In the Model browser under Other, there is this little tool called Signal Monitor, just drag and drop it over your scene.
Once you run the simulation, it will print all the signal changes, you can debug signals this way very easily.
Search found 12 matches
- 11 Apr 2015, 20:59
- Forum: General questions
- Topic: How do I set script simulation parameters remotely
- Replies: 6
- Views: 4039
- 11 Apr 2015, 08:46
- Forum: General questions
- Topic: Starting point for simulating a car
- Replies: 2
- Views: 1319
Re: Starting point for simulating a car
I think you should read a documentation about how the scene works, how to add dynamic joints and how to import geometry. This will allow you to set up a working car in V-REP which you can control through child scripts. Once that's done, you can connect to the remote API server with your Java client ...
- 06 Apr 2015, 18:07
- Forum: General questions
- Topic: How do I set script simulation parameters remotely
- Replies: 6
- Views: 4039
Re: How do I set script simulation parameters remotely
I would just tweak the child script to read signals, and then send integer signal via setIntegerSignal("name", value)
- 09 Mar 2015, 10:36
- Forum: General questions
- Topic: Graphics quality
- Replies: 1
- Views: 1374
Graphics quality
Is it possible to increase the graphics quality in V-REP? I feel like my computer is powerful enough to render better looking scene, maybe with some anti-aliasing, shadows, better shaders etc.? Is there some settings I am missing? Is it possible to enhance the rendering via plugin?
- 27 Feb 2015, 15:19
- Forum: General questions
- Topic: Friction Between surfaces
- Replies: 3
- Views: 3102
Re: Friction Between surfaces
Physics engines are not 100% accurate and they may produce phantom forces which would not appear in real life. This is due to floating point erros and other design limitations. You could try increasing the size of all the objects, they seem pretty small on the picture, you could also increase physic...
- 26 Feb 2015, 17:48
- Forum: General questions
- Topic: How do I import an object that behaves
- Replies: 4
- Views: 3392
Re: How do I import an object that behaves
Make sure you understand what is the difference between Respondable and Collidable.
- 25 Feb 2015, 21:08
- Forum: General questions
- Topic: (New to V-REP) Object sliding around
- Replies: 3
- Views: 2035
Re: (New to V-REP) Object sliding around
This is how computer physics usually work. The polygons that come into contact start generating collision forces which may not be always strictly perpendicular (due to floating point errors etc.) and that can cause "sliding" sideways. There is special material in V-REP you can use to make ...
- 24 Feb 2015, 19:19
- Forum: General questions
- Topic: New to V-Rep: Any suitable tutorials other than Youtube?
- Replies: 4
- Views: 2798
Re: New to V-Rep: Any suitable tutorials other than Youtube?
I don't have an answer to your question but I must point out the extensive and very complete documentation to V-REP that is available partly offline and moreso on www.coppeliarobotics.com . It helped me tremendously to understand and learn the platform. I also recommend opening some of the existing ...
- 07 May 2014, 13:00
- Forum: General questions
- Topic: How does V-REP implement Bullet?
- Replies: 5
- Views: 2695
Re: How does V-REP implement Bullet?
Thanks, that was very helpful, I have found what I was looking for in the file you talked about. This line means that V-REP indeed translates pure cylinders into basic bullet collision cylinder. collShape=new btCylinderShapeZ(btVector3(s(0)*0.5f,s(0)*0.5f,s(2)*0.5f)); That means that instability and...
- 06 May 2014, 23:20
- Forum: General questions
- Topic: How does V-REP implement Bullet?
- Replies: 5
- Views: 2695
Re: How does V-REP implement Bullet?
I realize that by using PURE shapes we can achieve smoother and faster simulation in V-REP. However, I don't understand how do you translate those pure meshes to Bullet? In particular, I am concerned with the wheels. In V-REP I can see they are pretty detailed (64 sides) but Bullet primitive cylinde...