Re: 6DOF Positioning of Objects
Beau Albiston <[email protected]> Thu, 18 Oct 2007 13:26:16 -0700
| Newsgroups | gmane.comp.lib.ode |
|---|---|
| Organization | Cynergy Research |
| Message-ID | <[email protected]> |
You might be able to also add feed-forward control prior to feed-back (PID controller) processing during abrupt changes. The feed-back controller will then act to remove any error. -Beau Jon Watte (ODE) wrote: > Pet peeve: Euler angles don't have Gimball lock; only people thinking > about 3D rotations suffer Gimball lock :-) > > Anyway, I would recommend manually adding forces and torques to the > simulated hand to track the movement, instead of trying to do it with > joints. Just implement a typical PID controller that, based on forward > extrapolation from the current position and velocity, tries to apply > force and torque to get the body in the right position for the next > step, ignoring joints. This is likely to work just fine, as long as > movements between two frames aren't too abrupt (which they likely won't > be with a glove). Another approach would be to run an IK solver, and > apply force and torque based on the output of that, but that's probably > overkill for your needs. > > The biggest problem, of course, will be that there may be limitations in > the simulated world, which the hand in the real world won't feel or be > constrained by, unless you also have a good haptics system. > > Cheers, > > / h+ > > > Rene Weller wrote: > >> Hello, >> >> and thanks for answering my last stupid question, even if >> it turned out that it was a bug in my application (when >> rotating > pi). >> However, I just have another problem: I want to use a >> tracker in combination with a cyberglove. Thus, the >> position and orientation of a virtual hand should be >> controlled by the tracker, and the movement of the fingers >> by the glove. When I directly set the position and >> orientation of the palm from the tracker input, the joints >> of the fingers that are connected to the palm, go crazy. >> So I tried to use joints instead of setting the >> orientation of the palm directly. Therefore I used 3 >> slider joints to control the position and 3 hinge joints >> for the orientation. But using euler-angles for the hinge >> joints results in singularities. So it would be better to >> use quaternions for the orientation. >> So my question: Is it possible to control the orientation >> of a ball joint or a motor via quaternions? I couldn`t >> find something like that in the documentation. >> Or am I completley wrong and there exists an far easier >> way for a 6 DOF control for a moving hand? >> >> Thanks in advance, >> Rene >> _______________________________________________ >> ODE mailing list >> [email protected] >> http://ode.org/mailman/listinfo/ode >> >> >> >> > _______________________________________________ > ODE mailing list > [email protected] > http://ode.org/mailman/listinfo/ode > > __________ NOD32 2599 (20071017) Information __________ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > >