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From: German L. M. <ger...@gm...> - 2011-05-13 00:06:02
|
Thanks for the answer Ian. However, I think the the readme is misleading: if it says "you don't need it to install and run PyODE", in a file included in a source package, a user would expect just that. The term "develop" can have quite different meanings. Best regards, Germán On Wed, May 11, 2011 at 9:02 PM, Ian Mallett <geo...@gm...> wrote: > On Wed, May 11, 2011 at 6:37 PM, German Larrain M. < > ger...@gm...> wrote: > >> Hi. I'm an ODE user and wanted to check pyode's performance. Some time ago >> I used Ubuntu's version of pyode and had some trouble so here I am trying to >> compile this. >> >> The README file says: >> >>> - Pyrex 0.9.3 (or higher) >>> http://www.cosc.canterbury.ac.nz/~greg/python/Pyrex/ >>> This is only required for PyODE development; you don't need it to >>> install >>> and run PyODE. >>> >> >> However, it seems I do need Pyrex to compile pyode: >> >>> python setup.py build >>> INFO: <ode/ode.h> found in /usr/local/include >>> INFO: Creating ode_trimesh.c >>> pyrexc -o ode_trimesh.c -I. -Isrc src/ode.pyx >>> sh: pyrexc: not found >>> ERROR: An error occured while generating the C source file. >>> >> >> I don't really know the development architecture of pyode, but, is there >> anyway to keep the user from installing Pyrex? I'd rather use standard and >> popular software (and pyrex doesn't look like it is). >> > So in the readme it says you only need PyRex to develop PyODE (that is, to > compile the C files). If you're going to be using it (i.e., using the > Python builds), then you don't need PyRex. > > Ian > -- Germán Larrain |
From: German L. M. <ger...@gm...> - 2011-05-12 00:37:42
|
Hi. I'm an ODE user and wanted to check pyode's performance. Some time ago I used Ubuntu's version of pyode and had some trouble so here I am trying to compile this. The README file says: > - Pyrex 0.9.3 (or higher) > http://www.cosc.canterbury.ac.nz/~greg/python/Pyrex/ > This is only required for PyODE development; you don't need it to install > and run PyODE. > However, it seems I do need Pyrex to compile pyode: > python setup.py build > INFO: <ode/ode.h> found in /usr/local/include > INFO: Creating ode_trimesh.c > pyrexc -o ode_trimesh.c -I. -Isrc src/ode.pyx > sh: pyrexc: not found > ERROR: An error occured while generating the C source file. > I don't really know the development architecture of pyode, but, is there anyway to keep the user from installing Pyrex? I'd rather use standard and popular software (and pyrex doesn't look like it is). Thanks, Germán -- Germán Larrain |
From: Ethan Glasser-C. <gl...@cs...> - 2011-04-11 17:43:36
|
On 04/10/2011 05:55 PM, German Larrain M. wrote: > Hi. I'm a new user of pyode and I was trying to run the examples > included the pythod-pyode-doc DEB package available in the Ubuntu > repositories. > > Tutorials 1 and 2 worked fine, but 3 fails every time I run it. The > weird thing is that the error appears after the explosion, but not > necessarily at the exact time. When it happens, the window closes and > the following message is printed It looks like this could be caused by a lot of different kinds of problems with the simulation itself. It runs fine on my machine (10.10-based, 32 bit). I wonder if maybe there's a problem with the .debs available in the Ubuntu repositories -- built with the wrong precision or something? Could you try building pyode yourself? Ethan |
From: German L. M. <ger...@gm...> - 2011-04-11 17:19:15
|
Hi Ethan, thanks for your answer. I have the following packages installed: libode1: 2:0.11.1-3 libode-dev: 2:0.11.1-3 both of which seem to be the double-precision version. python-pyode: 1.2.0-4+cvs20090320 I will try to build pyode from source, although I feel that may not be the issue. Thanks again, German On Mon, Apr 11, 2011 at 2:13 PM, Ethan Glasser-Camp <gl...@cs...>wrote: > On 04/10/2011 05:55 PM, German Larrain M. wrote: > >> Hi. I'm a new user of pyode and I was trying to run the examples included >> the pythod-pyode-doc DEB package available in the Ubuntu repositories. >> >> Tutorials 1 and 2 worked fine, but 3 fails every time I run it. The weird >> thing is that the error appears after the explosion, but not necessarily at >> the exact time. When it happens, the window closes and the following message >> is printed >> > > It looks like this could be caused by a lot of different kinds of problems > with the simulation itself. It runs fine on my machine (10.10-based, 32 > bit). I wonder if maybe there's a problem with the .debs available in the > Ubuntu repositories -- built with the wrong precision or something? Could > you try building pyode yourself? > > Ethan > > -- Germán Larrain |
From: German L. M. <ger...@gm...> - 2011-04-10 21:56:16
|
