3D Printable Kinematic Couplings, Ready To Use

Time may bring change, but kinematic couplings don’t. This handy kinematic couplings resource by [nickw] was for a design contest a few years ago, but what’s great is that it includes ready-to-use models intended for 3D printing, complete with a bill of materials (and McMaster-Carr part numbers) for hardware. The short document is well written and illustrated with assembly diagrams and concise, practical theory. The accompanying 3D models are ready to be copied and pasted anywhere one might find them useful.

What are kinematic couplings? They are a way to ensure that two parts physically connect, detach, and re-connect in a precise and repeatable way. The download has ready-to-use designs for both a Kelvin and Maxwell system kinematic coupling, and a more advanced design for an optomechanical mount like one would find in a laser system.

The download from Pinshape requires a free account, but the models and document are licensed under CC – Attribution and ready to use in designs (so long as the attribution part of the license is satisfied, of course.) Embedded below is a short video demonstrating the coupling using the Maxwell system. The Kelvin system is similar.

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See The Science Behind VR Display Design, And What Makes A Problem Important

VR headsets are more and more common, but they aren’t perfect devices. That meant [Douglas Lanman] had a choice of problems to address when he joined Facebook Reality Labs several years ago. Right from the start, he perceived an issue no one seemed to be working on: the fact that the closer an object in VR is to one’s face, the less “real” it seems. There are several reasons for this, but the general way it presents is that the closer a virtual object is to the viewer, the more blurred and out of focus it appears to be. [Douglas] talks all about it and related issues in a great presentation from earlier this year (YouTube video) at the Electronic Imaging Symposium that sums up the state of the art for VR display technology while giving a peek at the kind of hard scientific work that goes into identifying and solving new problems.

Early varifocal prototype

[Douglas] chose to address seemingly-minor aspects of how the human eye and brain perceive objects and infer depth, and did so for two reasons: one was that no good solutions existed for it, and the other was that it was important because these cues play a large role in close-range VR interactions. Things within touching or throwing distance are a sweet spot for interactive VR content, and the state of the art wasn’t really delivering what human eyes and brain were expecting to see. This led to years of work on designing and testing varifocal and multi-focal displays which, among other things, were capable of presenting images in a variety of realistic focal planes instead of a single flat one. Not only that, but since the human eye expects things that are not in the correct focal plane to appear blurred (which is itself a depth cue), simulating that accurately was part of things, too.

The entire talk is packed full of interesting details and prototypes. If you have any interest in VR imaging and headset design and have a spare hour, watch it in the video embedded below.

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TinyPilot Provides KVM-over-IP, With Low Cost And Even Lower Latency

Remote access is great, but if the machine stops booting, ceases to connect to the network, or needs low-level interaction like BIOS settings or boot management, remote access is worthless because it’s only available once the host computer is up and running. The usual solution is to drag a keyboard and monitor to the machine in question for physical access.

Ubuntu laptop (right) being accessed over IP, via web browser on the left.

For most people, swapping cables in this way is an infrequent task at best. But for those who work more closely with managing hardware or developing software, the need to plug and unplug a keyboard and monitor into machines that otherwise run headless can get tiresome. The modern solution is KVM (keyboard, video, mouse) over IP, but commercial options are expensive. [Michael Lynch]’s TinyPilot on the other hand clocks in at roughly $100 of parts, including a Raspberry Pi and USB HDMI capture device. It does have to drop the ‘M’ from KVM (meaning it does not support a mouse yet) but the rest of it hits all the bases, and does it all from a web browser.

What exactly does TinyPilot do? It provides remote access via web browser, but the device is an independent piece of hardware that — from the host computer’s point of view — is no different from a physical keyboard and monitor. That means keyboard and video access works before the host machine even boots, so even changing something like BIOS settings is no problem.

[Michael] demonstrates his design in the video embedded below, but we encourage you to check out the project page for a fascinating exploration of all the challenges that were part of TinyPilot’s development.

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Automated Part Removal Gets Serious With The Chain Production Add-on

Giving a 3D printer the ability to remove its own prints means that it can crank out part after part automatically, without relying on a human operator between jobs. [Damien Weber] has done exactly that to his Prusa MK3/S printer, with what he calls the Chain Production Add-on.

[Damien]’s approach is one we haven’t quite seen before. When printing is complete, a fan cools the part then an arm (with what looks like utility knife blades attached at an angle) swings up and behind the bed. The arm zips forward and scoops the print off the bed, dumping the finished part in the process. It’s all made from 3D printed parts, aluminum extrusion and hardware, two stepper motors, and a driver PCB. The GitHub repository linked above holds all the design files, but there is also a project page on PrusaPrinters.org.

Not quite sure how it all works? Watch it in action in the video embedded below.

