Showing posts with label IGP:D1. Show all posts
Showing posts with label IGP:D1. Show all posts

Thursday, March 5, 2015

The Iron Girl Project - Systems Report and HUD Updates

Howdy y'all! Some interesting updates have happened with the HUD, so I'll dive right in.

I've swapped Processing out for the Unity game engine, both for performance and ease of manipulation in 3D space. Unity works much like a regular 3D application, whereas Processing requires you to place objects via a coordinate system. Attempting to animate any elements in Processing quickly became a nightmare, and adding and placing new components was time-consuming. Here's an example of the first copy of the Unity HUD:


Since Unity supports C#, a JavaScript-ish thing called UnityScript, and Boo (a Python variant), it means there's a nice variety of coding choices for different elements. For instance, the scripts that run the dynamic text on the screen are in JS, while the script that pulls in data from the serial port (which is fed numbers by an IMU hooked up to an Arduino) is in C#. Below is an example of the working serial feed.


After a lot of blundering about and experimenting, I took a few weeks to got some actual training in Unity (from a company called Digital-Tutos), after which I redid the HUD in GUI elements, rather than TextMesh objects mapped to 3D assets. This way, no matter what, elements on the HUD will resize to fit the screen resolution and aspect ratio of the target system. (The end goal of this is to achieve stereoscopic rendering via Google Cardboard's SDK, but shhh - don't tell anyone, that'll be a surprise). Examples of dynamic GUI elements:


Test builds are now available for both Windows and OS X over on the download page. Please download them, and comment below/send me a message on your experiences. I have a decent number of Linux and Windows test machines, but I have no testing platforms for OS X. I also don't have any way of testing multiple camera setups, as I only have 3 or 4 at home. If you put something on COM3 at 115200kbs, it'll write it to the Debug Log.

Have fun with it, and let me know the results!

In other news, I'm currently delaying work on fabrication (and to a lesser extent, design) of physical pieces for the IGP suit. I may be moving in the next few months to a larger space, which should greatly increase my ability to produce parts, but until then, I'd rather not prototype a bunch of stuff that I'll then have to carefully box up and move. So expect HUD-focused stuff for the next few months. Around September, things should settle down again and I'll be able to switch to physical production.

Have a lovely evening, and go make something awesome!

Cheers,
~Lexikitty

Tuesday, November 11, 2014

The Iron Girl Project - Systems Report

So of course I've fallen behind in posts, because, well, life happened. Those of you visiting from the RPF, you're already caught up, but those of you who aren't, here's the latest developments!

The Iron Girl Project Directives

The IGP has been split into three directives, each with it's own project structure and priority level. This is mostly due to space constraints - I'm aiming to have all the design and engineering bits squared away before I move into a larger space to start manufacturing processes (mills, welders, and apartments don't get along).

IGP Directive 1 - Modular Exoskeleton Platform:

- This is just a fancy way of saying I'll be continuing the work on the interior exoskeleton and associated software/hardware. I will still be working on an interior skeleton compatible with as many types of foam and pep armor as I can, allowing for extensible I/O, HUD integration, and eventually power-assisted limbs. I'm rather fond of the idea that anybody will be able to 3D print/CNC/mill/cut out an interlocking skeleton, and with a bit of foam or risers, put it on under their armor and bring an extra level of realism to it. .STL and source files will be free, of course, and I'll probably put them up here/on GitHub/somewhere.
- ETA: It'll be a continually evolving project, but I'd like to get an upper-body prototype together by December/January, adding power assistance as funds permit. Here's some recent images of the right forearm in progress:


IGP Directive 2 - War Girl Mk 1:

- This is something I've been gnawing on for a while - an Iron Girl suit with weapons all over it, what's not to love? I've been making some Pep files of the War Machine Mk 1, just to get my eye in on pepping and also to have a model to draw on and sketch all over. I'll be using a tweaked Mk VII suit as a base, and the wonderful Darkside501st over on the RPF has been super awesome in letting me use his 3D files from his Mk VII. I'm making this strictly as costume armor, mostly as an excuse to make an exo with a bunch of weapons stuck on it. Here's some concept art as a teaser:


IGP Directive 3 - Iron Girl Mk 1:

- This is probably the most exciting of all (at least, to me). This is the long-term, "real steel" exoskeleton - I'll be doing what stress testing I can against blunt and sharp weapons, small-caliber firearms, heat, and extreme weather. Will it rival DARPA's XOS or TALOS suits? Probably not. But will it be built by one girl out of her garage/apartment? Yes, and that's kind of the point. Currently, it's strictly in the design phase - I'm collaborating with a few people on this, and I might throw up a thread about it on the RPF, if people are curious enough. Most of the news on this will be delivered right here though, once it gets rolling. I've gotten ahold of some mechanical simulation software to do stress and pressure analysis operations, and fabrication will involve some heavier-duty tools/machinery. But it's happening, and I'll release as many files I can as I go along.

Other Stuff!

- Some 3D models I have previously produced for this project are in the process of being converted/recreated in CAD format, for more precise manufacturing and simulation testing, so there may be some changes in design and appearance as this goes along.
- A new version of the HUD code (v0.5) will be out by the end of the year, but there will be a lot of changes to make the code more extensible and stable. So for those of you who have downloaded the code or made changes/additions, you might have to tweak them when the update is released.

Donations!


Also, I'm now accepting donations! I've been funding this escapade entirely with what I can take out of my paycheck, so if you'd like to help me afford some of the tools, components, and caffeine I'll need to get this done, please click the Donate link on the sidebar! I know everybody says this, but every little bit counts. Even a dollar gets me a few resistors and a Coke Zero.

I hope you're as excited as I am about the peoject, and more news is coming soon!

Cheers,
~Lexikitty