Hello everyone!
I'm new to Coppelia, and I'm managing to use a robot in the environment. The fact is, one of the objectives is to model different terrains in the simulator. For example: Fhe first quadrant could be a ice-like floor. The second one could be a mug-like floor. Another example: I can draw a path, but I want that a part of the trajectory could be slippery than the others. Why to do that? I want to simulate slip and skid conditions to improve a controller. These conditions implies that \(\omega_{\text{wheel}} \neq v_{\text{robot}}\)
¿Is there any way to achieve it in CoppeliaSim? I'd be glad If someone could bring me light in that question.
Ding Dong: Friction simulation in CoppeliaSim is Possible?
Re: Ding Dong: Friction simulation in CoppeliaSim is Possible?
Friction is a property of the material you can edit in the shape properties and more specifically shape dynamics properties, probably by setting some engine-specific parameter.
Re: Ding Dong: Friction simulation in CoppeliaSim is Possible?
Dear
Friction is a property of two contacting materials. How does it work in Bullet 2.83?
If I set a friction coeff for the floor, and another one the wheels, which one will be used?
Michele
Friction is a property of two contacting materials. How does it work in Bullet 2.83?
If I set a friction coeff for the floor, and another one the wheels, which one will be used?
Michele
Re: Ding Dong: Friction simulation in CoppeliaSim is Possible?
The resulting friction coefficient is computed by combining the friction coefficients of the two bodies involved in the collision. The combined friction coefficient is calculated using a method that ensures a reasonable value for the interaction between the surfaces.