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Spoofing An Analog Rotary Knob With An ATtiny, And Vampiric Power

[Mitxela]’s repair of a Roland JV-1080 (a rack-mounted 90s-era synthesizer) sounds simple: replace a broken rotary encoder on the front panel. It turned out to be anything but simple, since the part in question is not today’s idea of a standard rotary encoder at all. The JV-1080 uses some kind of rotary pulse switch, which has three outputs (one for each direction, and one for pushing the knob in like a button.) Turn the knob in one direction, and one of the output wires is briefly shorted to ground with every detent. Turn it the other way, and the same happens on the other output wire. This is the part that needed a replacement.

The finished unit uses a modern rotary encoder and microcontroller in place of the original part, and implements a few tricks to power it.

Rather than track down a source for the broken part, [Mitxela] opted to replace it with a modern rotary encoder combined with an ATtiny85 microcontroller to make it act like something the JV-1080 understands and expects. There was an additional wrinkle, however. The original rotary pulse switch is an entirely passive device, and lives at the end of a four-conductor cable with no power provided on it. How could the ATtiny85 be powered without resorting to running a wire to a DC voltage supply somewhere? Success was had, but it did take some finessing.

For the power, it turns out that the signal wires are weakly pulled up to +5 V and [Mitxela] used that for a power supply to the microcontroller. Still, by itself that wasn’t enough, because the ATtiny85 can easily consume more current than the weak pullups can source. We really recommend reading all the details in [Mitxela]’s writeup, but the short version is that the ATtiny85 does two things.

First, it minimizes its power usage by spending most of its time in sleep mode (consuming barely any power at all) and uses an interrupt to wake up just long enough to handle knob activity. Second, the trickle of power from the weak pullups doesn’t feed the ATtiny directly. It charges a 100 uF capacitor through a diode, and that is what keeps the microcontroller from browning out during its brief spurts of activity. Even better, after browsing the datasheet for the ATtiny, [Mitxela] saw it was possible to use the built-in ESD protection diodes for this purpose instead of adding a separate component.

It’s a neat trick and makes for a very compact package. Visit the project’s GitHub repository to dive into the nitty gritty. In the end, a single assembly at the end of a 4-wire connector acts just like the original passive component, no extra wires or hardware modifications needed.

When opening older hardware it’s never quite certain what will be found on the inside. But at least [Mitxela]’s repair duties on this synth didn’t end up with him tripping out on LSD.

Learn The Secrets Of Matching Bottle Cap Threads To One Another

Do you want to design something to match existing threads on a bottle, or a cap? It turns out there’s an easier way than reaching tiredly for the calipers and channeling one’s inner reverse-engineer. Bottle cap threads — whose industry term is the neck finish — aren’t arbitrary things; they are highly standardized, and [Noupoi] researched it all so that you don’t have to! The Bottle Cap Thread Calculator takes a few key measurements and spits out everything needed to model exact matches. Need some guidance on how exactly to use the information the calculator spits out? There is a handy link to a Fusion360 tutorial on creating bottle threads (YouTube video) to demonstrate.

This all came from [Noupoi] wanting to model an adapter to transfer the contents of one bottle to another, smaller bottle. By identifying which thread was used on each bottle, the job of modeling a matching adapter was much easier. It turns out that the bottle necks were an SP 28-415 (larger) and a 24-415 (smaller), and with that information the adapter was far simpler to design. If you want to check the adapter out, it’s available on Thingiverse.

If truly reverse-engineering bottle threads is needed, here’s a method we covered that involves making a simple cast and working from that.

[via Reddit]

Art of 3D printer in the middle of printing a Hackaday Jolly Wrencher logo

3D Printering: Selling Prints, And Solving The Pickup Problem

After getting a 3D printer up and running, it’s not uncommon for an enterprising hacker to dabble in 3D printing to make a little money on the side. Offering local pickup of orders is a common startup choice since it’s simple and avoids shipping entirely. It’s virtually tailor-made to make a great bootstrapping experiment, but anyone who tries it sooner or later bumps up against a critical but simple-seeming problem: how to get finished prints into a customer’s hands in a sustainable way that is not a hassle for either the provider, or the customer?

It’s very easy to accept a 3D file and get paid online, but the part about actually getting the print into the customer’s hands does not have a one-size-fits-all solution. This is what I call The Pickup Problem, and left unsolved, it can become unsustainable. Let’s look at why local pickup doesn’t always measure up, then examine possible solutions.

The Problems with Local Pickup

Local pickup for delivery of print jobs is great because there is no mucking about with shipping supplies or carriers. Also, many 3D prints when starting out will be relatively low-value jobs that no one is interested in stacking shipping fees onto, anyway.

“Your order is complete. Come to this address to pick up your order.” It is straightforward and hits all the bases, so what’s the problem?

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