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Manipulators for FIRST
FRC Robotics
FIRST Fare 2012

Bruce Whitefield
Mentor, Team 2471
Manipulate What ?
 Game pieces come in many sizes and shapes
Hang

Manipulate How ?
Game objectives change each year
Lift

Dump

Kick

Gather

Throw

Fling
Where to Start ?
Learn the options
Look on line
Talk to mentors
Visit other teams

Know the Objectives
Game pieces
Game & robot rules
Your game strategy

Consider you capabilities
Tools, Skills,
Materials, Manpower
Budget, Time

Things that Manipulate
Manipulators that
work for the game

Your
Design
Manipulators you
can build
Stuff That Doesn’t Work
Stuff That Doesn’t Work You Can’t Even Make
Reoccurring Themes.
 Lifting High / Long reach
o Articulating Arms
o Parallel arms
o Telescoping Lifts

 Grippers
o Rollers
o Clamps
o Claws
 Collect and Deliver
o Accumulators & Conveyers
o Turrets
o Shooters & Kickers
o Buckets & Tables
 Power & Control
o Winches
o Brakes
o Latches
o Pneumatics
o Springs and Bungee
o Gears & Sprockets

FIRST definition for a
manipulator:

A device that
moves the game
piece from where
it is to where it
needs to be
Arms
Shoulder
Elbow
Wrist
Torque & Weight limits arm length.
 Torque = Force x Distance
o Measure from the pivot point
o Different angle = different torque
o Maximum at 90 degrees

Torque = W x D

W= 10 lbs

Torque = W x D/2

W=10 lbs

1/2 D
D
Power & Torque Limit Speed
 Power determines how fast you can move things
 Power = Torque / Time or Torque x Rotational Velocity
 Same Torque with 2x Power = 2x Speed
 Or twice the arm length at same speed
 Counter balances can help
3 ft

10 lbs
Arm Design Tips
 Lightweight Materials:
 Thin wall tubes, lightening holes
 Reduce elbow and wrist weight at ends of arm
 Use sensors for feedback & control
 Limit switches, potentiometers, encoders
 Use Linkages to control long arms
 Use counterbalances
 Spring, weight, pneumatic, bungee…

 Calculate the forces
 Watch out for Center of gravity
 Tipping force when arm extended

 Model reach & orientation
 KISS your arms
 Less parts to build. Less parts to break
Telescoping Lifts
 Extension Lifts
 Motion achieved by stacked members sliding on each other

 Scissor Lift
 Motion achieved by “unfolding” crossed members
 High stress loads at beginning of travel
 Difficult to build well. Not recommended without prior experience
Extension Lift Rigging

Continuous
 Each stage moves faster

than one it is mounted to.
 Power vs. speed
equations apply. Don’t
underestimate the power
needed.
 Need brakes or ratchet
mechanism to hold a
position.

Cascade
Cascade
 Pull-up and pull-down

cables have different
speeds
 Cable speeds can be
handled by different drum
diameters
 Intermediate sections don’t
jam – active return
 Higher tension on the
lower stage cables

Slider
(Stage3)
Stage2
Stage1
Base
Continuous
Slider
(Stage3)

 Same speed for pull-up and

pull-down cables
 More complex cable routing
Stage2

Stage1

Base
Continuous Internal
 Pull-down cable routed on





reverse route of pull-up cable
Most complex cable routing
All stages have active return
Cleaner and protected cables
Drum differential not needed.

Slider
(Stage3)
Stage2
Stage1

Base
Extension Lift Design tips
 Use cables to drive up and down,

or add a cable recoil device
 Segments must move freely
 Minimize slop and free-play
 Segment overlap for stability
 20% minimum
 More for bottom, less for top

 Stiffness and strength needed
 Minimize weight, especially at top
Arms vs. Lifts
Feature

Arm

Lift

Reach over object

Yes

No *

Get up after tipping

Perhaps, if strong

No

Complexity

Moderate

High

Weight capacity

Moderate

High

Go under barriers

Yes, folds down

Maybe, limits lift height

Center of gravity

Cantilevered

Central mass

Operating space

Large swing space

Compact

Adding reach

More articulations

More lift sections

Combinations

Arm with extender

Lift with arm on top
Combination Example:
 Continuous direct drive chain

runs stage 1 up and down
 Drum differential not needed
 Cascade cable lifts slider stage
 Gravity return
 Slider very well balanced
over first stage
 Telescoping arm with wrist on
slider stage to add reach

