 0 1 -X] [ 0 0 1] ] Rotation about Origin [ [ cos(ø) -sin(ø) 0] [ sin(ø) cos(ø) 0] [ 0 0 1] ] Translate back to Rotation Point [ [ 1 0 Y] [ 0 1 X] [ 0 0 1] ] Basically, is it valid to treat a drivetrain the same way I treat graphics on a screen? |
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If the only commands accessible to the driver are field-centric, the aforementioned "pivot around the right front wheel" maneuver would be considerably more difficult: the driver would have to continuously vary the field-centric FWD and STR commands as the bot executes the maneuver and its field-orientation changes With robot-centric commands, the FWD, STR, and omega commands would be constant. |
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Correct me if I'm wrong, but isn't an absolutely crucial design consideration of running mecanum equal (or as near to as possible) weight distribution on each wheel? Now as you suggested teams could load totes near the center of the robot, but not everyone will want the added difficuly of loading/stacking totes this way. It's because of this weight distribution problem that while many have cited this year as the year of mecanum, I immediately thought the opposite. While I agree that many teams may dismiss macanum offhand as some someone suggested earlier on this thread, I'd be more than weary of selecting a mecanum robot that carries totes outside of its frame as an alliance partner. |
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I'm mostly curious if my logic for treating the input as a vector and transforming it like I would any other vector into a different coordinate space is semi valid. Field Centric/Robot Centric withstanding. After a bit more thinking on it, I'm not sure it's quite valid because my inputs are in terms of velocity and my rotation point is in terms of position. Basically, units don't match up. I think it just looked like field centric was a simple affline transform because it's actually the derivative of the matrix (which would put it in terms of velocity instead of position). |
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I have a feeling we will see a 7 wheel mecanum swerve on einstein.
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desired action: drive forward actual result: ??? desired action: rotate actual result: ??? desired action: strafe actual result: ??? Note: the "???"s above are meant as "what do you think?", not "mecanum sucks so much, you have no idea what will happen in this case" |
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Regardless, mecanum drive is horrible. You would need a game which is centered around virtually no alliance contact and great maneuverability around game pieces, tea mates, and obstacles. I can't imagine the gdc EVVVER making a game like that. Oh wait...they did. |
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All the mecanum hate makes me sad. While I was on a team, we did mecs every year except Lunacy (obviously). What many people don't do with mecs is create a suspension for them. We never had traction issues with the suspension.
We also didn't have fancy field-oriented controls, but as the driver for 2.5 of the 3 years we did mecs, it didn't seem important. To me, it was still easy to drive once you grasped the concept of how it reacted to the controls. To all the people saying "mecs suck cause they can't defense!!", isn't there a quote about the best defense being a killer offense or something? I can remember playing Rack 'n' Roll (oh god I'm old!) where another robot tried to keep us from scoring, so we just strafed around them when they thought they had us pinned. Mecs don't work very well for the strategy of "push everyone out of my way so I can do what I want". You have to be a bit more clever about how you want to move and play the game. I think of different drives like kids in middle/high school. You've got the popular kids (WCD), the jocks (tank), theatre kids (omni, cause they're pretty and harmless), nerds (mecs), and then the couple of insanely smart ones (swerve). Just like surviving school, each type has a different strategy for being competitive in a game. Anyhow, everyone's entitled to their own opinions on mecs and other drives, but please try to back up blanket opinions with facts ;) |
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Why do mecanum when you can just build an H-drive? :rolleyes:
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Weight, gearboxes, wider drivebase for clearing obstacles, maintenance, frame complexity, etc.
Lots of pros and cons for both drivebases. |
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Inside the frame, outside the frame, just two wheels driving, is there nothing this magical drive train can't do :rolleyes: |
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To be honest, the teams that make it to Einstein and want to have omni-directional movement will probably have a swerve drive.
Mecanums lack speed, and while speed isn't as important in this game it is still something to consider, if you want to make quick stacks. |
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It's not "the best" option, but it's the best for us at this time. |
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(Quoted for Truth) |
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Many different drive systems are going to be competitive -frankly, I think the drive train is going to be less important this year than most, simply because of the complete lack of robot-on-robot defense. It is going to be more about he capabilities of the different manipulators. If you choose mecanum over swerve, you will have more money and weight that you can dedicate to your manipulators... More importantly, perhaps, unless you are experienced with a swerve drive, you will also have a lot more time to perfect and practice with those same systems. Sure, I do think a good swerve system is likely slightly better than a good mecanum system, but, for most teams, there are going to be too many trade-offs. We're running a tank drive with two omni wheels because we could build a very good one very quickly, leaving us a lot of time to perfect everything else. Were we experienced with mecanum, we would have gone that direction in a heartbeat. |
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When it slips and loses traction, the wheels will spin faster than the robot moves. Again, I may be wrong. |
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It happened! Team 20 is the one I recognized, but there are probably more.
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3339, 20, and 1711 are all bringing them over from Carson
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