**Advanced Puppeteering Techniques for Robot Performance**
The art of puppeteering has been elevated to new heights with the development of advanced robotics and artificial intelligence. One such innovation is the creation of robots that can mimic human-like movements, allowing for more realistic and engaging performances. In this article, we'll delve into the world of robot puppetry and explore the latest advancements in controlling robotic motion.
**Direct Puppeteer Control**
I have a whole different high-level set of controls that allow me to basically manipulate this and make it go from walking, which is where I'm 180 degrees out of phase, yeah, to starting to gallop, where the phase angle changes right. So, I have this one control that makes a big difference in how you perceive the motion. Yeah, yeah, those are the dials and the numbers, the sliders that you can adjust. But can you also integrate direct puppeteer? Yes, yes, I can do that. That's the cool thing; use the word layering a second ago, and that's actually a really good analogy. So, I have direct control over some of the parameters we're talking about, like this is that step length, and this is the height, so I can combine the algorithmic control of something really complicated with an expressive control that allows me to add what's important for the scene from an emotional standpoint without having to worry about all the technical stuff that's happening under the surface.
**Controlling the Robot**
And then I can have those things happening simultaneously. So, I'm controlling the physical location of the ball in space with an XYZ control, it's like a little joystick forward and back, left and right, up and down, and at the same time. The fingers are spinning, and the ball is moving; it's almost like the subconscious balancing that we would do in our normal gait or manipulation of objects combined with the very conscious then expressive manipulation of it. It's kind of magical honestly just watching it happen. Wow, that is so cool.
**Principles for Robot Puppeteering**
These principles are things that apply not only to access but also to other robots that you've worked on absolutely. I mean this type of thing applies directly to projects I'm working on right now, movies that are in production that I cannot even talk about but that allow me to have things like um like uh you know breathing and physical agitation and all the stuff that it's like oh let's bring the puppet to life. Well, I can bring the puppet to life in a way that's that's more compelling than I've ever been able to before now, and then do emotional puppeteering on top of that.
**Hades, the Robot Biped**
Let's talk about this thing for a second; yikes. So, Hades is a prototype robot from the Robot Combat League TV show, and it's also a walking robot. Axis over here is a pentapod; it has five legs, while Hades is a biped. The walking system for Hades is almost exactly the same as Axis, except the number of legs is two instead of five, and the system that controls the algorithm, the walking algorithm, is uh unlike Axis; you have direct control over the speed, you have direct control over the um direction right, the heading. I was talking about, and you also have direct control over the amplitude, which is how long the step is.
**Control System for Robot Combat League**
For something like Hades, the way the contestants would control the robots; they would steer it with basically a joystick, and they had this other control that would allow them to change their uh the amplitude of the step, and also make the robot crouch. Kind of like this control where I can bring it up and down, yeah; they could do that but with this robot. Imagine this robot going up and down, bobbing and weaving, the other thing that they could do was turn the speed down to zero and then just like crank on the amplitude, and the robot would snap into these fighting poses, it was really cool, it was also very unexpected.
**Collaboration with Concept Overdrive**
The control system for Robot Combat League was a collaboration with Concept Overdrive. The reason I did that was because they had everything to control hydraulic robots already figured out but the thing that they didn't have was the walking algorithm so we kind of had to figure that out together, um, but luckily I'd already made robots similar to Axis so we kind of knew what to do and whether it's a robot that's hydraulically driven or with electric servos; it's all the same principles in terms of the motion how you think about deconstructing the motions for animation for performance. Yes, it's decades of institutional knowledge and we'll include links and descriptions; it's for all places where people can find out more information about your projects.
**Conclusion**
Thank you so much for having us here, Mark. Thank you thanks for coming