How it works
- This is the Gantry pendulum with a second axis. The first carriage still rolls along the top bar. It now carries a short crosswise rail, and a second carriage with its own motor rolls along that. The chain hangs from the second carriage on a universal joint, so the top of the chain can go anywhere over the ball. We started with a 40 mm steel ball on a 50 cm chain; the choices below cover the alternatives.
- Nothing positions the ball. The carriages only move the top of the chain, and the ball follows by swinging. Direction decides when; physics does the playing.
- The swing keeps the same time in every direction. A ball on a 50 cm chain takes about 1.4 s to swing there and back, whichever way it goes. So a swing can be a straight line in any direction, an ellipse or a circle, and the carriages can turn one into another.
- Four moves:
- Rock. Move the top of the chain back and forth in time with the swing, heading one way while the ball is out the other. The swing grows along that line.
- Stir. Rock both directions a quarter swing apart, so the joint goes round in a small circle. The ball goes round in a big one.
- Dash. With the ball hanging still, dash the top of the chain toward any target. The ball is left behind, swings after it, and strikes about 0.6 s later.
- Catch. Each direction of the swing is caught on its own. When the swing in that direction runs out, its carriage slides over the ball and that part of the swing stops. Catch both and the ball hangs dead still.
- Four targets, one on each side at ball height. We alternated steel and wood around the ring, two sizes of each, so a circling ball plays metal, wood, metal, wood, at four pitches, about a round a second. Each target comes off with a thumb screw, so they can change mid-performance.
- It plays softly. In a round, the ball meets each target at about half a meter a second, as fast as it would be going if dropped about 1.5 cm. A dash gives about twice that. Targets that ring carry it. For louder, use a heavier ball.
- 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: one ESP32 listens for the wireless signal and drives both steppers through quiet drivers. A switch on each axis gives its carriage a known starting point. The second motor rides on the first carriage, so its wires run in a cable chain. 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
- Aimed strikes: dash toward any one of the four, strike, catch.
- Rounds: stir the ball into a circle, and it strikes all four in turn, round and round. Stir the other way and the round runs backwards.
- Back and forth, then turn: rock along one pair of targets, tick and tock, then steer the swing round to the other pair.
- Swells: rock or stir a little harder each swing, and every strike lands louder than the last.
Before any code: push the carriages by hand in a small circle, in time with the swing, and feel the ball start to circle.
Notes
- This is a first design, drawn but not yet built. Expect one round of fitting, more than on the Gantry pendulum, because the two carriages are stacked.
- The swing in the 3D model is simulated from the physics, in both directions at once, 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.