U.S. patent application number 16/024732 was filed with the patent office on 2018-10-25 for weapon emulators and systems and methods related thereto.
The applicant listed for this patent is Jon E. Hunt. Invention is credited to Jon E. Hunt.
Application Number | 20180306548 16/024732 |
Document ID | / |
Family ID | 51528594 |
Filed Date | 2018-10-25 |
United States Patent
Application |
20180306548 |
Kind Code |
A1 |
Hunt; Jon E. |
October 25, 2018 |
WEAPON EMULATORS AND SYSTEMS AND METHODS RELATED THERETO
Abstract
A method of emulating a weapon comprising: illuminating a barrel
tip locator to create an illuminated barrel tip locator when a fire
signal is received; capturing an image of the illuminated barrel
tip locator on a recorded media; and replacing the image of the
illuminated barrel tip locator on the recorded media with a
digitized visual effect.
Inventors: |
Hunt; Jon E.; (West Hills,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Hunt; Jon E. |
West Hills |
CA |
US |
|
|
Family ID: |
51528594 |
Appl. No.: |
16/024732 |
Filed: |
June 29, 2018 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14217193 |
Mar 17, 2014 |
10036608 |
|
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16024732 |
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61799941 |
Mar 15, 2013 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63H 33/30 20130101;
F41A 33/02 20130101; F41A 33/06 20130101; F41A 33/00 20130101 |
International
Class: |
F41A 33/02 20060101
F41A033/02; F41A 33/00 20060101 F41A033/00; A63H 33/30 20060101
A63H033/30; F41A 33/06 20060101 F41A033/06 |
Claims
1. A method of emulating a weapon comprising: illuminating a barrel
tip locator to create an illuminated barrel tip locator when a fire
signal is received; capturing an image of the illuminated barrel
tip locator on a recorded media; and replacing the image of the
illuminated barrel tip locator on the recorded media with a
digitized visual effect.
2. The method of claim 1, wherein the barrel tip locator is a light
emitting diode.
3. The method of claim 1, wherein the digitized visual effect is a
muzzle flash.
4. The method of claim 1 further comprising synchronizing the
illumination of the barrel tip locator with a camera shutter
opening.
5. The method of claim 1 wherein the barrel tip locator is
illuminated for a duration matched to a camera frame rate.
6. The method of claim 5, wherein the barrel tip locator is
single-frame designation.
7. The method of claim 1, further comprising the step of sensing
the movement of a trigger to initiate the fire signal.
8. The method of claim 1, wherein the barrel tip locator is a light
emitting diode.
9. The method of claim 8, wherein the RGBW is a light emitting
diode.
10. The method of claim 1, wherein the weapon is an emulated
gun.
11. The method of claim 10, wherein the barrel tip locator is
located inside a barrel of the emulated gun.
12. The method of claim 1, wherein the illuminated barrel tip
locator is used to initiate squib function.
13. The method of claim 1, further comprising varying the color and
intensity of the illuminated barrel tip locator to match a
particular scene.
14. The method of claim 1, further comprising varying the
wavelength of the illuminated barrel tip locator.
15. The method of claim 1, further comprising minimizing
reflections of the illuminated barrel tip locator with an optical
polarizer.
16. The method of claim 10, wherein a visual enhancer is added to a
barrel of the emulated gun.
17. The method of claim 1, further comprising causing the barrel
tip locator to illuminate intermittently to form a blinking pattern
and changing the blinking pattern based on a state of filming.
18. A method of emulating a weapon comprising: causing a barrel tip
locator to illuminate when a fire signal is received; recording the
illumination of the barrel tip locator on film; locating frames
within the film where the illumination of the barrel tip locator
occurs; and editing the located frames by replacing the illuminated
barrel tip locator with a muzzle flash.
19. A method of emulating a weapon comprising: pulsing a barrel tip
locator for a duration matched with a camera frame rate when a fire
signal is received; capturing the barrel tip locator on film during
pulsing; locating frames within the film that include the barrel
tip locator pulsing; and editing the frames to insert a digitized
visual effect for the barrel tip locator pulsing.
20. The method of claim 19, wherein the barrel tip locator is a
light emitting diode.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 14/217,193, filed on Mar. 17, 2014, which
claimed the benefit of U.S. Provisional Application No. 61/799,941,
filed on Mar. 15, 2013, both of which are hereby incorporated by
reference in their entirety.
FIELD
[0002] The present patent document relates to weapon emulators and
systems and methods related thereto. More particularly, the present
patent document relates to weapon emulators for use with movie or
film making and the systems and methods related thereto.
BACKGROUND
[0003] Firearms used in movies (or TV, theatre, or similar areas of
the entertainment industry) represent several concerns, chief among
them being safety, legal, and cost. In order to obtain the ultimate
in realism as required by modern movies, real guns modified to fire
blanks are used, which in a number of cases has resulted in death
(i.e. Brandon Lee, Jon-Erik Hexum, etc.) and injury (i.e. Al Pacino
burning his hand on a hot gun barrel during the filming of
Scarface, etc.).
[0004] Blanks comprise an explosive such as gunpowder, which can be
harmless from as close as three feet away but can have a dangerous
or even deadly impact up close. While the powder from blanks
disperses quickly, if a firearm is pressed against an object, even
the blank will cause devastating damage similar to if an actual
bullet was used. Firing the wrong type of blank can also cause
serious injury.
[0005] In addition to the physical dangers, using real guns and
blanks on a movie set comes with a number of legal issues. The
Bureau of Alcohol, Tobacco and Firearms (BATF) regulates every
aspect of firearm use. These regulations become even more onerous
with the use of "killing weapons" such as machine guns and the
like. Unfortunately, these types of "killing weapons" are often
very desirable for movie makers because of their fantasy aspect.
Among other things, BATF limits who on the set can legally interact
with guns, as well as the burden to ensure that the regulatory
paperwork is fully correct.
[0006] There are also a number of cost issues associated with using
real guns in movies. To begin with, there is the ongoing cost of
"consumables" (i.e. blanks, squibs, etc.). Gun use on movie sets
also often results in higher insurance rates. In addition, the
potential for lawsuits from misuse of guns is increased. The use of
real guns in movies requires additional qualified personnel on the
payroll (i.e. gun wrangler, weapons handler, etc.), which increases
costs. Real guns require enhanced security for storage and
transportation, which all increase costs and cut from the bottom
line.
[0007] In addition to the already mentioned problems, there are a
number of practical issues with the use of real guns on movie sets.
Blanks do not always fire properly and multiple "takes" due to
reduced reliability from fractional-load blanks (i.e. misfires,
jams, partial or non-operation of slide/bolt, etc.) are inevitable.
When movies are being filmed on location, depending on the location
of the set, there often exist noise regulations that restrict when
filming scenes involving the use of guns and blanks may occur.
[0008] Accordingly, a replacement for the use of real guns on the
sets of movies, film, theater and other endeavors is needed.
SUMMARY OF THE EMBODIMENTS
[0009] In view of the foregoing, an object according to one aspect
of the present patent document is to provide weapon emulators,
systems for using weapon emulators, and methods related thereto.
Preferably the methods and apparatuses address, or at least
ameliorate, one or more of the problems described above. To this
end, a weapon emulator is provided. In one embodiment, a weapon
emulator comprises: a body; an electro-mechanical actuator coupled
to the body; and a firing indicator coupled to the
electro-mechanical actuator and designed to move relative to the
body when the electro-mechanical actuator is activated. In a
preferred embodiment, the weapon emulator further comprises a
wireless communication interface.
[0010] In a preferred embodiment, the electro-mechanical actuator
is a solenoid motor. In some of those embodiments, the solenoid
motor comprises multiple stages.
[0011] In many embodiments, the weapon emulator has the appearance
of a firearm. In some of the embodiments where the weapon emulator
has the appearance of a firearm, the firing indicator is a slide.
In some embodiments including a slide, the electro-mechanical
actuator is designed to move the slide at least one inch relative
to the body. In other embodiments, the slide may move at least 1.25
inches, 1.5 inches, 1.75 inches or even 2 inches or more.
[0012] In some embodiments, the weapon emulator further comprises a
shell ejection mechanism. In some of those embodiments, the shell
ejection mechanism includes an electro mechanical actuator designed
to eject a shell casing.
[0013] In some embodiments, the weapon emulator further comprises a
barrel tip indicator. In some embodiments with a barrel tip
indicator, the barrel tip indicator is an LED.
[0014] A preferred embodiment of a weapon emulator further
comprises a trigger wherein movement of the trigger causes the
electro-mechanical actuator to activate.
[0015] In another aspect the embodiments disclosed herein, a weapon
emulator is provided comprising: a body; an electro-mechanical
actuator coupled to the body; a firing indicator coupled to the
electro-mechanical actuator; and electronics designed to
synchronize the activation of the electro-mechanical actuator with
the operation of a camera and/or timing of a camera frame.
[0016] In yet another aspect of the embodiments disclosed herein a
method of emulating the visual appearance of a weapon firing is
provided. A preferred embodiment comprises the steps of: receiving
a fire signal; activating an electro-mechanical actuator coupled to
a body of a weapon emulator; and causing a firing indicator coupled
to the electro-mechanical actuator to move relative to the body of
the weapon emulator.
[0017] A preferred embodiment of the method further comprises the
step of pulling a trigger to create a fire signal. Some embodiments
further comprise the step of causing a barrel tip indicator to
illuminate.
[0018] In yet another aspect of the embodiments disclosed herein, a
system for filming a movie is provided. Preferred embodiments of a
system for filming a movie comprise: a weapon emulator comprising a
firing indicator and a wireless interface; and a system controller
including a wireless interface designed to communicate with the
weapon emulator.
[0019] Some embodiments of the system further comprise a handheld
controller with a wireless interface designed to communicate with
the system controller. Some embodiments of the system further
comprise a camera wherein the camera is in communication with the
system controller. Some embodiments of the system further comprise
a squib wherein the activation of the squib is coordinated with the
activation of the weapon emulator by the system controller.
Preferred embodiments of the system further comprise audio
equipment in communication with the system controller.
[0020] In yet another aspect of the embodiments disclosed herein, a
method for synchronizing the activation of a weapon emulator to a
camera is provided. Preferred embodiments of a method for
synchronizing the activation of a weapon emulator to a camera
comprise the steps of: activating the weapon emulator; using a
trigger on the weapon emulator as a gate to indicate activation of
the weapon emulator; activating an electro-mechanical actuator
coupled to a body of a weapon emulator; and causing a firing
indicator coupled to the electro-mechanical actuator to move
relative to the body of the weapon emulator during a next full
frame count of the camera.
