If you are compiling the dynamics plugin yourself, you can easily correct the bug by commenting one single instruction: in function void CRigidBodyContainerDyn::_addOrUpdateRigidBody(CDummyShape* shape,bool forceStatic) comment out the condition if (_simIsShapeDynamicallyRespondable(shape)) so that ...
Hello, Indeed! Thanks a lot for pointing that out! Actually the bug happens only with "non-respondable" shapes: if you move the whole construction above the ground so that it doesn't touch it, then make the "Cuboid0" respondable, then the result is correct. This is because of som...
Hello Nikolaus, You are using dynamics (i.e. the physics engines), so this puts some restrictions on the way how dynamic elements have to be build in the scene hierarchy. This includes that two joints always need a link in-between (i.e. a shape that is non-static). Well, if your spherical joint cons...
Hi, That sounds correct. The URDF plugin contains a Qt dialog, for that reason you will have to compile it with Qt (best and easiest is if you install Qt creator with all the libraries of the Qt SDK. The version of the library is important, it should be the same as the one V-REP is using (otherwise ...
Hello, You have different possibilities to do that: Have your program interface and call the remote API shared library (in that case, your language has to support native C calls). Or you can write a List/Scheme binding for the remote API Have your program use the ROS interface (not sure if ROS is su...
Hello Antonio, There is no specific limitation in size. However: Dynamic objects will only be active in a specific radius, counting from the origin. Refer to the variable "dynamicActivityRange" in file "system/usrset.txt" to adjust this radius You can use very large maps. Make su...
The API functions are all in international system of units (SI). Meaning meters, kg, seconds, etc.
The user interface units can be adjusted, except for the masses. That might come in a future release.