Manipulators: Intakes, Arms and Elevators

Module 4: Manipulators: Intakes, Arms and Elevators

Series: FRC Technical Foundations Unit: 2 — Making It Move Session length: ~3.5 hours (consider splitting: intakes in one session, elevation in another) Prerequisites: Lessons 1–3

What you should be able to do after this lesson

  • Explain why compliance beats precision when acquiring an object whose position you do not control.
  • Prototype an intake and measure its success rate rather than describing it.
  • Choose between an arm, a four-bar, and an elevator from a stated motion requirement.
  • Identify and prevent racking in a linear mechanism.
  • Size a gas spring or constant-force spring to counterbalance a load.

The central idea: you do not know where the game piece is

A drivetrain moves a known object — itself — from one known place to another. A manipulator has to interact with an object whose position, orientation, and sometimes shape you do not control.

That difference drives everything in this lesson. Your robot will approach a game piece with a few centimetres of positional error and several degrees of angular error, and the mechanism must succeed anyway. A mechanism that requires the game piece to be in exactly the right place is a mechanism that works in the shop and fails on the field.

The solution is not tighter tolerances. It is compliance: designing the mechanism to deform, deflect, or self-align so that a wide range of starting conditions converge to the same end state.

Rule 4.1 — Make the acceptance window as wide as possible, not the positioning as accurate as possible. A funnel that takes a game piece from anywhere in a 300 mm window is worth more than a gripper that needs 5 mm accuracy plus perfect vision.

Part 1 — Intakes

Build the game pieces first

This is the single best piece of advice in the source curriculum, and it transfers from WRO to FRC without modification: build the game pieces before you design the mechanism.

FIRST publishes drawings and often a field-element bill of materials at kickoff. Make or buy a dozen game pieces in week one. Then prototype against real objects from day one.

Why it matters so much:

  • Real game pieces are not their nominal dimensions. They compress, they have seams, they arrive slightly different from each other.
  • Testing against one perfect example teaches you nothing about variation. Testing against twelve teaches you your actual acceptance window.
  • Game pieces wear. A ball that has been through 200 cycles behaves differently from a new one. Your robot will encounter both.

Rule 4.2 — Twelve game pieces before any CAD.

The compliance toolkit

Compliant wheels. Soft polyurethane or rubber wheels that deform against the game piece. They grip over a large contact patch, tolerate misalignment, and forgive being 10 mm too close. The workhorse of modern FRC intakes.

Surgical tubing and flex wheels. Even more compliant, with the deformation designed in. Good where the game piece is fragile or the approach geometry varies a lot.

Funnels and passive guides. Static geometry that mechanically converts a wide entry into a narrow exit. Free — no motors, no code, no failure modes. Every centimetre of funnel you add is a centimetre of driver precision you no longer need.

Over-centre and passive retention. Geometry that holds the game piece once acquired without continuous motor effort. A cradle the piece settles into, a spring-loaded flap it pushes past.

Intake design questions to answer explicitly

  1. Where does it acquire from? Floor, from another robot, from a human player station? Floor intakes are the most valuable and the most abused — they get hit, they hit the field, they take dust.
  2. Does it extend beyond the frame perimeter? If so, the deployment mechanism is now part of the design and needs its own reliability story.
  3. What happens when it jams? Not if. Current sensing to detect a jam and automatically reverse is a few lines of code and saves matches.
  4. What is the acceptance window? Measured, in millimetres and degrees.
  5. How fast is one acquisition? Measured, in seconds, averaged over twenty attempts.

[ANECDOTE SLOT] — A prototype that worked beautifully until it met a real game piece or a real field. Intake stories are usually the best ones; something jamming under a specific approach angle, or a mechanism that only failed when the piece was worn.

Part 2 — Elevation

Once you have the game piece, you generally need to move it somewhere higher. Three archetypes.

Single-jointed arm

One pivot, one motor, a gearbox. Simple, few parts, robust.

The cost is that the end effector travels on an arc, and the torque required varies as the cosine of the arm angle — maximum when horizontal, near zero when vertical. Your gearing and your control loop both have to cope with a load that changes by a factor of infinity across the range of motion.

The other cost is envelope. An arm sweeps a large area. Check that the swept volume does not intersect your own robot, and remember the extension rules in the game manual.

Four-bar linkage

Two parallel arms connecting the base to the end effector. The end effector stays at a constant orientation throughout the travel — the game piece does not tip as it rises.

This is enormously useful when carrying something that must stay level, and it is why four-bars appear constantly in FRC. The trade-off is more pivots (more bearings, more places to loosen) and a fixed relationship between horizontal and vertical travel that you cannot change after building it.

A virtual four-bar achieves the same effect with a single arm plus a wrist motor geared to counter-rotate. More software, fewer linkages.

Elevator

Linear travel, usually vertical, on rails or slides.

Cascade elevators use multiple stages that extend together, giving large travel from a compact retracted height, at the cost of rigging complexity — a cascade rig has multiple cable or belt runs that must all be tensioned correctly. Continuous elevators drive all stages from one run, which is simpler but usually means a taller retracted height.