[0021] In yet another aspect of the embodiments disclosed herein, a
method for automatically inserting audio and visual effects into
film frames is provided. Preferred embodiments of such methods
comprise the steps of: activating a weapon emulator; creating a
digital time-tagged data file containing sound and visual markers
for a time and location in the film that the weapon emulator was
activated; using software to locate the sound and visual markers;
and using software to insert the corresponding sound and visual
effects from a pre-recorded firearm effects library.
[0022] In some embodiments of the method, the location weapon
emulator is activated is designated by a barrel tip locator.
[0023] In yet another aspect of the embodiments disclosed herein a
film created by the process described herein is provided. In
preferred embodiments of the film, the film is created with a
process comprising the steps of: causing an electro-mechanical
actuator to move a firing indicator on a weapon emulator relative
to a body of the weapon emulator; capturing the movement of the
firing indicator on film; and editing the film in post-production
to add both a sound effect and a visual effect.
[0024] In some embodiments of the filming of the processes
described herein, the process further comprises the step of:
synching the movement of the firing indicator with a camera
frame.
[0025] As described more fully below, apparatuses, systems, and
methods comprising a weapon emulator are provided. Further aspects,
objects, desirable features, and advantages of the apparatuses,
systems and methods disclosed herein will be better understood from
the detailed description and drawings that follow, in which various
embodiments are illustrated by way of example. It is to be
expressly understood, however, that the drawings are for the
purpose of illustration only and are not intended as a definition
of the limits of the claimed invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0026] FIG. 1 illustrates one embodiment of a weapon emulator with
a cutout exposing the electro-mechanical actuator.
[0027] FIG. 2 illustrates an isometric view of one embodiment of a
3 dimensional CAD model of a body for use in a weapon emulator.
[0028] FIG. 3 illustrates a system including a weapon emulator.
[0029] FIG. 4 illustrates an exploded view of one embodiment of a
weapon emulator.
[0030] FIG. 5A illustrates a cross sectional view of one embodiment
of a weapon emulator.
[0031] FIG. 5B illustrates a cross section view of the top portion
of the weapon emulator in FIG. 5A with the slide retracted.
[0032] FIG. 5C illustrates a rear view of the weapon emulator of
FIG. 5A with a portion of the handle removed such that the
electronics are visible.
[0033] FIG. 5D illustrates a front view of the weapon emulator of
FIG. 5A with the slide removed and the barrel tip indicator
exposed.
[0034] FIG. 6A illustrates a top view of the weapon emulator of
FIG. 5A.
[0035] FIG. 6B illustrates a top view of the weapon emulator of
FIG. 6A with the firing indicator removed.
[0036] FIG. 7A illustrates a cross sectional view of another
embodiment of a weapon emulator.
[0037] FIG. 7B illustrates a side view of the top portion of the
weapon emulator of FIG. 7A with the firing indicator in the
retracted position.
[0038] FIG. 8A illustrates a front view of one embodiment of a
shell ejection mechanism.
[0039] FIG. 8B illustrates a rear view of one embodiment of a shell
ejection mechanism.
[0040] FIG. 8C illustrates a side view of one embodiment of a shell
ejection mechanism.
[0041] FIG. 9 illustrates one embodiment of a shell ejection
sequence for the shell ejection mechanisms shown in FIGS.
8A-8C.
DETAILED DESCRIPTION OF THE EMBODIMENTS
[0042] The embodiments of the present patent document create an
instrument that looks and acts like a weapon, such as a gun,
without actually being a weapon, and without the negatives cited
above. In preferred embodiments, the weapon emulator is a
micro-controlled, electro-mechanically actuated alternative to the
traditional blank-adapted firearm used in movies, television,
theatre and similar areas of the entertainment industry, as well as
gaming development and military & law enforcement training. In
preferred embodiments, the weapon emulator emulates a "real" weapon
in three areas: Mechanical Operation, Muzzle Flash, and Gun Shot
Sound. A fourth area, Controls & Interfaces, deals with
integrating with the outside world.
[0043] In one embodiment, a weapon emulator may be accomplished
with the following steps: First, machine out of metal the major
components of the firearm (i.e. upper slide/bolt and lower
frame/receiver) such that the external appearance is a precise
replica of the real gun, but the internal configuration is not
(i.e. fire control components cannot be installed, etc., thereby
avoiding any legal or regulatory issues). In a preferred
embodiment, the major components may be machined out of aluminum
but in other embodiments, other metals may be used. In addition,
casting, molding or other forms of manufacture may be used for
creating the major components of the weapon.
[0044] Second, install an electro mechanical actuator. The
electro-mechanical actuator is preferably installed in place of the
barrel/chamber or guide rod but may be installed anywhere within
the body. Accordingly, the explosive propellants associated with
real/blank ammunition are replaced with an inherently safe
mechanism for moving the slide/bolt when the trigger is pressed
(i.e. there are no projectiles or hot gases of any kind and the
barrel is not even capable of releasing such substances).
[0045] Third, install electronics for driving the
electro-mechanical actuator at a realistic speed. In a preferred
embodiment, the electronics are comprised of a microcontroller and
associated support circuitry. However, in other embodiments, other
types of electronics may be used and the electronics may provide
other functionality such as wireless communications and the
like.
[0046] In a preferred embodiment, the electronics are powered by
batteries and in an even more preferred embodiment, high pulse
current capable Lithium-Polymer batteries may be used. In a
preferred embodiment, a plurality of batteries are used and
connected in series for higher voltage. The batteries may be in any
form factor and may be connected in other electrical
configurations.
[0047] Lastly, a preferred embodiment may also include a magazine
that ejects an empty shell at the right time following a trigger
pull.
[0048] In another aspect of the present patent document, an
embodiment of a system is provided where the operation of the
weapon emulator(s) is/are fully integrated with cameras, all under
the control of a single individual armed with a handheld controller
that is capable of running the controlling application. In a
preferred embodiment, the handheld controller is a tablet. In
another preferred embodiment, the handheld controller is a
smartphone (i.e. iPhone, etc.). In yet other embodiments, other
types of control devices may be used such as a laptop, desktop or
other type of computer.
[0049] In a preferred embodiment, the individual controlling the
system has wirelessly micro-adjustable control over when the weapon
emulator "fires" on a frame-by-frame basis (programmed to optimize
how the weapon emulator operation looks on film) and be able to
configure the modes of operation of each weapon emulator used in
the scene. In a preferred embodiment, all possible modes of
operation are included in the firmware pre-loaded onto the embedded
controller, and the desired operation is selected at any time, as
needed, by the individual operating the controller.
[0050] In different embodiments, different modes of operation may
be included. As non-limiting examples, triodes of operation may
include single-shot, fully automatic, 3-round burst, N-round burst
(where a number N rounds of gunfire are fired in succession),
machine pistol, double-tap intervals, programmed rate of fire,
Semi-to-Auto conversion and programmed misfires. For each mode of
operation, trigger operation may be detected with a solid-state
sensor, resulting in a full actuation cycle of the slide/bolt, and
simulating a pattern of gunfire shots depending on the mode of
operation.
[0051] In preferred embodiments, the system coordinates the weapon
fire with corresponding body-hit squibs. In some embodiments, the
individual using the controller may each simulated gun shot to its
corresponding body-hit squibs (thus eliminating timing problems
associated with manual squib initiation), coordinate the on-set
sounds of gunfire through an audio processor (for "silent"
operation, low-volume gunshots as a feedback aid to the actors, or
full-volume gunshots if desired and local noise regulations allow),
and set up the generation of a digital file representing the
real-time operation of all firearms on the set. In a preferred
embodiment, the digital file is used in post-production editing to
automatically locate the correct film frames for insertion of sound
and flashes. In other embodiments, other capabilities may be
added.
[0052] In a preferred embodiment, a fully functional alternative to
the traditional firearms currently used in movies is provided. From
the perspective of the movie-viewer, these proposed "fake" firearms
will be indistinguishable in operation from "real" firearms, while
the movie-maker will see significant safety improvements,
elimination of negative legal issues, and reduced production cost.
Additionally, the design of both the firearm and the larger system
of which it is a part may enable vast improvements in other aspects
of movie-making, television, theatre, and similar areas of the
entertainment industry. The embodiments of the system disclosed
herein also may be used in video game production and law
enforcement and any other area where gun fire replication may be
needed.
[0053] To this end, FIG. 1 illustrates a weapon emulator 10. As
used herein, the word "weapon" may refer to any device designed to
inflict harm or protect, including but not limited to: guns,
firearms, bows, cross-bows, grenade launchers, rocket launchers,
Gatling guns, machine guns, Uzis, or any other type of weapon. In a
preferred embodiment, "weapon" refers to a device designed to
launch a projectile. In an even more preferred embodiment, "weapon"
refers to a device designed to launch a projectile using an
explosion caused from gunpowder or a similar explosive. "Weapon"
includes both handheld weapons and weapons mounted on vehicles
including cars, motorcycles, trucks, boats, ships, planes,
helicopters, or any other vehicles. In a preferred embodiment, a
weapon refers to a handheld firearm.
[0054] A "weapon emulator" may be any device designed to emulate a
weapon. In a preferred embodiment, a "weapon emulator" can simulate
the appearance of a weapon being fired. In particular, a "weapon
emulator" includes a weapon prop designed to simulate a weapon in a
movie. In a preferred embodiment, a weapon emulator may simulate
the appearance of a weapon being fired in a movie. In some
embodiments, a weapon emulator may be made from a real weapon. In
creating a weapon emulator from a real weapon, some portions of the
real weapon may be removed or modified. Once the real weapon has
been modified, it preferably no longer functions as a working
weapon but retains the capability to simulate the appearance of a
working weapon.
[0055] In some embodiments, a weapon emulator may comprise portions
of a real weapon. For example, outer portions of the body or casing
of a real weapon may be attached over a weapon emulator body to add
authenticity to the appearance of the weapon emulator. In yet other
embodiments, a weapon emulator may be fabricated completely from
scratch.
[0056] A weapon emulator may be made from any material. The
individual parts of a weapon emulator do not all have to be made
from the same material. In a preferred embodiment, the weapon
emulator may be made from materials similar o the materials used to
construct the real weapon. In embodiments where the weapon emulator
is designed to simulate a gun, the weapon emulator may be made from
metal such as steel, or stainless steel. However, in other
embodiments, a weapon emulator may be made from other metals such
as aluminum, brass, nickel, titanium, or any other metal. In yet
other embodiments, a weapon emulator may be made from plastic,
rubber, ceramic, wood, or any other suitable material. In yet other
embodiments, advanced synthetic polymers may be used. In a
preferred embodiment, where the weapon emulator is designed to
simulate a firearm, the weapon emulator may be machined from
aluminum using computer numerical control (CNC). In a preferred
embodiment, the weapon emulator is machined to exactly replicate
the external appearance of the firearm being replicated. In yet
other embodiments, casting, molding, forging or any other type of
manufacture may be used.
