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Kiwi Drive Concept
I've been playing around with some ideas for a kiwi drive after watching 1114 this year, and 1425 in 2014. I also dug into the archives and took inspiration from 116's 2005 robot.
![]() Here's the Album containing different views of the drivetrain. Sorry about the render quality, it's the first one that I've done. I'd be interested to hear what people have to say about this unique drivetrain. |
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Kinda reminds me of the poor pit lighting from Palmetto this year... :P
On a more serious note, I remember 116 from 2005 in Annapolis. That was a cool concept then and this a cool concept now. |
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Thinking about these past efforts makes me really grateful for AndyMark and VexPro/WCP. Today's FRC teams can spend more time on tweaking and practice, because we have access to good COTS components. |
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Here's another working Kiwi drive:
http://www.chiefdelphi.com/media/photos/35176 This was our robot for the 2011 game. Breakaway I would be a little worried about mounting Omni's sideways like that. Especially if the game is rough. In Breakaway we were constantly being hit. This would lift the corner of our robot and then slam it back down. |
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We are planning on experimenting with a Kiwi bot this off season as well. If next years game doesn't lend it's self to an omni drive robot, at least we learned something!
The way you have those three drives angled in, there is no need for the second wheel. It will never touch the floor. If it does, you have bigger issues to deal with! |
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What is the benefit of putting the wheels at such an angle? I wouldn't assume omnis are designed to handle that much loading at that angle. And it looks like it would add a lot more difficulty for the machining?
Is it a shock system to help guarantee that all wheels are touching the floor? |
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In general, three wheels will always be touching the floor no matter what angle they are at. The two reasons I see for using the nearly flat angle are 1) it lowers the center of mass, and 2) it moves the contact point outward just a little more from the center of the robot.
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For #2, this could also be done by putting the motors inboard of the wheels; the wheels could be just a fraction of an inch from the outer frame. |
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The idea is that each omni wheel can be retracted independently, giving the robot the ability to change its center of rotation about each pivot point. There's also the advantage of retracting all omni wheels when in scoring position so the robot becomes difficult to move. |
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Looking a little closer - what are those cans inboard of the gearboxes (one of them is partially obscured by the signal light)? If those are pneumatic cylinders, perhaps these raise the robot and lower the wheels to the floor?
Hmm, and there seems to be a foot midway along the short face of the frame. Is there some reason that you want to "raise the landing gear" and be stationary? Thinking up names for that - how about a kizzy drive? It sounds close enough to kiwi, and those of you who remember the Roots miniseries a few decades ago may recall that kizzy means "stay put". |
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The biggest issue is the one Wayne presented - wheels weren't meant to be loaded that direction. Omnis probably even more so - the whole point of omnis is that they don't exert a force parallel to the shaft. As a result, sound engineering would tend to reduce the sustainable force parallel to the shaft in favor of other requirements. |
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I wonder how useful the ability to plant itself would be for the kizzy drive? Would this added ability combined with shifting its center of turn make up for the low traction inherent to all omni/mecanum drives?
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Actually, a kiwi drive (as with any holonomic drive) should already be able to rotate about any desired center of rotation, without the legs. To rotate around one of the wheels, just keep that wheel fixed, and rotate the other two at the same speed and direction (clockwise or counterclockwise). if the rotation center is desired to be closer to the center of the robot, rotate the pivot wheel in the same direction (but more slowly). If the rotation center is desired to be farther from the center, rotate the pivot wheel in reverse direction. I'll look around later to see if anyone has done the kinematics in terms of center of rotation and rotation speed; usually they're presented in terms of translation and rotation.
Unless the leg did more than just sit there or go vertically, they would presumably only be useful to stay in place. There are certainly times and games for which this is useful - planting to take a shot, for example. For defense (apart from being an obstruction), they're not likely to be effective except possibly in a few oddball orientations. |
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I skipped the research when I realized that all of the square roots and trig functions canceled out, and the mapping was pretty straightforward. To map rotation about a point xr, yr at angular speed wr (measured in radians/second, with rotation from the positive x axis towards the positive y axis being a positive angular speed) to translation speed vx,vy and rotation w0:
w0 = wryou can use this same preliminary mapping to make a mecanum drive rotate around a desired point. For conversion purposes, 1 radian per second is 30/pi ~ 9.55 rpm. Using the WPIlib convention for your coordinate system (+x to the right, +y forward, rotations clockwise as viewed from above), your angular speeds will be reversed from this, and you will need to use: w0 = wr |
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the inverse kinematics for your 3 wheel tangential speeds are: S1 = r*ω + Vx S2 = r*ω - 0.5*Vx - 0.866*Vy S3 = r*ω - 0.5*Vx + 0.866*Vy (see attached sketch) |
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Combining the two transformations, to rotate an equilateral kiwi drive around a pivot point (xp, yp) with angular speed ω, the inverse kinematics using Ether's diagram above are:
S1 = ω * (r - yp)Checking rotation points to verify that we didn't swap sign conventions along the way: (0,0): all are ωr, check (0,r): S1 = 0, S2 = S3 = 1.5ωr, reasonable (0,2r): S1 = -ωr, S2 = S3 = 2ωr, reasonable (0,-2r): S1 = 3ωr, S2 = S3 = 0, check (1.155r, 0): S1 = ωr, S2 = 0, S3 = 2ωr, ok (-1.155r, 0): S1 = ωr, S2 = 2ωr, S3 = 0, ok If you want "forward" to be directly between wheels rather than through one (for example if you'll be picking up pieces or doing an internal stack), rotate the robot 180 degrees, leaving the axes and forward arrow in place. Then, the inverse kinematics for rotation about (xp, yp) become: S1 = ω * (r + yp) |
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