Hello! I have made a video of me demonstrating and explaining my issue with my project. I hope this helps clarify things. Thank you.
Video Link:
https://drive.google.com/file/d/1B7DfvI ... sp=sharing
Search found 49 matches
- 20 Apr 2022, 01:19
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
- 16 Apr 2022, 14:21
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
Hello. So, I still am having problems with my robot model shaking very erratically and falling when I turn dynamic mode on for the meshes and when I turn torque/force mode on for the joints. This prevents me from testing out properly the gait pattern I composed using IK and path-dummy object. I was ...
- 22 Mar 2022, 04:39
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
Hello, sim.followPath is deprecated and only works with the old-type path objects. That function is still there for backward compatibility reasons, but old-type paths are not available directly anymore since CoppeliaSim V4.2 Use the new paths object , and use your own path following function. As an...
- 18 Feb 2022, 12:01
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
I'll be sure to check this scene out. Another question - path related Is it possible to generate or add path objects via code rather than doing "Add" > "Path" > "Open"/"Closed"? I would like to somehow loop the creation of, say, 40 versions of the same path ob...
- 17 Feb 2022, 13:52
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
Is it possible to have position control and an Inverse Kinematics environment at the same time?
- 14 Feb 2022, 03:10
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
I have two issues I currently need to address and I would like some advice again. Firstly , is it possible to implement this code in a non-threaded child script, i.e. not in a coroutineMain() function? while sim.getSimulationTime()<4 do sim.switchThread() end -- follow path here Secondly , I am havi...
- 11 Feb 2022, 02:41
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
Hello. First of all, I was able to fix my problem of the scene not responding to the code. It turns out I put the wrong handle in one of the arguments. Thank for helping with that. Next I would like to clarify a little more about the followPath command, this one being the example you gave me: follow...
- 07 Feb 2022, 10:25
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
No I have not tried printing the arguments first before calling it. I would like to know how to do that if it will fix my issue. So what happens when I run my code with this in the actuation function: function sysCall_actuation() -- put your actuation code here local t=sim.getSimulationTime() leftpa...
- 07 Feb 2022, 07:02
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
Hello! I would appreciate a just a very quick answer on my last inquiry please. I would really respectfully appreciate.
I would just like to know when that one line of code with the sim.setObjectPosition(). It said that my argument type was wrong.
Again thanks in advance.
I would just like to know when that one line of code with the sim.setObjectPosition(). It said that my argument type was wrong.
Again thanks in advance.
- 04 Feb 2022, 17:12
- Forum: General questions
- Topic: Inquiry for follow-path code
- Replies: 39
- Views: 5536
Re: Inquiry for follow-path code
So recently, I've updated my Coppeliasim and it's now the V4.3 version and the movingAlongAPath.ttt sample scene that you brought me to looks like it should with everything new that the older version did not have. For the IK-related dummy in my personal scene to follow a path I made for it, I decide...