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Using blender to control a simulated robot, in real time
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Space Station Member ![]() ![]()
Joined: Mon Dec 12, 2011 6:40 am
Posts: 476 Location: California and Michigan ![]() |
Using Blender for controlling mechanical robotics,
using servo motions http://www.youtube.com/watch?v=1s8WoNBPSF0 _________________ Let not the bindings of society hold you back from improving it.... the masses follow where the bold explore. |
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Moon Mission Member ![]() ![]()
Joined: Mon Dec 18, 2006 11:15 pm
Posts: 1050 Location: Columbus, GA USA ![]() |
Can't really tell what it's doing beyond a bunch of blocks flying in a vaguely walking arrangement. What is the number pinned at the top of the model?
Real servos and stepper motors send discrete pulses that rotate the shaft a specific amount. Is that what the numbers are? The positional values of the various joints? |
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Space Station Member ![]() ![]()
Joined: Mon Dec 12, 2011 6:40 am
Posts: 476 Location: California and Michigan ![]() |
its a sequence,
that the core runs through, 60 frames long, that is the mechanical equivalent of a walk cycle, adjusting these values in real time, could make a robot walk, this uses not "ray casting" yet, but with that addition, the "Ray" could be replaced with a laser range finder, and the "servo motors" which are really just blocks here, but they apply torque @ a max level, etc, and can have a definable axis, so can behave like a line motor, servo, spring etc, I am working on a system to build/play/puzzle/learn in in blender, this is going to run My Ik armature,and deform him so it will make the animations in real time, using less resources _________________ Let not the bindings of society hold you back from improving it.... the masses follow where the bold explore. |
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Space Station Member ![]() ![]()
Joined: Mon Dec 12, 2011 6:40 am
Posts: 476 Location: California and Michigan ![]() |
_________________ Let not the bindings of society hold you back from improving it.... the masses follow where the bold explore. |
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Moon Mission Member ![]() ![]()
Joined: Mon Dec 18, 2006 11:15 pm
Posts: 1050 Location: Columbus, GA USA ![]() |
I'm not sure what you are trying to do. Are you writing an animation method for Blender models using the analogy of robotic servo control? Or are you writing a simulation of a servo controlled robot in blender?
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Space Station Member ![]() ![]()
Joined: Mon Dec 12, 2011 6:40 am
Posts: 476 Location: California and Michigan ![]() |
I am writing a modular building system, a in game properties editor, and story/enemies/rigs for the game,
this system, though controlling a video game character is a "force map" not a animation offset, You use real world servo positions as python input streams, the game engine has both rotational and line servo motion controllers, The walk cycle is just a serious of applications of force, using a real l.a.d.a.r or sonar or any 3d mapping system, one could plot a path, and the A.I, the blender game engine has a variation of A* called a Nav mesh, that is a routing algorithm, that gets your ai where it needs to be, in the least amount of movement. these "force maps" can be edited in real time, so using real world data, one could dynamically alter the walk cycle to steer etc, it's basically the worlds craziest puppet, the BGE allows for mouse, joystick, keyboard, and video based motion, This is the use the rigid body solutions in real time to "animate" a real robot, this also gives you the ability for control input in real time, as the blender system U.I. is very robust, and can exchange info from logic nodes over to python etc, _________________ Let not the bindings of society hold you back from improving it.... the masses follow where the bold explore. |
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