Hi. I'm a new user of pyode and I was trying to run the examples included the pythod-pyode-doc DEB package available in the Ubuntu repositories. Tutorials 1 and 2 worked fine, but 3 fails every time I run it. The weird thing is that the error appears after the explosion, but not necessarily at the exact time. When it happens, the window closes and the following message is printed ODE INTERNAL ERROR 1: assertion "bNormalizationResult" failed in > _dNormalize4() [../../../../../include/ode/odemath.h] > Aborted > In the ode-users google group some information related to that assertion and normalization problems, although I don't have the required experience to fully understand the issue, and hopefully fix it. http://groups.google.com/group/ode-users/browse_thread/thread/733b2e7339aabadb http://groups.google.com/group/ode-users/msg/f333e88eab4ecd5b I'm running Ubuntu 10.04 32-bit. Thanks for your help, German -- Germán Larrain |
From: Marc K. <mki...@ga...> - 2011-03-08 22:54:31
|
Hi, I've asked this question before, but didn't get a response and thought I would try again. I'm trying to get forces at a contact joint. My original solution was to add a fixed joint and get feedback from it, however this is not accurate enough when I have multiple bodies colliding. However, when I try to use setFeedback on one of my contact joints, the following error results: ODE INTERNAL ERROR 2: Bad argument(s) in dJointSetFeedback() Aborted I've done some checking and getting forces from contact joints in c++ seems to work. Any idea why this doesn't work in PyODE? Thanks for any help or direction. Sincerely, Marc Killpack On Sun, Jan 16, 2011 at 4:45 AM, Ethan Glasser-Camp <gl...@cs...>wrote: > Hi! Sorry about the delay -- it's hard for me to find free time these days. > I'm not really familiar with vpython so I may be vastly misinterpreting the > function of your program. > > > On 01/11/2011 03:17 PM, Marc Killpack wrote: > >> I've been trying to make a simple robot simulator which includes >> collisions. I'm getting weird >> behavior though and wondered if I'm just making a dumb mistake. I want >> some objects that are >> fixed in the environment. From other examples and from archived questions >> on the list it seems like >> the best way to do this is using geometry objects that are not associated >> with a body. The only >> collision that works so far is if I collide with the floor plane that is >> defined as a fixed geometry. >> I've attached my file that uses vpython for visualization and I had the >> following questions if anyone >> is willing: >> >> 1)If I set a tall square in place, different sizes will result in >> collisions while smaller sizes do not, why? >> (Try changing width and length of square to 0.1 in line 56 of .py file to >> reproduce this) >> > > It looks like body1, your robot arm, is not being rotated. If I understand > correctly, this means that the capsule is extending along the Z-axis, > whereas you are drawing it as extending along the X-axis. That is to say, > your joint is not swinging the capsule like the arm of a turnstile, but more > like the head of a hammer. I think the box obstacle is sufficiently wide > that the capsule hits it anyhow, but if it is only 0.1, it fits "inside" the > the radius of the hammer swing. To fix this, I put: > > body1.setRotation([0, 0, 1, 0, 1, 0, -1, 0, 0]) > > Just after your body1.setPosition() call, before adding the geom. (A 90 > degree rotation around the Y axis, to exchange the X and Z axes, to make > your visualization line up with the simulation.) Now a collision always > happens. > > > Also, if I change the bounciness in the collision callback function (line >> 28), it seems to have no effect >> on the collision, why? >> > > I'm guessing the motor on the joint is sufficiently powerful to keep > pressing the body against the obstacle. Try changing MaxForce to 0 after the > first time step (at the end of the while loop), so that the body has an > initial velocity. You'll definitely see a bounce, and it will definitely be > different for different bouncinesses. > > > 2)I can place a geometry object that is a capped cylinder in the >> environment but how do I orient it? I tried >> setting the rotation, but still couldn't get a collision to occur. Change >> "OBSTACLE = 2" on line 9 to see this. >> > > This looks right to me, and once I added the rotation of the body (as per > point 1), this caused collisions. > > > 3)If I want forces from the collision, it seems that I have to have the >> obstacle be associated with a body >> as well, is that true? If so, what kind of hinge or connection should I >> use? I tried a fixed joint to the >> environment but that also did weird things. >> > I don't think this is true. Can you explain further? > > Ethan > > |
From: Ethan Glasser-C. <gl...@cs...> - 2011-01-17 16:00:23
|