2471 in 2011
Getting a Grip
FIRST definition of a gripper:
Device that grabs a game object
…and releases it when needed.
Design Concerns
 Getting object into grip
 Hanging on
 Speed of grip and release
 Position control
 Weight and power source
 If at end of arm

Lot of Methods
 Pneumatic claws /clamps
 1 axis
 2 axis

 Motorized claw or clamp
 Rollers
 Hoop grips
 Suction
Claw or clamp
 Pneumatic
 One fixed arm
 Hollow claw to reduce

weight
 One or two moving sides

768 in 2008
Pneumatic: 2 and 3 point clamps
 Pneumatic Cylinder








extends & retracts linkage
to open and close gripper
Combined arm and gripper
Easy to make
Easy to control
Quick grab
Limited grip force
Use 3 fingers for 2-axis grip

968 in 2004

60 in 2004
Motorized clamp
 Generally slower
 Not good for frequent grabs
 Okay for a few grabs per
game or heavy objects
 More complex and heavier
 Due to gearing & motors
 Tunable force
 No pneumatics

49 in 2001
Suction Grips







Needs vacuum generator
Uses cups to grab
Simple
Can require precise placement
Not force control: On or Off
Subject to damage of suction
cup or game pieces
Not recommended for heavy
game pieces
Used to hold soccer balls for
kickers
(Breakaway 2010)
Roller Grips
 Allows for misalignment when






grabbing
Won’t let go
Extends object while releasing
Simple mechanism
Use sensors to detect position.
Many variations
 Mixed roller & conveyer
 Reverse top and bottom roller

45 in 2008

direction to rotate object

148 in 2007
Counter Rotating Methods
Infinity Drive: Crossed round belts

 Many ways to achieve counter

rotating shafts. Here are few
configurations that can run off a
single motor or gearbox.
 Can also drive each side with
separate motors

Stacked pulleys
on single drive
shaft

Counter
rotating
gearbox
Gripper Design
Hang On!
 High friction surfaces
 Rubber, neoprene, silicone, sandpaper … but don’t damage game pieces

 Force: Highest at grip point
 Force = 2 to 4 x object weight
 Use linkages and toggles for mechanical advantage

 Extra axis of grip = More control

Need for speed
 Wide capture window
 Quickness covers mistakes
 Quick to grab , Drop & re-grab
 Fast : Pneumatic gripper.

Not so fast: Motor gripper

 Make it easy to control
 Limit switches, Auto-functions
 Intuitive driver controls
Rotating Turrets
 Tube or post (recommended)
 Lazy Susan (not for high loads)
 Use when appropriate
o One Goal = good
o Nine Goals = not so good
o Fixed targets = good
o Moving targets = not so good
 Bearing structure must be solid
 Rotating large weights can be slow
 Include sensor feedback
o Know where its pointing
o Auto aiming is often needed
Gathering: Accumulators & Conveyers
Accumulator: Collects multiple objects
 Horizontal rollers: gathers balls from floor or platforms
 Vertical rollers: pushes balls up or down
 Wheels: best for big objects
 Can also use to dispense objects out of robot
Conveyers: Moving multiple objects
 Moving multiple objects point to

point within your robot

Why do balls jam on belts?
-

Stick and rub against each other as they
try to rotate along the conveyor

Solution #1
- Use a slippery material for the non-moving
surface (Teflon, pebble surface)

Solution #3
-

Use individual rollers
Adds weight and complexity

Solution #3
-

Use pairs of belts
Increases size and complexity
Conveyer Examples
Tower

Solution 1

Rollers

Solution 2

Belts

Solution 3
Accumulator & Conveyer Design
 Control the objects
 Avoid gravity feeds – Slow and easily jam
 Direct the flow. Reduce random movement

 Not all game objects are created equal
 Tend to change shape, inflation, etc
 Building adaptive/ flexible systems
 Test with different sizes, inflation, etc.

