Hello,
Is there any experience in controlling the simulation using the Remote API from a PLC/BnR?
I would be very interested in the possibilities.
Regards,
Geerten
Search found 56 matches
- 22 Jul 2014, 10:59
- Forum: General questions
- Topic: Remote API using PLC/BnR
- Replies: 0
- Views: 3050
- 20 Dec 2013, 09:50
- Forum: General questions
- Topic: Is it possible to fix the scale of a graph?
- Replies: 1
- Views: 2351
Is it possible to fix the scale of a graph?
Hi,
I was wondering if it's possible to fix the scale of a graph. The graph now scales depending on the values that are displayed. For example when I'm showing percentages, it would be easier to have the graph be fixed at 0 to 100 percent (the y-scale of course).
Thanks,
Geerten
I was wondering if it's possible to fix the scale of a graph. The graph now scales depending on the values that are displayed. For example when I'm showing percentages, it would be easier to have the graph be fixed at 0 to 100 percent (the y-scale of course).
Thanks,
Geerten
- 14 May 2013, 09:44
- Forum: General questions
- Topic: Keep a joints position fixed
- Replies: 6
- Views: 5675
Keep a joints position fixed
I was wondering if it is possible to keep the position of a joint fixed. If I have a revolute joint simulating an axis, in real life this is also fixated (and only able to rotate around the joint itself). However, in V-REP when enough force is applied, the blue part of the joint will move from its o...
- 03 May 2013, 07:40
- Forum: General questions
- Topic: Make a revolute joint behave like a spring
- Replies: 8
- Views: 7434
Re: Make a revolute joint behave like a spring
Ok, thanks. And how can I influence the direction it is 'pushing'?
- 02 May 2013, 14:46
- Forum: General questions
- Topic: Make a revolute joint behave like a spring
- Replies: 8
- Views: 7434
Make a revolute joint behave like a spring
Hi, I was wondering if it is possible to make a revolute joint behave like a spring. What I'm after is that the joint wants to move to a certain default position, but when something 'pushes' against an object that is attached to the joint, it can be moved (similar to the movement of a spring). How c...
- 03 Apr 2013, 11:04
- Forum: General questions
- Topic: Spring force
- Replies: 5
- Views: 8552
Re: Spring force
One final question about this:
What is the unit of max torque/force? Newton?
One feature request with this: it would be nice to have the units explicitly mentioned next to every field that has a unit..
What is the unit of max torque/force? Newton?
One feature request with this: it would be nice to have the units explicitly mentioned next to every field that has a unit..
- 03 Apr 2013, 07:48
- Forum: Bug reports
- Topic: simSetJointTargetVelocity doesn't work the second time
- Replies: 5
- Views: 7040
Re: simSetJointTargetVelocity doesn't work the second time
Ah, indeed, that was the problem. The radians and degrees conversion threw me off, it works now!
- 02 Apr 2013, 16:16
- Forum: Bug reports
- Topic: simSetJointTargetVelocity doesn't work the second time
- Replies: 5
- Views: 7040
Re: simSetJointTargetVelocity doesn't work the second time
I notice now that if I set the target velocity through scripting first to zero, then to -8, it ends up at 0.45 (as I can see in the dynamics dialog that I leave open)..
- 02 Apr 2013, 16:14
- Forum: Bug reports
- Topic: simSetJointTargetVelocity doesn't work the second time
- Replies: 5
- Views: 7040
Re: simSetJointTargetVelocity doesn't work the second time
It is indeed in force/torque mode, with the motor enabled AND the position control disabled.
So how can I then switch between a velocity of 0 and non-zero (using Bullet)?
So how can I then switch between a velocity of 0 and non-zero (using Bullet)?
- 02 Apr 2013, 15:58
- Forum: Bug reports
- Topic: simSetJointTargetVelocity doesn't work the second time
- Replies: 5
- Views: 7040
simSetJointTargetVelocity doesn't work the second time
Hi, It appears to me that simSetJointTargetVelocity is not working correctly.. The first time I use it in a script it works fine, but when a condition changes, I want to change the velocity again, and then it doesn't work.. if(active == 1) then simSetJointTargetVelocity(simGetObjectAssociatedWithScr...