On 01/17/2011 07:07 AM, Marc Killpack wrote: > Sorry one more follow-up question, > > What does setting the default axis in a Mass object do if it doesn't > define the direction of the associated body? For example, > > M = ode.Mass() > M.setCappedCylinder(10, /direction (x-axis = 1)/, /radius/, /length/) > body1.setMass(M) > body1.setPosition((/some position x, y, z)/) Setting stuff on Mass objects is basically just to define physical simulation properties like center of mass, moment of inertia, etc. Try printing a Mass object some time, and you'll see all it defines. It has nothing to do with the collision detection or other rigid body functions (position, rotation, joints, etc.). Ethan |
From: Marc K. <mki...@ga...> - 2011-01-17 12:08:07
|
Sorry one more follow-up question, What does setting the default axis in a Mass object do if it doesn't define the direction of the associated body? For example, M = ode.Mass() M.setCappedCylinder(10, *direction (x-axis = 1)*, *radius*, *length*) body1.setMass(M) body1.setPosition((*some position x, y, z)*) I set the mass of my links such that they would be distributed along the x-axis but is it true that this does not orient the body along the x-axis? Thank you again. marc On Mon, Jan 17, 2011 at 6:43 AM, Marc Killpack <mki...@ga...>wrote: > Ethan, > > Regardless of the delay, I really appreciate the response. Your solution > was exactly correct and cleared up my collision problems. > > I was confused about the initial orientation given to created cylinder > bodies. Also, although rotation about the center of mass for each body > makes the most sense, I was confused by the fact that all coordinates (both > used for setting and returning a body's state) are in a global frame. In > any case, works great now, thank you. > > To explain my last point more, I'm interested in getting forces that result > from collisions, but when I tried to use "setFeedback" with my contact > joints, it threw the following error: > > ODE INTERNAL ERROR 2: Bad argument(s) in dJointSetFeedback() > Aborted > > I'd seen this in other threads and thought this meant that getting reaction > forces from the contact was not possible. Also, I assumed that because the > geometry has no "mass", that getting contact forces from the collision with > a body and a geometry was also not possible. So I made an extra body for my > obstacle that is rigidly fixed to the environment with a fixed joint that > will give forces induced by the collision somewhere along the body. If > there is a better/other way, I'd be happy to hear about it. > > Thanks again for the help and course correction. > > > Sincerely, > > Marc Killpack > Healthcare Robotics Lab - Georgia Tech > > > > On Sun, Jan 16, 2011 at 4:45 AM, Ethan Glasser-Camp <gl...@cs...>wrote: > >> Hi! Sorry about the delay -- it's hard for me to find free time these >> days. I'm not really familiar with vpython so I may be vastly >> misinterpreting the function of your program. >> >> >> On 01/11/2011 03:17 PM, Marc Killpack wrote: >> >>> I've been trying to make a simple robot simulator which includes >>> collisions. I'm getting weird >>> behavior though and wondered if I'm just making a dumb mistake. I want >>> some objects that are >>> fixed in the environment. From other examples and from archived >>> questions on the list it seems like >>> the best way to do this is using geometry objects that are not associated >>> with a body. The only >>> collision that works so far is if I collide with the floor plane that is >>> defined as a fixed geometry. >>> I've attached my file that uses vpython for visualization and I had the >>> following questions if anyone >>> is willing: >>> >>> 1)If I set a tall square in place, different sizes will result in >>> collisions while smaller sizes do not, why? >>> (Try changing width and length of square to 0.1 in line 56 of .py file to >>> reproduce this) >>> >> >> It looks like body1, your robot arm, is not being rotated. If I understand >> correctly, this means that the capsule is extending along the Z-axis, >> whereas you are drawing it as extending along the X-axis. That is to say, >> your joint is not swinging the capsule like the arm of a turnstile, but more >> like the head of a hammer. I think the box obstacle is sufficiently wide >> that the capsule hits it anyhow, but if it is only 0.1, it fits "inside" the >> the radius of the hammer swing. To fix this, I put: >> >> body1.setRotation([0, 0, 1, 0, 1, 0, -1, 0, 0]) >> >> Just after your body1.setPosition() call, before adding the geom. (A 90 >> degree rotation around the Y axis, to exchange the X and Z axes, to make >> your visualization line up with the simulation.) Now a collision always >> happens. >> >> >> Also, if I change the bounciness in the collision callback function (line >>> 28), it seems to have no effect >>> on the collision, why? >>> >> >> I'm guessing the motor on the joint is sufficiently powerful to keep >> pressing the body against the obstacle. Try changing MaxForce to 0 after the >> first time step (at the end of the while loop), so that the body has an >> initial velocity. You'll definitely see a bounce, and it will definitely be >> different for different bouncinesses. >> >> >> 2)I can place a geometry object that is a capped cylinder in the >>> environment but how do I orient it? I tried >>> setting the rotation, but still couldn't get a collision to occur. >>> Change "OBSTACLE = 2" on line 9 to see this. >>> >> >> This looks right to me, and once I added the rotation of the body (as per >> point 1), this caused collisions. >> >> >> 3)If I want forces from the collision, it seems that I have to have the >>> obstacle be associated with a body >>> as well, is that true? If so, what kind of hinge or connection should I >>> use? I tried a fixed joint to the >>> environment but that also did weird things. >>> >> I don't think this is true. Can you explain further? >> >> Ethan >> >> > <#12d93c9ab7c40535_12d938cf63e95412_> > <#12d93c9ab7c40535_12d938cf63e95412_> > <#12d93c9ab7c40535_12d938cf63e95412_> <#12d93c9ab7c40535_12d938cf63e95412_> > |
From: Marc K. <mki...@ga...> - 2011-01-17 11:43:50
|
Ethan, Regardless of the delay, I really appreciate the response. Your solution was exactly correct and cleared up my collision problems. I was confused about the initial orientation given to created cylinder bodies. Also, although rotation about the center of mass for each body makes the most sense, I was confused by the fact that all coordinates (both used for setting and returning a body's state) are in a global frame. In any case, works great now, thank you. To explain my last point more, I'm interested in getting forces that result from collisions, but when I tried to use "setFeedback" with my contact joints, it threw the following error: ODE INTERNAL ERROR 2: Bad argument(s) in dJointSetFeedback() Aborted I'd seen this in other threads and thought this meant that getting reaction forces from the contact was not possible. Also, I assumed that because the geometry has no "mass", that getting contact forces from the collision with a body and a geometry was also not possible. So I made an extra body for my obstacle that is rigidly fixed to the environment with a fixed joint that will give forces induced by the collision somewhere along the body. If there is a better/other way, I'd be happy to hear about it. Thanks again for the help and course correction. Sincerely, Marc Killpack Healthcare Robotics Lab - Georgia Tech On Sun, Jan 16, 2011 at 4:45 AM, Ethan Glasser-Camp <gl...@cs...>wrote: > Hi! Sorry about the delay -- it's hard for me to find free time these days. > I'm not really familiar with vpython so I may be vastly misinterpreting the > function of your program. > > > On 01/11/2011 03:17 PM, Marc Killpack wrote: > >> I've been trying to make a simple robot simulator which includes >> collisions. I'm getting weird >> behavior though and wondered if I'm just making a dumb mistake. I want >> some objects that are >> fixed in the environment. From other examples and from archived questions >> on the list it seems like >> the best way to do this is using geometry objects that are not associated >> with a body. The only >> collision that works so far is if I collide with the floor plane that is >> defined as a fixed geometry. >> I've attached my file that uses vpython for visualization and I had the >> following questions if anyone >> is willing: >> >> 1)If I set a tall square in place, different sizes will result in >> collisions while smaller sizes do not, why? >> (Try changing width and length of square to 0.1 in line 56 of .py file to >> reproduce this) >> > > It looks like body1, your robot arm, is not being rotated. If I understand > correctly, this means that the capsule is extending along the Z-axis, > whereas you are drawing it as extending along the X-axis. That is to say, > your joint is not swinging the capsule like the arm of a turnstile, but more > like the head of a hammer. I think the box obstacle is sufficiently wide > that the capsule hits it anyhow, but if it is only 0.1, it fits "inside" the > the radius of the hammer swing. To fix this, I put: > > body1.setRotation([0, 0, 1, 0, 1, 0, -1, 0, 0]) > > Just after your body1.setPosition() call, before adding the geom. (A 90 > degree rotation around the Y axis, to exchange the X and Z axes, to make > your visualization line up with the simulation.) Now a collision always > happens. > > > Also, if I change the bounciness in the collision callback function (line >> 28), it seems to have no effect >> on the collision, why? >> > > I'm guessing the motor on the joint is sufficiently powerful to keep > pressing the body against the obstacle. Try changing MaxForce to 0 after the > first time step (at the end of the while loop), so that the body has an > initial velocity. You'll definitely see a bounce, and it will definitely be > different for different