173
Shooters
 Secure shooting structure = more accuracy
 Feed balls individually, controlling flow
 Rotating tube or wheel
 One wheel or two counter rotating
 High speed & power: 2000-4000 rpm
 Brace for vibration
 Protect for safety

 Turret allows for aiming
 Sensors detect ball presence

& shot direction
Circular Conveyer.
One cylindrical roller
inside. Rolling surface
around outside

1771 in 2009
Frisbee Fling:
 Wheel rotates disc against a flat or

curved surface.
 High speed ~5000 rpm
 Long surface & wheel contact time
needed to get disc up to speed.
 2 wheel stages for linear shooters
 1 wheel for curved shooters

1425 in 2013

2471 in 2013
Buckets and Tables
 Use for dumping many objects
 Integrate with your accumulator

and conveyer
 Heavy buckets may be slow
 Often pneumatic powered but can
run with gear, spring or winch

488 in 2009
Winches

2010

 Many uses
 Hanging Robots: 2000, 2004, 2010
 Climbing robots: 2013
 Lifting Robots: 2007
 Loading kickers 2010

 High torque application
 Fits into limited space
 Good for Pull. Bad for Push

2013
Winch Design

Capture
the
cable

 Secure the cable routing
 Smooth winding & unwinding
 Leave room on drum for wound up cable
 Must have tension on cable to unwind
 Can use cable in both directions
 Spring or bungee return
 Gravity return not recommended
except after match ends
 Calculate the torque and speed
 Use braking devices

Guide
the
cable

Maintain
Tension

Return cable or spring

 Guide the cable

Brake or ratchet
Kickers and Catapults
 Sudden release of power
 Use stored energy:
 Springs Bungee, Pneumatic

 Design & test a good latch mechanism
 Secure lock for safety
 Fast release

 Once a game deployments
 2011 minibot release
Latches
 Hook & hold to grab goals, bars, etc.
 Hold stored power until needed
 Spring or bungee

 Several ways:
 Hooks

Self latching wheel lock

 Locking wheels
 Pins

 Start latch design early.

Basic Latch

 Tend to be afterthoughts

 Don’t forget the safety pin

Safety pin
Removed before match

Bevel for auto
re-latch
Roller to easy
release

Release push
at end of lever
to reduce force
needed
Spring
return and
stop

Strong pivot in
line with force
held for secure
latch
Summary
 Look around. See what works
 Know your design objectives and game strategy
 Stay within your capabilities
 Design before you build
 Calculate the forces and speeds
 Understand the dimensions using CAD or model

 Keep it simple and make it well
 Poor craftsmanship can ruin the best design

 Test under many conditions
 Refine the design and decide on spare parts

 Have fun
Acknowledgements
 Many thanks to teams and companies who made

materials for this presentation freely available on
web sites to help FIRST students.
 Andy Baker : Team 45
 Jason Marr : Team 2471
 Wildcats: Team 1510
 The Flaming Chickens: Team 1540
 Society of robots

http://www.societyofrobots.com/mechanics_gears.shtml

 Andy Baker’s original presentation and inspiration for this

seminar is available on line
 There are many examples and resources available.
 Be sure to use them when planning your robot designs.
Appendix
Motor Power:
 Assuming 100% power transfer efficiency:
 All motors can lift the same amount they just do it at

different rates.
 No power transfer mechanisms are 100% efficient
 Inefficiencies due to friction, binding, etc.
 Spur gears ~ 90%
 Chain sprockets ~ 80%
 Worm gears ~ 70%
 Planetary gears ~80%

It adds up!
2 spur gears + sprocket =
.9 x.9 x.8 = .65
Losing 35% of power to the drive train

 Calculate the known inefficiencies and then design in a

safety factor (2x to 4x)
 Stall current can trip the breakers
Parallel Arms
• Pin loading can be very high
• Watch for buckling in lower arm
• Has limited range rotation
• Keeps gripper in fixed orientation
Scissor Lifts
 Advantages
 Minimum retracted height - can go
under field barriers
 Disadvantages
 Tends to be heavy when made
stable enough
 Doesn’t deal well with side loads
 Must be built very precisely
 Stability decreases as height
increases
 Stress loads very high at beginning
of travel
 Not recommend without prior

experience
 Pneumatic latch, solidly

grabs pipe
 Force and friction only
 No “smart mechanism”

 Spring-loaded latch
 Motorized release
 Smart Mechanism

469 in 2003
Parallel arm

Jointed Arm

Fixed Arm
 Ratchet - Complete lock in one direction in discrete increments
 Clutch Bearing - Completely lock in one direction any spot
 Brake pads - Squeezes on a rotating device to stop motion - can lock in

both directions. Simple device
 Disc brakes - Like those on your mountain bike
 Gear brakes - Apply to lowest torque gear in gearbox
 Belt Brake- Strap around a drum or pulley

 Dynamic Breaking by motors lets go when power is lost.
 Use for control, but not for safety or end game
 Gearbox that cannot be back-driven is usually an inefficient one.
 Start design early. Latches tend to be afterthoughts but

are often a critical part of the operation
 Don’t depend on driver to latch, use a smart mechanism
 Spring loaded (preferred)
 Sensor met and automatic command given
 Use operated mechanism to let go, not to latch

