Make: Projects

How-To: Make a Star Trek Bluetooth Communicator


Usually I write about ham radio. But looking at communication devices of the future from the past, I thought it would be fun to have a Star Trek: The Original Series Bluetooth communicator for a cellphone. I worked with Dave Clausen to hack one together from a toy Star Trek communicator, a Bluetooth module, and a microcontroller. Following are the directions and program to make your own. And of course a video to show how the Star Trek Bluetooth Communicator works.

And if you really want to geek it up, the Star Trek Bluetooth Communicator can also be used with the Yaesu VX-8R ham radio. It also makes an awesome gift. Read on for the full tutorial.

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Posted by Diana Eng | Nov 6, 2009 06:30 AM
Gadgets, MAKE Projects, Open source hardware, Telecommunications, Toys and Games | Permalink | Comments (6) | Suggest a Site


Cupcake CNC build part 1: Introduction & background

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Having just arrived home from a quick trip to the hardware store, I was pleasantly surprised to see a large, unmarked, cardboard box sitting on my front steps. This isn't an uncommon event, since I am constantly checking out cool products and projects for the Maker Shed, however this box was a bit larger than normal.

Oh wow, it's the Cupcake CNC kit from MakerBot Industries! I'd ordered it weeks earlier and had completely forgotten about it. (The truth is out: I have an atrocious memory, sad but true.)

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And so the adventure begins! I'm going to document my "out of box experience" with a MakerBot. How many posts will the series be? I'm not sure since I've never built one. How often will I post about the build? Again, not sure, but I'll try to do at least one a week, maybe more, it all depends on how much free time I have between all my other maker-ly projects.

A little background: My CNC experiences
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I've been tinkering with CNC for about 10 years, and consider myself an enthusiast, not an expert. I do own a few CNC mills, routers, and lathes. I have retrofitted old mills, and even build one from scratch. Pictured above is my mobile CNC machine, dubbed the "MobileC." I stuffed all the components into a mobile tool cart so I could bring it to hackerspaces, workshops, and events, all in the hopes of helping out fellow makers.



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Posted by Marc de Vinck | Nov 6, 2009 02:00 AM
3D printing, DIY Projects, MAKE Projects, Robotics, Toolbox | Permalink | Comments (23) | Suggest a Site


Intern's Corner: Making Makey's "stretchy" body in Inventor

MAKE: Intern's Corner
Every other week, MAKE's awesome interns tell about the projects they're building in the Make: Labs, the trouble they've gotten into, and what they'll make next.

By Kris Magri, engineering intern

How I designed Makey, Part II: Creating the "stretchy" robot body in Inventor

When designing Makey the Robot for MAKE, Volume 19, I ran into a problem that plagues all kinds of designers -- how to continually redesign a body to accommodate changes in whatever's crammed inside it?

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Once I'd sketched out Makey's configuration and modeled the major parts in Autodesk Inventor 3D modeling software, I really got into some of Inventor's awesome features. Inventor has three basic design types you work with: sketches, parts, and assemblies. Up to this point I had designed each individual component, including Makey's robot body, as a part, as shown in Figure A.

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Fig. A: Makey's sheet metal body, near-final version, shown as a single part in Autodesk Inventor. Because I designed it as a component of an assembly, all the mounting holes and dropouts are perfectly aligned to internal robot components; if I move the components, Inventor automatically moves the holes.

Once I had these parts modeled, I placed them together into an assembly, as in Figure B. Then, I attempted to stretch the robot body as needed by making that part "Adaptive" inside the assembly. (That's what Inventor calls "stretchy" parts, and it's a powerful feature.)

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Fig. B: Makey's body shown as part of an assembly in Inventor, constrained to the edges of the motors (at bottom, in blue). If I move the motors, the body automatically stretches to accommodate the new motor positions. Similarly, I constrained the battery boxes (at top, in tan) to the body, so wherever the body stretches, the battery boxes follow automatically. Nice!

Also, I cut holes into the body where I needed them for mounting the motors. This was the wrong approach! It seemed to work, but when I looked at the robot body as a part, outside of the assembly, the holes I had made weren't shown. They had simply vanished.

The reason for this is that Inventor can't know ahead of time how you're going to use a part. You could design one part that could be used in multiple assemblies, so if you alter the base part in any way inside one particular assembly, the alteration exists only in the assembly, but the base part is unchanged. Thus, my changes didn't "take hold."

The key was to create the robot body from inside the assembly. You can actually be inside an assembly and make a brand-new part. To do this, in the Assembly Panel area, instead of selecting Place Component, choose Create Component.

I ended up first creating what I called a "base plate," which existed solely to help me anchor all the parts, including the robot body. It would not be a part I would actually fabricate. I then placed the base plate, the motors, the Arduino, and the batteries into an assembly, using Place Component, and assembled it all by anchoring everything to the base plate (using constraints). This was pretty much what I had been doing before.