[0057] The weapon emulator 10 shown in FIG. 1 comprises a body 12.
The body 12 of the weapon emulator is designed to provide structure
to the weapon emulator 10. In the embodiment shown in FIG. 1, the
body 12 comprises a handle 14. The handle allows the hand-held
weapon emulator shown in FIG. 1 to be held by a human hand. In a
preferred embodiment, the body 12 and firing indicator 18 (or lower
and upper receiver, as the case may be) are machined out of a solid
billet of aluminum, per a detailed 3 dimensional CAD model
representation of the firearm.
[0058] FIG. 2, illustrates an isometric view of one embodiment of a
3 dimensional CAD model of a body 12 for use in a weapon emulator
10. The body 12 shown in FIG. 2 is designed to emulate a Sig Sauer
P228. However, in other embodiments, other weapons or firearms may
be replicated. Using 3D CAD models allows a perfect or near perfect
replication of the external appearance of the firearm, while
providing for an internal volume of space with various mounting
locations to house the electro-mechanical actuator 16, electronics
20, power supply and related components. In other embodiments,
other methods of manufacture may be employed. Regardless of the
method of manufacture, preferably the weapon emulator 10 looks as
close as possible on the outside to the weapon it is trying to
emulate.
[0059] Returning to FIG. 1, the weapon emulator 10 further
comprises an electro-mechanical actuator 16. The electro-mechanical
actuator 16 is coupled to the body 12. In a preferred embodiment,
the electro-mechanical actuator 16 is a solenoid motor. In an even
more preferred embodiment, the electro-mechanical actuator 16 is a
multi-stage solenoid motor. A multi-stage solenoid motor is used
for high-force and minimum drive count (2-3 stages for typical
short-stroke operation), utilizing moving coils to minimize the
overall mass of assembly under motion. In other embodiments, the
electro-mechanical actuator 16 is a fixed magnet with moving coil
or coils driven as a single solenoid or voice coil. In yet another
preferred embodiment, the electro-mechanical actuator 16 is an
alternating-pole magnet assembly with multiple coils driven as
stepper motor.
[0060] In most embodiments, the electro-mechanical actuator 16
provides linear motion. In a preferred embodiment a direct linear
actuator comprised of a series-connected voice coil motor, or
"multi-solenoid" is used, wherein position feedback is provided by
a microcontroller to advance the firing indicator 18 slide (or
bolt) in either direction. This is accomplished by selectively
applying drive waveforms to sequential coils acting upon a rotor
made up of a single rare-earth magnet, whose dimensions are matched
for this purpose with the individual coil lengths.
[0061] In embodiments where the firing indicator 18 is a slide, the
required motion is linear, and may be achieved by a purely linear
motor, or through the use of translational mechanical linkages to
convert a rotary motor to a linear motion. Position feedback may be
used by a microcontroller to advance the slide/bolt in either
direction by selectively applying drive waveforms to sequential
coils acting upon a rotor made up of a single rare-earth magnet,
whose dimensions are matched with the individual coil lengths.
[0062] In other embodiments, the electro-mechanical actuator 16 may
be any type of electro-mechanical actuator, including a linear
stepper motor, a plurality of linear stepper motors, a lead screw
or other linear actuator designs, or any other type of
electro-mechanical actuator.
[0063] In a preferred embodiment, a position sensor or sensors may
function to provide feedback to the embedded controller for the
purpose of moving the firing indicator 18 in a more precise and
realistic manner. Position sensors may include: 1.) Simple
end-of-stroke switches that detect when the firing indicator 18 is
in the chamber (forward ready) position or in the ejection
(rearward) position. The electro-mechanical actuator 16 may be
driven open-loop between these two positions. 2.) Digital or Analog
Hall Effect switches located between the individual coils to detect
the presence of the leading or trailing edge of the magnet. With
the magnet location known relative to the coils, the
electro-mechanical actuator 16 may be driven closed-loop. 3.)
Linear Magnetic Scale technique utilizing a magnetic stripe with
alternating poles acting upon a specialty integrated circuit that
detects the magnetic pattern and converts it to a precise
measurement of absolute location, enabling motion control at very
fine resolutions. In yet other embodiments, any of several methods
may be used to sense position utilizing magnetic, optical,
inductive, capacitive, resistive, mechanical, and other techniques.
In a preferred embodiment, integrated Hall Sensors are included for
position feedback to the controller, and integrated temperature
sensors are included for real-time thermal overload monitoring.
[0064] The weapon emulator 10 shown in FIG. 1 further comprises a
firing indicator 18. The firing indicator 18 is coupled to the
electro-mechanical actuator 16. A "firing indicator" as used herein
is any visible portion of a weapon emulator 10 that is moved
relative to the body 12 of the weapon emulator 10 when the weapon
emulator is simulating the firing of the weapon. Accordingly, the
firing indicator 18 is coupled to the electro-mechanical actuator
16 such that when the electro-mechanical actuator 16 is activated,
the firing indicator 18 moves relative to the body 12 of the weapon
emulator 10 to visually emulate the firing of the weapon. In
various different embodiments, the firing indicator 18 may be any
portion of the weapon emulator 10 that moves relative to the body
12 when the electro-mechanical actuator 16 is activated. In
preferred embodiments, the firing indicator 18 may be a slide,
bolt, hammer, cylinder or any other externally visible part of the
weapon emulator 10 that needs to move to visually simulate the
firing of a real weapon.
[0065] The slide is the part of the weapon on a majority of
semi-automatic pistols that moves during the operating cycle and
generally houses the firing pin or striker and the extractor, and
serves as the bolt. A bolt on a rifle may be thought of as
performing the same function. The slide is typically spring-loaded
so that once it has moved to its rearmost position in the firing
cycle, spring tension brings it back to the starting position,
chambering a fresh cartridge during the motion, provided that the
magazine is not empty.
[0066] Through the principles of recoil or blowback operation, the
slide is forced back with each shot. Generally, this action serves
three purposes: ejecting the spent casing, cocking the hammer or
striker for the next shot, and loading another cartridge into the
chamber when the slide comes forward.
[0067] Once the magazine is empty, the slide will lock back, and is
released only when the slide stop is depressed; if a new magazine
is inserted before the slide stop is depressed, then a new
cartridge will be chambered. Automatically cocking the hammer or
striker is an important function of double action and single action
pistols. However, some semi-automatic pistols are double action
only, and are designed to omit this step of cocking the hammer or
striker. In the embodiment shown in FIG. 1, the firing indicator 18
is shown as a slide.
[0068] The cylinder is the cylindrical, rotating part of the weapon
on revolvers that moves during the operating cycle. The cylinder
contains multiple cartridge chambers. The hammer in a revolver is
spring-loaded and positioned on the other side of the cylinder from
the barrel, in line with the barrel. A revolver is operated by
cocking the hammer back, which lines up a new cartridge in between
the hammer and the barrel, and then releasing the hammer by pulling
the trigger. The spring throws the hammer forward so that it hits
the primer, which explodes, igniting the propellant, and driving
the bullet down the barrel.
[0069] A firing indicator 18 is some portion of the weapon emulator
10 visible on the outside of the weapon emulator 10 such that when
the firing indicator 18 moves relative to the body 12, the weapon
emulator 10 visually simulates the appearance of the firing of a
real weapon. For example, when a pistol is fired, the slide or bolt
on the pistol moves back away from the barrel of the gun relative
to the body and recoils. In another embodiment, the firing
indicator 18 may be the hammer. In a pistol, the hammer moves back
and rapidly returns forward when the gun is fired. In yet another
preferred embodiment, the firing indicator is a cylinder. For
example, in a six-shooter revolver, the cylinder portion of the gun
that holds the six bullets may also rotate during the cocking of
the gun. To this end, the firing indicator 18 is any portion of the
weapon emulator 10 that moves relative to the body 12 in order to
allow the weapon emulator 10 to visually provide the appearance of
a real weapon being fired.
[0070] To this end a firing indicator 18 may include a slide, bolt,
hammer, cylinder, or any other portion of a weapon emulator 10
visually mimicking the firing of a real weapon. Of course, the
component acting as a firing indicator 18 on a weapon emulator 10
is not required to provide any of the functionality of the
corresponding component on a real weapon, and may only be placed in
motion by the electro-mechanical actuator 16 to allow the weapon
emulator 10 to replicate the visual appearance of a firing
weapon.
[0071] Although the firing indicator 18 is designed to mimic the
appearance of the firing of a real weapon, in some embodiments, the
firing indicator 18 may not perform exactly like its real
counterpart on a real gun. For example, in some embodiments, the
firing indicator 18 on the weapon emulator 10 may not move relative
to the body 12 as fast as its real counterpart on a real gun.
Because the weapon emulator 10 provides software control over the
firing indicator 18, the firing indicator 18 may move in an almost
unlimited number of ways including: 1.) moving backward and forward
rapidly, to simulate the effect of a firearm being fired; 2.)
moving backward and forward at a controlled rate, to accomplish
some effect not available with a real firearm; 3.) moving backward
and forward in a discontinuous manner, in order to demonstrate a
simulated malfunction; 4.) moving backward and forward in a
synchronized manner, such that the firearm is time-aligned with
some external event; and 5.) moving backward and forward as needed
to accomplish the requirements of the user.
[0072] The inclusion of a micro-controlled electro-mechanical
actuator 16 as the basis for weapon emulator operation enables the
implementation of any conceivable motion through software code
development. With sufficient memory resources, all possible modes
of operation may be pre-loaded onto the embedded controller, and
the desired operation may be selected at any time, as needed, by
the actor or crew member.
[0073] In a preferred embodiment, the firing indicator 18 is a
slide. In an embodiment where the firing indicator 18 is a slide,
the body 12, firing indicator 18, and electro-mechanical actuator
16 are arranged such that the firing indicator 18 may be rapidly
moved in one direction relative to the body 12 and then recoil back
to its original position. Preferably, this visually mimics the
appearance of a slide or bolt on a real gun.
[0074] In another preferred embodiment, the firing indicator 18 may
be a cylinder. In an embodiment where the firing indicator 18 is a
cylinder, the body 12, firing indicator 18, and electro-mechanical
actuator 16 are arranged such that the firing indicator 18 rotates
from one chamber the next chamber, in one direction relative to the
body 12. Preferably, this visually mimics the appearance of a
cylinder on a real gun.
[0075] In yet another embodiment, the firing indicator 18 may be a
hammer. In such an embodiment, the firing indicator 18 may retract
from the body 12 and return with each firing. Preferably, this
visually mimics the appearance of a hammer on a real gun. In yet
other embodiments, different firing indicators 18 may be combined.