 Have a secure latch
 Don’t want release when robots crash

 Be able to let go quickly
 Pneumatic lever
 Motorized winch, pulling a string
 Cam on a gear motor
 Servo (light release force only)
 Don’t forget a safety pin or latch for when you are

working on the robot

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First fare 2013 manipulators firstfare 2013

  • 1. Manipulators for FIRST FRC Robotics FIRST Fare 2012 Bruce Whitefield Mentor, Team 2471
  • 2. Manipulate What ?  Game pieces come in many sizes and shapes
  • 3. Hang Manipulate How ? Game objectives change each year Lift Dump Kick Gather Throw Fling
  • 4. Where to Start ? Learn the options Look on line Talk to mentors Visit other teams Know the Objectives Game pieces Game & robot rules Your game strategy Consider you capabilities Tools, Skills, Materials, Manpower Budget, Time Things that Manipulate Manipulators that work for the game Your Design Manipulators you can build Stuff That Doesn’t Work Stuff That Doesn’t Work You Can’t Even Make
  • 5. Reoccurring Themes.  Lifting High / Long reach o Articulating Arms o Parallel arms o Telescoping Lifts  Grippers o Rollers o Clamps o Claws  Collect and Deliver o Accumulators & Conveyers o Turrets o Shooters & Kickers o Buckets & Tables  Power & Control o Winches o Brakes o Latches o Pneumatics o Springs and Bungee o Gears & Sprockets FIRST definition for a manipulator: A device that moves the game piece from where it is to where it needs to be
  • 7. Torque & Weight limits arm length.  Torque = Force x Distance o Measure from the pivot point o Different angle = different torque o Maximum at 90 degrees Torque = W x D W= 10 lbs Torque = W x D/2 W=10 lbs 1/2 D D
  • 8. Power & Torque Limit Speed  Power determines how fast you can move things  Power = Torque / Time or Torque x Rotational Velocity  Same Torque with 2x Power = 2x Speed  Or twice the arm length at same speed  Counter balances can help 3 ft 10 lbs
  • 9. Arm Design Tips  Lightweight Materials:  Thin wall tubes, lightening holes  Reduce elbow and wrist weight at ends of arm  Use sensors for feedback & control  Limit switches, potentiometers, encoders  Use Linkages to control long arms  Use counterbalances  Spring, weight, pneumatic, bungee…  Calculate the forces  Watch out for Center of gravity  Tipping force when arm extended  Model reach & orientation  KISS your arms  Less parts to build. Less parts to break
  • 10. Telescoping Lifts  Extension Lifts  Motion achieved by stacked members sliding on each other  Scissor Lift  Motion achieved by “unfolding” crossed members  High stress loads at beginning of travel  Difficult to build well. Not recommended without prior experience
  • 11. Extension Lift Rigging Continuous  Each stage moves faster than one it is mounted to.  Power vs. speed equations apply. Don’t underestimate the power needed.  Need brakes or ratchet mechanism to hold a position. Cascade
  • 12. Cascade  Pull-up and pull-down cables have different speeds  Cable speeds can be handled by different drum diameters  Intermediate sections don’t jam – active return  Higher tension on the lower stage cables Slider (Stage3) Stage2 Stage1 Base
  • 13. Continuous Slider (Stage3)  Same speed for pull-up and pull-down cables  More complex cable routing Stage2 Stage1 Base
  • 14. Continuous Internal  Pull-down cable routed on     reverse route of pull-up cable Most complex cable routing All stages have active return Cleaner and protected cables Drum differential not needed. Slider (Stage3) Stage2 Stage1 Base
  • 15. Extension Lift Design tips  Use cables to drive up and down, or add a cable recoil device  Segments must move freely  Minimize slop and free-play  Segment overlap for stability  20% minimum  More for bottom, less for top  Stiffness and strength needed  Minimize weight, especially at top
  • 16. Arms vs. Lifts Feature Arm Lift Reach over object Yes No * Get up after tipping Perhaps, if strong No Complexity Moderate High Weight capacity Moderate High Go under barriers Yes, folds down Maybe, limits lift height Center of gravity Cantilevered Central mass Operating space Large swing space Compact Adding reach More articulations More lift sections Combinations Arm with extender Lift with arm on top
  • 17. Combination Example:  Continuous direct drive chain runs stage 1 up and down  Drum differential not needed  Cascade cable lifts slider stage  Gravity return  Slider very well balanced over first stage  Telescoping arm with wrist on slider stage to add reach 2471 in 2011
