![]() 10/24/2013 at 12:59 • Filed to: None | ![]() | ![]() |
Because I'm working on an inverse kinematic math problem - sarcastic yay.
It is for a robotic arm, though - actual yay?
![]() 10/24/2013 at 13:00 |
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Is this robot arm going to fetch and open beers for you?
![]() 10/24/2013 at 13:10 |
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Sadly, no. It moves a light sensor. It is by definition too limp-wristed to do such a thing.
However, getting a beer with a two-segment polar arm of much larger size, and/or incorporating arms into an R2 unit, these are useful things to know this for, so I might as well.
![]() 10/24/2013 at 13:12 |
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Yeah seriously. Get on top of this.
![]() 10/24/2013 at 13:20 |
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I'm so glad the animation program I use does the IK math for me. As an art major, I really don't like doing math.
![]() 10/24/2013 at 13:29 |
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Our software guy thought the best place to start was not to pick up existing IK equations, but to write down the kinematic equations in rectangular and solve them himself. Not the inverse kinematic equations, but *starting with* the long-form kinematic equations, a.k.a. too much work and semi-backwards. "I'm not sure how to implement this."
_
How indeed.
In fairness, I had the previous day in a spot of durr-hurr worked out an approximating equation (that I hadn't realized was just approximating), though that didn't demand any angle sum identities. Mine were also fairly clean, because they were to get it into polar - i.e. trying to have a simple place to work from.
![]() 10/24/2013 at 13:33 |
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Yuck. Yeah I just select the object in the IK chain in the correct order, specify the controller, and the program does the rest.