![]() The pan movement is achieved by moving the whole scissor mechanism sideways. ![]() The scissor mechanism is driven by a rack and pinion that is attached to both the top and the bottom. If properly designed, they can be accurate and stiff. A scissor mechanism uses a parallelogram that can transfer movement from vertical to horizontal. ![]() Anything else would either not fit, or be too weak. The list of requirements means that only a scissor mechanism really works for the opening of the turret. Another complication is that the guns still need to move when the turret opens, and so, each gun needs to move more than 90mm. Even when you move around several parts in the guns and make the turret slightly wider, the mechanism only has around 70mm width. When closed, the guns of the original in game model practically touch. The main challenge is that the mechanism needs to be incredibly narrow. This is a single assembly that has all these 3 motions in it. The main movement of the turret is the open/close, pan and tilt mechanism. Everything was being designed, made and tested at roughly the same time. Also, the photo’s will not really be chronological. During the making of the Turret I was incredibly rushed, so the amount of photo’s will sadly be a bit limited. This sadly meant that I had to design while I was printing, risking redesigns or modifications of existing parts. At the time I could only print around 40 hours a week, so 4 weeks of printing alone. With SHA only 7 weeks away, and an expected 160 hours of 3D printing even with some shortcuts, I knew I had to start printing as soon as possible. It would be a massive challenge, but imagine the geek cred. Despite all that, somehow I decided that it would be a great idea to make a full scale turret for SHA. None of these steps were allowed to go wrong. I could not possibly make a full scale Turret in the span of just those 7 weeks, right? There is design, a boatload of 3D printing, electrical design, firmware, software. The full project and code are available on Instructables.Now SHA was only 7 weeks away. This sensor is nearly invisible from the front once assembled. The lidar sensor (time-of-flight) is on a chip with a rectangular profile. 18 individual expressions and sounds used in this go-round. It is inline with the black infill strip, making it essentially invisible once installed. The sounds are stored on a microSD card, which is accessible from the back side so that sounds may be updated or changed later. With some basic sketches found online, I started modelling and planning. I took some liberties in the design, trying to make it appreciably the same as the one seen in the game, but functional and printable. Use Portal turret sounds and voices from the game. Close up and go to sleep until someone else comes along. If the person is no longer there, run a little scanning search routine. If the person is still there after opening, fire until they drop. Use a crank mechanism with sliders, just because. Open the "wings" if it senses someone in front. The goal here was to make it move in 3 "axes", with spoken sound from the game and LED's to simulate firing. This design uses an Arduino Nano, an MP3 player chip, distance sensor, servos, LEDs and 3D printed parts. For me, this was an exercise of properly modelling the entire assembly in Fusion 360 first, before building anything. v3 of body incorporates larger eye, more similar to game character. Use these along with v3 or highest revision of parts. The "leg-rear test" is an option to replace proper rear leg, but allows one to easily plug in the mini-usb connector to power and upload the turret. v4 of rear leg is stretched a little to make more room for a connector. ************************* UPDATED ************************* v4 parts - revised body, wings, pitch frame - reduced the bridging in the body which required revised wings and pitch frame.
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