Toy Figurine Spin Kick Mechanism With Gear Actuator
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Solution Overview
Problem
Toy figurines with articulated joints require direct physical manipulation to change poses, making it difficult to simulate realistic combative movements like punching or kicking, which are impractical for play involving simulated combat.
Innovation Solution
An articulating toy figurine with a user-activated mechanism in one limb that uses a gear assembly and actuator to rotate the body and other limbs, allowing for simulated spin kicks by moving from a first to a second position, engaging and disengaging gears to drive rotation around a defined axis.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If direct physical manipulation is used to change toy figurine poses, then the structure remains simple, but realistic combative movements cannot be simulated
Solution Approach 1:
The toy figurine is divided into separate functional modules: a base structure, an actuator mechanism, and articulated limbs. The gear assembly is segmented into multiple gears (first gear, second gear, third gear) that can be independently positioned and engaged, allowing complex movements to be achieved through coordinated operation of discrete components rather than a monolithic mechanism.
Solution Approach 2:
A magnetic field is introduced as an intermediary between the user's hand and the figurine's limbs. The actuator contains a magnet that interacts with a magnet in the user's finger, enabling wireless transmission of force to rotate the limbs. This intermediary eliminates the need for direct physical contact while maintaining precise control over the figurine's combative movements.
2Speed
If articulated joints are added to enable pose changes, then movement capability improves, but rapid execution of combative movements becomes difficult
Solution Approach 1:
The gear assembly is designed to automatically engage and disengage based on the rotational position of the actuator. As the actuator rotates, the gears naturally mesh and transmit motion to the limbs without requiring additional control mechanisms. This self-engaging feature allows rapid execution of combative movements while maintaining simple operation, as the system serves itself by converting continuous actuator rotation into discrete joint movements.
3Ease of operation
If gear assembly is added to enable automated movement, then ease of operation improves, but device complexity increases
Solution Approach 1:
The gear assembly serves multiple functions simultaneously: it converts rotational motion from the actuator into linear displacement of the limbs, provides mechanical advantage to amplify small actuator movements into large limb movements, and enables both attacking and defensive poses through different engagement patterns. This multi-functionality reduces the need for separate mechanisms for different operations, thereby limiting the increase in overall device complexity.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enables realistic and efficient simulation of combative movements such as spin kicks without direct physical manipulation, enhancing play experience by allowing rapid and realistic execution of combat actions.
Implementation Method 1
The first end may comprise a bevel gear. The actuator may be pivotally coupled to the member and configured to drive a gear assembly disposed in an internal cavity of the member. The gear assembly may be operably coupled to the bevel gear of the shaft to rotate the body around a rotation axis defined by the shaft.
Implementation Method 2
When the actuator returns to the first position from the second position under a biasing force of a spring
Implementation Method 3
The actuator may be a lever comprising a first end and a second end. The first end may be coupled to a drive train that actuates the body to rotate the body 360 degrees around the rotation axis
Data Source
AI summary
An articulating toy figurine comprises a body, a member coupled to the body via a shaft and an actuator pivotally coupled to the member. The shaft may comprise opposing first and second ends disposed within the member and body, respectively. The first end may comprise a bevel gear. The actuator may be pivotally coupled to the member to drive a gear assembly disposed in an internal cavity of the member. The gear assembly may be operably coupled to the bevel gear of the shaft to rotate the body around a rotation axis defined by the shaft. The rotation axis defines an angle θ1 that is less than 90 degrees, preferably 30 degrees to 60 degrees, relative to an axis defined by the member. The actuator may be movable from a first position to a second position to cause the body to rotate 360 degrees around the rotation axis.


