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output
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Where we start

#include <Servo.h>

Servo myservo;  // create servo object to control a servo

int potpin = 0;  // analog pin used to connect the potentiometer
int val;    // variable to read the value from the analog pin

void setup() {
  myservo.attach(9);  // attaches the servo on pin 9 to the servo object
}

void loop() {
  val = analogRead(potpin);            // reads the value of the potentiometer (value between 0 and 1023)
  val = map(val, 0, 1023, 0, 180);     // scale it to use it with the servo (value between 0 and 180)
  myservo.write(val);                  // sets the servo position according to the scaled value
  delay(15);                           // waits for the servo to get there
}

some kind of very simple software connects the knob to the motion of your mover

some other form of motion

a knob to turn, standing in for some kind of control system

a solenoid

Let’s just call it a “mover”

pixels on an LED strip

a servo or dc motor

and something we want to make move

a potentiometer

Mover

Knob

And then explore different ways of smoothing, animating, and tuning the software which controls the movement

We touch briefly on some changes to the physical setup and connections of a physical mover

Then, as you scroll down and around, we will explore different ways to improve the movement of our model

First, we will start where we usually start: a simple toy model of a thing we want to make move.

At some point when designing a moving thing, we have two things set up on a breadboard

Here is the simplest model of a system under design

It’s about learning how to give personality and liveliness to moving things

The idea is to explore how you can learn to control the type of motion you get

This space is a summary of some ways to improve the quality of motion of a robot, or a pixel animation.

it just isn’t moving the way I imagined.

Often, though, it feels like...

Congratulations! That is hard!

Let’s say you have a microcontroller that moves something

Introduction