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Multiple 8x8 LED Matrix Control with MAX7219 - Page 6 — Parallax Forums

Multiple 8x8 LED Matrix Control with MAX7219

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Comments

  • MikeDYurMikeDYur Posts: 2,176
    edited 2019-02-05 16:52
    @Duane Degn,

    No speed issues here, it has to be slowed to let the human eye's catch it.


  • Very cool! Thanks for posting a video.
    MikeDYur wrote: »
    EDIT: BTW I will re-map the eyes, don't want to steal your bots individualism.

    I think many of the eye patterns I used were stolen from someone else. There are only so many ways one can make an eye with an 8x8 array. Don't worry about using the same patterns I'm using.

    I think the only time I'd worry about the eyes of our bots being too similar would be if we were both at some event with our bots. In this sort of situation it would be a good idea if our bots' eyes didn't look too similar.

    Do you plan to mount the eyes on gimbals?

  • Duane Degn wrote: »

    There are only so many ways one can make an eye with an 8x8 array.


    Do you plan to mount the eyes on gimbals?


    Honestly I think you can get quite a lot of expression and individuality in an 8x8 pattern. As your hex-pod showed, it was the perfect combination for a crab type creature. I hoping to use these on an interactive bot, maybe the size of a Heathkit Hero. I don't plan to use gimbal's, as the array's will be recessed in an enclosure, and rotate the head to show the direction it is looking. But that was great for your bot, kind of like the cartoon depiction of Crusty the crab.
  • Just a flash-back,

    look what was going on in 2007 to control LED arrays.

    http://forums.parallax.com/discussion/99843/a-fist-full-of-leds-for-christmas/p2
  • Mike,

    Can you post the code you used to get the eye animations working? I've gone through Duane's stuff and with everything that's commented out, I can't get it to run.

    I'm interested in doing animations that are different than the eye anims, but first I've got to get any animations working (instead of scrolling text).

    Jeff
  • Sure, it's not very intuitive and won't pass the Gold Standard, because I removed all of Duane's comments. You will have to refer to his original version for that. Let it be said that this is totally his works, except for the new eye patterns.
  • Here is some lines for the demo, to choose the animation.
    
    '      Leds.DisplayRotatedEye(@eyeNormal)
    '      Leds.DisplayRotatedEye(@eyeSad)
    '      Leds.DisplayRotatedEye(@eyeSurprise)
    '      Leds.DisplayRotatedEye(@eyeCrossed)
    
  • I see what you mean about it not being intuitive. :)

    I'm still trying to follow how it cycles through the different animations, and how you would substitute different ones and have a different number of them.
  • MikeDYurMikeDYur Posts: 2,176
    edited 2016-08-03 11:51
    Jeff Haas wrote: »

    I'm still trying to follow how it cycles through the different animations, and how you would substitute different ones and have a different number of them.

    I tried to extract anything pertaining to eye animation from both of Duane's drivers, the one that scrolled text and the the one that was included in his hexpod archive. I didn't get the "DisplayRotatedEye" method to work, but the "DisplayEye" works fine. This was a work in progress, and only intended for my use, it wasn't ready for prime time. There are parameter's in the driver that have to be changed and added to display different animation's, I only got something working, you will have to develop methods in the demo and driver to cycle through different animation's.

    I hope Duane is OK with this. ;)
  • Here are the lines in the driver that have to reflect the animation sequence and order of the frames to display.
        #0, EYE_NORMAL, EYE_BLINK01, EYE_BLINK02, EYE_BLINK03, EYE_BLINK04, EYE_BLINK05, {
      } EYE_BLINK06, EYE_BLINK07, EYE_BLINK08, EYE_BLINK09, EYE_BLINK10, EYE_BLINK11, {
      } EYE_OPEN, EYE_DOWN, EYE_DNLT, EYE_LEFT, EYE_UPLT, EYE_UP, EYE_UPRT, EYE_RIGHT, {
      } EYE_DNRT, EYE_CENTER
    
        EYE_NORMAL_BLINK_0, EYE_NORMAL_BLINK_1, EYE_NORMAL_BLINK_2
        EYE_NORMAL_BLINK_3, EYE_NORMAL_BLINK_4, EYE_NORMAL_BLINK_5
        EYE_NORMAL_BLINK_6
    
        EYE_SAD_BLINK_0, EYE_SAD_BLINK_1, EYE_SAD_BLINK_2
        EYE_SAD_BLINK_3
    
        EYE_SURPRISE_BLINK_0, EYE_SURPRISE_BLINK_1, EYE_SURPRISE_BLINK_2
        EYE_SURPRISE_BLINK_3
        EYE_SLIT_VERT_BLINK_0, EYE_SLIT_VERT_BLINK_1, EYE_SLIT_VERT_BLINK_2
        EYE_SLIT_VERT_BLINK_3
    
        MAX_EYE_INDEX = EYE_CENTER  ' This has to reflect the last frame in the particular animation.
    

    The code didn't get formatted properly, so here is a screen shot.
    1366 x 768 - 184K
  • Don't forget this line, which needs to be brought to the parent object.
    1366 x 768 - 180K
  • Procurement of parts has always been an issue where I live, I need forty nylon spacers for my message board, I had four. The hardware store close to me had twenty one, the fancy store twenty miles away didn't even go down to the size I need. I have to put off assembly for a couple of weeks, for the local store to restock.
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