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关节型机械手设计【液压驱动 4个自由度】【全套4张CAD图】

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关节 机械手 设计
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摘    要

  本文设计的关节型机械手采用圆柱坐标式,能完成上料、翻转等功能。此机械手主要由手爪、手腕、手臂和机身等部分组成,具有手腕回转、手臂伸缩、手臂升降和手臂回转4个自由度,能够满足一般的工业要求。
该机械手由电位器定位,实行点位控制,控制系统采用PLC可编程控制,具有良好的通用性和灵活性。
该机械手为液压驱动,4个自由度和手爪的夹紧都由液压缸驱动,在油路的布置和规划中结合机械制造的基础,不断使油路符合制造的可行性,而且将油路布置成空间结构,使机械手的结构更加简洁和紧凑。

关键字:关节型机械手  圆柱坐标  液压缸  可编程控制


Abstract

In this paper, the design of the joint-type robot using cylindrical coordinates of type, can be completed on the expected, inversion and other functions. Mainly by the manipulator hand, wrist, arm and body parts, etc., with rotating wrists, arms stretching, arm movements and arm rotation four degrees of freedom, able to meet the general requirements of the industry.
   The manipulator by the potentiometer position, the implementation of the control points, the control system using PLC programmable control, has a good generality and flexibility.
   The manipulator for the hydraulic-driven, four degrees of freedom and the clamping gripper driven by the hydraulic cylinder in the circuit layout and planning based on the combination of machinery manufacturing, and continuously so that the feasibility of manufacturing in line with the circuit, but also circuit layout into a spatial structure, so that the structure of manipulator more concise and compact.

Keywords: joint-type robot  cylindrical coordinates  hydraulic cylinders  PLC.



目  录

摘要 …………………………………………………………………………………i
Abstract ……………………………………………………………………………ii
1  绪论 ……………………………………………………………………… 1
   1.1 研究目的及意义 ………………………………………………………… 1
  1.2 本课题研究内容 ………………………………………………………… 2
2 机械手的总体设计 ……………………………………………………… 3
  2.1 工业机械手的组成 ……………………………………………………… 3
  2.1.1 执行机构 ………………………………………………………… 3
      2.1.2 驱动机构 ……………………………………………………………4
 2.1.3 控制系统 ………………………………………………………… 4
2.2 关节型机械手的主要技术参数 ………………………………………… 4
2.3 圆柱坐标式机械手运动简图………………………………………………5
3 关节型机械手机械系统设计 ……………………………………………6
3.1 手部 ………………………………………………………………………6
 3.1.1 夹紧力的计算 ……………………………………………………6
 3.1.2 夹紧缸驱动力计算 ………………………………………………7
 3.1.3 两支点回转型手指的夹持误差分析与计算 ……………………8
 3.1.4 夹紧缸的计算 ……………………………………………………10
3.2 腕部 ………………………………………………………………………11
 3.2.1 腕部设计的基本要求 ……………………………………………11
 3.2.2 腕部回转力矩的计算 ……………………………………………12
 3.2.3 手腕回转缸的设计计算 …………………………………………14
3.3 臂部 ………………………………………………………………………15
 3.3.1 手臂伸缩液压缸 …………………………………………………15
 3.3.2 手臂回转液压缸 …………………………………………………23
4 机械手的液压驱动系统 …………………………………………………27
4.1 程序控制机械手的液压系统 ……………………………………………27
4.2 液压系统 …………………………………………………………………27
 4.2.1 各液压缸的换压回路 ……………………………………………27
 4.2.2 调速方案 …………………………………………………………28
 4.2.3 减速缓冲回路 ……………………………………………………29
4.3 液压系统的合成 …………………………………………………………29
5 机械手的可编程控制 ……………………………………………………31
5.1 输入输出触点的分配 ……………………………………………………31
 5.1.1 行程开关的分配 …………………………………………………31
 5.1.2 手动按钮的分配 …………………………………………………31
 5.1.3 输入输出继电器的分配 …………………………………………32
5.2 外部接线图 ………………………………………………………………32
5.3 控制面板设计 ……………………………………………………………33
5.4 状态控制图 ………………………………………………………………34
5.5 梯形图 ……………………………………………………………………35
结论 …………………………………………………………………………………37
致谢 …………………………………………………………………………………38
参考文献 ……………………………………………………………………………39

1  绪论
   机械手是近几十年发展起来的一种高科技自动化生产设备。它的特点是可通过编程来完成各种预期的作业任务,在构造和性能上兼有人和机器各自的优点,尤其体现了人的智能和适应性。机械手作业的准确性和各种环境中完成作业的能力,在国民经济各领域有着广阔的发展前景。
1.1 研究目的及意义
   工业机械手具有许多人类无法比拟的优点,满足了社会化大生产的需要,其主要优点如下:
  1.能代替人从事危险、有害的操作。只要根据工作环境进行合理设计,选择适当的材料和结构,机械手就可以在异常高温或低温、异常压力和有害气体、粉尘、放射线作用下,以及冲压、灭火等危险环境中胜任工作。工伤事故多的工种,如冲压、压铸、热处理、锻造、喷漆以及有强烈紫外线照射的电弧焊等作业中,应推广工业机械手或机器人。
   2.能长时间工作,不怕疲劳,可以把人从繁重单调的劳动中解放出来,并能扩大和延伸人的功能。人在连续工作几小时后,总会感到疲劳或厌倦,而机械手只要注意维护、检修,即能胜任长时间的单调重复劳动。
   3.动作准确,因此可以稳定和提高产品的质量,同时又可避免人为的操作错误。
   4.机械手特别是通用工业机械手的通用性、灵活性好,能较好地适应产品品种的不断变化,以满足柔性生产的需要。
  5.机械手能明显地提高劳动生产率和降低成本。
   由于机械手在工业自动化和信息化中发挥了以上巨大的作用,世界各国都很重视工业机械手的应用和发展,机械手的应用在我过还属于起步阶段,就显示出了许多的无法替代的优点,展现了广阔的应用前景。近十几年来,机械手的开发不仅越来越优化,而且涵盖了许多领域,应用的范畴十分广阔。