Now, still inside the assembly, I created a new part, via Create Component, which would become the robot body. I selected the material type Sheet Metal.ipt, since it's a sheet metal part, and created each bend and flange step by step, inside the assembly. This robot body now "belonged" to the assembly, and was adaptive inside the assembly. Any editing of it, from that point on, was always initiated from within the assembly.

Instead of making the body a specific width, I just made everything extra large with no dimensions. Once the body was formed, I finished editing, and now I was back inside the assembly with my new robot body. I then constrained the side of the body to an existing "edge" from another part, for instance, the sides of the motors (Figure B). When the constraint went into effect, the sides of the body "snapped" into place next to the motors. To make holes, I projected the motor mount holes onto the robot body, again edited the robot body part (from within the assembly), cut holes there, and then the holes "stayed put," so to speak.

Success at last -- I had modeled a fully adaptive robot body that I could easily modify to accommodate all the robot components I would be cramming inside it.

Next up: The battle to fit the brains inside.

More: How I designed Makey the robot, Part I: The first design


Posted by Keith Hammond | Nov 4, 2009 09:32 AM
Arduino, Intern's Corner, MAKE Projects, Robotics | Permalink | Comments (2) | Suggest a Site


Intern's Corner: How I designed Makey the robot

MAKE: Intern's Corner
Every other week, MAKE's awesome interns tell about the projects they're building in the Make: Labs, the trouble they've gotten into, and what they'll make next.

By Kris Magri, engineering intern

Part I: The First Design

This summer I was given a once-in-a-lifetime opportunity to make a robot for the pages of MAKE Magazine (Volume 19, "My Robot, Makey"). As an intern, I had the inside scoop that an upcoming issue would focus on robotics. I talked with one of the editors, Goli Mohammadi, about including a step-by-step article showing people how to make their own autonomous robot from scratch, using an Arduino microcontroller. She took the idea to the rest of the crew, and they gave me a chance, asking for a draft article about the robot. I went into hyper-drive that weekend, designing and building a robot prototype in 44 hours over three days. This is a behind-the-scenes look at designing Makey.

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The first thing I did was sketch ideas on paper. I based Makey on WALL-E, the little yellow robot hero from the movies. I quickly noticed that WALL-E's eyes are huge in contrast to his body. I knew the dimensions of the Parallax Ping sensor, which I planned to use for Makey's 'eyes,' so I realized I'd need to keep Makey's body as small as possible, to make the eyes look as big as possible.

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I used Autodesk Inventor to design Makey. I can't say enough good things about this software. I've been using PCs for a good long while, and compared to big Unix workstations, I've never been impressed with what PCs can do for you. Inventor changed that. Inventor is the single best reason to own a PC, IMHO. I learned Inventor at school as part of my engineering curriculum, and this software is the "missing link" that has finally allowed me to design robots like I want to. Makey is the fifth robot I've built from scratch, and the first one I've designed on the computer, and the difference is like night and day.

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From MAKE magazine:
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In MAKE, Volume 19: Robots, Rovers, and Drones, learn how to make a model plane with an autopilot and a built-in robot brain. We'll also show you how to make a comfortable chair and footstool out of a single sheet of plywood, a bicyclist's vest that shows how fast you're going, and projects that introduce you to servomotors. All this, and lots more, in MAKE, Volume 19! Subscribe here. Buy the issue in the Maker Shed.


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Posted by Keith Hammond | Oct 21, 2009 09:31 AM
Arduino, Intern's Corner, MAKE Projects, Robotics | Permalink | Comments (0) | Suggest a Site


How-To: Time lapse movie from photos

Sometimes you want to tell a story that takes a while to unfold. One of the beauties of digital photography is that you are not limited by how many shots are on the roll of film, now you can shoot until your camera's card is full. With the high capacity cards available now, you can shoot a very large amount of high resolution photos and barely fill your card.

In this project, we'll use Windows Movie Maker, which comes bundled with the operating system on many computers. If you have a Mac or Ubuntu machine, keep looking. iMovie surely has a process similar to this, and I haven't found a good way to work with movies on Ubuntu. Add your thoughts in the comments if you know of good software for other other platforms. All the windows machines in my classroom run on XP, I have heard that Moviemaker is a bit harder to find in Vista.

Making movies and sharing them online is a great way for students to sum up what they have learned from doing a project. By using the video description, students have a place to park a written explanation of what the project helped them learn and what the photos depict. They can write the text in any word processor and then add it to the video description when it is uploaded. If they need to alter it later, they can just edit the notes by logging in and making the changes.



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Posted by Chris Connors | Oct 10, 2009 01:00 AM
Education, MAKE Projects, Photography | Permalink | Comments (10) | Suggest a Site



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