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					INTRODUCTION a 
					fascination with imagination
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					|  | > 
					
					THEME PARK MAGIC inspirational rides and attractions
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						A PHANTOM PLOT UNFOLDS a 2003 test from Disneyland ideas
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					THE HAUNTING BEGINS five 
					years of Halloween, 2004-2008
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					BACK FROM THE GRAVE 2010-2011 with new technology
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					A 2013 RESURRECTION a mix of new and age-old effects
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					|  | > 
					
					DAWN OF THE UNDEAD 2014 
					show, part one
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					THE ZOMBIES EMERGE 2014 show, part two
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					|  | > 
					
					A CHANGING CONCEPT 2015 show, part one
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					|  | > 
					BUILDING PNEUMATIC FIGURES 2015 show, part two
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					|  | > 
					
					ROLL UP, ROLL UP! 2015 
					show, part three
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					INTO THE TUNNEL... 2016 
					show, part one
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					|  | > 
					
					MAKING MONSTERS MOVE 2016 
					show, part two
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					|  | > 
					
					TO HELL AND BACK 2016 show, part three
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					|  | > 
					SHARPENING THE 
					SENSES 2017 show, part one
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					|  | > 
					
					A MAGNETIC ATTRACTION 2017 show, part two
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					|  | > 
					
					THE BIG EXECUTION 2017 show, part three
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	|  | Improving movement with pneumatics |  |  |  
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					|  | In the last two 
					displays, I had re-introduced movement in some of the 
					figures, however these all used electric motors with limited 
					torque. This meant that only parts of these figures, such as 
					heads and hands, could be moved easily. Using compressed air 
					instead would produce much bigger forces, allowing whole 
					top halves, or heavier sections of figures, to rock or move 
					about. 
 To create this movement, David introduced me to building 
					McKibben air muscles. These were invented in 1957 by Joseph 
					McKibben, originally to be used to help move artificial 
					limbs. One of David's projects was an impressive set of 
					
					animatronic legs, moved 
					using McKibben air muscles, to provide life-like human 
					movement.
 
 The construction of these muscles involved wrapping a piece 
					of bicycle inner tube with electrical braiding, then 
					plugging both ends with pieces of dowel. One end had a hole 
					drilled through it where the air pipe was glued in. The 
					braiding was then fastened securely to the ends with jubilee 
					clips. Inflation of the tubing would cause the braiding to 
					widen and pull the ends of the muscle inwards.
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					|  |  |  |  | When compressed 
					air enters the muscle, it contracts lengthways. Then, when emptied of 
					air, it returns to its original length. By attaching these 
					to hinges and levers, movement can be produced. 
 < Here is one of the first muscles I made. It had a length 
					of about 25cm, and a contraction of about 4cm when inflated. 
					To reduce air leakage, the two dowel bungs needed to be made 
					slightly conical, with the wider end towards the middle of 
					the muscle. This also helped to prevent them from being 
					pulled out when the muscle was in operation!
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					|  | But how would 
					these muscles move the figures? One creature that I came up 
					with was the ‘wolfman’; an ill-fated hairy fellow who had 
					undergone some unfortunate transformation and ended up with 
					lupine features! I wanted him to 
					rock back and forth and rattle his cage as visitors 
					approached. 
 > This is one of my early drawings of the figure, showing 
					him with bent knees as if on hind legs, and a hinged torso. 
					I'd originally thought about mounting the air muscle at the 
					back, pulling the body upwards from behind...
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					|  |  |  |  | ...but David 
					suggested that the muscle could be wrapped around a 
					cylinder, where it would unwind slightly on contraction. So 
					I made sure each figure had a 
					horizontal bar to which the hinged part attached; the muscle could 
					then be fitted to this part, and then wrapped around the bar 
					and secured. 
 Mounting it very close to the hinge was practical as I found 
					that it had immense pulling strength in operation. This 
					allowed for a greater distance of movement on the figure, 
					from the same small contraction of the muscle.
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					|  | Making the muscles move |  |  |  
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					|  | The pneumatic 
					system needed a compressor to supply air to the muscles. 
					I found an airbrush compressor online with a 3 litre tank. 
					The advantage of the air tank was that the compressor 
					could store air in reserve, allowing for muscles to be 
					repeatedly filled and emptied in longer bursts, or for 
					multiple muscles to be driven at the same time. I was 
					planning three moving figures, so this sounded like a good 
					idea! |  |  |  |  |  
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					|  | The compressor 
					was capable of supplying air up to a pressure of 6 bar. David informed me that the air muscles would work best at 
					around 1.5 to 3 bar, so this would be more than capable. It 
					also had a mode whereby it would charge the tank up to 4 
					bar pressure, then switch off. When the pressure dropped to 
					below 3 bar, it would switch on again and recharge.
 
 This would prove to be very useful - it would have been 
					damaging to the compressor to leave it running permanently 
					(it would overheat), but if it was only to come on for short 
					periods to top up the tank, this would ensure a more or less 
					constant supply of air at the required pressure for the 
					figures all evening.
 
