How it works
- A ball on a chain hangs from a carriage that rolls along an aluminum top bar. A stepper motor pulls the carriage back and forth with a toothed belt. We started with a 40 mm steel ball on a 50 cm chain; the choices below cover the alternatives.
- Nothing positions the ball. The motor only moves the top of the chain, and the ball follows by swinging, the way a crane’s load follows the crane. Direction decides when; physics does the playing.
- The swing keeps its own time. A ball on a chain swings at a pace set only by the chain’s length: 50 cm takes about 1.4 s to swing there and back. Nothing can hurry it, so the element plays at that pace or across it.
- Three moves:
- Rock. Move the carriage back and forth in time with the swing, heading one way while the ball is out the other. Each swing of rocking adds about three times the rock’s reach to the swing, so rocking 35 mm either side reaches targets 16 cm out in about two swings. Rock farther for a bigger swing and a louder strike.
- Dash. With the ball hanging still near one target, the carriage dashes toward the other. The ball is left behind, swings after it, and strikes about 0.6 s after the dash began: one strike, and the hardest.
- Catch. At the end of each swing the ball stops for an instant. If the carriage slides over it right then, it stays stopped, the way a crane operator stops a swinging load.
- Two targets, one each side at ball height. Each comes off with a thumb screw, so they can change mid-performance.
- It plays softly. Rocked, the ball meets a target at about half a meter a second; dashed, at about one. That’s as fast as the ball would be going if dropped from 1 to 5 cm. Targets that ring, like metal or hollow wood, carry it. For louder, use a heavier ball; a longer chain doesn’t help.
- Every strike is planned ahead. A strike lands a predictable time after the move that causes it, so the element starts early by that much and the strike lands on the beat.
- Control: an ESP32 listens for the wireless signal and drives the stepper through a quiet driver. A switch on the back of the bar gives the carriage a known starting point. It runs from the shared power-tool battery. If it hears nothing for a couple of seconds, it catches the ball and goes quiet; faults show on the board’s light.
Ways to play
- Single strikes on cue: dash, strike, catch. From cue to stillness takes about a second and a half.
- Continuous swinging: the carriage keeps rocking, and the ball strikes every half swing, tick and tock, about every half second on a 50 cm chain. Each strike takes much of the swing’s speed away, so the carriage keeps feeding it.
- Swells: rock a little harder each swing, and every strike lands louder than the last.
Before any code: push the carriage by hand in time with the swing and feel it grow, then jerk the carriage sideways and watch the ball chase it.
Notes
- This is a first design, drawn but not yet built. Expect one round of fitting.
- The swing in the 3D model is simulated from the physics, with guesses for how much bounce each target gives back. A test build will give the real figures.
- Costs in the parts list are rough estimates for budgeting, not checked prices. They add up the version we started with.
- The firmware in the downloads is a first version. It compiles, and the physics it runs is tested against the CAD simulation, but it hasn’t yet run on a built element. It listens for Control, the one broadcast signal every element hears, and until there’s a bridge to send it, its bench console plays the notes.