As a non-limiting example, a firing indicator 18 designed to mimic
a cylinder and a firing indicator 18 designed to mimic a hammer may
be combined in a single weapon emulator 10.
[0076] FIG. 3 illustrates a system 100 including a weapon emulator
10 and additional supporting components. While a weapon emulator 10
may be used as a standalone unit, whose operational features are
configured by manipulating various multi-purpose levers and buttons
on the gun itself, in a preferred embodiment, weapon emulator 10 is
designed to be used in a system 100. The system 100 may vastly
expand the features and benefits available from using the weapon
emulator 10, especially in the field of movie making. The
stand-alone weapon emulator 10 may be used alone or may be
configured through firmware updates to integrate with a larger
system 100. Firmware updates may be used to add any type of
additional feature or functionality to weapon emulator 10.
[0077] At the heart of the system 100 is the System Controller 108.
The System Controller 108 communicates with the weapon emulator 10
and in preferred embodiments, coordinates many of the functions of
the weapon emulator 10. The System Controller 108 may be a single
unit or be made up of multiple units. In the embodiment shown in
FIG. 3, the System Controller 108 is made up of a Wireless
Interface 110, Firearm Controller 112, Pyro Fx Controller 114, and
Sound Fx Controller 116. In other embodiments, these functions may
be provided in fewer units. For example, different level units may
be created that are designed to handle all the functions of a
certain number of weapon emulators 10. For example, a "MID" level
system may be a compact single box controller which supports the
wirelessly frame-synchronized operation of up to four weapon
emulators 10. Other custom "level" systems may be created and they
may be stacked or used in combination to build systems capable of
handling larger numbers of weapon emulators 10 or specific
features.
[0078] As may be seen in FIG. 3, multiple weapon emulators 10 may
be used in a system 100. The weapon emulators 10 may be of various
types and kinds including hand guns, machine guns, assault rifles
or any other type of weapon emulator 10. In some embodiments, one
or more of the weapon emulators 10 may be connected to the System
Controller 108 through cables. However, in a preferred embodiment,
the System Controller 108 includes a wireless interface and the
weapon emulators 10 communicate with the System Controller 108 via
the wireless interface 110.
[0079] In a preferred embodiment, the wireless link may support
multiple wireless communication protocols. However, in other
embodiments, a single wireless protocol may be used. Wireless
interface 110 may support Bluetooth, WiFi (IEEE 802.11), 3G, 4G,
LTE, a custom and/or proprietary wireless link, or any other type
of wireless protocol. In the system shown in FIG. 3, the wireless
interface 110 uses a multi-channel ultra-low latency wireless link
to communicate with the weapon emulators 10. The wireless link may
be encrypted or proprietary in order to prevent inadvertent
actuation by an unauthorized source, thereby increasing safety. The
wireless interface 110 may receive pre and post-use status reports
from the weapon emulators 10. In addition, the wireless interface
110 may receive real-time low latency time tags of firearm
operational events. These may be later used by the system 100 for
post-production work as discussed later in this document. In yet
other embodiments, the wireless interface 110 may receive other
messages from the weapon emulators 10 including but not limited to
Sync confirm, trigger active, self-test or system test requests or
results, or any other type of operational message.
[0080] The wireless controller 110 may also send information to the
weapon emulators 10. As just a few examples, the wireless
controller 110 may send a status request, self-test request,
configuration file update, firmware update, initiate sync or
re-sync, or a fire command to name a few.
[0081] In addition, the wireless interface may communicate with
handheld controllers 120. In the embodiment shown in FIG. 3,
Bluetooth is used to communicate with the handheld controllers 120.
Bluetooth may be preferable because of its low power consumption
and broad range of compatible devices. Handheld controllers 120 may
be a phone, tablet, laptop or any other type of portable
communication device that allows a remote user to communicate with
the system 100 and preferably the System Controller 108. Handheld
controllers 120 may include a custom piece of software such as an
"app" to aid in running system 100. Preferably, handheld
controllers 120 have a graphical user interface (GUI), that allows
a person to interface with the system 100. In a preferred
embodiment, handheld controllers 120 may interface with the system
in real time such that handheld controllers 120 always show current
information.
[0082] In a preferred embodiment, all available system features are
accessible and configurable through a convenient GUI on the
handheld controller 120. As just a few examples, a user may use a
handheld controller 10 to wirelessly connect with the System
Controller 108 and perform setup and configuration of the system
100 as well as getting and monitoring the status of all components
including the weapon emulators 10. As another example, a user may
set the firing mode of any weapon emulator 10. Firing modes may
include but are not limited to single-shot, multi-shot, full-auto
and burst. Status of the system 100 may include performing an
initial built in self-test (BiST), battery capacity, shell count in
the magazine, squib status, temperature reports, operation status
and any other system or component related information. As yet
another example, a user may set a number of system attributes,
including but not limited to selection of gunshot sound for each
weapon emulator 10, whether the gunshot sounds will be broadcast
and at what volume, and assigning squibs to each weapon emulator 10
and/or gunshot.
[0083] In some embodiments, the system 100 using a weapon emulator
10 may further comprise audio equipment 106 to provide sound
feedback for the firing of the weapon emulator 10. Audio equipment
106 may include but is not limited to speakers, cables, and a Sound
Controller 116. The sound equipment 106 is preferably located in a
location where it will not show up in the field of view of any
cameras but may still be easily heard by anyone using system
100.
[0084] In some embodiments, Sound Controller 116 may be part of the
System Controller 108. In a preferred embodiment, when the user
pulls the trigger of the weapon emulator 10, a wireless signal will
be sent to the audio controller 116 and an audio response will be
generated through the speakers 106. In the preferred embodiment,
the audio response may be a gunshot sound.
[0085] The director or some other person may control the on-set
sound of each gunshot. Different sounds may be used for different
weapon emulators 10. Different volumes may be used for different
weapon emulators 10. Some weapon emulators 10 within the system 100
may produce an audio response while other weapon emulators 10 in
the same system 100 are set not to produce an audio response. When
filming late at night, the volume may be turned down to accommodate
any noise restrictions while still allowing feedback to the actors.
As described above, all the sound settings may be configurable
through the handheld controller 120.
[0086] In a preferred embodiment, the gunshot sounds played by the
speakers 106 may be specially modified to enhance and help in the
editing process. For example, rather than play a recording of an
actual complete gunshot each time the weapon emulator 10 fires, a
"clipped" version may be played. In a preferred embodiment, the
leading and trailing edges of the clipped version are suppressed,
thereby providing a sound that is still similar to a gunshot, but
whose content is more certain to be successfully overwritten during
editing by the longer duration "real" gunshot sound clip. In yet
other embodiments, the gunshot sounds may be: 1.) single tone--a
brief sinusoidal tone that is easy to filter out after-the-fact;
2.) multiple tone--a multi-tone burst that is simple to filter out,
while providing a gun-aligned sound that is not as completely
artificial as a single tone; 3.) Matched Spectral Construct--an
actual high-fidelity audio clip of the gunshot from the sound
library to be used, which is then overwritten (or simply amplitude
boosted) during post-production sound editing; and 4.) Unique
Spectral Construct a digitally constructed audio waveform whose
spectral content is explicitly defined, such that post-production
digital signal processing could completely filter it out, while
leaving any dialogue and other ambient sounds un-attenuated. In a
preferred embodiment, this waveform would sound very gunshot-like,
be relatively narrow-band, and be adjustable up or down the
frequency scale in order to optimize its location on the sound
spectrum to best "avoid" spectral overlap with other sounds
expected to occur during filming.
[0087] Although the system 100 may be used for numerous different
purposes, including military and police training, theater and many
other purposes, the preferred use of a weapon emulator system 100
is for filming a movie. To this end, the system 100 may include one
or more cameras 102. Although FIG. 3 illustrates a camera 102, a
camera 102 is not a required component of the system 100. Cameras
102 may be thought of as part of the system 100 or simply as an
element that interfaces with the system 100 when the weapon
emulator system 100 is being used for film. As a non-limiting
example, the same or similar system 100 may be used for theater
with no camera 102. In a preferred embodiment, the cameras 102
interface with the Firearm Controller 112 through a shutter timing
device 104. Examples of a shutter timing device include but are not
limited to a genlock interface, jam sync interface or any other
shutter timing device designed to provide frame-resolved alignment
of asynchronous imaging equipment.
[0088] In a preferred embodiment, System Controller 108 includes a
Firearm Controller 112. The Firearm Controller 112 is the primary
link to all weapon emulators 10 in the system 100. The Firearm
Controller 112 is the central interface for connection to the
camera shutter timing device 104, the Sound Controller 116 (if
present) and audio tracks, the Pyro Fx Controller 114 (if present),
and any handheld controller 120.
[0089] The shutter timing device 104 may be used to guarantee the
weapon emulator 10 is only used when the camera 102 shutter is
open. In order to achieve this result, a genlock or jam sync
connection 104 may be maintained between the Firearm Controller 112
and the cameras 102. In a preferred embodiment, the Firearm
Controller 112 receives the timing information from the cameras 102
via the shutter timing device 104 and communicates that information
to the weapon emulators 10. Use of the genlock or jam sync
connection 104 is completely optional and if this connection does
not exist, the system 100 and weapon emulators 10 may still be used
without the guarantee of synchronization to the frame rate of the
camera.
[0090] As mentioned above, the timing and time tag signal is
preferably derived from the genlock output. The time tag signal is
used to record a frame resolved data file which identifies the
firing indicator 18 actuation of every weapon emulator 10 operating
on the set. The data file may be used in post-production to allow
after effects to easily be added to the film. For example, gunfire
and muzzle flashes may be precisely auto-inserted during post
production editing. In a preferred embodiment, the system 100 may
include portable media 122 to allow for transferring the frame
resolved data file for post-production and editing. In the
embodiment shown in FIG. 3, a USB Flash Drive is used as the
portable media, but in other embodiments, other forms of portable
media may be used. Non-limiting examples of portable media include
CD's, DVD's, Flash drives of various kinds, portable hard-drives
and others.
[0091] In embodiments where pyrotechnics are used, the embodiment
may also include a Pyro Fx Controller 114. The Pyro Fx Controller
may be part of the System Controller 108. The Pyro Fx Controller
114 is the link between the operation of the weapon emulator 10 and
all associated pyrotechnics. In a preferred embodiment,
pyrotechnics include bullet or body hit squibs 124; however, in
other embodiments, any type of pyrotechnic may be controlled or
configured via the Pyro Fx Controller 114.
[0092] In a preferred embodiment, for safety purposes, the system
100 may have a human in-the-loop controller 118. The human
in-the-loop controller 118 is any kind of interface that requires a
human to physically activate. When dealing with pyrotechnics or any
r type of explosive, the human in-the-loop may be able to arm and
or disarm the explosives via the human in-the-loop controller 118.
