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effects test beds
cred: facebook.com/Taciano Canassa, Will Arnold, Jhay Letter, Justin Bond, Alex Millar, Craig Smith, Petter Tiilikainen,
test rig PCB layouts
cred: effectslayouts.blogspot.com
Architecting the Future of Industrial Automation
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By embedding AI in industrial automation, TEAL transforms traditional factories into hubs of smart manufacturing. Our expertise spans the entire industrial automation system, from advanced robotic automation to sophisticated automation control engineering. We specialize in the "hard-tech" required for tomorrow’s mobility, including testing assembly for Electric Transmission components and high-performance HVCH (High Voltage Heater Coolant) systems for the EV sector.
Leveraging IIoT and digital twins, we provide real-time data visibility that ensures every test rig we deploy maximizes production throughput and yield. Whether it is functional endurance or performance testing, our bespoke solutions are engineered to meet the most rigorous global standards. At TEAL, we don’t just build machines; we architect the resilient, automated foundations that empower enterprises to scale and succeed in a connected global economy.
6/7/2025 - test rig
Hilt tester version 3.0– NOW WITH FLAT CONTACTS!
Lasercut top, copper tape, soldered wires, and 3D printed holder.
Progress: Slow, stop, go
Next up in terms of goals is to see how to make the sprite slow and stop naturally, and then accelerate back up to travel speed.
Witch Lights Animation Test 2: Slow, stop, go:
I've spend a few iterations tuning this. The deceleration curve is fairly decent, but it doesn't look right when it starts up from a hard stop. I think the sprite should "wind up" before going, so that means backing up a bit. I'll have to play with the timing to make it look right.
Once I have these dialed in, I can break them up into "intro" and "outro" animations, and create some loop animations to put in between.
Progress: Timing test
After some trial and error, I generated an AnimationTestSprite class, and re-defined all of the char and CRGB structs to load my generated pixel art animation into memory. And told the MotionSensor object to spawn one when it detects motion. (Or when I push the test button.)
And the Arduino Due crashed so hard, I had to force erase its memory.
Welp.
I'll get into what caused it later, but I hunted down the cause and fixed it. So I just watched my first pixel art animation on the live test rig.
Witch Lights Animation Test 1: Timing Test:
The frame rate is much faster than I thought. That's good. It can also be adjusted with an UpdateInterval variable, so that's also good.
I'll go into the cause of the crash at a later date, because it's going to affect my strategy and approach to the whole thing. But for now I'm happy with this progress.