  • 18. Getting a Grip FIRST definition of a gripper: Device that grabs a game object …and releases it when needed. Design Concerns  Getting object into grip  Hanging on  Speed of grip and release  Position control  Weight and power source  If at end of arm Lot of Methods  Pneumatic claws /clamps  1 axis  2 axis  Motorized claw or clamp  Rollers  Hoop grips  Suction
  • 19. Claw or clamp  Pneumatic  One fixed arm  Hollow claw to reduce weight  One or two moving sides 768 in 2008
  • 20. Pneumatic: 2 and 3 point clamps  Pneumatic Cylinder       extends & retracts linkage to open and close gripper Combined arm and gripper Easy to make Easy to control Quick grab Limited grip force Use 3 fingers for 2-axis grip 968 in 2004 60 in 2004
  • 21. Motorized clamp  Generally slower  Not good for frequent grabs  Okay for a few grabs per game or heavy objects  More complex and heavier  Due to gearing & motors  Tunable force  No pneumatics 49 in 2001
  • 22. Suction Grips       Needs vacuum generator Uses cups to grab Simple Can require precise placement Not force control: On or Off Subject to damage of suction cup or game pieces Not recommended for heavy game pieces Used to hold soccer balls for kickers (Breakaway 2010)
  • 23. Roller Grips  Allows for misalignment when      grabbing Won’t let go Extends object while releasing Simple mechanism Use sensors to detect position. Many variations  Mixed roller & conveyer  Reverse top and bottom roller 45 in 2008 direction to rotate object 148 in 2007
  • 24. Counter Rotating Methods Infinity Drive: Crossed round belts  Many ways to achieve counter rotating shafts. Here are few configurations that can run off a single motor or gearbox.  Can also drive each side with separate motors Stacked pulleys on single drive shaft Counter rotating gearbox
  • 25. Gripper Design Hang On!  High friction surfaces  Rubber, neoprene, silicone, sandpaper … but don’t damage game pieces  Force: Highest at grip point  Force = 2 to 4 x object weight  Use linkages and toggles for mechanical advantage  Extra axis of grip = More control Need for speed  Wide capture window  Quickness covers mistakes  Quick to grab , Drop & re-grab  Fast : Pneumatic gripper. Not so fast: Motor gripper  Make it easy to control  Limit switches, Auto-functions  Intuitive driver controls
  • 26. Rotating Turrets  Tube or post (recommended)  Lazy Susan (not for high loads)  Use when appropriate o One Goal = good o Nine Goals = not so good o Fixed targets = good o Moving targets = not so good  Bearing structure must be solid  Rotating large weights can be slow  Include sensor feedback o Know where its pointing o Auto aiming is often needed
  • 27. Gathering: Accumulators & Conveyers Accumulator: Collects multiple objects  Horizontal rollers: gathers balls from floor or platforms  Vertical rollers: pushes balls up or down  Wheels: best for big objects  Can also use to dispense objects out of robot
  • 28. Conveyers: Moving multiple objects  Moving multiple objects point to point within your robot Why do balls jam on belts? - Stick and rub against each other as they try to rotate along the conveyor Solution #1 - Use a slippery material for the non-moving surface (Teflon, pebble surface) Solution #3 - Use individual rollers Adds weight and complexity Solution #3 - Use pairs of belts Increases size and complexity
  • 30. Accumulator & Conveyer Design  Control the objects  Avoid gravity feeds – Slow and easily jam  Direct the flow. Reduce random movement  Not all game objects are created equal  Tend to change shape, inflation, etc  Building adaptive/ flexible systems  Test with different sizes, inflation, etc. 173
  • 31. Shooters  Secure shooting structure = more accuracy  Feed balls individually, controlling flow  Rotating tube or wheel  One wheel or two counter rotating  High speed & power: 2000-4000 rpm  Brace for vibration  Protect for safety  Turret allows for aiming  Sensors detect ball presence & shot direction Circular Conveyer. One cylindrical roller inside. Rolling surface around outside 1771 in 2009
  • 32. Frisbee Fling:  Wheel rotates disc against a flat or curved surface.  High speed ~5000 rpm  Long surface & wheel contact time needed to get disc up to speed.  2 wheel stages for linear shooters  1 wheel for curved shooters 1425 in 2013 2471 in 2013
  • 33. Buckets and Tables  Use for dumping many objects  Integrate with your accumulator and conveyer  Heavy buckets may be slow  Often pneumatic powered but can run with gear, spring or winch 488 in 2009
