The hacker spirit is always alive and well in post-apocalyptic fiction, as characters throw together contraptions from whatever junk they can find. While these might not always be practical or possible in reality, their primary purpose is usually to look the part. This is definitely the case for [Danny Huynh]’s post-apocalyptic animatronic creations, which look like they can slot straight into Mad Max or Fallout.
[Danny] is an avid RC enthusiast, so many of the models are highly customized off-the-shelf RC cars. However, it’s the lifelike moving characters in these models that really catch the eye. Their hands and feet move with the steering and throttle, and in the motorcycle builds they will often lean with the turns. Other notable builds include a hexapedal taxi and a couple of animatronic bands.
All the vehicle builds are electric, but it looks like [Danny] often includes an audio module to simulate a roaring engine. He makes extensive use of servos and linkages for character movement, with wiring and electronics carefully hidden by paint or bodywork.
With all the CGI technology available today, great animatronic builds like an eerily lifelike heart, or a talking Nikola Tesla are all the more impressive to see.
Continue reading “Small Scale Mad Max: Danny Huynh’s Dystopian Animatronics”
One of the major challenges of animatronics is creating natural looking motion. You can build something with an actuator for every possible degree of freedom, but it will still be disappointing if you are unable to control it to smoothly play the part. [Mr. Volt] has developed a passion for animatronic projects, but found programming them tedious, and manual control with keyboard or controller difficult to do right. As an alternative, he is building Waldo, an electronic puppetry controller.
The Waldo rig is being developed in conjunction with [Mr. Volt]’s build of Wheatley, the talkative ball-shaped robot from the Portal 2 game. The puppetry rig consists of a series of rings for [Mr Volt]’s hand, with the position of each being read by angle sensors. This allows him to control Wheatley’s orientation of the body and eyeball, eyelids, and handles. Wheatley and Waldo both still need a few refinements, but we look forward to seeing the finished project in action.
The Portal games have inspired several featured projects, including GLaDOS, the turrets, and of course more Wheatly builds.
Continue reading “Animatronic Puppetry Controller Skips Joystick Or Keyboard”
Building an animatronic robot is one thing, but animating it in a lifelike fashion is a completely different challenge. Hobby servos are cheap and popular for animatronics, but just letting it move at max speed isn’t particularly lifelike. In the video after the break, [James Bruton] demonstrates how to achieve natural motion with a simple animatronic head and a few extra lines of code.
Very little natural body movement happens at a constant speed, it’s always accelerating or decelerating. When we move our heads to look at something around us, our neck muscles accelerate our head sharply in the chosen direction and then slows down gradually as it reaches its endpoint. To do this in Arduino/C code, a new intermediate position for the servo is specified for each main loop until it reaches the final position. The intermediate value is the sum of 95% of the current position, and 5% of the target position. This gives the effect of the natural motion described above. The ratios can be changed to suit the desired speed.
The delay function is usually one of the first timing mechanisms that new Arduino programmers learn about, but it’s not suited for this application, especially when you’re controlling multiple servos simultaneously. Instead, the millis function is used to keep track of the system clock in the main loop, which fires the position update commands at the specified intervals. Adafruit wrote an excellent tutorial on this method of multitasking, which [James] based his code on. Of course, this should be old news to anyone who has been doing embedded programming for a while, but it’s an excellent introduction for newcomers.
Like most of [James]’s projects, all the code and CAD files are open source and available on GitHub. His projects make regular appearances here on Hackaday, like his mono-wheel balancing robot and mechanically multiplexed flip-dot display.
Continue reading “Smooth Servo Motion For Lifelike Animatronics”
Some days, we might be forgiven for believing Boston Dynamics has cornered the market on walking robots. They (and other players) are making incredible progress in their field, but three years ago Disney, trying to create autonomous, free-walking robotic actors for some of their more diminutive film characters, found none of the existing platforms were appropriate. So they set their Imagineering department to work on “Project Kiwi”, and we are now seeing the fruits of those efforts.
Research on bipedal robots has amassed over the years, and as the saying goes, if these Imagineers saw further it was by standing on the shoulders of larger robotic platforms. However, the Project Kiwi designers have made a laundry list of innovations in their process of miniaturization, from the “marrow conduit” cooling system which forces air through hollow bones, to gearing that allows actuators to share motors even across joints. The electronics are distributed around the skeleton on individual PCBs with ribbon flex cables to reduce wiring, and almost every component is custom fabricated to meet the complex size and weight requirements.
