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2017-03-12 13:05:25 -0500 | answered a question | Enabling gazebo_ros_control plugin changes physics response of entire body that would be the position controller in ros_control calling SetPosition Use POSITION_PID instead of POSITION should help. |
2016-12-21 12:12:29 -0500 | commented question | Object rotates while grabbed by the gripper, tryint to lift it results in slip out. |
2016-12-21 11:56:19 -0500 | commented question | why my model seems to defy the gravity, and seems to be grabbed from the top when moving? position control breaks laws of dynamics by teleporting parts around. you are seeing the effect of that propagating to the whole model. if you are using ROS control, the is an effort based position controller that I highly recommend. after that, it's all about making sure things are physically realistic as a starting point. that will get you a working albeit not necessarily efficient model. then the next step is to optimize for performance. |
2016-12-21 11:41:47 -0500 | commented question | Object rotates while grabbed by the gripper, tryint to lift it results in slip out. what kind of controllers are you using? |
2016-12-21 11:21:21 -0500 | commented question | why my model seems to defy the gravity, and seems to be grabbed from the top when moving? do you have position controllers running on the arm? if a controller is calling Joint::SetPosition or SetVelocity to the arm joints, it will interfer with dynamics. |
2016-07-25 06:11:30 -0500 | received badge | ● Nice Answer (source) |
2016-06-22 13:09:33 -0500 | commented question | Picking up a soft ball using dual arm please provide example complete with kp, kd, soft_cfm and soft_erp. |
2016-06-22 13:08:34 -0500 | commented question | Picking up a soft ball using dual arm Without diving in deeper into dynamics, I noticed that finger inertias have zero MOI, this is a specialized case that we have not explored much in gazebo. Can you assign realistic finger inertia complete with finite MOI? |
2016-06-22 13:06:28 -0500 | commented question | Mud plugin with non static models have you tried to model soft contact using params first? I am sure we can get stable soft contact by just setting up the model right. You'll get a much more predictable simulation this way. Using mud plugin is not designed to do what you are suggesting here. |
2016-06-21 13:38:36 -0500 | answered a question | Object slips out of the gripper after jitters Some suggestions: 1) add following blocks to your urdf for every joint: Sometimes I think we should have these settings on by default. Also, try to come up with as realistic as possible material properties kp, mu1, mu2. Set contact dissipation coefficient 2) The cylinder has mass value of 0.1kg, but Ixx of 1.0 kg m^2, which is not very physically realistic. One should always start with a more physically realistic object model. 3) As a rule of thumb, if the inertia ratio across contact constraint formed by the object and the gripper finger is on the order of or greater than 1e3, consider increasing number of inner iterations from default of 50, do a quick ad-hoc search by doubling iterations and look for improvement in behavior. Alternatively, plot iterations vs rms_error and check trend. 4) Consider increasing joint damping for the fingers. Without modeling high gear ratio gearbox joints and the underlying motor and gear inertia, the stabilizing effects of such mechanisms is easiest replaced by larger joint damping in the time being. Physically, my go to damping coefficient for triaging a hard to converge system ranges anywhere between 0.1 to 30 (effort/joint_vel). Until such time validation or more accurate model data are available. 5) Are the joint effort limits realistic? 0.1N seems low for holding up a 0.1kg cylinder (under gravity, downward force is 9.81N). 6) Consider tuning the PID gains of your controller. We can go into details on this as needed. |
2016-06-09 12:17:16 -0500 | commented question | Offset Center of Gravity on a parsed model? did you try one of the Inertial::SetCoG calls? |
2016-06-02 14:19:26 -0500 | answered a question | preventing bouncing of object? here are a couple of sources of undesired "bouncing behavior" that I've commonly seen with vehicles:
Here's an example for specifying contact parameters discussed above in URDF as Gazebo extensions, this example applies the parameters to all collision shapes specified under a link named |