In a preferred embodiment, the human in-the-loop controller 118
interfaces with the Pyro Fx Controller 114 and arms and disarms the
squibs 124.
[0093] In operation of a preferred embodiment, Firearm Controller
112 communicates with the optional Pyro Fx Controller, Sound Fx
Controller and Wireless interface 110 to provide synchronized use
of both the weapon emulators 10, squibs 124 and audible gunshot
sounds via the speakers 106. In a preferred embodiment, each
operation of a weapon emulator 10 and/or squib 124 is time tagged
and written to a data file fair use in post-production.
[0094] FIG. 4 illustrates an embodiment of a weapon emulator 10
with some of its components exploded out for easy viewing. In
preferred embodiments, the weapon emulator 10 further comprises an
electronics package 20, a shell ejection mechanism 24, a power
supply 26, and a magazine 28.
[0095] The power supply 26 may be any type of power supply,
including batteries, solar, direct line, or any other type of power
supply. In a preferred embodiment, batteries are used. Batteries
allow the weapon emulator 10 to be mobile. In various embodiments,
various different kinds of batteries may be used, including but not
limited to, wet cell batteries, dry cell batteries, galvanic cells
electrolytic cells, fuel cells, flow cells, and voltaic piles. In a
preferred embodiment, Lithium Polymer (Li-Poly) batteries are used.
Depending on the power requirements, in different embodiments,
different numbers of batteries may be used. In a preferred
embodiment, two Li-Poly batteries may be used.
[0096] The power supply 26 should be designed to provide power to
work the electro-mechanical actuator 16 and supply the electronics
package 20 with power. To this end, the power supply 26 may supply
any voltage or amperage needed, depending on the particular
embodiment's requirements. In a preferred embodiment, two Li-Poly
batteries are connected in series to provide a nominal 7.4V for
powering the motors directly. In a preferred embodiment, DC/DC
converters convert the 7.4V into the correct voltage to supply the
electronics package.
[0097] In the preferred embodiment, the two Li-Poly high capacity
batteries comprise the power supply 26. Each battery is located
under the handgrip on either side of the magazine well of the
weapon emulator 10. In other embodiments, the power supply 26 may
be stored in other locations and comprise other components.
Preferably, the power supply 26 provides between 5 and 20 volts to
the weapon emulator 10.
[0098] The embodiment of a weapon emulator 10 shown in FIG. 4 also
comprises an electronics package 20. Electronics package 20 may
also be referred to as control electronics 20. In a preferred
embodiment,control electronics 20 are comprised of an embedded
controller, full bridge motor drivers,power conversion, timing
circuitry, and data communications such as wireless links. The
electronics package 20 may be entirely located on a single board or
may be separated into a number of boards. The electronics package
20 is preferably located either along the top of the barrel above
the electro-mechanical actuator 16, or in the back of the butt of
the handle of the weapon emulator 10. In some embodiments,
components of the electronics package 20 may be located in both
places. In other embodiments, the electronics package 20 may be
located in other locations.
[0099] In a preferred embodiment, the weapon emulator 10 uses
actual firearm components 30 wherever possible to make the weapon
emulator 10 appear as realistic as possible. Although the body 12
will be custom made, typically CNC machined, many other components
attached to the body 12 may be actual firearm parts 30 from a real
weapon. In the preferred embodiment, the use of these parts in no
way enables the use of the weapon emulator 10 as an actual weapon.
Numerous types of parts may be available off-the-shelf for many
different types of weapons. The use of real parts may also lower
fabrication costs. Despite the advantages of using real weapon
parts, the use of actual weapon parts is only for visual effect and
is not a requirement of the embodiments disclosed herein.
[0100] The embodiment of a weapon emulator 10 shown in FIG. 4 also
includes a magazine or clip 28. Embodiments may exist without a
magazine or clip 28. In a preferred embodiment, the magazine 28
conforms to the correct external appearance of the real weapon. In
a preferred embodiment, the magazine 28 may be an assembly and may
contain the power supply 26, brass cartridges 13, shell ejection
mechanism 24, and an electronics interface to the electronics 20 in
the frame.
[0101] When a real weapon is fired, often a shell casing 13 is
ejected. In order to visually mimic the firing of a real weapon, in
some embodiments, the weapon emulator 10 may further comprise a
shell ejection mechanism 24. In a preferred embodiment, the
magazine 28 is fitted with a shell ejection mechanism 24 that
allows empty shells 13 to be ejected from the weapon emulator 10 to
simulate the same visual effect created when a real weapon ejects a
shell. In other embodiments, no shell ejection mechanism 24 is
present.
[0102] A shell ejection mechanism 24 is designed to visually
simulate the ejection of a shell casing from the weapon emulator
10. The virtual shell casing 13 ejected from the shell ejection
mechanism 24 may be anything that visually simulates the ejection
of a shell casing. In some embodiments, real, spent or unleaded,
brass shell casings may be used. In other embodiments, pieces of
metal, plastic, rubber, or some combination thereof, may be ejected
to simulate the visual appearance of a real shell casing being
ejected. In a preferred embodiment, the shells 13 may include an
embedded magnet installed in place of the primer, to aid in the
electromechanical manipulation of the shell 13 during ejection.
[0103] In yet other preferred embodiments that include a shell
ejection mechanism 24, the shell ejection mechanism 24 may occupy
the space in the magazine 28 in front of the shell 13 where a
bullet would typically be in a real gun. Because only spent or
empty shells 13 are needed, room is left for the shell ejection
mechanism 24 by the absence of the bullet. In a preferred
embodiment, the ejection trajectory of the ejection mechanism 24 is
adjustable.
[0104] In some embodiments, the weapon emulator 10 may further
comprise a barrel tip locator 32. In a preferred embodiment, the
barrel tip locator 32 may be a light such as a light emitting diode
(LED), Laser or other type of light. The barrel tip locator 32
provides a visual indication of the origin of the barrel tip at the
time the weapon emulator 10 is fired, to aid in placement of the
digitized visual effect, such as a muzzle flash, during
post-production film editing. The light source may be pulsed for a
duration matched to the camera frame rate so that the flash of
light appears on only one or two frames and coincides with the
exact location and occurrence in time of the weapon emulator being
fired. In yet other embodiments, other types of locators may be
used. In some embodiments, the light emitted from the barrel tip
locator 32 may be used to initiate and synchronize squib
function.
[0105] FIG. 5A illustrates a cross sectional view of one embodiment
of a weapon emulator 10. The weapon emulator 10 in FIG. 5A includes
a body 12, handle 14, power supply 26, firing indicator 18,
electro-mechanical actuator 16, barrel tip locator 32 and
electronics 20 and 25 (20 not shown in FIG. 5A). In FIG. 5A, the
firing indicator 18 is a slide. The slide is shown in the forward
position in FIG. 5A.
[0106] As may be seen, the weapon emulator 10 includes a trigger
15. The trigger 15 may be a standard trigger 15 from the actual
weapon or one made to be visually similar. In either case, the
trigger 15 has a non-standard mounting method. In operation, when
the trigger 15 is pulled, the electro-mechanical actuator 16 is
caused to activate; emulating the firing of the weapon. In some
embodiments, the trigger 15 may be mechanically connected to the
electro-mechanical actuator 16 such that pulling the trigger 15
mechanically activates the electro-mechanical actuator 16. However,
in a preferred embodiment, a sensor is used and the pulling of the
trigger 15 is sensed with the sensor. The activation of the
electro-mechanical actuator 16 is handled via electronics and/or
software based on the sensor output. In a preferred embodiment, the
trigger sensor is a solid state sensor; however, in other
embodiments, other sensor types may be used. In a preferred
embodiment, the sensor senses the angular position of the trigger;
however, other sensor types may be used including pressure sensors,
accelerometers and others.
[0107] Below is described just one non-limiting example of a weapon
emulator 10 including a solid state sensor for sensing the trigger
15 pull. In such an embodiment, the trigger 15 may incorporate a
small magnet and an adjustable-threshold Hall Effect sensor will
detect that the trigger 15 has been pressed far enough to be
interpreted as a desire to fire the weapon emulator 10. In a
preferred embodiment, the adjustable-threshold device will enable
the sensitivity of the trigger 15 to be dialed in by software
during production or changed in the field to accommodate some
unique need. In some embodiments, the trigger sensitivity of each
weapon emulator 10 may be set via the handheld controller 120.
[0108] Embodiments using a trigger sensor provide the added ability
to better synchronize the audio output. By detecting the motion of
the trigger 15, embedded software may determine that the operator
wished to fire the weapon emulator 10, but delay the actuation of
the electro-mechanical actuator 16 by the measured wireless link
latency (determined previously in a one-time calibration step),
thus causing the electro-mechanical actuator 16 to operate at the
instant the Sound Fx Controller 116 finally delivers the gunshot
sound to the on-set speakers 106. In a preferred embodiment, the
fixed delay is a summation of all the latencies in the system 100,
including sensor detection, wireless messaging from weapon emulator
10 to Sound Fx Controller 116, audio file selection, and streaming
of audio to the speakers 106. All those combined delays should take
no more than a few milliseconds, but if not accounted for, there
may be a noticeable visual and auditory disconnect between the
operation of the weapon emulator 10 and the expected gun sound.
[0109] In preferred embodiments, more advanced levels of automation
and or control may be incorporated into the actual firing of weapon
emulator 10. For example, regardless of a trigger pull, the weapon
emulator may need to be momentarily or permanently armed by the
Fire Arm Controller 112. If the Fire Arm Controller 112 only
momentarily arms the weapon emulator 10, the system 100 can ensure
the weapon emulator 10 is not inadvertently fired or fired at the
wrong time.
[0110] In yet another embodiment, the weapon emulator 10 may
provide a fire cue to the actor. For example, in a preferred
embodiment, the Firearm Fx Controller 112 may send a signal to the
weapon emulator 10 to pulse the internal electro-mechanical
actuator 16. The pulsed actuator would cause the weapon emulator 10
to vibrate slightly and may be used as a cue to privately let the
actor know they should take a pre-planned action. The Firearm Fx
Controller 112 may control the signals such that the actor is cued
at all the right times based on when the director wants the actor
to fire the weapon simulator 10 or perform some other pre-planned
action. The cue may be a single pulse (basic motion profile used to
initiate a pre-planned response from the actor holding the weapon
emulator 10), multi-pulse (series of two or more pulsed
actuations), prolonged pulse (continuous stream of pulsed actuation
commands for a programmable duration, such that the sensation felt
by the user is similar to a vibration), timing pulse (fixed number
of pulsed actuations, with the user informed beforehand that the
actual cue will occur on the Nth pulse), pacing pulse (pulsed
actuations issued periodically to provide a series of on-going cues
to the user), or any other desired pattern of pulses. The commands
to perform any of the above-listed actuation profiles are set up
beforehand, and then initiated through a wired or wireless
connection.