1.2 本课题研究内容
 要求本设计能较鲜明地体现机电一体化的设计构思。所谓机电一体化,是机械工程技术吸收微电子技术、信息处理技术、传感技术等而形成的一种新的综合集成技术。尽管机电一体化的产品名目繁多,并由于它们的功能不同而有不同的形式和复杂程度,但做功的机械本体部分(包括动力装置)和微点自控制部分(包括信息处理)是最基本的、必不可少的要素。
本设计要求完成以下工作:
拟定整体方案,特别是控制方式与机械本体的有机结合的设计方案。
根据给定的自由度和技术参数选择合适的手部、腕部和臂部的结构。
各部件的设计计算。
机械手工作装配图的设计与绘制。
液压系统图的设计与绘制。
编写设计计算说明书。



2 机械手的总体设计
2.1 工业机械手的组成
   工业机械手是由执行机构、驱动系统和控制系统所组成的,各部关系

2.1.1 执行机构
   1.手部  即直接与工件接触的部分,一般是回转型或平移型(为回转型,因其结构简单)。手爪多为两指(也有多指);根据需要分为外抓式和内抓式两种;也可用负压式或真空式的空气吸盘(它主要用于吸取冷的,光滑表面的零件或薄板零件)和电磁吸盘。
   传力机构型式较多,常用的有:滑槽杠杆式、连杆杠杆式、斜楔杠杆式、轮齿条式、丝杠螺母式、弹簧式和重力式。
   2.腕部  是连接手部和手臂的部件,并可用来调整被抓物体的方位(即姿态)。它可以有上下摆动,左右摆动和绕自身轴线的回转三个运动。如有特殊要求(将轴类零件放在顶尖上,将筒类、盘类零件卡在卡盘上等),手腕还可以有一个小距离的横移。也有的工业机械手没有腕部自由度。
   3.臂部  手臂是支承被抓物、手部、腕部的重要部件。手部的作用是带动手指去抓取物体,并按预定要求将其搬到预定的位置。手臂有三个自由度,可采用直角坐标(前后、上下、左右都是直线),圆柱坐标(前后、上下直线往复运动和左右旋转),球坐标(前后伸缩、上下摆动和左右旋转)和多关节(手臂能任意伸屈)四种方式。
   直角坐标占空间大,工作范围小,惯性大,其优点是结构简单、刚度高,在自由度较少时使用。圆柱坐标占空间较小,工作范围较大,但惯性也大,且不能抓取底面物体。球坐标式和多关节式占用空间小,工作范围大,惯性小,所需动力小,能抓取底面物体,多关节还可以绕障碍物选择途径,但多关节式结构复杂,所以也不常用。
2.1.2 驱动机构
有气动、液动、电动和机械式四种形式。气动式速度快,结构简单,成本低。采用点位控制或机械挡块定位时,有较高的重复定位精度,但臂力一般在300N以下。液动式的出力大,臂力可达 1000N 以上,且可用电液伺服机构,可实现连续控制,使工业机械手的用途和通用性更广,定位精度一般在 1mm 范围内。目前常用的是气动和液动驱动方式。电动式用于小型,机械式只用于动作简单的场合。
2.1.3 控制系统
有点动控制和连续控制两种方式。大多数用插销板进行点位程序控制,也有采用可编程序控制器控制、微型计算机数字控制,采用凸轮、磁带磁盘、穿孔卡等记录程序。主要控制的是坐标位置,并注意其加速度特征。
2.2 关节型机械手的主要技术参数
1.抓重: 300N

2.自由度: 4个
3.坐标形式:圆柱坐标
4.手臂运动参数
运动名称 符号 行程范围 速度
伸缩 X 400mm 小于250mm/s
升    降 Z 300mm 小于70mm/s
回转 ψ 0°~210° 小于90 (°)/s
5.手腕参数
运动名称 符号 行程范围 速度
回转 ω 0°~180° 小于90 (°)/s
6.手指夹持范围:棒料,直径50~70mm,长度450~1200mm
7.定位方式:电位器设定,点位控制
8.驱动方式:液压(中、低压系统)
9.定位精度:±3mm
10.控制方式:可编程控制
2.3 圆柱坐标式机械手运动简图
  经过考虑,本设计的机械手设计成如下简图形式:


3 关节型机械手机械系统设计
3.1 手部
  手部(亦称抓取机构)是用来直接握持工件的部件,由于被握持工件的形状、尺寸大小、重量、材料性能、表面状况等的不同,所以工业机械手的手部结构多种多样,大部分的手部结构是根据特定的工件要求而定的。归结起来,常用的手部,按其握持工件的原理,大致可分成夹持和吸附两大类。
  根据设计要求,这里只讨论夹钳式的手部结构。  
  夹钳式手部是由手指、传动机构和驱动装置三部分组成的,它对抓取各种形状的工件具有较大的适应性,可以抓取轴、盘、套类零件。一般情况下,多采用两个手指。驱动装置为传动机构提供动力,驱动源有液压的、气动的和电动的等几种形式。常见的传动机构往往通过滑槽、斜楔、齿轮齿条、连杆机构实现夹紧或放松。  
  平移型手指的张开闭合靠手指的平行移动,适于夹持平板、方料。在夹持直径不同的圆棒时,不会引起中心位置的偏移。但这种手指结构比较复杂、体积大,要求加工精度高。根据设计要求,工件是圆盘,所以采用回转型手指,其张开和闭合靠手指根部(以枢轴支点为中心)的回转运动来完成。枢轴支点为一个的,称为单支点回转型;为两个支点的,称为双支点回转型。这种手指结构简单,形状小巧,但夹持不同工件会产生夹持定位误差。
  本设计要求抓取棒料,故采用夹钳式手部。