 One other great benefit was that due to its relatively small 
					size and power, it was very quiet when running. It would 
					have been impractical to have had a massive compressor 
					rattling away at 90 or 100dB, despite the substantial 
					increase in air supply! Installed in a shed, behind a wall 
					at the back of the garden, the airbrush model would be 
					completely inaudible to visitors.
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					|  | Controlling the movements |  |  |  
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					|  | With a supply of 
					air now sorted, I turned to the challenge of controlling the 
					muscles in the sequence required to animate the figures. 
					Each figure would only have one muscle, moving a single 
					section. The wolfman, as described above, would be hinged so 
					that his whole upper half rocked back and forth. The good 
					news was that I wasn't after sophisticated movements, just a 
					bit of erratic shaking and lunging! 
 David explained that as the muscle could only pull in one 
					direction, I should attach some strong elastic cord to the 
					hinged part, so that once the muscle had pulled it one way 
					and then been emptied of air, the elastic would restore the 
					moving part back to where it started. In the case of the 
					wolfman, repeatedly filling and 
					emptying the attached muscle would cause his torso to 
					move backwards and forwards.
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					|  |  |  | The switching of 
					the air supply into each muscle would be done using 12V 
					solenoid air valves, arranged as in the photo to the left. 
					Quite simply, when 12V was applied across them, they opened 
					and air could pass through. When they were switched off, 
					they shut again. 
 Two valves were used per air muscle. The leftmost valve in 
					the photo ('IN') was responsible for allowing air into the 
					muscle. Air came into this via the black pipe visible in the 
					bottom left of the photo. The other valve ('EXHAUST') 
					released the air from the muscle. Restrictors (the silver 
					rotary part on the leftmost valve) were useful to control 
					how fast the air could flow into the valve and up to the 
					muscle, which allowed me to adjust the speed of movement.
 
 The photo also shows a regulator, which was used to limit 
					the air pressure going to the muscle of the figure. The 
					wolfman needed 3 bar to move; the other two figures used 
					around 2 bar.  The pipe extending out 
					of the regulator and off the right hand side of the photo 
					was connected to the muscle. All the muscles, fittings and 
					valves were connected using 6mm nylon pipe.
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					|  | Due to the way 
					in which the valves were connected with the regulator and outlet to 
					the air muscle (in a T-shape arrangement, like in the 
					photo), it became clear that the 'EXHAUST' valve could only 
					be opened when the 'IN' valve was closed - otherwise I would 
					be draining air from the compressor and the muscle at the 
					same time! So the procedure to move the muscle would be 
					this: 
 1. Switch on 'IN' valve to open it. Air flows into muscle 
					and the muscle contracts. (Red arrows in the photo above).
 
 2. Switch off 'IN' valve to close it once the muscle has 
					fully contracted. Air supply from the compressor to the 
					muscle is now closed.
 
 3. Switch on 'EXHAUST' valve to open it. Air drains from the 
					muscle out via this valve. (Blue arrows). Muscle returns to 
					its normal length.
 
 4. Switch off 'EXHAUST' valve once the muscle has been fully 
					drained of air.
 
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					|  | This process 
					would need to be electronically controlled, to manage the 
					switching of the valves needed to move multiple figures, as 
					well as receive initial triggers from motion sensors. It would be necessary for each 
					figure to have a pre-programmed sequence of commands that 
					controlled its associated air valves to specific timings, in 
					order to produce the movement I wanted. I decided to 
					use a series of Arduino Uno microcontrollers, connected to a 
					16-way 12V relay board. Each controller would be connected to its own group of relays, 
					switching them on and off as programmed when activated by an 
					external trigger.
 I mounted this all in a large moulded electrical box (see 
					photo right - excuse the cable mess, this was taken during 
					building!) This 
					system would be the 'brains' of the display. Also inside 
					the box were some 12V relays that were capable of switching 
					230V, which was useful for controlling mains lights and a 
					smoke machine used for a separate fire-breather effect (more 
					about him later!).
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					|  |  |  |  | I wrote some 
					code for each Arduino board, which would run each time the 
					effects were triggered. David later came back with the 
					suggestion that I could have used the board's 1k of EEPROM 
					to record the moves of each figure 'as live'. 
 By connecting the controller to push switches which also ran 
					to each valve, I could press these to animate the figure how 
					I wanted whilst recording the switching into the board. 
					However, I'd already finished writing the code so I stuck 
					with that method, although puppeting the moves with each 
					figure in front of me would definitely have been a lot more 
					fun! In either case, there was also the possibility to 
					create more than one animation sequence for a figure, and 
					have the controller pick one at random upon triggering.
 