bouncinesses. > > > 2)I can place a geometry object that is a capped cylinder in the >> environment but how do I orient it? I tried >> setting the rotation, but still couldn't get a collision to occur. Change >> "OBSTACLE = 2" on line 9 to see this. >> > > This looks right to me, and once I added the rotation of the body (as per > point 1), this caused collisions. > > > 3)If I want forces from the collision, it seems that I have to have the >> obstacle be associated with a body >> as well, is that true? If so, what kind of hinge or connection should I >> use? I tried a fixed joint to the >> environment but that also did weird things. >> > I don't think this is true. Can you explain further? > > Ethan > > <#12d938cf63e95412_> <#12d938cf63e95412_> <#12d938cf63e95412_> <#12d938cf63e95412_> |
From: Ethan Glasser-C. <gl...@cs...> - 2011-01-16 09:47:08
|
Hi! Sorry about the delay -- it's hard for me to find free time these days. I'm not really familiar with vpython so I may be vastly misinterpreting the function of your program. On 01/11/2011 03:17 PM, Marc Killpack wrote: > I've been trying to make a simple robot simulator which includes > collisions. I'm getting weird > behavior though and wondered if I'm just making a dumb mistake. I > want some objects that are > fixed in the environment. From other examples and from archived > questions on the list it seems like > the best way to do this is using geometry objects that are not > associated with a body. The only > collision that works so far is if I collide with the floor plane that > is defined as a fixed geometry. > I've attached my file that uses vpython for visualization and I had > the following questions if anyone > is willing: > > 1)If I set a tall square in place, different sizes will result in > collisions while smaller sizes do not, why? > (Try changing width and length of square to 0.1 in line 56 of .py file > to reproduce this) It looks like body1, your robot arm, is not being rotated. If I understand correctly, this means that the capsule is extending along the Z-axis, whereas you are drawing it as extending along the X-axis. That is to say, your joint is not swinging the capsule like the arm of a turnstile, but more like the head of a hammer. I think the box obstacle is sufficiently wide that the capsule hits it anyhow, but if it is only 0.1, it fits "inside" the the radius of the hammer swing. To fix this, I put: body1.setRotation([0, 0, 1, 0, 1, 0, -1, 0, 0]) Just after your body1.setPosition() call, before adding the geom. (A 90 degree rotation around the Y axis, to exchange the X and Z axes, to make your visualization line up with the simulation.) Now a collision always happens. > Also, if I change the bounciness in the collision callback function > (line 28), it seems to have no effect > on the collision, why? I'm guessing the motor on the joint is sufficiently powerful to keep pressing the body against the obstacle. Try changing MaxForce to 0 after the first time step (at the end of the while loop), so that the body has an initial velocity. You'll definitely see a bounce, and it will definitely be different for different bouncinesses. > 2)I can place a geometry object that is a capped cylinder in the > environment but how do I orient it? I tried > setting the rotation, but still couldn't get a collision to occur. > Change "OBSTACLE = 2" on line 9 to see this. This looks right to me, and once I added the rotation of the body (as per point 1), this caused collisions. > 3)If I want forces from the collision, it seems that I have to have > the obstacle be associated with a body > as well, is that true? If so, what kind of hinge or connection should > I use? I tried a fixed joint to the > environment but that also did weird things. I don't think this is true. Can you explain further? Ethan |
From: Marc K. <mki...@ga...> - 2011-01-11 20:17:16
|
Hi, Extremely sorry if this is a repeat, but I think the first email didn't go through. I've been trying to make a simple robot simulator which includes collisions. I'm getting weird behavior though and wondered if I'm just making a dumb mistake. I want some objects that are fixed in the environment. From other examples and from archived questions on the list it seems like the best way to do this is using geometry objects that are not associated with a body. The only collision that works so far is if I collide with the floor plane that is defined as a fixed geometry. I've attached my file that uses vpython for visualization and I had the following questions if anyone is willing: 1)If I set a tall square in place, different sizes will result in collisions while smaller sizes do not, why? (Try changing width and length of square to 0.1 in line 56 of .py file to reproduce this) Also, if I change the bounciness in the collision callback function (line 28), it seems to have no effect on the collision, why? 2)I can place a geometry object that is a capped cylinder in the environment but how do I orient it? I tried setting the rotation, but still couldn't get a collision to occur. Change "OBSTACLE = 2" on line 9 to see this. 3)If I want forces from the collision, it seems that I have to have the obstacle be associated with a body as well, is that true? If so, what kind of hinge or connection should I use? I tried a fixed joint to the environment but that also did weird things. Any help on any one of the questions would be very much appreciated. Thanks for your time. Sincerely, Marc Killpack Healthcare Robotics Lab - Georgia Tech |