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1毕业设计(论文)任务书系 部机械工程系指导教师谢卫容职 称学生姓名张安怀专业班级05机制(1)班学 号0515011127设计题目关节型机械手设计设计内容目标和要求(设计内容目标和要求、设计进度等)内容: 1、关节型机械手的总体结构设计 2、机械手各关节传动系统设计 3、机械手控制系统设计 4、绘制装配图,零件图,以及传动和控制系统原理图要求: 1、收集资料(相关书籍5本以上,文章10篇以上); 2、绘制零件图,装配图,原理图; 3、撰写论文要符合要求; 4、翻译3000字左右的英文文章一篇进度: 1、1-6周,主要进行毕业设计准备工作,熟悉题目,收集资料,进行毕业实习,明确研究目的和任务,构思总体方案; 2、7-10周,绘制相关的图; 3、11-13周,收尾完善,编写毕业设计论文,准备毕业设计答辩。 指导教师签名:谢卫容 年 月 日系 部审 核 此表由指导教师填写 由所在系部审核2-1毕业设计(论文)学生开题报告课题名称关节型机械手设计课题来源生产实践课题类型AX指导教师谢卫容学生姓名张安怀学 号0515011127专业班级05机制(1)班本课题的研究现状、研究目的及意义本课题的研究现状、研究目的及意义研究现状: 机械手是近几十年发展起来的一种高科技自动化生产设备。它的特点是可通过编程来完成各种预期的作业任务,在构造和性能上兼有人和机器各自的优点,尤其体现了人的智能和适应性。机械手作业的准确性和各种环境中完成作业的能力,在国民经济各领域有着广阔的发展前景。我国国家标准(GB/T 12643-90)对机械手的定义:“具有和人手臂相似的动作功能,可在空间抓放物体,或进行其它操作的机械装置。”机械手可分为专用机械手和通用机械手两大类。专用机械手:它作为整机的附属部分,动作简单,工作对象单一,具有固定(有时可调)程序,使用大批量的自动生产。如自动生产线上的上料机械手,自动换刀机械手,装配焊接机械手等装置。通用机械手:它是一种具有独立的控制系统、程序可变、动作灵活多样的机械手。它适用于可变换生产品种的中小批量自动化生产。它的工作范围大,定位精度高,通用性强,广泛应用于柔性自动线。 机械手最早应用在汽车制造工业,常用于焊接、喷漆、上下料和搬运。机械手延伸和扩大了人的手足和大脑功能,它可替代人从事危险、有害、有毒、低温和高热等恶劣环境中的工作;代替人完成繁重、单调重复劳动,提高劳动生产率,保证产品质量。目前主要应用于制造业中,特别是电器制造、汽车制造、塑料加工、通用机械制造及金属加工等工业。机械手与数控加工中心,自动搬运小车与自动检测系统可组成柔性制造系统(FMS )和计算机集成制造系统(CIMS ),实现生产自动化。随着生产的发展,功能和性能的不断改善和提高,机械手的应用领域日益扩大。研究目的及意义:工业机械手具有许多人类无法比拟的优点,满足了社会化大生产的需要,其主要优点如下:1.能代替人从事危险、有害的操作。只要根据工作环境进行合理设计,选择适当的材料和结构,机械手就可以在异常高温或低温、异常压力和有害气体、粉尘、放射线作用下,以及冲压、灭火等危险环境中胜任工作。工伤事故多的工种,如冲压、压铸、热处理、锻造、喷漆以及有强烈紫外线照射的电弧焊等作业中,应推广工业机械手或机器人。2.能长时间工作,不怕疲劳,可以把人从繁重单调的劳动中解放出来,并能扩大和延伸人的功能。人在连续工作几小时后,总会感到疲劳或厌倦,而机械手只要注意维护、检修,即能胜任长时间的单调重复劳动。3.动作准确,因此可以稳定和提高产品的质量,同时又可避免人为的操作错误。4.机械手特别是通用工业机械手的通用性、灵活性好,能较好地适应产品品种的不断变化,以满足柔性生产的需要。5.机械手能明显地提高劳动生产率和降低成本。由于机械手在工业自动化和信息化中发挥了以上巨大的作用,世界各国都很重视工业机械手的应用和发展,机械手的应用在我过还属于起步阶段,就显示出了许多的无法替代的优点,展现了广阔的应用前景。近十几年来,机械手的开发不仅越来越优化,而且涵盖了许多领域,应用的范畴十分广阔。关节型机械手占用空间小,工作范围大,惯性小,所需动力小,能抓取底面物体,并且还可以绕障碍物选择途径,所以关节型机械手的研究具有很重要的意义。课题类型:(1)A工程实践型;B理论研究型;C科研装置研制型;D计算机软件型;E综合应用型(2)X真实课题;Y模拟课题;(1)、(2)均要填,如AY、BX等。2-2本课题的研究内容1) 拟定整体方案,特别是传感器、控制方式与机械本体的有机结合的设计方案。2) 根据给定的自由度和技术参数选择合适的手部、腕部和机身的结构。3) 各部件的设计计算。4) 工业机械手工作装配图的设计与绘制。5) 液压系统图的设计与绘制。6) 电器控制图()的绘制。7) 编写设计计算说明书。本课题研究的实施方案、进度安排实施方案:收集资料,拟定整体结构设计,根据给定的自由度和技术参数选择合适的手部、腕部和机身的结构。进度安排:1).1-6周,主要进行毕业设计准备工作,熟悉题目,收集资料,进行毕业实习,明 确研究目的和任务,构思总体方案2).7-10周,绘制相关的图3).11-13周,收尾完善,编写毕业设计论文,准备毕业设计答辩2-3已查阅的主要参考文献1.专著1 李允文.工业机械手设计M.北京:机械工业出版社,19962 加藤一郎.机械手图册M. 上海:上海科学技术出版社,19793 第一机械工业部机械研究院机电研究所编.工业机械手图册.北京:第一机械工业部机械研究院机电研究所,19762.论文集1 付亚子.机械手控制系统C.湖北:湖北工业大学,20062 通用机械手设计C.湖北:湖北工业大学,2006指导教师意见指导教师签名: 年 月 日3毕业设计(论文)学生申请答辩表课 题 名 称关节型机械手设计指导教师(职称)谢卫容申 请 理 由已按照指导教师的要求完成设计,特申请答辩学生所在系部机械工程系专业班级05机制(1)班学号0515011127 学生签名: 日期:毕业设计(论文)指导教师评审表序号评分项目(理工科、管理类)评分项目(文科)满分评分1工作量外文翻译152文献阅读与外文翻译文献阅读与文献综述103技术水平与实际能力创新能力与学术水平254研究成果基础理论与专业知识论证能力255文字表达文字表达106学习态度与规范要求学习态度与规范要求15总 分100评语 (是否同意参加答辩) 指导教师签名: 另附毕业设计(论文)指导记录册 年 月 日4毕业设计(论文)评阅人评审表学生姓名张安怀专业班级机制(1)班学号0515011127设计(论文)题目关节型机械手设计评阅人评阅人职称序号评分项目(理工科、管理类)评分项目(文科)满分评分1工作量外文翻译152文献阅读与外文翻译文献阅读与文献综述103技术水平与实际能力创新能力与学术水平254研究成果基础理论与专业知识论证能力255文字表达文字表达106学习态度与规范要求学习态度与规范要求15总 分100评语 评阅人签名: 年 月 日5毕业设计(论文)答辩表学生姓名张安怀专业班级05机制(1)班学号0515011127设计(论文)题目关节型机械手设计序号评审项目指 标满分评分1报告内容思路清新;语言表达准确,概念清楚,论点正确;实验方法科学,分析归纳合理;结论有应用价值。402报告过程准备工作充分,时间符合要求。103创 新对前人工作有改进或突破,或有独特见解。104答 辩回答问题有理论依据,基本概念清楚。主要问题回答准确,深入。40总 分100答辩组评语 答辩组组长(签字): 年 月 日 答辩委员会意见答辩委员会负责人(签字): 年 月 日6-1毕业设计(论文)答辩记录表学生姓名张安怀专业班级05机制(1)班学号0515011127设计(论文)题目关节型机械手设计答辩时间答辩地点答辩委员会名单问题1提问人: 问题:回答(要点):问题2提问人: 问题:回答(要点):问题3提问人: 问题:回答(要点):记录人签名(不足加附页)6-2问题4提问人: 问题:回答(要点):问题5提问人: 问题:回答(要点):问题6提问人: 问题:回答(要点):问题7提问人: 问题:回答(要点):问题8提问人: 问题:回答(要点):记录人签名7毕业设计(论文)成绩评定总表学生姓名:张安怀 专业班级:05机制(1)班毕业设计(论文)题目:关节型机械手设计成绩类别成绩评定指导教师评定成绩评阅人评定成绩答辩组评定成绩总评成绩40%+20%+40%评定等级注:成绩评定由指导教师、评阅教师和答辩组分别给分(以百分记),最后按“优(90-100)”、“良(80-89)”、“中(70-79)”、“及格(60-69)”、“不及格(60以下)”评定等级。其中, 指导教师评定成绩占40%,评阅人评定成绩占20%,答辩组评定成绩占40%。 毕 业 设 计(论 文) 关节型机械手设计 学生姓名:张安怀学 号:0515011127所在系部:机械工程系专业班级:05机制(1)班指导教师:谢卫容日 期:二九年六月 Joint-based Robot Design ByZhang AnhuaiJune 2009 毕 业 设 计(论 文) 英 文 文 献 翻 译学生姓名:张安怀学 号:0515011127所在系部:机械工程系专业班级:05机制(1)班指导教师:谢卫容日 期:二九年六月 摘 要本文设计的关节型机械手采用圆柱坐标式,能完成上料、翻转等功能。此机械手主要由手爪、手腕、手臂和机身等部分组成,具有手腕回转、手臂伸缩、手臂升降和手臂回转4个自由度,能够满足一般的工业要求。该机械手由电位器定位,实行点位控制,控制系统采用PLC可编程控制,具有良好的通用性和灵活性。该机械手为液压驱动,4个自由度和手爪的夹紧都由液压缸驱动,在油路的布置和规划中结合机械制造的基础,不断使油路符合制造的可行性,而且将油路布置成空间结构,使机械手的结构更加简洁和紧凑。关键字:关节型机械手 圆柱坐标 液压缸 可编程控制AbstractIn this paper, the design of the joint-type robot using cylindrical coordinates of type, can be completed on the expected, inversion and other functions. Mainly by the manipulator hand, wrist, arm and body parts, etc., with rotating wrists, arms stretching, arm movements and arm rotation four degrees of freedom, able to meet the general requirements of the industry. The manipulator by the potentiometer position, the implementation of the control points, the control system using PLC programmable control, has a good generality and flexibility. The manipulator for the hydraulic-driven, four degrees of freedom and the clamping gripper driven by the hydraulic cylinder in the circuit layout and planning based on the combination of machinery manufacturing, and continuously so that the feasibility of manufacturing in line with the circuit, but also circuit layout into a spatial structure, so that the structure of manipulator more concise and compact. Keywords: joint-type robot cylindrical coordinates hydraulic cylinders PLC.