I recommend you read the user manual section on Creating dynamic simulations
Cheers
Search found 6165 matches
- 09 Sep 2025, 08:44
- Forum: General questions
- Topic: How to import URDF file with correct position of joints and parts
- Replies: 9
- Views: 147874
- 09 Sep 2025, 05:56
- Forum: General questions
- Topic: How to import URDF file with correct position of joints and parts
- Replies: 9
- Views: 147874
Re: How to import URDF file with correct position of joints and parts
The reason that your URDF import behaves in an unstable manner is because URDF is an exchange fileformat mainly, that can be used to serve several purposes, and that can be badly created/generated. In your case, the file appears to contain only heavy, non-dynamics optimized meshes (e.g. the wheels ...
- 08 Sep 2025, 14:28
- Forum: General questions
- Topic: In my Mujoco simulation, the joint angle motion never tracks my target joint settings well.
- Replies: 2
- Views: 103177
Re: In my Mujoco simulation, the joint angle motion never tracks my target joint settings well.
Hello,
your scene show an immobile robot: positions appear to be holding in a stable fashion. You are probably using the remote API to move the robot around. I also noticed that you are probably using the legacy remote API, which we do not support anymore. Make sure to switch to the ZeroMQ remote ...
your scene show an immobile robot: positions appear to be holding in a stable fashion. You are probably using the remote API to move the robot around. I also noticed that you are probably using the legacy remote API, which we do not support anymore. Make sure to switch to the ZeroMQ remote ...
- 08 Sep 2025, 14:16
- Forum: General questions
- Topic: How to import URDF file with correct position of joints and parts
- Replies: 9
- Views: 147874
Re: How to import URDF file with correct position of joints and parts
You will have to host the file yourself, and post a link to the file. Have also a look at this post related to possible problems with the URDF importer.
Cheers
Cheers
- 08 Sep 2025, 08:14
- Forum: General questions
- Topic: Pixel Coordinates
- Replies: 2
- Views: 74954
Re: Pixel Coordinates
Hello,
yes, the origin of images is at the bottom left. Pixels are organized from left to right, and from bottom to top.
From C++, it is faster to do the transformation yourself, with a simple loop. If you want to flip the image vertically, simply do something like (in case of the depth buffer ...
yes, the origin of images is at the bottom left. Pixels are organized from left to right, and from bottom to top.
From C++, it is faster to do the transformation yourself, with a simple loop. If you want to flip the image vertically, simply do something like (in case of the depth buffer ...
- 08 Sep 2025, 06:25
- Forum: General questions
- Topic: sim.unpackFloatTable vs sim.unpackDoubleTable
- Replies: 3
- Views: 85069
Re: sim.unpackFloatTable vs sim.unpackDoubleTable
Hello,
you have following matching API functions:
sim.packFloatTable / sim.unpackFloatTable
sim.packDoubleTable / sim.unpackDoubleTable
sim.packUInt8Table / sim.unpackUInt8Table
sim.packUInt16Table / sim.unpackUInt16Table
sim.packUInt32Table / sim.unpackUInt32Table
sim.packInt32Table / sim ...
you have following matching API functions:
sim.packFloatTable / sim.unpackFloatTable
sim.packDoubleTable / sim.unpackDoubleTable
sim.packUInt8Table / sim.unpackUInt8Table
sim.packUInt16Table / sim.unpackUInt16Table
sim.packUInt32Table / sim.unpackUInt32Table
sim.packInt32Table / sim ...
- 04 Sep 2025, 15:58
- Forum: Bug reports
- Topic: Wrong behaviour of the collision checker when using CoppeliaSim library headless mode
- Replies: 1
- Views: 83912
Re: Wrong behaviour of the collision checker when using CoppeliaSim library headless mode
Hello,
I cannot reproduce this via the interactive headless mode. Can you try following from the terminal:
./coppeliaSim -H
...
> s1=sim.createPrimitiveShape(sim.primitiveshape_cuboid, {1,1,1})
> s2=sim.createPrimitiveShape(sim.primitiveshape_cuboid, {1,1,1})
> sim.checkCollision(s1, s2 ...
I cannot reproduce this via the interactive headless mode. Can you try following from the terminal:
./coppeliaSim -H
...
> s1=sim.createPrimitiveShape(sim.primitiveshape_cuboid, {1,1,1})
> s2=sim.createPrimitiveShape(sim.primitiveshape_cuboid, {1,1,1})
> sim.checkCollision(s1, s2 ...
- 03 Sep 2025, 12:28
- Forum: General questions
- Topic: How to set the simulation time dt through script of client?
- Replies: 5
- Views: 71008
Re: How to set the simulation time dt through script of client?
If you want to change the timestep with versions prior to V4.9, use:
Cheers
Code: Select all
sim.setFloatParam(sim.floatparam_simulation_time_step, 0.01)- 02 Sep 2025, 15:51
- Forum: General questions
- Topic: How to set the simulation time dt through script of client?
- Replies: 5
- Views: 71008
Re: How to set the simulation time dt through script of client?
What CoppeliaSim version are you running? What does it print when you type:
Cheers
Code: Select all
sim.getProperties(sim.handle_scene)- 29 Aug 2025, 08:38
- Forum: General questions
- Topic: How to set the simulation time dt through script of client?
- Replies: 5
- Views: 71008
Re: How to set the simulation time dt through script of client?
Hello,
try with sim.setFloatProperty(sim.handle_scene, "timeStep", 0.01)
Just make sure simulation is not yet running.
Cheers
try with sim.setFloatProperty(sim.handle_scene, "timeStep", 0.01)
Just make sure simulation is not yet running.
Cheers