[ODE] Inverse Kinematics
Chunky Kibbles
chunky at icculus.org
Fri Dec 10 21:10:21 MST 2004
On Fri, Dec 10, 2004 at 11:36:05PM -0200, Proyecto de Grado - Construcci?n de Robots B?pedos wrote:
> Hello,
>
> We are using ODE for IK. We are working on a biped robot for our degree
> thesis and we also have a walking biped simulated with ODE. What we do when
> we want to know angles for a specific foot position/rotation is adding a
> fixed joint between the trunk and the world and another fixed joint between
> each foot and the world. We then destroy the joint for one foot and move it
> a little, create the joint again and then let the simulation adjust to it.
> Something important is puting a stop to the knee so it doesn't extend
> completely, this trick is used with other IK programs too, it helps the
> program to find out what to do. I hope it helps...
Good idea, I'll try that too.
Currently, I'm doing it by applying forces something akin to:
// xblah, yblah, zblah are the position I /want/ it to be in.
// f is an adjustable force modifier that I can play with.
currpos = dBodyGetPosition(handl);
force[0] = f * (xblah - currpos[0]);
force[1] = f * (yblah - currpos[1]);
force[2] = f * (zblah - currpos[2]);
dBodyAddForce(handl, force[0], force[1], force[2]);
ie, apply a force in the direction I need it to go, with a force
multiplier that I can adjust.
I guess that the joint ERP figure as you use it is roughly similar to
my force modifier.
Gary (-;
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