 Each board was programmed to wait for around 10 seconds 
					after its animation sequence had completed. My air muscle 
					construction wasn't perfect, and they did leak a bit, so I 
					was needing more air to move the relatively heavy figure 
					frames - it was sensible to give the compressor a bit of 
					bonus time to recharge before the effects could be re-triggered.
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					|  | I took a slight 
					technological step backwards for 2015, in terms of sound 
					effects! Whereas the previous displays were moving steadily 
					away from CD-based soundtracks, this year I had a big stack 
					of CD players at my disposal, so I decided to put the sounds 
					for each figure on discs, and have each Arduino board 
					trigger playback on the associated CD player. This 
					was perhaps another idea inspired from Rumpus Mansion 
					at Blackgang Chine, where its sounds also originate from 
					CD players (1993 technology, remember!) and are triggered in 
					a similar way by a controller for each scene. 
 The CD players worked well, and one of the players had a 
					'random' playback function, which I used for the fortune 
					teller figure. On the disc were around ten different 
					phrases; I programmed the Arduino board to start the random 
					function, wait for three different phrases to be played, 
					then stop the disc. This worked very nicely, and gave the 
					figure more variation. The sound effects were the basis for 
					the timings of the figure movements. I wanted it all to match up 
					and be in sync, ie. the wolfman would lunge forward and 
					growl at the same time!
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					|  | Open-CD player surgery... |  |  |  
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					|  |  |  |  | < Indulge me 
					on this little electronics musing...take a look inside these two 
					CD players I used. The top machine (JVC XL-E31) is about 25 
					years old, the bottom one (Technics SL-PG390) about 15. What a difference in the circuitry required to perform the 
					same task!
 
 > Here's the stack of CD players and amplifiers used for the 
					display. Welcome to 1990...! Each player had pieces of wire 
					cheekily inserted and soldered across their relevant 
					playback buttons for external 
					control by the Arduino Uno boards.
 
 I was born in 1991, very much in the glorious era of the CD... 
					So when better than 24 years later to celebrate that...! I 
					like to think of this as my equivalent of a misty-eyed vinyl 
					fan digging out their old record player!
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					|  | Constructing the figures |  |  
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					|  | While I was 
					building all this, I was aware that I was rather keeping David in 
					the dark as to what my figures were looking like! I 
					wanted him to see them fully working, rather than as just bits 
					of pipe and hinges! And that's what I've done with this 2015 
					account...I've kept you in suspense about how they looked! 
					So let's have a sneak peek at how they were made... 
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					|  |  |  | < I'd come up 
					with the final plan for three moving figures; the wolfman, 
					the grotesque (another caged monster) and the fortune 
					teller. The drawing to the left shows some of my early 
					ideas, which includes a 'magician'. He was included in the 
					display, but as a static figure (shown on the next page). 
 All three of my figures were built from pieces of 50mm pipe, 
					connected with elbow fittings. This helped to make them 
					lightweight, but the plastic was still surprisingly robust 
					and coped well with movement from the air muscle. The hinged 
					part (the spine of the wolfman, in the photo below, left) 
					was attached with bolts using standard steel hinges. The air 
					muscle was then fixed next to this hinge, and attached to 
					the moving part (eg. the spine or head).
 
 I used foam lagging to 'bulk up' the limbs of the figures, 
					and also to create a 'rib cage' to shape the torsos. The 
					heads were polystyrene, with latex masks attached. Each 
					figure also had latex hands. It was great fun 
					finding clothes for the figures to wear; I got a few odd 
					looks in charity shops buying old jackets and shirts for 
					them...!
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					|  |  |  | < The wolfman 
					frame was the most challenging to build as he was required 
					to be completely free-standing! His pipe legs were tightly 
					fitted to the floor of his cage with more elbow fittings to 
					prevent him from falling over! 
 > The grotesque and the fortune teller were easier to create 
					as although they were to move in a similar way to the 
					wolfman, they were only 'top halves' with no legs!
 
 The fortune teller's lower half would be hidden behind her 
					table, and the majority of the grotesque's body would be 
					disguised under rags!
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					|  |  |  |  |  | The end of 
					October was approaching, and I was putting the finishing 
					touches to programming the figures. The wolfman hadn't been moving as 
					well as I'd hoped. His hands were fixed to the bars of his 
					cage, and it turned out that as a result he couldn't move 
					forward as much - his arms were preventing it somewhat. 
 The solution was to cut his foam arms away from his body, so 
					that only his jacket was connecting them to his torso! This 
					gave him a lot more freedom of movement, and suddenly he was 
					rocking and rattling his cage a treat!
 
 Zelda was easier to build and operate - no heavy jacket or 
					arms, just purple fabric, hands, and a lightweight 
					polystyrene head with mask, so she required less air 
					pressure to move.
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					|  |  | See the 
					wolfman moving before he was modified - his 
					movements were restricted by his hands and arms (.mp4, 4.5mb)
 |  |  | See Zelda working
					in this early test clip of the figure (.mp4, 4.6mb)
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					|  | I decided to 
					call the display 'The Carnival of Horrors'. As well as the 
					moving figures, I had some other special effects and tricks 
					up my sleeve to spook our visitors! It was finally time for 
					the carnival to open... (and for you to finally see the 
					figures in action!)... |  |  |  |  |  |  
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