Elevators give you the most vertical travel per unit of retracted height and keep the load directly above the frame, which is good for CG. They also have the most parts to go wrong.

Racking — the elevator killer

Racking is when the two sides of a linear stage move different amounts, so the carriage skews in its rails and binds. It is the dominant failure mode in FRC elevators.

Causes and cures:

  • Off-centre loading. If the load is applied at one side of the carriage, it will try to rotate. Drive the stage from the centre, or from both sides symmetrically.
  • Asymmetric rigging. In a cascade, if one cable run is tighter than the other, the stages skew. Tension both runs equally and check under load, not at rest.
  • Insufficient bearing spacing. The two bearing blocks on a rail must be far enough apart to resist the moment. If they are close together, the carriage can cock in the rail. Spread them.
  • Frame flex. If the elevator base is not rigid — see Lesson 2 — the rails themselves go out of parallel under load.

Rule 4.3 — Drive linear stages symmetrically, and spread your bearings. If you find yourself adding motor power to overcome binding, stop. You are hiding a geometry problem, and it will destroy the mechanism.

Hard stops and soft limits

Every mechanism with a limited range of travel needs both.

A soft limit is in software: the code refuses to command the motor past a position. A hard stop is physical: the mechanism cannot go further even if the code commands it.

You need both because software fails. An encoder cable comes loose, the code thinks it is at zero when it is at full extension, and the motor drives the carriage into the end of the rails at full power. With a hard stop, you bend something and lose five minutes. Without one, you destroy the mechanism.

Rule 4.4 — Hard stops are not optional. Assume the software will be wrong at least once.

Counterbalance

Holding a load against gravity costs current continuously, and as we established in Lesson 3, resting a motor at stall is a design error. Counterbalancing removes most of that load.

  • Gas springs provide near-constant force over their stroke. Sizing is straightforward: calculate the gravitational torque at the worst-case position, and pick a spring and mounting geometry that opposes most of it — not all of it. Over-counterbalancing means the mechanism drives itself upward when unpowered, which is its own hazard.
  • Constant-force springs are excellent for elevators because the force does not change with extension, which matches the load.
  • Surgical tubing is the cheap version and works fine, but its force varies with extension and it degrades over a season.

Never counterbalance to exactly zero net load. Leave enough residual weight that the mechanism falls gently when unpowered, so its safe state is predictable.

🔧 Exercise 4.1 — Mechanism Marketplace

Time: 2 × 90 minutes across two sessions. Equipment: Prototyping stock (polycarbonate, wood, kit parts), compliant wheels, motors, a test rig, at least a dozen game pieces, a stopwatch.

Adapted from the source curriculum’s best exercise.

Each group prototypes a different intake concept against real game pieces. Then each group must sell their concept to the room — using data, not claims. A pitch must include:

  • Measured success rate over a minimum of 30 attempts.
  • Measured acquisition time, mean and worst case.
  • Measured acceptance window in millimetres and degrees, found by deliberately misaligning the approach until it fails.
  • A jam log: how many times it jammed, and what caused each jam.

Groups that pitch without numbers are sent back. The room then scores concepts on a weighted decision matrix agreed before the pitches.

Evidence of learning: A completed decision matrix, one data-backed pitch per group, and a single selected architecture with written justification.

🔧 Exercise 4.2 — Elevation Trade Study

Time: 90 minutes. Equipment: Kit parts sufficient to build two rough elevation concepts, a known payload, measuring equipment.

Build a rough arm and a rough elevator to reach the same target height with the same payload. Compare, with numbers:

  • Travel achieved versus retracted height.
  • Peak torque or force required.
  • Deflection at full extension under load.
  • Time to traverse the full range.
  • Packaging: how much frame area each consumes.

Evidence of learning: A five-row comparison table, a recommendation, and a preliminary motor and ratio selection for the chosen concept using ReCalc.

🔧 Exercise 4.3 — Induce Racking Deliberately

Time: 30 minutes. Equipment: A linear slide or elevator stage.

Deliberately create a racking condition: load one side, loosen one cable run, or apply force off-centre. Observe and record the binding force required to move the stage. Then correct each condition one at a time and measure the improvement.

Evidence of learning: A table of binding force against each induced fault, and a short written diagnosis procedure a pit crew could follow: “elevator is sticky — check these four things in this order.”

Common failure modes

Symptom

Likely cause

Intake works in shop, fails on field

Tested against one pristine game piece; window too narrow

Intake jams under specific approach

Geometry has a dead angle; add a guide or reverse-on-current

Elevator sticky in one part of travel

Rail not parallel — frame flex or mounting error

Elevator binds under load only

Racking from off-centre drive or unequal rigging

Arm holds fine, then motor gets hot

Resting at stall; needs brake mode or counterbalance

Mechanism destroys itself once

Missing hard stop; soft limit was the only protection

Further reading

Next Lesson

Everything so far needs electricity and something to tell it what to do. Lesson 5 — The Control System End to End covers the roboRIO, power distribution, CAN, and why your robot resets in the middle of a match.