[0111] In a preferred embodiment, the simulated firing of the
weapon emulator 10 may be synchronized to the camera 102 frame
rate. For example, both the movement of the firing indicator 18 and
the ejection of the shell 13 may be implemented under programmed
computer control. Computer control enables the ability to ensure
that the weapon emulator 10 is operated at the most optimum times
relative to the frame capture rate of the movie camera, even
allowing "micro-frame" programmability to operate the slide/bolt 18
and position the brass 13 to create the best effect within each
captured frame image. In a preferred embodiment, this is
accomplished by using the weapon emulator's trigger 15 as a "gate"
which enables the firing of the weapon emulator 10 on the next full
frame count of the camera 102, with additional programmable delays
permitting the "micro-frame" adjustability feature. The
electro-mechanical actuator 16 in the preferred embodiment may
enable extremely fine control relative to the camera shutter.
[0112] In another aspect of the present patent document, a
high-fidelity firearm effects library may be provided for use with
a weapon emulator 10. A firearm effects library may include both
audio cuts and film imagery that is precision matched for every
model of weapon emulator 10 available, such that the post
production sound and visual effects editors will be able to utilize
the realistic sounds and sights that are uniquely characteristic of
the specific firearm being used in a scene. Because the weapon
emulator 10 is all controlled digitally and is in sync with the
filming process, markers may be associated with the film frames in
which the weapon emulator 10 is fired. The markers may be used in
post-production to allow the quick and easy insertion of gun sounds
and muzzle flashes.
[0113] In a preferred embodiment, the weapon emulator 10 may be set
up to allow post production auto insertion of gunshot effects. That
is, software may be used to find these sound and visual markers and
automatically insert sounds and sights associated with the weapon
emulator 10. In an embodiment that allows auto-insertion of gunshot
effects, all gun "action" may be recorded to a digital time-tagged
data file with frame ID's so that the individual gunfire sound and
visual effects, including dry cycling, may be automatically
inserted into the precisely aligned places they belong in the audio
and video/film tracks. In a preferred embodiment, the digital file
may explicitly define the exact location in the sound track where
the gunshot or other weapon sound should be heard, and also
identify the type of weapon used, so the matching sounds may be
selected from the sound library. The same principles may be applied
to other sounds a firearm makes that are also recorded in real-time
to the digital file, such as manually chambering a round, cocking
or de-cocking the hammer, magazine insertion and extraction, and
selector switch operation to name a few.
[0114] In order to associate external events to specific film
frames, or locations on an audio track, a universal time-keeping
method must be established. Although in some embodiments, a
proprietary protocol could be developed, most professional
recording equipment is already compatible with the SMPTE Time Code.
In a preferred embodiment, SMPTE Time Code is used as the default
time-keeping basis.
[0115] In a preferred embodiment, every action associated with the
operation of a weapon emulator 10 is accounted for by identifying
the weapon emulator 10, the action, and the SMPTE Time Code when
the action occurred, and recording this information to a digital
file. In a preferred embodiment, the digital file is maintained by
the controller embedded in the weapon emulator 10 itself. This file
is then transferred wirelessly to an external memory device (i.e. a
thumb drive) for use in the post-production editing process. In
other embodiments, the file may be maintained by the Firearm Fx
Controller 112.
[0116] In embodiments where more than one weapon emulator 10 is
being used, all individual timelines may be merged in order to
present the post-production editors with all weapon emulator 10
events in one convenient file. Alternatively, the individual
timeline files may be left separate, and be utilized serially in
the editing process.
[0117] In some embodiments, the embedded controller in the weapon
emulator 10 or Firearm Fx Controller 112 has the capability to
interface with compatible time code sync devices to perform a "jam
sync," thereby aligning all compatible recording devices with the
master frame clock source. In embodiments with multiple recording
devices in use, like on a typical movie set, it is generally
necessary to ensure that all are operating in alignment with the
same running time code. This may be accomplished by performing a
"jam sync" on all the compatible recording devices to align them
with the master frame clock source. A common device that is used
for this purpose is the Denecke SB-T Time Code & Video Sync
Generator, and the embedded controller in the weapon emulator 10
may include the ability to interface with this and compatible time
code sync devices.
[0118] As an aid in accelerating the post-production editing
process, the Timeline Data Log may also support the automated
insertion of gunfire sounds, since the time tagged data file
explicitly defines the exact location in the sound track where the
gunshot should be heard, and also identifies the type of weapon
emulator 10 used. Accordingly, the matching gunshot may be selected
from the sound library. This same principle applies to other sounds
a weapon emulator 10 makes, which are also recorded in real-time to
the data file, such as manually chambering a round, cocking or
de-cocking of the hammer, magazine insertion and extraction,
selector switch operation, etc.
[0119] Returning to FIG. 5A, a number of brackets, standoffs and
fasteners 40, 42 and 44 may be used inside the body 12 of the
weapon emulator 10 to secure the various components. The size,
shape and placements of these brackets, standoffs and fasteners 40,
42 and 44 may vary from embodiment to embodiment and will likely
vary depending on the particular size and shape of the weapon
emulator 10.
[0120] In the embodiment shown in FIG. 5A, the bracket 40 is a
mount for the electro-magnetic actuator 16. The bracket 40 secures
in place the magnet stack for the electro-magnetic actuator, and
also acts as the reference surface/feature for ensuring proper
alignment of the electro-magnetic motor and attached components to
the body 12 and slide 18 of the weapon emulator 10. In the
embodiment shown in FIG. 5A, standoffs 42 and 44 are aluminum
standoffs which secure the magnet stack to the electro-magnetic
actuator 16 mount.
[0121] The particular type of weapon which is emulated in FIG. 5A.
The Sig Sauer P228 includes a Return Spring Guide Rod 46. The
Return Spring Guide Rod 46 is found in most semi-automatic
handguns. In a preferred embodiment, it is included in the weapon
emulator 10 to maintain realism, since it is exposed during firing
when the slide 18 recoils back. In some embodiments, a solid state
sensor may be embedded inside the Return Spring Guide Rod 46 to
sense the position of the slide 18 during cycling/operation.
[0122] FIG. 5B illustrates a cross section view of the top portion
of the weapon emulator in FIG. 5A with the slide retracted. In the
embodiment shown in FIG. 5A, the slide 18 has a stroke of about
1.75 inches. To this end, the slide 18, retracts over the body 12
of the weapon emulator 10 about 1.75 inches when the weapon
emulator 10 simulates a round being fired. In other embodiments,
other amounts of relative movement between the firing indicator 18
and the body 12 may be used.
[0123] When the slide is in the retracted position as shown in FIG.
5B, a hole in the slide allows for a shell 13 to be ejected. If the
weapon emulator 10 is equipped with a shell ejection mechanism 24,
(not shown) then a shell 13 will be ejected from the weapon
emulator 10. In a preferred embodiment, a brass shell including a
bullet may be fixed in the topmost location in the magazine 28 such
that when the slide 18 is retracted, it appears another round of
ammunition is ready to be chambered.
[0124] As is shown in both FIGS. 5A and 5B, the barrel tip
indicator 32 may be comprised of a number of components. In the
embodiment shown, the barrel tip indicator 32 includes a small
electronics board 50 with an LED attached. At the correct time, the
electronics board 50 supplies power to the LED which causes the LED
to illuminate. The LED may shine through a lens/filter 52 located
at the end of the barrel. The lens/filter 52 may be a lens, filter
or combination of the two. The lens/filter may focus the light from
the LED, disperse the light from the LED or simply let it pass. If
a filter is provided, the filter may be polarizing or
non-polarizing and may affect the color and or reflectivity of the
light emitted from the barrel.
[0125] FIG. 5C illustrates a rear view of the weapon emulator of
FIG. 5A with a portion of the handle removed such that the
electronics are visible. FIG. 5D illustrates a front view of the
weapon emulator 10 of FIG. 5A.
[0126] FIG. 6A illustrates a top view of the weapon emulator of
FIG. 5A. The firing indicator 18 is shown in the forward position.
FIG. 6B illustrates a top view of the weapon emulator of FIG. 5A
with the firing indicator 18 removed. As may be seen in FIG. 6B,
the electronics package 20 may be positioned above the
electro-mechanical actuator 16 and below the firing indicator 18
inside the weapon emulator 10.
[0127] FIG. 7A illustrates a cross sectional view of another
embodiment of a weapon emulator 10. The weapon emulator 10 shown in
FIG. 7A is similar to the weapon emulator shown in FIG. 4A.
However, the weapon emulator shown in FIG. 7A has the
electro-mechanical actuator 16 in a different position, below the
barrel assembly. Placing the electro-mechanical actuator 16 below
the barrel makes construction simpler, as well as having a positive
effect on "negative" recoil. The embodiment shown in FIG. 7A also
has additional features discussed below.
[0128] The embodiment in FIG. 7A shows the electro-mechanical
actuator 16 comprising a magnetic stack 16A, motor coil spool 16C
and motor coils 16B. In other embodiments, other types or designs
of electro-mechanical actuators 16 may be used. In the embodiment
shown in FIG. 7A, the motor coils 16B are wound onto the motor coil
spool 16C. The embodiment shown in FIG. 7A uses a multi-solenoid
2-coil configuration. In other embodiments, a single solenoid or
coil may be used or more than one solenoid or coil may be used. The
magnetic stack 16A uses 3 magnets with opposite poles attached. In
other embodiments, other numbers of magnets gray be used. The
length of the magnetic stack 16A and motor coils 16B may be
designed such that the appropriate stroke of the firing indicator
18 is achieved when the electro-mechanical actuator 16 is
activated.
[0129] As may be seen, the electro-mechanical actuator 16 in the
embodiment shown in FIG. 7A is located below the barrel. The
magnetic stack 16A is secured in place via magnet mount 43 coupled
to the motor mount 40. The electro-mechanical actuator 16 is driven
by the part of the electronics package 20. In the embodiment shown
in FIG. 7A, a motor coil driver assembly 20E is provided. In a
preferred embodiment, the motor coil driver assembly 20E is a
dedicated H-bridge driver with support circuitry on a printed
circuit board which sinks & sources high current through each
motor coil 16B.
[0130] In a preferred embodiment, the position of the
electro-mechanical actuator 16 may also be sensed by the
electronics 20 for feedback purposes. In the embodiment shown in
FIG. 7A, a position sensor assembly 20F is used to provide position
feedback to the embedded controller in support of the
electro-mechanical actuator 16 drive functions.