摘 要本文设计的关节型机械手采用圆柱坐标式,能完成上料、翻转等功能。此机械手主要由手爪、手腕、手臂和机身等部分组成,具有手腕回转、手臂伸缩、手臂升降和手臂回转4个自由度,能够满足一般的工业要求。该机械手由电位器定位,实行点位控制,控制系统采用PLC可编程控制,具有良好的通用性和灵活性。该机械手为液压驱动,4个自由度和手爪的夹紧都由液压缸驱动,在油路的布置和规划中结合机械制造的基础,不断使油路符合制造的可行性,而且将油路布置成空间结构,使机械手的结构更加简洁和紧凑。关键字:关节型机械手 圆柱坐标 液压缸 可编程控制AbstractIn this paper, the design of the joint-type robot using cylindrical coordinates of type, can be completed on the expected, inversion and other functions. Mainly by the manipulator hand, wrist, arm and body parts, etc., with rotating wrists, arms stretching, arm movements and arm rotation four degrees of freedom, able to meet the general requirements of the industry. The manipulator by the potentiometer position, the implementation of the control points, the control system using PLC programmable control, has a good generality and flexibility. The manipulator for the hydraulic-driven, four degrees of freedom and the clamping gripper driven by the hydraulic cylinder in the circuit layout and planning based on the combination of machinery manufacturing, and continuously so that the feasibility of manufacturing in line with the circuit, but also circuit layout into a spatial structure, so that the structure of manipulator more concise and compact. Keywords: joint-type robot cylindrical coordinates hydraulic cylinders PLC.目 录摘要 iAbstract ii1 绪论 11.1 研究目的及意义 11.2 本课题研究内容 22 机械手的总体设计 32.1 工业机械手的组成 32.1.1 执行机构 3 2.1.2 驱动机构 42.1.3 控制系统 42.2 关节型机械手的主要技术参数 42.3 圆柱坐标式机械手运动简图53 关节型机械手机械系统设计 63.1 手部 63.1.1 夹紧力的计算 63.1.2 夹紧缸驱动力计算 73.1.3 两支点回转型手指的夹持误差分析与计算 83.1.4 夹紧缸的计算 103.2 腕部 113.2.1 腕部设计的基本要求 113.2.2 腕部回转力矩的计算 123.2.3 手腕回转缸的设计计算 143.3 臂部 153.3.1 手臂伸缩液压缸 153.3.2 手臂回转液压缸 234 机械手的液压驱动系统 274.1 程序控制机械手的液压系统 274.2 液压系统 274.2.1 各液压缸的换压回路 274.2.2 调速方案 284.2.3 减速缓冲回路 294.3 液压系统的合成 295 机械手的可编程控制 315.1 输入输出触点的分配 315.1.1 行程开关的分配 315.1.2 手动按钮的分配 315.1.3 输入输出继电器的分配 325.2 外部接线图 325.3 控制面板设计 335.4 状态控制图 345.5 梯形图 35结论 37致谢 38参考文献 39ivExtending Blender: Development of a Haptic Authoring ToolAbstract -In this paper, we present our work to extend a well known 3D graphic modeler - Blender - to support haptic modeling and rendering. The extension tool is named HAMLAT (Haptic Application Markup Language Authoring Tool). We describe the modifications and additions to the Blender source code which have been used to create HAMLAT Furthermore, we present and discuss the design decisions used when developing HAMLAT, and also an implementation road map which describes the changes to the Blender source code. Finally, we concludewith discussion of our future development and research avenues. Keywords - Haptics, HAML, Graphic Modelers, Blender, Virtual Environments. I. INTRODUCTION A. Motivation The increasing adoption of haptic modality in human-computer interaction paradigms has led to a huge demand for new tools that help novice users to author and edit haptic applications. Currently, the haptic application development process is a time consuming experience that requires programming expertise. The complexity of haptic applications development rises from the fact that the haptic application components (such as the haptic API, the device, the haptic rendering algorithms, etc.) need to interact with the graphic components in order to achieve synchronicity.Additionally, there is a lack of application portability as the application is tightly coupled to a specific device that necessitates the use of its corresponding API. Therefore, device and API heterogeneity lead to the fragmentation and disorientation of both researchers and developers. In view of all these considerations, there is a clear need for an authoring tool that can build haptic applications while hiding programming details from the application modeler (such as API, device, or virtual model).This paper describes the technical development of the Haptic Application Markup Language Authoring Tool (HAMLAT). It is intended to explain the design decisions used for developing HAMLAT and also provides an implementation road map, describing the source code of the project.B. BlenderHAMLAT is based on the Blender 1 software suite, which is an open-source 3D modeling package with a rich feature set. It has a sophisticated user interface which isnoted for its efficiency and flexibility, as well as its supports for multiple file formats, physics engine, modem computer graphic rendering and many other features.Because of Blenders open architecture and supportive community base, it was selected as the platform of choice for development of HAMLAT. The open-source nature of Blender means HAMLAT can easily leverage its existing functionality and focus on integrating haptic features which make it a complete hapto-visual modeling tool, since developing a 3D modeling platform from scratch requires considerable development time and expertise in order to reach the level of functionality of Blender. Also, we can take advantage of future improvements to Blender by merging changes from its source code into the HAMLAT source tree.HAMLAT builds on existing Blender components, such as the user-interface and editing tools, by adding