From: Moster M. <mos...@ho...> - 2011-01-06 06:18:25
|
Now, I used .setPosition((x,y,z)) and then call the setFixed function. That works, but I don't know what influence will occur on my system, I means another bugs. Thank you for your reply Best regards, Sukrit Manokhatiphaisan Master degree student of Institute of FIeld roBOtics(FIBO) King Mongkut's University of Technology Thonburi Administrator of Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd Email: mos...@ho..., mos...@gm... Tel: 085-988-8628 << Confidential Note >> If you are not the intended recipient, please do not read, copy, use or disclose the contents of this communication to others. This e-mail message (including any attachment) is intended only for the individual(s) or entity named above and others who have been specifically authorized to receive it. Please notify the sender that you have received this email in error by replying to the email. Please then delete the email and any copies of it. This information may be confidential and be subject to other privilege or any other immunity. Date: Wed, 5 Jan 2011 12:28:12 -0500 From: gl...@cs... To: mos...@ho... CC: pyo...@li... Subject: Re: [Pyode-user] How can I translate the FixedJoint Position? On 12/25/2010 02:27 AM, Moster Manokhatipaisarn wrote: My code as follow: join = ode.FixedJoint(self.visualWorld.odeworld) join.attach(self.vObjList[0].body, obj.body) However, I want to translate the fixedjoint position. I try to translate but the result is not make sense. It would be better if I can detach this joint, translate it and attach again. But I don't know how to detach this joint I'm not sure I understand your question. You want to have two objects fixed together, but periodically change their positions? ODE does not provide a function to detach joints. Since FixedJoints don't have any state, you could probably destroy the joint, move the bodies, and create another one. However, be aware that the manual says: "Using this joint is almost never a good idea in practice, except when debugging. If you need two bodies to be glued together it is better to represent that as a single body." Hope this helps. Ethan |
From: Ethan Glasser-C. <gl...@cs...> - 2011-01-05 17:29:45
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On 12/25/2010 02:27 AM, Moster Manokhatipaisarn wrote: > My code as follow: > > join = ode.FixedJoint(self.visualWorld.odeworld) > join.attach(self.vObjList[0].body, obj.body) > > However, I want to translate the fixedjoint position. > I try to translate but the result is not make sense. > > It would be better if I can detach this joint, translate it and attach > again. > But I don't know how to detach this joint I'm not sure I understand your question. You want to have two objects fixed together, but periodically change their positions? ODE does not provide a function to detach joints. Since FixedJoints don't have any state, you could probably destroy the joint, move the bodies, and create another one. However, be aware that the manual says: "Using this joint is almost never a good idea in practice, except when debugging. If you need two bodies to be glued together it is better to represent that as a single body." Hope this helps. Ethan |
From: Moster M. <mos...@ho...> - 2010-12-25 07:27:35
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My code as follow: join = ode.FixedJoint(self.visualWorld.odeworld) join.attach(self.vObjList[0].body, obj.body) However, I want to translate the fixedjoint position. I try to translate but the result is not make sense. It would be better if I can detach this joint, translate it and attach again. But I don't know how to detach this joint Best regards, Sukrit Manokhatiphaisan Master degree student of Institute of FIeld roBOtics(FIBO) King Mongkut's University of Technology Thonburi Administrator of Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd Email: mos...@ho..., mos...@gm... Tel: 085-988-8628 << Confidential Note >> If you are not the intended recipient, please do not read, copy, use or disclose the contents of this communication to others. This e-mail message (including any attachment) is intended only for the individual(s) or entity named above and others who have been specifically authorized to receive it. Please notify the sender that you have received this email in error by replying to the email. Please then delete the email and any copies of it. This information may be confidential and be subject to other privilege or any other immunity. |