2016-05-31 17:53:07 -0500 | commented question | How to Improve the Simulation Performance Is it just loading time that's slow? or is simulation speed also slow? You can check simulation speed while simulation is running, by running `gz stats` in a different terminal, it should report the real-time factor. |
2016-05-31 17:51:22 -0500 | commented question | Gazebo impossible to install?? what GPU are you using? If you have Radeon GPU, in my experience only proprietary fglrx drivers work. |
2016-05-31 17:49:19 -0500 | answered a question | Gazebo impossible to install?? repeating what @nkoenig says about also, the gazebo should be running but without any rendering capabilities enabled. You can open a different terminal and run |
2016-05-25 18:38:49 -0500 | commented answer | I am simulating a robot arm, at the end of which a freely moving cylinder is supposed to be attached. Yes, the position based control (e.g. https://github.com/ros-simulation/gazebo_ros_pkgs/blob/jade-devel/gazebo_ros_control/src/default_robot_hw_sim.cpp#L300) will negate dynamics (i.e. ignore gravity or external forces) |
2016-05-24 16:48:53 -0500 | commented answer | I am simulating a robot arm, at the end of which a freely moving cylinder is supposed to be attached. Continuous joints are revolute joints without limits. Perhaps you are looking for behaviors of a prismatic joint? |
2016-05-16 17:14:43 -0500 | answered a question | apply torque to joint without accumulation as demonstrated in this test |
2016-05-15 04:07:09 -0500 | commented question | apply torque to joint without accumulation I don't think torques are accumulated via Joint::SetForce. Can you please share how you arrived at that conclusion? Thanks. Ref example for ode: https://bitbucket.org/osrf/gazebo/src/76f21ee32c3db6edeb5a7213e00c4ed223e4b815/gazebo/physics/ode/ODEHingeJoint.cc?at=default&fileviewer=file-view-default#ODEHingeJoint.cc-153 |
2016-05-11 13:21:35 -0500 | commented question | Ball rolls forever; how to stop it? because rolling friction is usually not a very large force, the need to implement it as a constraint is not high. Nate's suggestion as a plugin and apply a force based on object's current dynamics may be sufficient. |
2016-05-11 13:17:49 -0500 | commented question | Ball rolls forever; how to stop it? ODE does not support rolling friction right now. This could be added similar to torsional friction (see https://bitbucket.org/osrf/gazebo/pull-requests/1831/torsional-friction/diff), but with 2 major differences: 1) constraint direction parallel to object's rotational axis projected to a plane normal to the contact normal. 2) rolling friction coefficient definition. |
2016-05-03 12:07:32 -0500 | commented question | Spider slides in the Gazebo world is the robot controller active when it's sliding? if yes, is the behavior still there when you turn off the controllers? If no, can you isolate the model by itself as a standalone gazebo model? Either way, what commands does one run to reproduce the behavior? thanks. |
2016-04-13 16:06:11 -0500 | answered a question | is there anyway to reduce skidding between the bots wheels and the gazebo world? In addition to setting high friction coefficient, you want to make sure the surface elasticity (kp), damping (kd) and in most cases, allow for minimal interpenetration (min_depth) gives you stable contact without high frequency errors. If contact visualization shows flickering blue line (magnitude of contact force), that indicates the contact is not stable, there are high frequency errors that will cause friction to behave incorrectly. Take a look at this example world of boxes sliding down a 45° incline (tilt gravity): https://bitbucket.org/osrf/gazebo/src... Where we get exactly whats expected of friction forces. Another example to demonstrate stable contact by using min_depth: https://bitbucket.org/osrf/gazebo/src... Lastly, another more complex example with Atlas feet: https://bitbucket.org/osrf/drcsim/src... We modeled (in order of magnitude) after rubber material and got stable contact. When in doubt, start with parameters of real materials, then post back on the forum if you run into more issues. |
2016-04-13 15:59:02 -0500 | commented answer | is there anyway to reduce skidding between the bots wheels and the gazebo world? Some materials have friction coefficients >1 (~1.1), so you can do that. Minor note: friction coefficient of 1+ does not mean it will never slide, but it is very "sticky". |
2016-04-08 12:19:13 -0500 | commented answer | Wrong direction of gravity updating the answer with a response. Thanks. |