new components which focus on the representation, modification, and rendering of haptic properties of objectsin a 3D scene. By using Blender as the basis for HAMLAT, we hope to develop a 3D haptic modeling toolwhich has the maturity and features of Blender combinedwith the novelty of haptic rendering.At the time of writing, HAMLAT is based on Blender version 2.43 source code.C. Project Goals As previously stated, the overall goal for the HAMLAT project is to produce a polished software application which combines the features of a modem graphic modeling tool with haptic rendering techniques. HAMLAT has the look and feel of a 3D graphical modeling package, but with the addition of features such as haptic rendering and haptic property descriptors. This allows artists, modelers, and developers to generate realistic 3D hapto-visual virtual environments. A high-level block diagram of HAMLAT is shown in Figure 1. It illustrates the flow of data in the haptic modeling. HAMLAT assists the modeler, or application developer, in building hapto-visual applications which may be stored in a database for later retrieval by another haptic application. By hapto-visual application we refer to any software which displays a 3D scene both visually and haptically to a user in a virtual setting. An XML file format, called HAML 2, is used to describe the 3D scenes and store the hapto-visual environments built by a modeler for later playback to an end user. Traditionally, building hapto-visual environments has required a strong technical and programming background. The task of haptically rendering a 3D scene is tedious since haptic properties must be assigned to individual objects in the scene and currently there are few high-level tools for accomplishing this task. HAMLAT bridges this gap by integrating into the HAML framework and delivering a complete solution for development of hapto- visual applications requiring no programming knowledge. The remainder of the paper is organized as follows: in Section 2, we present the proposed architecture extensions and discuss design constraints. Section 3 describes the implementation details and how haptic properties are added and rendered within the Blender framework. In Section 4 we discuss related issues and future work avenues. II. SYSTEM OVERVIEW AND ARCHITECTURE The Blender design philosophy is based on three main tasks: data storage, editing, and visualization. According to the legacy documentation 3, it follows a data- visualize-edit development cycle for the 3D modeling pipe line. A 3D scene is represented using data structures within the Blender architecture. The modeler views the scene, makes changes using the editing interface which directly modifies the underlying data structures, and then the cycle repeats.To better understand this development cycle, consider the representation of a 3D object in Blender. A 3D object may be represented by an array of vertices which havebeen organized as a polygonal mesh. Users may choose to operate on any subset of this data set. Editing tasks may include operations to rotate, scale, and translate thevertices, or perhaps a re-meshing algorithm to cleanup redundant vertices and transform from a quad to a triangle topology. The data is visualized using a graphical 3D renderer which is capable of displaying the object as a wireframe or as a shaded, solid surface. The visualization is necessary in order to see the effects of editing on the data. In a nutshell, this example defines the design philosophy behind Blenders architecture.In Blender, data is organized as a series of lists and base data types are combined with links between items in each list, creating complex scenes from simple structures.This allows data elements in each list to be reused, thus reducing the overall storage requirements. For example, a mesh may be linked by multiple scene objects, but the position and orientation may change for each object and the topology of the mesh remains the same. A diagram illustrating the organization of data structures and reuse of scene elements is shown in Figure 2. A scene object links to three objects, each of which link to two polygonal meshes. The meshes also share a common material property. The entire scene is rendered on one of several screens, which visualizes the scene.We adopt the Blender design approach for our authoring tool. The data structures which are used to represent objects in a 3D scene have been augmented to include fields for haptic properties (e.g., stiffness, damping); user interface components (e.g., button panels) which allow the modeler to change object properties have also been updated to include support for modifying the haptic properties of an object. Additionally, an interactive hapto-visual renderer has been implemented to display the3D scene graphically and haptically, providing the modeler or artist with immediate feedback about the changes they make to the scene. in the current version of the HAMLAT. the modifications to the Blender framework include: data structures for representing haptic properties, an editing interface for modifying haptic properties, an external renderer for displaying and previewing haptically enabled scenes, scripts which allow scenes to be imported/exported in the HAML file format. A class diagram outlining the changes to the Blender ramework is shown in Figure 3. Components which are ertinent to HAMLAT are shaded in gray. HAMLAT builds on existing Blender sub-systems by extending them or haptic modeling purposes. Data structures for representing object geometry and graphical rendering areaugmented to include field which encompass the tactile properties necessary for haptic rendering.To allow the user to modify haptic properties GUI Components are integrated as part of the Blender editing panels. The operations triggered by these componentsoperate directly on the d ata structures used for representing hatic cues and may be considered part of the editing step of the Blender design cycle.Similarly to the built-in graphical renderer, HAMLAT uses a custom rendlerer for displaying 3Ds scenes grphcal and haptcall, an is ineedn of the Blender renderer. This component is developed independently since haptical and graphical rendering must be performed simultaneously and synchronously. A simulation loop is used to update haptic rendering forces at a rate which maintains stability and quality. A detailed discussion of the implementation of these classes and their connectivity is given in the next section.III IMLIEMENTATIONA Data StructureA.1 Mesh Data TypeBlender uses many different data structures to represent the various types of objects in a 3D scene a vertices; a lamp contains colour and intensity values; and camera a object contains intrinsic viewing parameters.The Mesh data structure iS used by the Blender inframework to describe a polygonal mesh object. It iS of particular interest for hapic rendering since many solid objects in a 3D scene may be represented using this type of data structure. The tactile and kinesthetic cues, which are displayed due to interaction with virtual objects, are typically rendered based on the geometry of the mesh. Hptic rendering is performed based primary on data stored in this data type. Other scene components such as lamps, cameras, or lines are not intuitively rendered using force feedback haptic devices and are therefore not of current interest for haptic rendering. An augmented version of the Mesh data structure is shown in Figure 4. It contains fields for vertex and face data, plus some special custom data fields which allow data to be stored to/retrieved from disk and memory. We have modified this data type to include a pointer to a MHaptics data structure, which stores haptic properties such as stiffness, damping, and friction for the mesh elements (Figure 5).A.2 Edit Mesh Data TypeIt should be noted that the Mesh data type has a comPlimentary data structure, called EditMesh, which is used when editing mesh data. It holds a copy of the vertex, edge ,and face data for a polygonal mesh. when the user switches to editing mode, the Blender copies the data from a Mesh into an EditMesh and when editing is complete the data is copied back.Care must be taken to ensure that the hapic property data structure remains intact during the copy sequence. The EditMesh data structure has not been modified to contain a copy of the hapic property data ,but this mayproperties in edit mode is required). The editing mode is mainly used to modify mesh topology and geometry, not the haptic and graphical rendering characteristics, A.3 Haptic Properties In this section well briefly discuss the haptic properties which may currently be modeled using HAMLAT. It is important for the modeler to understand these properties and their basis for use in haptic rendering. The stiffness of an object defines how resistant it is to deformation by some applied force. Hard objects, such as a rock or table, have very high stiffness; soft objects, such as rubber ball, have low stiffness. The hardness-softness of an object is typically rendered using the spring-force equation: Where the force feedback vector f which is displayed to the user is computed using ks the stiffness coefficient (variable name stiffness)for the object and x the penetration depth (displacement) of the haptic proxy into an object. The stiffness coefficient has a range of 0,1, where 0 represents no resistance to deformation and 1 represents the maximum stiffness which may be rendered by the haptic device. The damping of an object defines its resistance to the rate of deformation due to some applied force. It is typically rendered using the force equation:Where kd is the damping coefficient (variable nameMHaptics; damping) anddepdt is the velocity ofthe haptic proxy as it;penetrates an object. The damping coefficient also has a range of 0,1 and may be used to model viscous behaviour of a material. It also increases the stability of the hapticrendering loop fordstiffmaterials.The static friction (variable name stjriction) and dynamic friction (variable name dyjriction) coefficient are used to model the frictional forces experienced whileexploring the surface of a 3D object. Static friction is experienced when the proxy is not