Hi, fferri,
Thank you very much.
I think I should be more clear. I want to use the Kinect provided by the VREP inside the VREP scene.
Basically, I have modeled a scene inside VREP and I am planning to put a Kinect inside this scene.
My goal is to get the 3D point cloud of this scene.
Search found 85 matches
- 28 May 2018, 09:32
- Forum: General questions
- Topic: How to get the 3D point cloud of a scene from Kinect
- Replies: 9
- Views: 3109
- 27 May 2018, 16:16
- Forum: General questions
- Topic: How to get the 3D point cloud of a scene from Kinect
- Replies: 9
- Views: 3109
How to get the 3D point cloud of a scene from Kinect
I want to get the 3D point cloud of a scene from Kinect v2. Please note that I am referring to the Kinect provided by VREP. Basically, I have modeled a scene inside VREP and I am planning to put a Kinect inside this scene. Following are the requirements- I am especially looking for a colored point c...
- 08 Mar 2018, 14:57
- Forum: General questions
- Topic: Unable to change joint limits
- Replies: 3
- Views: 1364
Re: Unable to change joint limits
There is a configuration inside the Torque mode which is related to PID controlller. Inside this window, there is target position, which was looking like the target position of the joint to me. Anyway I am controlling using Python Remote API. I am using vrep.simxSetJointTargetPosition function which...
- 08 Mar 2018, 11:08
- Forum: General questions
- Topic: Unable to change joint limits
- Replies: 3
- Views: 1364
Unable to change joint limits
In my Hexapod, I want that all the joints move until they collide. Hence I want to keep the joints limit 360 degrees (allow them to move complete one rotation). However, the VREP is not allowing to do so. The joints are going to be position controlled using remote API function i.e., vrep.simxSetJoin...
- 08 Mar 2018, 11:01
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
Thank you very much.
I simply removed all the motors. the model looks weird but working!
I simply removed all the motors. the model looks weird but working!
- 05 Mar 2018, 14:59
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
Each motor's black axis will collide with the robot's white shapes. yes, you are right. I noticed it. You either need to modify the shapes, or shift them a little bit until they do not collide anymore. Please see the attached screenshot below: https://www.dropbox.com/s/dij965tk941u5n8/shape_cut.png...
- 03 Mar 2018, 14:40
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
I made sure that none of the joint is selected while defining my collection of collidable objects. I tried various other combinations but didn't work.
Please see the below the scene file:
https://www.dropbox.com/s/p1einbv44uddf ... 2.ttt?dl=0
Any workaround, please?
Please see the below the scene file:
https://www.dropbox.com/s/p1einbv44uddf ... 2.ttt?dl=0
Any workaround, please?
- 01 Mar 2018, 12:20
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
The collision detection module turned entire hexapod red. Please see the screenshot below- https://www.dropbox.com/s/o0rtdkwqq7076vx/red.png?dl=0 Please see the objects in the collection below- https://www.dropbox.com/s/1mw5a9qd9wq4hkz/collection.png?dl=0 My objective is to find the collision (if an...
- 28 Feb 2018, 13:24
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
Thank you very much. I followed your suggestion. However, I am getting signal 1 everytime, which means it is detecting collision every time (in every position) vrep.simxGetIntegerSignal(self.clientID, self.collisionSignal, vrep.simx_opmode_buffer)[1] I suspect about the shapes added in the collectio...
- 27 Feb 2018, 12:04
- Forum: General questions
- Topic: [Hexapod] Too many objects to add in collision check
- Replies: 12
- Views: 2997
Re: [Hexapod] Too many objects to add in collision check
Thank you very much. I followed your suggestion and made a collection. Please see the screenshot below- https://www.dropbox.com/s/u5yj2e13qh31wpm/hexapod2-collision.png?dl=0 I am using remote API in Python. I am wondering how do I call the sim.checkCollision function from remote API? Any suggestions...