2016-04-07 11:37:41 -0500 | answered a question | Wrong direction of gravity Please provide sdf with realistic inertia. It's better if we debug the real robot to figure out what the issue is. == respond to comment below == I personally prefer starting with a realistic model, find out why dynamics is not behaving correctly (deal with all the problem such as "exploded all over the place" is fixable). You'll be surprised the issues you saw before changing inertia might not be a completely different problem at all; as numerical errors have a strange way of exposing themselves sometimes. Normally, in addition to realistic inertia, I'd ask for realistic estimates of friction, joint damping, actuation details, etc. Those things are optional because we can estimate them to the right order of magnitude by simple assumptions for now. But provide them as a bonus if you have them. With a working as-realistic-as-possible model as a baseline, we can then make additional trade-offs for performance by tweaking the model physically. I personally don't think debugging a brand new robot with physically non-realistic parameters is a good approach. The direction of gravity issue might come from various unexpected side effects of numerical updates for one Thanks. |
2016-04-06 13:46:56 -0500 | commented question | Why does the robot links fall downwards when gravity is disabled and no controllers are used? recommendation: 1) test if gravity is active without the controller. 2) if 1 works, the problem is in the controller. otherwise 3) update question to contain a world or model file that does not have the controller, with gravity turned off, yet gravity is still active. |
2016-04-01 18:27:59 -0500 | commented answer | I Cannot endure anymore. Gazebo Team, could you please carefully release your project. updated my PR (note on 12.04, only up to gazebo4 debian is available). |
2016-04-01 18:00:42 -0500 | commented answer | I Cannot endure anymore. Gazebo Team, could you please carefully release your project. https://bitbucket.org/osrf/gazebo_tutorials/pull-requests/352/tutorial_7-0md-edited-online-with/diff |
2016-04-01 16:21:41 -0500 | received badge | ● Critic (source) |
2016-02-23 16:08:58 -0500 | commented question | Is Gazebo able to accurately simulate parallel robots? generic answer is yes... but to answer more precisely, please elaborate on what is meant by "parallel robots"; do you mean parallel platforms similar to Stewart Platforms or something else? Also, what kind of "cable robots", are these cable / pulley driven transmissions? What types of loads and degree of accuracy is desired? |
2016-02-18 12:22:56 -0500 | commented answer | URDF to Gazebo differs from URDF to SDF to Gazebo the <gazebo> extension tags are not passed to sdf, issue has been created to track this missing feature: https://bitbucket.org/osrf/sdformat/issues/edit/112 |
2016-02-18 02:21:10 -0500 | answered a question | URDF to Gazebo differs from URDF to SDF to Gazebo You could use additional options from So something like this could work: On the other hand, I like the suggestion of supporting robot extensions that goes directly under the model tag, issued |
2016-02-17 13:21:15 -0500 | commented question | URDF to Gazebo differs from URDF to SDF to Gazebo which version of sdformat and urdf are you running? There are some examples in the unit tests, see equivalent examples in https://bitbucket.org/osrf/sdformat/src/753c70f286d59790160cf458ad18fa322def0691/test/integration/fixed_joint_reduction_collision_visual_extension.urdf?at=default and https://bitbucket.org/osrf/sdformat/src/753c70f286d59790160cf458ad18fa322def0691/test/integration/fixed_joint_reduction_collision_visual_extension.sdf?at=default |
2016-02-16 11:15:25 -0500 | commented answer | Equivalent <transmission> or <actuator> tags in SDF (compared to URDF) This is an update to an old thread, as of today (Feb 16, 2016) there is no native transmission or actuator tags in SDF. Some beginning discussions on how to generalize actuators/transmission into SDF be found here https://bitbucket.org/osrf/gazebo_design/src/090bd9e7997523a97002ca55b2ac253b612845d6/transmission/transmission.md?fileviewer=file-view-default , inputs welcome. |
2016-02-12 11:47:35 -0500 | commented answer | Change color of a link runtime Another example in a world plugin handsim/src/b6415df144217a6bf40b3f2265ae3ca079b89bfd/src/HaptixWorldPlugin.cc?at=default&fileviewer=file-view-default#HaptixWorldPlugin.cc-1357 |
2016-01-26 16:25:29 -0500 | edited answer | Setting high damping breaks model make damping implicit by adding to your model. Or for example in SDF for ODE: |
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