Search found 7911 matches

by coppelia
03 Jul 2020, 12:16
Forum: General questions
Topic: Hexapod Example 1
Replies: 4
Views: 66

Re: Hexapod Example 1

You can reproduce that model based on the hexapod.ttm model: simply attach a child script to each leg (or first joint leg) and have each child script be in control of only its own leg. Data or higher-level control could come from the child script attached to the body of the robot. Look here for the ...
by coppelia
02 Jul 2020, 14:17
Forum: Bug reports
Topic: headless bug ?
Replies: 4
Views: 56

Re: headless bug ?

This is because following is causing an error in headless mode: flyModeCameraHandle=sim.getInt32Parameter(sim.intparam_flymode_camera_handle) i.e. because flymode doesn't make sense in headless mode. Remove that and a few of the lines below, and it should work fine. You can test if in headless mode ...
by coppelia
30 Jun 2020, 14:48
Forum: Bug reports
Topic: coppeliaSim crash problem
Replies: 6
Views: 150

Re: coppeliaSim crash problem

as a last option, you can try to change the OpenGL settings via the left-side toolbar button ("User settings", then "Adjust OpenGL settings", then try with a different Offscreen context type.

Cheers
by coppelia
30 Jun 2020, 14:29
Forum: General questions
Topic: Hexapod Example 1
Replies: 4
Views: 66

Re: Hexapod Example 1

Hello,

are you referring to the very old version of the hexapod robot? Where each leg would have its own child script and receive instructions from the body of the robot?
That model is deprecated and not a good example, since it used also deprecated API commands.
What is your purpose with it?

Cheers
by coppelia
30 Jun 2020, 14:18
Forum: General questions
Topic: How to move a robot using regular API?
Replies: 3
Views: 93

Re: How to move a robot using regular API?

Hello, if your robot is dynamically enabled, i.e. has a mass, will fall, etc., then you can't instantaneously change its position. It would be like teleportation in real life. You need to drive to robot towards the position you wish, via a controller that actuates the wheels of the robot. Of course,...
by coppelia
30 Jun 2020, 14:15
Forum: General questions
Topic: Computed Torque Controller
Replies: 2
Views: 100

Re: Computed Torque Controller

Hello, use something like following instead: for i in range(100): sim.simxPauseCommunication(clientID, True) for j in range(6): sim.simxSetJointTargetVelocity(clientID, joint_handles[j], 10000000000, sim.simx_opmode_oneshot); sim.simxSetJointForce(clientID, joint_handles[j], taumat[i][j], sim.simx_o...
by coppelia
30 Jun 2020, 14:06
Forum: General questions
Topic: Simulating Ratchet Mechanism
Replies: 3
Views: 93

Re: Simulating Ratchet Mechanism

Hello, I would put that inside of a joint callback function, inside of a child script attached to that joint. And don't check the torque applied to it, but the movement direction instead. Something like: function sysCall_init() jointHandle=sim.getObjectHandle('joint') lastPos=sim.getJointPosition(jo...
by coppelia
30 Jun 2020, 13:52
Forum: General questions
Topic: Deformable Terrain in CoppeliaSim? (Vortex Engine)
Replies: 1
Views: 73

Re: Deformable Terrain in CoppeliaSim? (Vortex Engine)

Hello Samuel,

CoppeliaSim unfortunately doesn't implement that functionality from the Vortex engine. So this is currently not possible to have a deformable terrain.

Cheers
by coppelia
30 Jun 2020, 13:48
Forum: Bug reports
Topic: headless bug ?
Replies: 4
Views: 56

Re: headless bug ?

Hello Lyz,

no, that is not normal. Can you describe in which situation exactly? Or do you have a minimalistic scene that illustrates this?

Cheers