Delta Robot Kinematics - Trossen Robotics
Delta Robot Kinematics - Trossen Robotics
When one talks about industrial robots, most of people imagine robotic arms, or articulated robots, which
are doing painting, welding, moving something, etc. But there is another type of robots: so-called parrallel
delta robot, which was invented in the early 80’s in Switzerland by professor Reymond Clavel. Below the
original technical drawing from U.S. Patent 4,976,582 is shown, and two real industrial delta robots, one
from ABB, and one from Fanuc.
The delta robot consists of two platforms: the upper one (1) with three motors (3) mounted on it,
and smaller one (8) with an end effector (9). The platforms are connected through three arms with
parallelograms, the parallelograms restrain the orientation of the lower platform to be parallel to the
working surface (table, conveyor belt and so on). The motors (3) set the position of the arms (4) and,
thereby, the XYZ-position of the end effector, while the fourth motor (11) is used for rotation of the end
effector. You can find more detailed description of delta robot design in the corresponding Wikipedia
article.
The core advantage of delta robots is speed. When typical robot arm has to move not only payload,
but also all servos in each joint, the only moving part of delta robot is its frame, which is usually made
of lightweight composite materials. Due to its speed, delta robots are widely used in pick-n-place
operations of relatively light objects (up to 1 kg).
The core advantage of delta robots is speed. When typical robot arm
has to move not only payload, but also all servos in each joint, the only
moving part of delta robot is its frame, which is usually made of lightweight PLATFORM BÀN LÀM
VIỆC
composite materials. Due to its speed, delta robots are widely used in pick-n-
place operations of relatively light objects (up to 1 kg).
Inverse Kinematics ĐỘNG HỌC NGHỊCH
Because of robot’s design joint F1J1 (see fig. below) KHỚP NỐI GIỮA ĐỘNG
CƠ, ĐO ĐƯỢC
can only rotate in YZ plane, forming circle with
center in point F1 and radius rf. As opposed to F1, J1
and E1 are so-called universal joints, which means
that E1J1 can rotate freely relatively to E1, forming
sphere with center in point E1 and radius re.
CÓ DẠNG HÌNH BÌNH
HÀNH, 2 CẠNH SONG
SONG
Intersection of this sphere and YZ plane is a circle with center in point E’1 and radius E’1J1, where E’1
is the projection of the point E1 on YZ plane. The point J1 can be found now as intersection of to circles
of known radius with centers in E’1 and F1 (we should choose only one intersection point with smaller
Y-coordinate). And if we know J1, we can calculate theta1 angle.
Below you can find corresponding equations and the YZ plane view:
Forward Kinematics
Now the three joint angles theta1, theta2 and theta3
are given, and we need to find the coordinates (x0,
y0, z0) of end effector point E0.
As we know angles theta, we can easily find
coordinates of points J1, J2 and J3 (see fig. below).
Joints J1E1, J2E2 and J3E3 can freely rotate around
points J1, J2 and J3 respectively, forming three
spheres with radius re.
Now let’s do the following: move the centers of the
spheres from points J1, J2 and J3 to the points J’1, J’2
and J’3 using transition vectors E1E0, E2E0 and E3E0
respectively. After this transition all three spheres will
intersect in one point: E0, as it is shown in fig. below.
In the following equations I’ll designate coordinates of points J1, J2, J3 as (x1, y1, z1), (x2, y2, z2) and (x3,
y3, z3). Please note that x0=0. Here are equations of three spheres:
Finally, we need to solve this quadric equation and find z0 (we should choose the smallest negative
equation root), and then calculate x0 and y0 from eq. (7) and (8).
Forward Kinematics
The following code is written in C, all variable names correspond to designations I’ve used above. Angles
theta1, theta2 and theta3 are in degrees. You can freely use this code in your applications.
// robot geometry
// (look at pics above for explanation)
const float e = 115.0; // end effector chiều dài cạnh tam giác đến bàn làm việc
const float f = 457.3; // base chiều dài cạnh tam giác đế bàn gắng với động cơ
const float re = 232.0; chiều khớp dài của hình bình hành
const float rf = 112.0; chiều dài khớp gắn động cơ
theta1 *= dtr;
theta2 *= dtr;
theta3 *= dtr;
float y2 = (t + rf*cos(theta2))*sin30;
float x2 = y2*tan60;
float z2 = -rf*sin(theta2);
float y3 = (t + rf*cos(theta3))*sin30;
float x3 = -y3*tan60;
float z3 = -rf*sin(theta3);
// x = (a1*z + b1)/dnm
float a1 = (z2-z1)*(y3-y1)-(z3-z1)*(y2-y1);
float b1 = -((w2-w1)*(y3-y1)-(w3-w1)*(y2-y1))/2.0;
// y = (a2*z + b2)/dnm;
float a2 = -(z2-z1)*x3+(z3-z1)*x2;
float b2 = ((w2-w1)*x3 - (w3-w1)*x2)/2.0;
// a*z^2 + b*z + c = 0
float a = a1*a1 + a2*a2 + dnm*dnm;
float b = 2*(a1*b1 + a2*(b2-y1*dnm) - z1*dnm*dnm);
float c = (b2-y1*dnm)*(b2-y1*dnm) + b1*b1 + dnm*dnm*(z1*z1 - re*re);
// discriminant
float d = b*b - (float)4.0*a*c;
if (d < 0) return -1; // non-existing point
z0 = -(float)0.5*(b+sqrt(d))/a;
x0 = (a1*z0 + b1)/dnm;
y0 = (a2*z0 + b2)/dnm;
return 0;
}
Acknowledgements
All core ideas about delta robot kinematics are taken from the article of Prof. Paul Zsombor-Murray
Descriptive Geometric Kinematic Analysis of Clavel’s “Delta” Robot. It’s a great publication, but it requires
a very strong mathematical background for understanding.
Tutorial by mzavatsky
http://forums.trossenrobotics.com/tutorials/introduction-129/delta-robot-kinematics-3276/