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Pick & Place

Perception, localisation, navigation and picking software for handling tasks.

What to buy first, and what you can skip

These six items are the parts of a pick-and-place deployment, priced separately because not every project needs all of them. Bought in the wrong order they overlap and you pay twice.

Start with the requirements analysis.
It is the cheapest item here and the only one that can tell you not to buy the others. It produces the written scope, the cycle-time target and the acceptance criteria, and without those the later work has nothing to be measured against. Teams that skip it usually end up paying for a second round of perception work because the tolerance was never agreed.
Mapping and perception come next
, and which one you need depends on what moves. If the parts arrive in a fixed fixture and the robot stays put, you may need neither: a taught position is cheaper and more repeatable than vision. If the robot has to travel, you need the map. If the part can be anywhere in a bin or on a belt, you need perception. Both, only if both are true.
The navigation stack is only relevant to a mobile platform.
A robot bolted to a bench does not need it, and it is the item most often bought unnecessarily because it sounds fundamental.
The picking and drop-off process is where most of the value sits
, and it is the item to spend on. Grasp selection, approach and retreat, placement tolerance and error handling are what decide whether the cell runs unattended or needs someone standing next to it.
Order management
is for when the cell has to take jobs from a system rather than a person. If a queue on a screen is enough, leave it out until it is not.

All of it is charged by the hour or by the engineering day, so the scope is yours to control. We would rather size it honestly and be asked for more later than pad it and be argued down.

How the cell gets measured, and what counts as done

Almost every argument about a pick-and-place cell traces back to nobody having written down what success meant. These are the numbers to agree before the engineering starts, because afterwards they become a negotiation.

Cycle time, defined end to end.
A pick takes a certain number of seconds, but the figure that matters includes the approach, the grip, the transfer, the placement, the retreat and the wait for whatever comes next. Measure the current process the same way, by hand and with a stopwatch, before comparing. A cell that is faster per pick and slower per part is a common and expensive surprise.
Success rate, with the failure modes separated.
A cell that picks 98 of 100 is excellent if the two failures are detected and set aside, and unacceptable if they are dropped on the floor or placed wrong without anyone noticing. Agree what the machine does when it is not sure: retry, skip and flag, or stop. Those three are different products and cost different amounts.
The part population, written down.
Which parts, in what condition, arriving how. A cell taught on clean parts in a fixture will not hold on the same parts covered in coolant, and a cell that handles the twelve current variants may not handle the thirteenth. If new variants appear every quarter, that is a requirement rather than a surprise, and it changes the design.
Uptime and who intervenes.
Over a shift, how many operator interventions are acceptable and what each of them is allowed to take. An unattended cell and a supervised cell are separated by a small amount of hardware and a large amount of error handling, and error handling is where the engineering days actually go.
The acceptance test, agreed in writing before anything is ordered.
A stated number of parts from your own production, run in your own building, on a day both sides attend, against the numbers above. It is the cheapest insurance either side can buy: it tells you when to pay, and it tells us when we are finished.

6 products

Order Management (hourly rate)

Order Management (hourly rate)

Order-management software for robot pick-and-place: it takes jobs from your system, sequences them and hands the robot a queue it can actually execute.

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Mapping (hourly rate)

Mapping (hourly rate)

Mapping of the working area a robot will operate in, delivered as the map layer that the navigation stack and the picking process both depend on.

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Perception & Localisation

Perception & Localisation

Perception and localisation for humanoid and mobile platforms: recognise the part, know where the robot is, and keep both stable in a live environment.

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Navigation Stack

Navigation Stack

ROS-based navigation for humanoid and legged platforms, path planning, obstacle handling and recovery behaviour tuned to your floor, not a demo hall.

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Frequently asked questions

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