Even in this early prototype, Disney’s roots in life-like animatronics are evident. Groot’s movements are emotive, if a bit careful, and software can express a variety of personalities through his gaits and postures. The eyes and face are as expressive as we’ve come to expect (though a keen eye for seams puts off some definite Westworld vibes). Reportedly, this version can handle gentle shoves and contact, but we do spot a safety cable still attached to the head. So there’s probably some way to go before we’ll see this interacting with the general public in a park.
Disney’s Imagineering department has been doing some amazing work with robotics and they continue to make significant innovations in the more traditional fields of animatronics. It certainly looks like one of the coolest places to work right now, and now we’re itching to build our own bipedal friends to play with.
Continue reading “Disney Imagineering’s “Project Kiwi” Bears Groot”
[Greg06] started learning electronics the same way most of us did: buy a few kits, read a few tutorials, and try your hardest to put a few things together. Sound familiar? After a while, you noticed your skills started increasing, and your comfort level with different projects improved as well. Eventually, you try your hand at making your own custom projects and publishing your own tutorials.
Few are lucky to have a first-project as elaborate as [Greg06’s] quadruped robot. We don’t know about you, but for some of us, we were satisfied with blinking two LEDs instead of just one.
[Greg06’s] robot has a quadruped based, housed within a 3D printed spherical body. The legs are retractable and are actuated by tiny servo motors inside the body. [Greg06] even included an ultrasonic distance sensor for the obstacle avoidance mechanism. Honestly, if it weren’t for the ultrasonic distance sensor protruding from the spherical body, you might think that the entire robot was just a little Wiffle ball. This reminds us of another design we’ve seen before.
If that weren’t enough, the spherical head can rotate, widening the range of the ultrasonic distance sensor and obstacle avoidance mechanism. This is accomplished by attaching another servo motor to the head.
Pretty neat design if you ask us. Definitely one of the coolest quadrupeds we’ve seen.
Robots of the entertainment industry are given life by character animation, where the goal is to emotionally connect with the audience to tell a story. In comparison, real-world robot movement design focus more on managing physical limitations like sensor accuracy and power management. Tools for robot control are thus more likely to resemble engineering control consoles and not artistic character animation tools. When the goal is to build expressive physical robots, we’ll need tools like ROBiTS project to bridge the two worlds.
As an exhibitor at Maker Faire Bay Area 2019, this group showed off their first demo: a plugin to Autodesk Maya that translate joint movements into digital pulses controlling standard RC servos. Maya can import the same STL files fed to 3D printers, easily creating a digital representation of a robot. Animators skilled in Maya can then use all the tools they are familiar with, working in full context of a robot’s structure in the digital world. This will be a far more productive workflow for animation artists versus manipulating a long flat list of unintuitive slider controls or writing code by hand.
Of course, a virtual world offers some freedoms that are not available in the physical world. Real parts are not allowed to intersect, for one, and then there are other pesky physical limitations like momentum and center of gravity. Forgetting to account for them results in a robot that falls over! One of the follow-up projects on their to-do list is a bridge in the other direction: bringing physical world sensor like an IMU into digital representations in Maya.
We look forward to seeing more results on their YouTube channel. They join the ranks of other animated robots at Maker Faire and a promising addition to the toolbox for robot animation from Disney Research’s kinetic wires to Billy Whiskers who linked servos to Adobe Animate.
Continue reading “Use Movie Tools To Make Your Robot Move Like Movie Robots”
It has never been easier to put a microcontroller and other electronics into a simple project, and that has tremendous learning potential. But when it comes to mechanical build elements like enclosures, frames, and connectors, things haven’t quite kept the same pace. It’s easier to source economical servos, motors, and microcontroller boards than it is to arrange for other robot parts that allow for cheap and accessible customization and experimentation.
That’s where [Andy Forest] comes in with the Laser Cut Cardboard Robot Construction Kit, which started at STEAMLabs, a non-profit community makerspace in Toronto. The design makes modular frames, enclosures, and basic hardware out of laser-cut corrugated cardboard. It’s an economical and effective method of creating the mechanical elements needed for creating robots and animatronics while still allowing easy customizing. The sheets have punch-out sections for plastic straws, chopstick axles, SG90 servo motors, and of course, anything that’s missing can be easily added with hot glue or cut out with a knife. In addition to the designs being open sourced, there is also an activity guide for educators that gives visual examples of different ways to use everything.
Cardboard makes a great prototyping material, but what makes the whole project sing is the way the designs allow for easy modification and play while being easy to source and produce.