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Gaming Robot

A robot to play NPCs in an Augmented Reality fiction or role playing game. This robot can also be used to produce media content.

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A mobile torso humanoid with no real head, no hands. This robot also has a 2 or 4 axis 10 segment spine. I've moved into 2 directions with this robot. A torso version with no legs, and a quad version.

The head, hands, and legs are Augmented Reality. On this robot the 2 main points that are tracked are the atlas (top of the neck) and the pelvis. To the atlas we attach the AR head and AR hands, and the AR legs are attached to the pelvis.

Tracking techs like Intel Realsense T265, the Vive Tracker, ARCore, even ARUCO
markers from OpenCV can be used to help blend virtual components to real components.
I like face tracking the best.

In addition to whatever mobility each of these robots has, I would like to see it use a wheelchair for increased mobility.

Individual Segment Description.

This illustration shows the holes I use in each of the segments. I use a straight countersink for the ball sockets so I can experiment with different balls sizes. I like 9/16" the best. I use delrin balls so I can drill a 1/8" hole in them. A cable is passed through this hole to bind all the segments in a group together. A single cable could bind both the upper and lower groups, but it makes it difficult to disassemble the robot components for whatever reason. Also if you use stainless steel balls and cannot drill them, you can pass a cable down and then up again along the purple holes in the illustration. The location of the spring holes doesn't seem to be super sensitive. I've seen some people use the control lines to hold the springs too. I like them separate so I can remove the control lines and the segmented component still works. 

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    Glue Games to Robots Using Face Tracking

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