[ODE] Super bounce?

Andrew Arcilla andrew at lookaheaddecisions.com
Wed Mar 8 10:29:30 MST 2006


Thanks for all the suggestions.  So far, the biggest help has been altering
the ERP value for my collision contact joints but leaving the CFM at its
default.  I still encounter this super bounce situation once in a while, but
I have been able to avoid it for the most part by constraining the torques I
apply to my biped.

-Andrew

-----Original Message-----
From: Hampus Soderstrom [mailto:hampus at sxp.se] 
Sent: Sunday, March 05, 2006 7:43 PM
To: Andrew Arcilla
Cc: ode at q12.org
Subject: Re: [ODE] Super bounce?

Hi Andrew,

Could it be something related to error reduction in the joints  
causing the joints to jump-back when they are over streched and thus  
jumping in the air?

Trying different CFM and ERP values might solve it.

cheers
/Hampa


6 mar 2006 kl. 09.28 skrev Andrew Arcilla:

> Hello,
>
>
>
> I am trying to create a simple biped like creature using ODE.  I  
> have built a simple system to apply torques to the legs to try and  
> make it walk.  But when this creature tries to take a step, as soon  
> as the first stepping leg hits the floor, the creature literally  
> gets launched into the air at an incredibly high velocity, at  
> approximately a 30 degree angle.  It eventually lands 100's of  
> meters away from its original location.  Does anybody know what  
> might be causing this and how to fix it?  I assume the problem  
> might be in my contact joints so I have tried a number of  
> alterations of the surface parameters, but with no success.  I have  
> tried surface.mode = 0, surface.mode = dContactBounce with a few  
> different bounce and bounce_vel configurations, and surface.mode =  
> dContactBounce | dContactSoftCFM with a few different  
> configurations.  But the end result has been the same each time.
>
>
>
> Anyone have any specific suggestions?
>
>
>
> Regards,
>
> Andrew
>
>
>
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