From: Moster M. <mos...@ho...> - 2010-12-10 15:54:23
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Now, I use following code: pointMass_grams = 200 self.radius = 0.01 self.M = ode.Mass() self.M.setSphereTotal(pointMass_grams, self.radius) self.geom = ode.GeomSphere(vw.odespace, self.radius) self.body = ode.Body(vw.odeworld) self.body.setMass(self.M) self.geom.setBody(self.body) When I printed out self.M the result is not show as I think... Total mass from the result is changed when I vary radius values I just want to create point mass in ode space without concerning inertia tensor. Best regards, Sukrit Manokhatiphaisan Master degree student of Institute of FIeld roBOtics(FIBO) King Mongkut's University of Technology Thonburi Administrator of Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd Email: mos...@ho..., mos...@gm... Tel: 085-988-8628 << Confidential Note >> If you are not the intended recipient, please do not read, copy, use or disclose the contents of this communication to others. This e-mail message (including any attachment) is intended only for the individual(s) or entity named above and others who have been specifically authorized to receive it. Please notify the sender that you have received this email in error by replying to the email. Please then delete the email and any copies of it. This information may be confidential and be subject to other privilege or any other immunity. |
From: Moster M. <mos...@ho...> - 2010-12-04 06:58:48
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Now, I am develop my system to simulate robot which contain servo motors However, I am still confuse about force/torque in pyODE. I googled about how to set max force in hindgejoint. I found that self.hindgejoint.setParam(ode.ParamFMax, F) Anyway, I also want to set max torque on each vServos How can I do that? Thank you Best regards, Sukrit Manokhatiphaisan Master degree student of Institute of FIeld roBOtics(FIBO) King Mongkut's University of Technology Thonburi Administrator of Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd Email: mos...@ho..., mos...@gm... Tel: 085-988-8628 << Confidential Note >> If you are not the intended recipient, please do not read, copy, use or disclose the contents of this communication to others. This e-mail message (including any attachment) is intended only for the individual(s) or entity named above and others who have been specifically authorized to receive it. Please notify the sender that you have received this email in error by replying to the email. Please then delete the email and any copies of it. This information may be confidential and be subject to other privilege or any other immunity. |
From: Diez B. R. <de...@we...> - 2010-12-02 01:45:38
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On Dec 1, 2010, at 2:54 PM, Moster Manokhatipaisarn wrote: > What is the unit of force/torque in pyODE. > And if I want to convert to Robotis unit how can I do. None. Or whatever you chose. There are numerical reasons to keep things limited, but if you chose to have e.g. gravity at 9810 mm/s^2, it's up to you. Diez |
From: Moster M. <mos...@ho...> - 2010-12-01 13:54:41
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What is the unit of force/torque in pyODE. And if I want to convert to Robotis unit how can I do. Thank you ^^ Best regards, Sukrit Manokhatiphaisan Master degree student of Institute of FIeld roBOtics(FIBO) King Mongkut's University of Technology Thonburi Administrator of Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd Email: mos...@ho..., mos...@gm... Tel: 085-988-8628 << Confidential Note >> If you are not the intended recipient, please do not read, copy, use or disclose the contents of this communication to others. This e-mail message (including any attachment) is intended only for the individual(s) or entity named above and others who have been specifically authorized to receive it. Please notify the sender that you have received this email in error by replying to the email. Please then delete the email and any copies of it. This information may be confidential and be subject to other privilege or any other immunity. |
From: Scott P. <spr...@gm...> - 2010-11-17 00:33:08