moving over the objects surface, and an initial force must be used to overcome static friction. Dynamic friction is felt when the proxy moves across the surface, rubbing against it.Frictional coefficients also have a range of /0,1, with a value of 0 making the surface of a 3D object feel slippery and a value of 1 making the object feel veryrough. Frictional forces are typically rendered in a direction tangential to the collision point of the hapticproxy at an objects surface. B. Editing Blender uses a set of non-overlapping windows called spaces to modify various aspects of the 3D scene and its objects. Each space is divided into a set of areas andpanels which are context aware. That is, they provide functionality based on the selected object type. Forexample, if a camera is selected the panel will display components which allow the modeler to change the focal length and viewing angle of the camera, but these components will not appear if an object of another type is selected. Figure 6 shows a screen shot of the button space which is used to edit properties for a haptic mesh. It includes user-interface panels which allow a modeler to change the graphical shading properties of the mesh, perform simple re-meshing operations, and to modify the haptic properties of the selected mesh. HAMLAT follows the context-sensitive behavior of Blender by only displaying the haptic editing panel when a polygonal mesh object is selected. In the future, this panel may be duplicated to support haptic modeling for other object types, such as NURB surfaces. The Blender framework offers many user-interface components (e.g., buttons, sliders, pop-up menus) which may be used to edit the underlying data structures. The haptic properties for mesh objects are editable using sliders or by entering a float value into a text box located adjacent to the slider. When the value of the slider/text box is changed, it triggers an event in the Blender window sub-system. A unique identifier that the event is for the haptic property panel and the HAMLAT code should be called to update haptic properties for the currently selected mesh.C Hapto-Visual RenderingBlender currently support graphical rendering of scenes using an internal render or an external renderer (e.g., 4). In this spirit, the haptic renderer used by HAMLAT has been developed as an exteral renderer. It uses the OpenGL and OpenHaptics toolkit 5 to perform graphic and hapic rendering ,respectively.The 3D scene which is being modeled is rendered using two passes: the first pass render the scene graphically, and the second pass renders it haptically. The second pass is required because the OpenHaptics toolkit intercepts commands send to the OpenGL pipeline and uses them to display the scene using haptic rendering techniques. In this pass, the haptic properties of each mesh object are used much in the same way color and lighting are used by graphical rendering they define thetype of material for each object. To save CPU cycles, the lighting and graphical material properties are excluded from the haptic rendering pass.Figure 7 shows source code which is used to apply the material properties during the haptic rendering pass. The haptic renderer is independent from the Blenderframework in that it exists outside the original source code. However, it is still heavily dependent on Blender data structures and types.D. ScriptingThe Blender Python (BPy) wrapper exposes many of the internal data structures, giving the internal Python scripting engine may access them. Similar to the datastructures used for representing mesh objects in the native Blender framework, wrappers allow user defined scripts to access and modify the elements in a 3D scene. The hapic properties of a mesh object may be accessed through the Mesh wrapper class. A haptics attribute has been added to each of these classes and accessed through the Python scripting system. Figure 8 shows Python code to read the haptic properties from a mesh object and export to a file. Similar code is used to import/export HAML scenes from/to files. An import script allows 3D scenes to be read from a HAML file and reproduced in the HAMLAT application; export script allows 3D scenes to be written to a HAML file, including haptic properties, and used in other HAML applications. The BPy wrappers also expose the Blender windowing system. Figure 9 shows a panel which appears when the user exports a 3D scene to the HAML file format. It allows the user to specify supplementary information about the application such as a description, target hardware, and system requirements. These are fields defined by the HAML specification 2 and are included with the authored scene as part of the HAML file format. User-interface components displayed on this panel are easily extended to agree with the future revisions of HAML. The current version of HAMLAT shows that a unified modeling tool for graphics and haptics is possible. Promisingly, the features for modeling haptic properties have been integrated seamlessly into the Blender framework, which indicates it was a good choice as a platform for development of this