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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. 

  • Humanoid Quad Update

    Sean Cain06/02/2022 at 16:27 0 comments

    The legs on my quad are a shot in the dark. In this video I explain what I'm trying to get. I also show some updates.

  • Humanoid Quadruped Leg Joints

    Sean Cain05/17/2022 at 15:01 0 comments

  • Torso Update

    Sean Cain04/05/2022 at 17:15 0 comments

    The upper segments need more thought, but for now I'm taking them out. In this video I show the updates.

  • 3 Axis Torso Moving

    Sean Cain02/17/2022 at 23:07 0 comments

    Finally got the upper segments moving. Needs some work. Pretty cool milestone.

  • Robot Arm Progress

    Sean Cain12/17/2021 at 17:04 0 comments

    I'm in love with the new arm shape. For now, I adapted the old arm to the new arm design. I would like to get the plate on the outside of the upper arm into a single piece, but it does look kinda cool the way it is. When I move it around, it feels and looks great.

  • Robot Arm, Z Axis Update

    Sean Cain12/07/2021 at 14:54 0 comments

    I ended up moving the z axis pivot closer to the body, and I figured out how I want to adjust the belt tension.

  • Robot Arm Change!

    Sean Cain11/18/2021 at 23:17 0 comments

    I knew actuating the arm in the order XZE had limitations. For fun I did a brute force test in Unity and found that it was much worse than I realized. So I decided to push the Z axis first. Actually I don't know why I didn't do it this way sooner. It actually comes out really good. In the video I try to give a detailed explanation of the the ZXE arms.


  • Arm Update

    Sean Cain10/29/2021 at 19:59 0 comments

    The forearm was bugging me, so I changed the shape

  • Slimmer arms for 3" kinematic actuator

    Sean Cain10/25/2021 at 23:08 0 comments

    Earlier I mocked out some arms to be used with Dynamic Actuators which are about 4" in diameter. There are 2 problems with the arms. Firstly the torso with 4 actuators is a little heavy for dynamic actuators. Secondly, the arms look a little husky. Recently I found these...

    https://www.robotshop.com/en/my-actuator-rmd-x6-s2-brushless-dc-gear-servo-motor-136-mc300a.html

    They have a 36x gearbox, so I don't think they are back drivable, and hench not dynamic? But at 36x they have a little more torque, so I could use them with my 4 axis torso. Secondly they are 3" diameter so they look alittle sleaker. I made a second set of arms for the 3" 36x actuator. I think if someone wanted to make a "sport" robot, you could use a 2 axis torso with a rigid spine in the rib area, and use 4" dynamic actuators. If you didn't care about dynamics you could use a 4 axis spine with the 3" 36x actuator with the sleaker arms.

  • Gaming Robot Update, Drive Box and Shoulders

    Sean Cain07/17/2021 at 02:26 0 comments

    Updates that can be seen in this video...
    aluminum support plates in drive box
    sliding tension adjustable motor mounts
    1/16" kevlar control lines
    doubled up u-bolt clamps to anchor control lines
    Lumenier LU8 Pro motors closer to body
    10T to 18T timing belt drive
    shoulder actuator mounts attached to spine
    shoulder actuator place holders (temporary)
    shoulder blade mounts attached to spine.
    poly-carbonate should blades, 2 layers of 3/32"

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  • 1
    Glue Games to Robots Using Face Tracking

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