[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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