RE: [Algorithms] Articulated multibody physics
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From: Jamie F. <ja...@qu...> - 2002-03-21 11:01:11
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We implemented the Featherstone method (iirc) as seen in Mirtich's thesis for Stuntman. Last I knew, it was a bit slow, and you needed to add bogus extra degrees of freedom to stop the answers exploding numerically. Jamie -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of mark_me Sent: 21 March 2002 04:52 To: Algorithms List Subject: RE: [Algorithms] Articulated multibody physics I'm not sure if I understood your method right, It seems to me that you will end up with broken joints immediately. To do this correctly you need to consider the joints' forces , and if you have more than one force applied on the multi body simultaneously ( on different bones ) then you need to solve a linear system of equations , which is here much easier than solving for resting contacts , but you will still have the problem of accuracy and you might need a velocity or position stabilizer to make sure your bones are always connected. I haven't tried that myself but Maybe one of the guys who tried it can tell us if it's fast enough for real time systems. There are some other ways like the relaxation method that Jacobsen described , and I think some people even talked about using the penalty method here , but I can't see how it could be suitable for this purpose. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Ron Hay Sent: March 20, 2002 7:25 AM To: Algorithms List Subject: [Algorithms] Articulated multibody physics I'm currently working on a skeletal animation system for our software, and have decided it would be extremely useful to be able to use the skeleton to be used not just for animation, but also for vehicle (and otherwise) physics. So a motorcycle can be described as a single main "bone" (the body), with a 1-dof rotator on the front connected to a translational bone with a spring attached, and a similar setup without the rotation on the back, represented the front and rear wheels, respectively. So, I did a web search for "articulated chains" and "multibody dynamics" and "articulated dynamics" and so on. I found many, many papers and sites, which showed the difficulties of such a problem. And here I thought inverse kinematics was complicated. Anyway, my coworker and I thought of a simplification that we think would work decently, if not entirely 100% correct. Which is fine by us. I wanted to run it past the resident list physics gurus to get their comments. Basically, given a force on a bone, we first apply it directly to the center of mass for the entire linkage. Then, we apply a torque to the entire linkage based on the force and its distance from the center of mass. This is pretty standard for a single body, from what I understand. Seperately, for the bone the force is applied to, we determine the torque on the bone by finding the component of the original force that is perpendicular to the bone. Then, we propagate the component of the force that is parallel to the bone to the bones it is connected to, and continue on figuring out the torques and "propagation forces" recursively through the linkage. I'm going to be coding this up today and tomorrow, and I'll let people that are interested know how it turns out, but if anyone has any comments or experiences with such a problem, please send them! Ron Hay Developer Cybernet Systems. _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |