Those are messages from the statusbar.
To show the console, there should be some "Show console" setting under Tools -> User Settings -> Various Settings.
Or you can simply launch CoppeliaSim from a command prompt to view loading messages.
Search found 1004 matches
- 16 Jul 2021, 10:17
- Forum: General questions
- Topic: can't connect the joystick
- Replies: 11
- Views: 7250
- 16 Jul 2021, 06:06
- Forum: General questions
- Topic: can't connect the joystick
- Replies: 11
- Views: 7250
Re: can't connect the joystick
Check the console output to see if there are some relevant messages.
You should see
[CoppeliaSim:loadinfo] plugin 'Joy': loading...
[CoppeliaSim:loadinfo] plugin 'Joy': load succeeded.
or otherwise a fail message.
You should see
[CoppeliaSim:loadinfo] plugin 'Joy': loading...
[CoppeliaSim:loadinfo] plugin 'Joy': load succeeded.
or otherwise a fail message.
- 16 Jul 2021, 06:04
- Forum: General questions
- Topic: Distance Units?
- Replies: 1
- Views: 1890
Re: Distance Units?
Hello,
Position/distances are in meters.
Position/distances are in meters.
- 15 Jul 2021, 16:17
- Forum: General questions
- Topic: time interval of data recording
- Replies: 5
- Views: 6831
Re: time interval of data recording
You must have used a threaded script, which runs asynchronously. Use a non-threaded script, instead; in that case sysCall_sensing() is called exactly once per timestep. You can also achieve the same level of control in a threaded script by using sim.setThreadAutomaticSwitch() and sim.switchThread() ...
- 15 Jul 2021, 11:28
- Forum: General questions
- Topic: Rotation Range
- Replies: 1
- Views: 2179
Re: Rotation Range
Hi, there's no such thing as the rotation range of an object. The rotation of an object can be expressed by a 3x3 orthonormal matrix, so the object can assume any rotation. On the other hand, you can parametrize such matrix in various ways (e.g. the various sets of Euler angles, unit quaternions, et...
- 15 Jul 2021, 10:06
- Forum: General questions
- Topic: getObjectPosition function
- Replies: 1
- Views: 2034
Re: getObjectPosition function
No, the center of mass is a different property which you can read/modify with sim.getShapeInertia / sim.setShapeInertia . Even if an object does not have homogeneous density, its dynamical properties are entirely defined by the inertia tensor, mass and center of mass. sim.getObjectPosition returns t...
- 15 Jul 2021, 09:53
- Forum: General questions
- Topic: Changing asti's walking direction
- Replies: 1
- Views: 1821
Re: Changing asti's walking direction
I think the only documentation of most robot models is their script itself :)
It is also a good learning exercise to read and understand the models' scripts.
ASTI's script works by defining paths (by Lua tables) and moving left/right foot IK target according to the defined path and timing law.
It is also a good learning exercise to read and understand the models' scripts.
ASTI's script works by defining paths (by Lua tables) and moving left/right foot IK target according to the defined path and timing law.
- 15 Jul 2021, 09:43
- Forum: General questions
- Topic: Version 4.1 User Manual
- Replies: 1
- Views: 2081
Re: Version 4.1 User Manual
The manual can be found in the "helpFiles" directory of the release package.
The online manual refers to the latest released version (4.2.0 as today).
The online manual refers to the latest released version (4.2.0 as today).
- 15 Jul 2021, 09:40
- Forum: General questions
- Topic: Version 4.1 Inverse Kinematics
- Replies: 1
- Views: 1979
Re: Version 4.1 Inverse Kinematics
Each release comes with an offline manual which you can find in the "helpFiles" directory of the release. In the manual there is an Inverse Kinematics tutorial which is always updated for the features of the corresponding release. (the online version always refers to the latest released ve...
- 15 Jul 2021, 09:14
- Forum: General questions
- Topic: Let an arbitrary object move through a direction
- Replies: 8
- Views: 3633
Re: Let an arbitrary object move through a direction
Yes.
sim.moveToPose
does exactly that. It will linearly move an object with the specified velocity/acceleration/jerk limits, and it won't return until motion complete, so it must be used in a coroutine (threaded script for old CoppeliaSim versions).