From: Feng X. <hen...@ma...> - 2008-04-16 06:38:24
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Hi Joschka, Do we need to install hands on Nao? If so, what kind of hands will it be? The hands of the real Nao are very complex, it may slow down server performance. Best Regards! Feng Xue 2008-04-16 |
From: Feng X. <hen...@ma...> - 2008-05-26 03:14:15
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Hi all, In the previous Email, I've said that it is hard to change hingejoint to universaljoint. And now I find another reason. The torso and the thigh should not collide in the Nao model. And however, uniting any two of the three joints(in the hip) will let them collide. However, disable the inner collision is good for performance but is bad for looking.(some robot state looks quite strange) Considering the two points, here is a draft solution: 1. Not add collider to the body that is in another body. This idea is from Joschka and has finished. 2. Remove "disableInnerCollision" 3. Add the pairs that should not collide. In the current nao model, we need to add these pairs: (1) torso and left thigh (2) torso and right thigh (3) left shank and left foot (4) right shank and right foot (5) torso and left shoulder (6) torso and right shoulder Any comments? Best Regards, Feng Xue 2008-05-26 |
From: Sander v. D. <sgv...@gm...> - 2008-05-26 08:20:35
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Hey, On Mon, May 26, 2008 at 5:13 AM, Feng Xue <hen...@ma...> wrote: > Considering the two points, here is a draft solution: > 1. Not add collider to the body that is in another body. > This idea is from Joschka and has finished. > I think is is a good idea, perhaps this also solves the problem when two agents get beamed into each other? Though have to take care when bodies penetrate each other due to sponginess of one of the bodies. > 3. Add the pairs that should not collide. In the current > nao model, we need to add these pairs: > (1) torso and left thigh > (2) torso and right thigh > (3) left shank and left foot > (4) right shank and right foot > > (5) torso and left shoulder > (6) torso and right shoulder > > If I understand Space::HandleCollide correctly (lib/oxygen/physicsserver/space.cpp, lines 97-103) it is already default in a Space that two bodies that are directly linked to each other do not collide. This can make 3 and 4 work if a universal joint is used, 5 and 6 are already directly connected. For 1 and 2 this won't help I guess, since there are 3 DOFs in them and only 2 fit in a universal joint. For now explicitly setting which things can't touch each other will work, however I'm still for using better collider shapes in the end. Beside this, but related to the joints: I have noticed a lot of drift in joint positions with the Nao model. If a limb is pushed against another part of the body, it's joint moves significantly. For instance if the right leg is pushed to the left, the hip joint moves to the right. There is an ODE parameter to control this, I tried to find it quickly now but haven't found it. I hope you know what I mean :) Sander |
From: ali v. <aj...@ya...> - 2009-04-10 09:47:32
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Hi i have error when I run simspark in my terminal: ERROR: skipping remaining time Get your preferred Email name! Now you can @ymail.com and @rocketmail.com. http://mail.promotions.yahoo.com/newdomains/aa/ |
From: Hedayat V. <hed...@ai...> - 2009-04-10 10:21:21
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi,<br> That's OK. <br> <br> Have fun,<br> Hedayat<br> <span><br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>ali valehi <a class="moz-txt-link-rfc2396E" href="mailto:aj...@ya..."><aj...@ya...></a></b></i> wrote on ۰۹/۰۴/۱۰ 02:17:27:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:702...@we..." type="cite"> <table border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="font-family: inherit; font-style: inherit; font-variant: inherit; font-weight: inherit; font-size: inherit; line-height: inherit; font-size-adjust: inherit; font-stretch: inherit;" valign="top"> <div>Hi i have error when I run simspark in my terminal:</div> <div>ERROR: skipping remaining time </div> </td> </tr> </tbody> </table> <br> <hr size="1"> <a moz-do-not-send="true" href="http://sg.rd.yahoo.com/aa/mail/domainchoice/mail/signature/*http://mail.promotions.yahoo.com/newdomains/aa/"> Get your preferred Email name! </a> <br> Now you can @ymail.com and @rocketmail.com. <pre wrap=""> <hr size="4" width="90%"> ------------------------------------------------------------------------------ This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/www-ibm-com">http://p.sf.net/sfu/www-ibm-com</a> </pre> <pre wrap=""> <hr size="4" width="90%"> _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:sim...@li...">sim...@li...</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> </pre> </blockquote> </body> </html> |
From: Joschka B. <jos...@am...> - 2008-04-16 06:46:29
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Hi Feng, On Apr 16, 2008, at 3:38 PM, Feng Xue wrote: > Hi Joschka, > > Do we need to install hands on Nao? If so, what kind of hands > will it be? The hands of the real Nao are very complex, it may slow > down server performance. I don't think we need real hands. I think the Webots model doesn't model the hands in detail either, right? If we realize we need them, we can still add them later I think, but right now, I don't see the necessity. Cheers, Joschka |