4 ms·
There are three parts to learn -- the electronics (handled by an Arduino and a few servos), the mechanics (for this design, it's not too complicated -- you coul
by hugs 12y ago
There are three parts to learn -- the electronics (handled by an Arduino and a few servos), the mechanics (for this design, it's not too complicated -- you could make do with popsicle sticks and some screws if you had to), and the software. The tricky bit with the software is the math. The arms, when free to spin around their centers, can be considered circles. You'd want to learn the geometry of circles and, specifically, how to find the intersection of two circles. The joints on the arms are where the circles meet.
I'm working a new version of my mobile testing robot that looks very similar to this clock. Haven't posted the code, yet, but I did have to go back and re-learn some trig and circle geometry to make the simulator. http://youtu.be/qRzrm4zx82g http://youtu.be/qRzrm4zx82g
- joshu 12y agoHey Jason, good to see you again.
- amenghra 12y agoA good starting point might be to use Lego + Mindstorm (or Lego + Arduino). You get to use various off the shelf mechanical parts and you get to re-use the Lego parts in your next project.
- hugs 12y agoYup, that's a fine suggestion, too. I used to do all my prototyping with Lego Technic pieces... Years later, when I needed parts that Lego didn't make (like for connecting servos or Arduino), I used Lego dimensions to create my own 3D printable (but Lego compatible) parts.