[0131] The embodiment shown in FIG. 7A includes a grip 19. The grip
19 is preferably the actual grip designed to be used with the real
weapon. However, it may be a grip 19 manufactured to look like the
real grip. In either case, the grip preferably allows the
installation of components for the weapon emulator 10 as shown in
FIG. 7A.
[0132] In the embodiment shown in FIG. 7A, a number of electronic
components 20A, 20B and 20C are located under the grip. Electronic
component 20A is a Power converter. Power converter 20A interfaces
to the batteries and provides all the voltages needed by the weapon
emulator 10, and insures that these voltages remain constant as the
batteries are discharged. Component 20B is wireless communication
electronics. The wireless communication electronics 20B provide
wireless communications capabilities for the weapon emulator 10. In
a preferred embodiment, the wireless communication electronics 20B
provide communication with the handheld controller 120 via a
Bluetooth connection. Component 20C is an embedded controller. The
embedded controller 20C is the "brains" of all system capabilities
in the weapon emulator 10. By upgrading the firmware in the
embedded controller, new capabilities may be added and existing
capabilities may be modified.
[0133] The embodiment shown in FIG. 7A includes a second firing
indicator 18 in the form of a hammer 31. In a preferred embodiment,
the hammer 31 may be the actual part from the real firearm. In
other embodiments, the hammer 31 may be manufactured to visually
resemble a real hammer. In a preferred embodiment, the hammer is
modified to actuate under independent control such that it may also
function as a firing indicator 18. To this end, a hammer motion
assembly 33 is provided. The hammer motion assembly 33 may be any
electro-mechanical actuator 16. In the embodiment shown in FIG. 7A,
a single solenoid and coil are used. However, in other embodiments,
any type of electro-mechanical actuator 16 may be used. The hammer
motion assembly 33 provides automated actuation of the hammer 31 in
sync with the slide 18 motion. In a preferred embodiment, the
hammer motion assembly 33 also supports manual cocking by the
user.
[0134] In a preferred embodiment, the weapon emulator 10 includes a
recoil effect assembly 52. Recoil effect assembly 52 provides a
recoil effect. The recoil effect assembly 52 in FIG. 7A is anchored
to the body 12 and pushes against a semi-floating reaction mass. In
a preferred embodiment, the recoil effect assembly 52 is located as
high as possible within the rear section of the slide, thereby
maximizing the rotational effect of the body 12 experienced by the
hand that occurs upon actuation of the recoil feature.
[0135] In a preferred embodiment, a recoil reaction actuator 52
comprises a reaction mass, which provides a substantial mass
against which the weapon emulator 10 body 12 can
electro-mechanically push. The reaction mass is actuated coincident
with the firing of the weapon emulator 10, imparting both visible
and physically felt recoil to the user holding the weapon emulator
10. The recoil phase of the slide/bolt motion is accompanied by an
immediate full-force "push" of the actuator against the reaction
mass, thus imparting the desired "hard" recoil effect. The return
phase of the slide/bolt motion is accompanied by a broadly applied
low-force "pull" of the actuator toward the reaction mass, enabling
the mechanism to return to its ready position and await the next
triggering of a recoil event. In a preferred embodiment, a moving
coil actuator is used to cause the body 12 to recoil backwards in a
manner similar to the firing of a real gun. The moving coil
actuator further augments the reaction mass with the weight of the
rotor magnet. In the embodiment shown, the rotor (motor) connects
to the reaction mass and the stator (coil) connects to the body
12.
[0136] In operation, the firearm controls on weapon emulator 10 are
generally used as they would be used on a real firearm (i.e. the
trigger is pulled to fire the gun, etc.), with some additional
system management capabilities. In a preferred embodiment, the
programmable controller 20C enables the implementation of an
end-to-end Built-in-Self-Test (BIST), as well as full battery 26
assessment and management, in order to ensure that the weapon
emulator 10 is fully functional and ready to perform without error
while filming. In a preferred embodiment, the weapon emulator 10
controls may also include any of the following capabilities: 1.)
The magazine catch may include an added sensor that detects use to
alert the embedded controller 20C that battery power is about to be
removed, initiating sleep mode or an orderly shutdown of the weapon
emulator 10; 2.) The trigger 15 may be instrumented with a sensor
as an input switch for data entry and feature selection during
manual setup; 3.) The hammer 31 may be a combined actuator and
sensor to enable cocking manually as well as from the slide 18
motion; 4.) The decocking lever may include a sensor, which when
activated prompts the controller 20C to actuate the hammer 15 to
maintain realistic usage; 5.) The slide 15 catch lever may include
a sensor, which when activated prompts the controller 20C to
release the slide 18 forward as if under the force of a return
spring; 6.) The take-down lever may not be used as normal for
disassembly, instead a multi-angle sensor is installed so the lever
may be used for mode selection, with the trigger acting as an
input. In other embodiments, other capabilities may be added.
[0137] In some embodiments, the time and location of visual effects
may be designated by a barrel tip locator 32. In the embodiment
shown in FIG. 7A, the barrel tip locator 32 is an RGBW four emitter
LED. In a preferred embodiment, the barrel tip locator 32 is
capable of scene matching, such that both the color and intensity
of the flash of light are adjustable to maximize effectiveness
relative to the scene being filmed.
[0138] In a preferred embodiment, the barrel tip locator 32 is
capable of single-frame designation (light source is pulsed "on"
for a duration correlated to the camera frame rate so that the
flash of light only appears on the one frame that coincides with
the actual moment that the muzzle flash should occur) and
multi-frame designation (same as single-frame designation but for
multiple frames). In embodiments where the light source is an LED,
the LED may be a single LED or a multiple LED light source. A
single LED supplies a monochromatic light source in a wavelength
that is broadly suitable for most filming conditions. Multi-LED
light sources are constructed of a plurality of wavelengths and
provide for a programmable variety of colors to optimize their
suitability for the filming conditions at that moment. For example,
a multiple LED light source could be an RGBW four-color LED array
as shown in FIG. 7A. The LED 32 may be controlled by embedded
electronics such as an LED driver 62, with the emitted color
selected so as to minimize reflections in the scene being filmed. A
multi-spectral source like this also provides the possibility of
doing unconventional color mixing in order to achieve unusual or
unique colors, if so desired by the film maker. In other
embodiments, the light source may be a laser, or is monochromatic,
RGBW, or polarized light to name a few.
[0139] In preferred embodiments, the weapon emulator 10 includes
hardware or software support to enable tuning the light source to a
specific wavelength, or combination of wavelengths, whose
combination has the least contrast with the scene being filmed. In
one embodiment, the weapon emulator 10 includes hardware or
software support to enable scaling the brightness of the tuned
light to the lowest level needed while still designating the
location of the barrel tip for the purpose of digitized muzzle
flash insertion.
[0140] In some embodiments, the weapon emulator 10 contains a
device capable of reflection minimization. In a preferred
embodiment, the device is a rotatable optical polarizer element for
alternative reflection control. By only allowing the projection of
polarized light, and providing for its angle adjustment, further
control is maintained over the intensity of reflection artifacts,
as recorded by the camera. In other embodiments, the device may be
some other device capable of minimizing reflections on surrounding
objects.
[0141] In one embodiment, the light source/barrel assembly will be
treated as a Line Replacement Unit (LRU), so that different light
sources can be interchanged to accommodate different filming
conditions. This enables the dictates of the film maker to be
implemented without undue delay.
[0142] In some embodiments, the end of the barrel may include
visibility enhancers. In an even more preferred embodiment, the
visibility enhancers are frosted (or other dispersive finish)
light-transmissive plugs. This increases light source observability
when the camera is positioned behind the firearm.
[0143] In operation the visibility enhancers may work as follows:
when the weapon emulator is fired, particularly in the case of a
pistol, the slide moves back during the recoil phase of operation,
exposing the plug, which is immediately illuminated by the light
source. This provides the intended muzzle flash designation point,
which is now visible from any angle, rather than just from the
front. In an even more preferred embodiment, the light transmissive
plug is briefly actuated forward at the moment of firing,
illuminated, and then retracted. This provides the insertion point
for the digitized muzzle flash, which overwrites the presence of
the plug in the image. If the plug extends far enough, the captured
image could be processed to determine the 3D pointing vector needed
to perform auto-insertion of a muzzle flash with the proper 3D
orientation. In another embodiment, a set of plugs may be supplied,
each with selectively applied surface opacity, for a variety of
scene options to prevent reflections and other unwanted artifacts
from being captured during filming.
[0144] As explained above, in some embodiments of a system 100
using a weapon emulator 10, the weapon emulator 10 may be
wirelessly synced up to body-hit squibs 124 through the electronics
control system. In a preferred embodiment, each squib may be tied
to a specific round in the weapon emulator 10. Accordingly, when
the weapon emulator 10 is fired, the timing and explosion of the
body-hit squib 124 may be coordinated and synced with the firing.
In a preferred embodiment, the wireless link may be encrypted and
the System Controller equipped with a deadman switch 118 under
direct control of the stunt coordinator to prevent accidental
firing of any squibs 124.
[0145] In another embodiment, the barrel indicator 32 light source
may be used to initiate or synchronized the squibs 124. In such an
embodiment, the light source is used to sweep across squib targets
and either automatically fire and initiate the squibs, or to cause
the weapon emulator 10 to pulse, giving the actor an indication to
pull the trigger. Embodiments using the light source of the barrel
indicator 32 to initiate or synchronize the activation of the
squibs 124 may create added realism at the weapon emulator 10 is
pointed at the target when the squib 124 is initiated. The
relatively narrow cone of light emission from the light source in
the barrel is an alternative to wireless control and ensures an
improved visual correlation between the weapon emulator 10 aim
point and the activated squibs 124.
[0146] FIG. 7B illustrates a side view of the top portion of the
weapon emulator 10 of FIG. 7A with the firing indicator 18 in the
retracted position. When the firing indicator 18 is in the
retracted position, both the Return Guide Rod 46 and the Barrel
Assembly 56 are exposed. In a preferred embodiment, both the Return
Guide Rod 46 and the outside of the Barrel Assembly 56 maintain
their visual appearance as close as possible to the real
firearm.
[0147] FIG. 8A illustrates a front view of one embodiment of a
shell ejection mechanism 24. In the embodiment shown in FIG. 8A,
the test setup is shown for such an embodiment. However, FIGS. 8B
and 8C illustrate the rear view and side view of the shell ejection
mechanism 24 adapted for use in a weapon emulator 10. If a magazine
is loaded with spent shells or their equivalent rather than
"normal" ammo with bullets installed, the entire length of the
front of the magazine remains open. Accordingly, in preferred
embodiments, shell ejection mechanism 24 is designed to fit in the
space a typical stack of ammunition would occupy in a magazine 28.
