Soft Objects Dynamics and External Objects Builder
Soft Objects Dynamics and External Objects Builder
Hello, is there any way I can create soft bodies such as deformable cubes or balls and import them to Coppelia for manipulation tasks? Thank you!
Re: Soft Objects Dynamics and External Objects Builder
Hello,
as for now, soft bodies are still problematic in CoppeliaSim. The only way to obtain something soft, would be to create several rigid bodies, and link them via spring-damper joints. This works fine for flexible beams, and relatively simple objects such as cuboids and spheres. E.g. a soft cuboid could be approximated via a cube core, that links to 6 thick faces via 6 prismatic sprint/damper joints, e.g.:
In above case, make sure the core is flagged as model base, is non-respondable, and the 6 faces have a local respondable mask of 0, so that they do not generate collision responses with each other.
Cheers
as for now, soft bodies are still problematic in CoppeliaSim. The only way to obtain something soft, would be to create several rigid bodies, and link them via spring-damper joints. This works fine for flexible beams, and relatively simple objects such as cuboids and spheres. E.g. a soft cuboid could be approximated via a cube core, that links to 6 thick faces via 6 prismatic sprint/damper joints, e.g.:
Code: Select all
cubeCore --> sprintDamperJoint1 --> faceCuboid1
--> sprintDamperJoint2 --> faceCuboid2
--> sprintDamperJoint3 --> faceCuboid3
--> sprintDamperJoint4 --> faceCuboid4
--> sprintDamperJoint5 --> faceCuboid5
--> sprintDamperJoint6 --> faceCuboid6
Cheers
Re: Soft Objects Dynamics and External Objects Builder
I'll try this out, thank you!coppelia wrote: ↑08 Apr 2022, 09:13 Hello,
as for now, soft bodies are still problematic in CoppeliaSim. The only way to obtain something soft, would be to create several rigid bodies, and link them via spring-damper joints. This works fine for flexible beams, and relatively simple objects such as cuboids and spheres. E.g. a soft cuboid could be approximated via a cube core, that links to 6 thick faces via 6 prismatic sprint/damper joints, e.g.:
In above case, make sure the core is flagged as model base, is non-respondable, and the 6 faces have a local respondable mask of 0, so that they do not generate collision responses with each other.Code: Select all
cubeCore --> sprintDamperJoint1 --> faceCuboid1 --> sprintDamperJoint2 --> faceCuboid2 --> sprintDamperJoint3 --> faceCuboid3 --> sprintDamperJoint4 --> faceCuboid4 --> sprintDamperJoint5 --> faceCuboid5 --> sprintDamperJoint6 --> faceCuboid6
Cheers