Home | Tutorials | Wiki | Issues
Ask Your Question

Revision history [back]

click to hide/show revision 1
initial version

why some links didn't move with the whole model

I move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

, but 3 links separate with other links, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd

why some links didn't move with the whole model

I move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

, but 3 links separate with other links, links and cannot move with others at same time, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd

why some links didn't move with the whole model

I image description(/upfiles/13634957383232233.png)I move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

, but 3 links separate with other links and cannot move with others at same time, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd

why some links didn't move with the whole model

image description(/upfiles/13634957383232233.png)I move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

, but 3 links separate with other links and cannot move with others at same time, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd

renew:the program as follow std::map<std::string, common::numericanimationptr=""> anim0;

 anim0["box::my_joint0"].reset(new common::NumericAnimation("my_animation0",

25.0, false)); common::NumericKeyFrame *key0 = anim0["box::my_joint0"]->CreateKeyFrame(10.01); key0->SetValue(0.0); key0 = anim0["box::my_joint0"]->CreateKeyFrame(15); key0->SetValue(0.1); key0 = anim0["box::my_joint0"]->CreateKeyFrame(20.0); key0->SetValue(0.0); key0 = anim0["box::my_joint0"]->CreateKeyFrame(25.0); key0->SetValue(0.0); _model->SetJointAnimation(anim0);

why some links didn't move with the whole model

image description(/upfiles/13634957383232233.png)I move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

, but 3 links separate with other links and cannot move with others at same time, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd renew:the program as follow sdf joint:

<joint name="my_joint0" type="prismatic"> <parent>world</parent> <child>test_link0</child> <pose>0.025 0.15 0.05 0.0000 0.000000 0.000000</pose> <axis> <xyz>0 0 1</xyz> <dynamics> <friction> 0.1 </friction> </dynamics> <limit> <lower>0</lower> <upper>1</upper> </limit> </axis>

  </joint>

<joint name="my_joint6" type="revolute"> <parent>test_link0</parent> <child>test_link5</child> <pose>0 0.05 0.05 0.000000 0.000000 0.000000</pose> <axis> <xyz>1 0 0</xyz> <dynamics> <friction> 0.1</friction> </dynamics> <limit> <lower>-1.57</lower> <upper>1.57</upper> </limit> </axis> </joint>

std::map<std::string, common::numericanimationptr=""> anim0;

anim0;
       anim0["box::my_joint0"].reset(new common::NumericAnimation("my_animation0",

25.0, false)); common::NumericKeyFrame *key0 = anim0["box::my_joint0"]->CreateKeyFrame(10.01); key0->SetValue(0.0); key0 = anim0["box::my_joint0"]->CreateKeyFrame(15); key0->SetValue(0.1); key0 = anim0["box::my_joint0"]->CreateKeyFrame(20.0); key0->SetValue(0.0); key0 = anim0["box::my_joint0"]->CreateKeyFrame(25.0); key0->SetValue(0.0); _model->SetJointAnimation(anim0);

why some links didn't move with the whole model

image description(/upfiles/13634957383232233.png)I
I
move the model( including 7 links) up and down using

std::map<std::string,&gt; common::numericanimationptr=""> anim0;

std::map<std::string,> common::NumericAnimationPtr> anim0;

, but 3 links separate with other links and cannot move with others at same time, they are connected with revolute type joint each other, and the model use a "prismatic" joint to connect with world, it was very Strange, why happen this? thank you best gd renew:the program as follow sdf joint:

> <joint name="my_joint0" name="my_joint0"
> type="prismatic">
 >         <parent>world</parent>
 >         <child>test_link0</child>
 >          <pose>0.025 0.15 0.05 0.0000 0.000000 0.000000</pose>
 >         <axis>
 >           <xyz>0 0 1</xyz>
 >             <dynamics>
 >               <friction> 0.1 </friction>
 >             </dynamics>
 >               <limit>
 >                 <lower>0</lower>
 >                 <upper>1</upper>
 >               </limit> 
          </axis>

>         </axis>
>            
>       </joint>

> <joint name="my_joint6" name="my_joint6" > type="revolute"> > <parent>test_link0</parent> > <child>test_link5</child> > <pose>0 0.05 0.05 0.000000 0.000000 0.000000</pose> > <axis> > <xyz>1 0 0</xyz> > <dynamics> > <friction> 0.1</friction> > </dynamics> > <limit> > <lower>-1.57</lower> > <upper>1.57</upper> > </limit> > </axis> </joint>

std::map<std::string, common::numericanimationptr=""> > </joint> > > std::map<std::string, > common::NumericAnimationPtr> anim0; > anim0["box::my_joint0"].reset(new common::NumericAnimation("my_animation0", > 25.0, false)); > common::NumericKeyFrame *key0 = anim0["box::my_joint0"]->CreateKeyFrame(10.01); > key0->SetValue(0.0); > key0 = anim0["box::my_joint0"]->CreateKeyFrame(15); > key0->SetValue(0.1); > key0 = anim0["box::my_joint0"]->CreateKeyFrame(20.0); > key0->SetValue(0.0); > key0 = anim0["box::my_joint0"]->CreateKeyFrame(25.0); > key0->SetValue(0.0); _model->SetJointAnimation(anim0);

> _model->SetJointAnimation(anim0);