This allows the shell ejection mechanism 24 to be placed in the
magazine 28 and eject the empty shells 13 from the magazine 28 of
the weapon emulator 10. It also allows the magazine 28 to be
ejected, removed and/or handled while still maintaining the
appearance of a normal magazine.
[0148] As may be seen in FIG. 8A, one embodiment of a shell
ejection mechanism 24 includes a pivot point 72. Pivot point 72 may
be provided by a bearing 70 or some other type of device that
provides rotation. In some embodiments, a precision bearing like
those used in hard drives may be used.
[0149] The embodiment shown in FIG. 8A further comprises an
electro-mechanical actuator 16, pivot coupler 74, pivot handle 76,
shell ejector 84, shell stop 80 and shell stop 82. (Shell ejector
84, shell stop 80 and shell stop 80 are shown in FIGS. 8B and 8C).
One or more of pivot handle 76, shell ejector 84 and shell stops 80
and 82 may be embodied by a roller. Using a roller reduces friction
and jamming because the roller releases any force build up. In a
preferred embodiment, at least shell ejector 84, and shell stops 80
and 82 are rollers.
[0150] FIG. 8B is a rear view of the "rest" position of one
embodiment of a shell ejection mechanism. In the "rest" position,
the shell ejector 84 and shell stop 82 (the two pivoting rollers on
the upper/right and lower/left) are on either side of the middle
line that goes through the pivot point 72, so the top-most shell 13
pressures the upper/right roller to the right, while the second
shell (or shell-shaped magazine follower if the upper shell is the
last one) pressures the lower/left roller to the left, creating a
rigid stasis that self-balances the top-most shell 13 at the "rest"
position.
[0151] In operation of a preferred embodiment, shell stop 80 is
fixed while shell stop 82, shell ejector 84 and pivot handle 76 are
pivotally connected about pivot point 72. In a preferred
embodiment, electro-mechanical actuator 16 is coupled to the pivot
handle 76 via pivot coupler 74. In the embodiment shown in FIG. 8A,
the electro-mechanical actuator 16 is designed to move pivot
coupler 74 in a linear motion back and forth. The linear motion of
pivot coupler 74 causes the pivot handle 76 to rotate about the
pivot point 72 and move through positions 76A and 76B as the pivot
handle 76 swings through an arc about the pivot point 72.
[0152] In the preferred embodiment, shell ejector 84 and shell stop
82 pivot about pivot point 72 and are in fixed relation to pivot
handle 72. Pivot stop 80 remains fixed in a preferred embodiment.
Accordingly, when the electromechanical actuator 16 moves the pivot
handle 76, shell ejector 84 moves in a corresponding arc up and
under top-most shell 13 and pivot stop 82 moves in a corresponding
arc out of the way of the rising top-most shell 13. As the motion
continues, shell ejector 84 eventually extends far enough into the
magazine 28 to eject the top-most shell 13 and pivot stop 82 has
moved far enough out of the way to allow the top-most shell 13 to
be ejected. As the motion of the electro-mechanical actuator 16 and
consequently the pivot handle 76 reverses, shell ejector 84 recedes
from the interior of the magazine 28 and shell stop 82 returns to
its interfering position while spring 78 forces a new shell into
the ready position.
[0153] FIG. 9 illustrates one embodiment of a shell ejection
sequence for the shell ejection mechanisms 24 shown in FIGS. 8A-8C.
In a preferred embodiment, the resting position of the shell
ejection mechanism is shown as the illustration labelled "0
degrees." The "rest" position is where e shell ejection mechanism
24 waits for the next trigger pull. Once the shell ejection
mechanism 24 senses a trigger pull, a quick pulse of the
electro-mechanical actuator occurs. In a preferred embodiment, a
small actuator solenoid, snaps the shell ejection mechanism 4 to
the -12.5 degrees position, ejecting the shell. Snapping the
solenoid back to +12.5 degrees allows the next shell to be loaded,
and with the solenoid de-energized, the shell is pushed up to the
"rest" position by the spring for the next trigger pull.
[0154] The embodiment and process shown in FIG. 9 will now be
described in more detail. As the illustrations in FIG. 9 progress
from left to right, the electro-mechanical actuator 16 (not shown)
moves the pivot handle 76 (not shown) through an arc about pivot
point 72. When the pivot handle 76 is caused to move through an arc
about pivot point 72, shell ejector 84 and shell stop 82 are caused
to move through their respective arcs because they are in fixed
relation to pivot handle 76, with respect to pivot point 72.
Accordingly, at 0 degrees, the shell ejector 84 is positioned half
inside and half outside the magazine 28 and the shell stop 82 is
above to the right of the top-most shell 13. The distance between
shell stop 80 and shell stop 82 is small enough to prevent shell 13
from coming out of the magazine 28. As the illustrations progress
to the right through -6 degrees and all the way to -12.5 degrees,
shell ejector 84 proceeds into the magazine 28 in an arc that
brings it up and under the top-most shell 13 causing the top-most
shell 13 to be forced up. At the same time, shell stop 82 proceeds
in an arc from above the top-most shell 13, blocking its escape, to
off to the side of the magazine allowing the top-most shell 13 to
be ejected in the illustration labelled "EJECT." In the
illustration labelled "EJECT" the shell ejector 84 and the shell
stop 82 are still in the same position as shown in the -12.5
degrees illustration, however the shell has just progressed out of
the magazine due to the force of impact from the shell ejector
84.
[0155] The shell ejector 84 plays two roles. As shell ejector 84
moves into magazine 28 it not only forces the top-most shell 13 to
be ejected, but it provides an obstacle to prevent any other shells
13 from exiting the magazine 28 while the shell stop 82 is off to
the side. Without shell ejector 84 becoming an obstruction, spring
78 may force all the shells 13 out of the magazine 28 in the eject
configuration.
[0156] Once the top-most shell 13 is ejected, the
electro-mechanical actuator 16 reverses direction and swings pivot
handle 75 in the opposite direction, causing shell ejector 84 and
shell stop 82 to swing back in the opposite direction; returning to
their starting positions. However, in a preferred embodiment, the
pivot handle 76 proceeds past the original starting point to
continue to move shell ejector 84 completely out of the magazine 84
to allow another shell 13 to be easily moved up into a position to
be ejected. This is illustrated at +12.5 degrees.
[0157] Finally, in a preferred embodiment, the electro-mechanical
actuator 16 reverses one more time and the shell ejector 84 and
shell stop 82 are returned to their starting positions at 0
degrees.
[0158] In a preferred embodiment, a supply of shell stops 82 with a
variety of angled profiles may be supplied. The different angled
profiles of the shell stops 82 may be used so that the ejection
trajectory of the shell 13 may be tailored. In a preferred
embodiment, the various shell stops 82 may be retrofit to the shell
ejection mechanism 24 to provide custom ejection trajectories of
the shells 13.
[0159] In the preferred embodiment, the shell ejection mechanism 24
is powered by an electro-mechanical actuator 16. The
electro-mechanical actuator 16 allows control over how and when the
shell 13 is ejected from the weapon emulator 10. In some
embodiments, the electro-mechanical actuator 16 may include a
number of magnets. In some embodiments, the pivot coupler 74 may be
held in place by the magnetic attraction between the magnets of the
electro-mechanical actuator. In a preferred embodiment shown in
FIG. 8A, the coils are wired in reverse from each other and located
at the opposite ends of the combined magnet, acting on the magnetic
fields that exist there.
[0160] In one embodiment of the electro-mechanical actuator 16 for
the shell ejection device 24, two coils are used, each of which
acts simultaneously on either end of a single magnet, thereby
providing twice the push force. The coils may be driven by a single
channel, and therefore are wired in series, but with one coil in
reverse (so the current flows in the opposite direction), since one
coil acts on the N-pole end while the other coil acts on the S-pole
end. In this manner, current from the bridge driver snaps the
actuator assembly in one direction to eject a shell, then the
bridge is reversed to snap the actuator the other direction to load
the next shell.
[0161] In yet another embodiment, the coils may be wired in
parallel instead of series, thereby doubling the current through
each coil (As a non-limiting example, 7.4V@2.2 A in series,
7.4V@8.8 A total in parallel). Doubling the current effectively
doubles the force the actuator applies to the shell.
[0162] In a typical embodiment, the actuator times for loading and
ejecting may be around 30 ms and 50 ms respectively. In yet another
embodiment the actuator times may be around 15 ms and 25 ms
respectively. However, other times may be used. In a preferred
embodiment, smaller times may be used resulting in less battery
use.
[0163] In a preferred embodiment, which may result in most
realistic shell ejection, the times for ejection may be reduced to
10 ms and 5 ms for loading and ejecting respectively. When the load
and ejection times are reduced to properly timed values, the shell
ejector functions as described above. However, with the reduced
actuation times, the shell is still being ejected when the actuator
snaps back the other way and causes the shell stop 82 to strike the
shell 13 before it has fully exited the magazine 28. This may cause
additional realism to the trajectory of the shell ejection.
[0164] In a preferred embodiment, the primer cap of the shell is
replaced with a magnet of the same size and finish to aid in
electromagnetically positioning the shell prior to ejection. In a
preferred embodiment, the shell ejection mechanism can eject shells
at different angles, in different directions, for different
distances, or with different velocities. In other embodiments,
other mechanisms may be used to eject shells, including purely
mechanical means like springs etc. In other embodiments, the shells
can be selectively programmed to intentionally jam, instead of
ejecting, during firing. This may be a software only function that
does not require any specific alteration of the shell itself.
[0165] In some embodiments, in order to distinguish a weapon
emulator 10 from a real gun, both of which may coexist on a movie
set, the weapon emulator 10 may operate the barrel tip indicator 32
with various blinking patterns and color combinations in order to
distinguish itself as a "safe" non-firing prop gun. This feature
may be wirelessly activated by an authorized crew member, such that
the blinking occurs only during those periods when filming is not
taking place. During filming, the weapon emulator 10 will operate
as intended, with the barrel tip indicator 32 flashing once for
every round fired, then returning to its "safe" blink function once
filming has stopped. Different colors or rates of blinking may be
used to indicate different information such as the current state of
filming.
[0166] In yet other embodiments, the slide of each weapon emulator
10 may be automatically retracted under wireless control of the
stunt coordinator (or other designated crew member), as an
additional indicator that the weapon emulator 10 is in a "safe"
condition.
[0167] Although the embodiments have been described with reference
to preferred configurations and specific examples, it will readily
be appreciated by those skilled in the art that many modifications
and adaptations of the electronic device with a customizable image
and methods therefore described herein are possible without
departure from the spirit and scope of the embodiments as claimed
hereinafter. Thus, it is to be clearly understood that this
description is made only by way of example and not as a limitation
on the scope of the embodiments as claimed below.
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