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#16
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Re: Kiwi Drive Concept
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#17
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Re: Kiwi Drive Concept
Ironic that you say that just as I'm leaving my last dynamics class of the year... but I agree!
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#18
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Re: Kiwi Drive Concept
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#19
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Re: Kiwi Drive Concept
Also, it would require a lot less machining to mount the feet on pneumatic cylinders (though you'd still have to harden them against lateral forces, perhaps with a pipe-within-a-pipe), and hard-mount the wheels. Whichever you actuate, moving the feet close to the where the wheels contact the carpet will decrease the vertical travel required to reliably switch.
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#20
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Re: Kiwi Drive Concept
This happened to many of the robots with Mechanum and Omni... compared to those robots, they were slightly more successful, simply because their triangle design was hard to push, but at the same time, they were pretty easy to spin
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#21
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Re: Kiwi Drive Concept
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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#22
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Re: Kiwi Drive Concept
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. Last edited by GeeTwo : 07-05-2015 at 18:40. |
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#23
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Re: Kiwi Drive Concept
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 Last edited by GeeTwo : 08-05-2015 at 12:29. Reason: Added navigation convention paragraph and transformation |
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#24
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Re: Kiwi Drive Concept
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#25
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Re: Kiwi Drive Concept
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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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#26
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Re: Kiwi Drive Concept
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) Last edited by GeeTwo : 10-05-2015 at 11:01. |
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