  • 34. Winches 2010  Many uses  Hanging Robots: 2000, 2004, 2010  Climbing robots: 2013  Lifting Robots: 2007  Loading kickers 2010  High torque application  Fits into limited space  Good for Pull. Bad for Push 2013
  • 35. Winch Design Capture the cable  Secure the cable routing  Smooth winding & unwinding  Leave room on drum for wound up cable  Must have tension on cable to unwind  Can use cable in both directions  Spring or bungee return  Gravity return not recommended except after match ends  Calculate the torque and speed  Use braking devices Guide the cable Maintain Tension Return cable or spring  Guide the cable Brake or ratchet
  • 36. Kickers and Catapults  Sudden release of power  Use stored energy:  Springs Bungee, Pneumatic  Design & test a good latch mechanism  Secure lock for safety  Fast release  Once a game deployments  2011 minibot release
  • 37. Latches  Hook & hold to grab goals, bars, etc.  Hold stored power until needed  Spring or bungee  Several ways:  Hooks Self latching wheel lock  Locking wheels  Pins  Start latch design early. Basic Latch  Tend to be afterthoughts  Don’t forget the safety pin Safety pin Removed before match Bevel for auto re-latch Roller to easy release Release push at end of lever to reduce force needed Spring return and stop Strong pivot in line with force held for secure latch
  • 38. Summary  Look around. See what works  Know your design objectives and game strategy  Stay within your capabilities  Design before you build  Calculate the forces and speeds  Understand the dimensions using CAD or model  Keep it simple and make it well  Poor craftsmanship can ruin the best design  Test under many conditions  Refine the design and decide on spare parts  Have fun
  • 39. Acknowledgements  Many thanks to teams and companies who made materials for this presentation freely available on web sites to help FIRST students.  Andy Baker : Team 45  Jason Marr : Team 2471  Wildcats: Team 1510  The Flaming Chickens: Team 1540  Society of robots http://www.societyofrobots.com/mechanics_gears.shtml  Andy Baker’s original presentation and inspiration for this seminar is available on line  There are many examples and resources available.  Be sure to use them when planning your robot designs.
  • 41. Motor Power:  Assuming 100% power transfer efficiency:  All motors can lift the same amount they just do it at different rates.  No power transfer mechanisms are 100% efficient  Inefficiencies due to friction, binding, etc.  Spur gears ~ 90%  Chain sprockets ~ 80%  Worm gears ~ 70%  Planetary gears ~80% It adds up! 2 spur gears + sprocket = .9 x.9 x.8 = .65 Losing 35% of power to the drive train  Calculate the known inefficiencies and then design in a safety factor (2x to 4x)  Stall current can trip the breakers
  • 42. Parallel Arms • Pin loading can be very high • Watch for buckling in lower arm • Has limited range rotation • Keeps gripper in fixed orientation
  • 43. Scissor Lifts  Advantages  Minimum retracted height - can go under field barriers  Disadvantages  Tends to be heavy when made stable enough  Doesn’t deal well with side loads  Must be built very precisely  Stability decreases as height increases  Stress loads very high at beginning of travel  Not recommend without prior experience
  • 44.  Pneumatic latch, solidly grabs pipe  Force and friction only  No “smart mechanism”  Spring-loaded latch  Motorized release  Smart Mechanism 469 in 2003
  • 46.  Ratchet - Complete lock in one direction in discrete increments  Clutch Bearing - Completely lock in one direction any spot  Brake pads - Squeezes on a rotating device to stop motion - can lock in both directions. Simple device  Disc brakes - Like those on your mountain bike  Gear brakes - Apply to lowest torque gear in gearbox  Belt Brake- Strap around a drum or pulley  Dynamic Breaking by motors lets go when power is lost.  Use for control, but not for safety or end game  Gearbox that cannot be back-driven is usually an inefficient one.
  • 47.  Start design early. Latches tend to be afterthoughts but are often a critical part of the operation  Don’t depend on driver to latch, use a smart mechanism  Spring loaded (preferred)  Sensor met and automatic command given  Use operated mechanism to let go, not to latch  Have a secure latch  Don’t want release when robots crash  Be able to let go quickly  Pneumatic lever  Motorized winch, pulling a string  Cam on a gear motor  Servo (light release force only)  Don’t forget a safety pin or latch for when you are working on the robot