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I have a question about class inheritance in PyODE.... how does it work? I've tried to inherit the ode.Body class in my python code as follows: #!/usr/bin/env python import ode class Sphere(ode.Body): """Class representing a spherical rigid body""" def __init__(self, world, space, mass, radius): """Creates a new sphere and places it in the world""" # Create the base body class #super(Sphere, self).__init__(world) # using old style classes? ode.Body.__init__(self, world) # Set up some initial required values for the sphere self.shape = "sphere" self.radius = radius self.volume = 4. / 3. * pi * radius ** 3. self.space = space # Set up the main properties of the sphere self.setMass(mass) self.setRadius(radius) self.setGeom(space, radius) However, when I attempt to instantiate my Sphere class, I get an error complaining that the number of arguments I'm providing it are wrong, even though I can clearly see that that is not the case. In fact, I can only get my Sphere class to work at all if I recreate the Sphere.__init__ function to accept the same number of arguments as ode.Body.__init__. I tried out a couple of different ODE classes to see if this is true of any others, and it appears to be true for all PyODE classes. Can anyone show an example of using class inheritance with a PyODE base class and/or explain to me why class inheritance doesn't work? |
From: Kasper B. <kb...@gm...> - 2010-11-09 18:25:24
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On Mon, Nov 8, 2010 at 14:45, Ethan Glasser-Camp <gl...@cs...> wrote: > I didn't see any patch, but pyode in git defines a function called > ode.InitODE() which is called automatically on import. It seems my message was held back for moderator approval because it was too big. I guess the patch got lost in that process. I have py-ode version 1.2.0. I checked the website (http://pyode.sourceforge.net/) and it looked as if this was the latest version. Anyway this version doesn't work with anything later than ODE 0.8, partly because newer versions of ODE requires that InitODE() is called before any other library function. My patch fixed that but apparently someone beat me to it in the git version. /Kasper |
From: Ethan Glasser-C. <gl...@cs...> - 2010-11-08 13:46:40
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On 10/26/2010 11:10 AM, Kasper Bonne wrote: > PyODE doesn't seem to support the latest version of the ode library > because later versions of ode require you to initialize the library > before using it. > > I've attached a patch that adds a library initialization function > ode.init(). I can't say for sure if it fixes all compatibility issues > but at least it fixed my problem. Just call ode.init() before any > other ode-function and it should work with the latest version of the > library (ode-0.11) > Hi, I didn't see any patch, but pyode in git defines a function called ode.InitODE() which is called automatically on import. Ethan |
From: Kasper B. <kb...@gm...> - 2010-10-26 15:10:29
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Hi list PyODE doesn't seem to support the latest version of the ode library because later versions of ode require you to initialize the library before using it. I've attached a patch that adds a library initialization function ode.init(). I can't say for sure if it fixes all compatibility issues but at least it fixed my problem. Just call ode.init() before any other ode-function and it should work with the latest version of the library (ode-0.11) Best /Kasper |
From: Ethan Glasser-C. <gl...@cs...> - 2010-10-13 13:12:07
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On 10/11/2010 09:32 AM, John Glover wrote: > Hi Ethan, > > Sorry about the delay. Here you go. > Hi, These patches are now pushed, with vague and unhelpful commit messages. Thanks! Ethan |
From: Alexandru D. <al...@ci...> - 2010-09-30 16:49:42
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Hello Niels, You should get the latest snapshot from the git repo and build it yourself. That's not easy, because you also have to compile ODE and specify a double precision. The steps are roughly these: 1) Get the latest ODE from SVN and build it as static library in DOUBLE precision. You have to fiddle with make files to achieve that. 2) Get the latest PyODE from the git mirror: git clone git://pyode.git.sourceforge.net/gitroot/pyode/pyode cd pyode <edit setup.py to point to your ODE installation and specify double precision> python setup.py build sudo python setup.py install The project is listed in PyPI database, but "easy_install pyode" does not work on my machine. I don't know why. Maybe some Python/Cython expert will help. If you use Windows, I'll build a new executable from the latest git snapshot. Alex > Thnx, but a short Question: How do i install the patch? -__-' > > I would like to use the Pistion joint but is does not work in my current > installation. > > > > > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Pyode-user mailing list > Pyo...@li... > https://lists.sourceforge.net/lists/listinfo/pyode-user > |
From: Niels <nie...@gm...> - 2010-09-30 10:30:18
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Thnx, but a short Question: How do i install the patch? -__-' I would like to use the Pistion joint but is does not work in my current installation. |