tool. Blenders modular architecture will make future additions to its framework very straightforward.Currently, HAMLAT supports basic functionality for modeling and rendering hapto-visual applications. Scenes may be created, edited, previewed, and exported as part of a database for use in by other hapto-visual applications, such as the HAML player 6. However, there is room for growth and in there are many more ways we can continue leveraging existing Blender functionality. As per future work ,we plan to extend HAMLAT TO include support for other haptic platforms and devices.Currently, only the PHANTOM series of devices is supported since the interactive renderer is dependent on the OpenHaptics toolkit 5. In order to support otherd evices, a cross-platform library such as Chai3D orHaptik may be used to perform rendering. These libraries support force rendering for a large range of haptic hardware. Fortunately, due to the modularity of our implementation, only the interactive haptic rendering component need be altered for these changes. In addition to support multiple hardware platforms, a user interface component which allows the selection and configuration of haptic devices will be important. Most likely, this will be added as part of the user preferences panel in Blender. Adding support for haptic devices as part of editing asks is also a planned feature. This will allow the odeler to modify the shape, location, and other properties on in-scene objects. For example, the sculptingo de in Blender allows a user to manipulate the geometryf a 3D object using a natural interface, similar to eshaping a piece of clay. HAMLAT will build on this echnology by allowing the modeler to manipulate the irtual clay using high DOF haptic interfaces. REFERENCES1 Blender organization, Blender official website,http./, September 2007.2 F. R. El-Far, M. Eid, M. Orozco, A. El Saddik, HapticApplication Meta-Language, DS-RT, Malaga, Spain, 2006.con 3 Blender Organization, Blender Architecture,berGrasp /development/architecture, September 20074 YafRay, Free Raytracing for the Masses, ,September 2007.5 SensAble Technologies, Inc. OpenHaptics Toolkit,/products-openhaptics-toolkit.htm,September 2007.6 M. Eid, M. Mansour, R. Iglesias, A. El Saddik. A DeviceIndependent Haptic Player, IEEE Intl. Conference on VirtualEnvironments, Human-Computer Interfaces, and MeasurementSystems (VECIMS 2007), Italy, 2007.7 F. Conti, F. Barbagli, D. Morris, C. Sewell, CHAI: An Open-Source Library for the Rapid Development of Haptic Scenes,Demo paper atIEEE WorldHaptics, Pisa, Italy, March 2005. 延长搅拌机:开发触觉工具摘要:在本文中,我们目前的工作是拓展一个众所周知的三维图形建模-搅拌机,来支持触觉建模和绘制。这种延长搅拌机命名为HAMLAT(触觉应用标记语言创作工具) 。我们描述修改和添加搅拌器的源代码,其中已使用创造HAMLAT此外,我们提出和讨论设计的决定时所用的发展中的HAMLAT, 也是一个“路线图”的实施 ,其中描述了搅拌器的源代码的改变。最后,我们的结论是讨论我们未来的发展及研究途径。 关键词-触觉,HAM,图形建模,搅拌器, 虚拟环境。 一介绍A. 动机 越来越多的通过触觉的方式在人类-电脑的互动方式的应用造成了对新的工具的巨大的需求,这些新的工具可以帮助新手用户写作和编辑触觉应用。目前,触觉的应用发展过程是一个耗时的经历,它需要编程知识。触觉应用的复杂性,从一个事实,即触觉应用组件(如触觉的空气污染指数,设备,该触觉描写算法等)需要互动图形组件,以实现同步。 此外,一个缺少应用可能性,因为应用是紧耦合到特定的装置必须使用其相应的空气污染指数。因此,设备和空气污染指数的异质性,导致两个研究人员和开发人员分裂和迷失方向。在检查所有需要考虑的事时,有对创作工具明确的需要,可以建立触觉的应用, 也可以隐藏在应用程序建模的编程(如空气污染指数,装置,或虚拟模型) 。 本文介绍了技术发展的触觉应用标记语言创作工具(HAMLAT)。它的用意是解释设计决定用于发展HAMLAT,还提供了执行“路线图”的一个应用,描述该项目的源代码。 B搅拌器HAMLAT是以搅拌器 1 软件套件为基础, 这是一个开放源码的三维建模套件拥有丰富的功能集。它有一个先进的用户界面,它以它的高效率和灵活性,以及它的支援多种档案格式,物理引擎,调制解调器等功能出名。 由于搅拌器的开放式体系结构和支持共同的基础,它被选定为发展ofhamlat平台的首选。搅拌器开放资源的性质,意味着HAMLAT可以轻易地利用其现有的功能和集中讨论相结合的特点,使其成为一个完整的触觉-可视化建模工具,发展为一个三维建模平台,从无到有,需要相当多的发展时间和专门技术,以便达到搅拌机水平的功能,。同时,我们可以利用由从它的源代码到HAMLAT源代码树的合并的变化改善未来的搅拌器HAMLAT建立在现有搅拌器组件,如用户界面和编辑工具,通过加入新组建,其中侧重在一个三维场景用于代表修改和渲染触觉特性的物体。HAMLAT用搅拌器并以此为基础,我们希望建立一个三维触觉建模工具,它具有成熟等特点,并结合搅拌器与ofhaptic渲染的新颖性。 在编写本报告的时候,HAMLAT是基于搅拌器2.43版本的源代码。 C.项目目标如前所述,HAMLAT项目的总体目标是为了产生一个抛光应用软件,它结合了调制解调器图形建模工具的特点与触觉绘制技术。HAMLAT有三维图形建模软件包“外观与感觉”,但是还有另外的功能,例如,作为触觉渲染和触觉直观的描述。这个允许艺术家,建造家,和开发商产生逼真的三维触觉 -可视化虚拟环境。 一个HAMLAT高层次的框图结果,在图1中表明。它说明了在触觉模型的数据流,HAMLAT协助建模者,或应用开发商,在建设触觉 -视觉应用,可存储在一个数据库中供日后由另一触觉的应用检索。由触觉-视觉的应用我们参考任何在视觉上显示三维场景的软件, haptically给一个用户一个虚拟的设置。一个XML文件的格式,所谓HAML 2 ,是用来描述三维场景和储存触觉-视觉环境,通过兴建一建模后播放给最终用户。 传统上,建设触觉 -视觉环境已需要一个强有力的技术和方案的背景。 绘制三维场景的任务是繁琐的。所以在现场触觉性能必须分配给个人,为完成这项任务,目前有几个问题。HAMLAT桥梁,这个差距通过融入haml框架和提供完整的解决方案,发展触觉-视觉应用,无需编程知识。 其余的文件,组织情况如下:在第2部分中,我们目前建议的架构扩展并讨论设计的限制。在第3部分中介绍执行的细节,以及触觉性使内部的搅拌器框架能如何补充和拓展。第4部分我们讨论工作中有关的问题和今后的工作途径。 二编辑和可视化搅拌器的设计理念,是基于三个主要任务:数据存储,编辑和可视化。据遗留的文件 3 ,它沿袭了开发周期为三维建模数据管道可视 - 编辑。一个三维场景代表的是在该搅拌器结构中使用数据结构。该建模者观看现场,进行更改,使用编辑界面直接修改底层的数据结构,然后循环重复。 为了更好地了解这方面的发展周期,考虑在搅拌器中一个三维物体的代表体。一个三维物体可代表一个数组的顶点,其中有举办了作为一个多边形网格。用户可以选择运作的任何数据集。编辑的任务可能包括行动,旋转,称重和翻译顶点,或者从四到三角拓扑结构,也许重新啮合算法,“清理”多余的顶点和变换,。数据可视化使用图形三维渲染这是能够显示的对象作为一个线框或作为一个阴影,固体表面可视化是必要的,就编辑整体而言便见影响,总而言之,这个例子定义设计背后是搅拌器的建筑理念。 在搅拌机,数据是作为一个有组织的一系列名单和相应的数据类型相结合,与项目之间的联系在每份名单中,从简单的结构中创造复杂的场景,这使得数据元素,在每个清单都可以重复使用,从而减少整体的存储需求。举例来说,网格可能与多个现场的物体相连接,但位置和方向可能会改变,而每一个物件和拓扑结构的网格保持不变。说明该组织的数据结构和重用现场的要素是在如图2中所示。一个现场物件连结三个对象,其中每个链接到两个多边形网格。该网格也都有一个共同的物质财产。整个现场呈现的由数个可视化现场的屏幕到一个网络上。 我们采用搅拌器的设计方法,为我们创作工具。数据结构用来代表物体在一个三维场景已扩大到包括该领域的触觉特性(例如,刚度, 阻尼);用户界面组件(例如,按钮面板) 允许建模者改变对象属性而得到更新,包括支持修改触觉性能的一个对象。此外,互动触觉 -视觉渲染已实施,以显示三维场景生动和haptically ,反馈现场有关情况即时提供给建模者或艺术家。 在现在的HAMLAT的版本中,搅拌机的框架的写稿包括如下:* 数据
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