[Robotics] IK Chain Joints ? pt1
Benoit Bolsee
benoit.bolsee at online.be
Tue Jul 14 21:10:39 CEST 2009
Tail = pose.tail
Indeed, the bone matrix/head/tail are fixed, they correspond to the rest
pose.
Benoit
> -----Original Message-----
> From: robotics-bounces at blender.org
> [mailto:robotics-bounces at blender.org] On Behalf Of Florian Lier
> Sent: mardi 14 juillet 2009 18:07
> To: Blender and Robotics
> Subject: Re: [Robotics] IK Chain Joints ? pt1
>
>
> Hey,
>
> sorry - but it just came into my mind:
>
> "poseMatrixTail is simply poseMatrix where the 4th column is
> replaced by tail."
>
> What's tail? The bone.tail vector?
>
> Cheers, Florian
>
>
>
> Benoit Bolsee wrote:
> > The joint information is lost after the IK constraint
> resolution, you
> > must recomputed from the pose channel matrix. The
> localMatrix will not
> > be useful in this case, it containts the transformation matrix from
> > the rest position to the current pose position for the
> bone, this is
> > not directly related to joint value except for the root bone.
> >
> > One thing you can do it get the poseMatrix for each bone down the
> > chain, starting from the root and compute the relative
> tranform from
> > one bone to the next by this formula: relativePose[n] =
> > inverse(poseMatrixTail[n-1])*poseMatrix[n]
> > where n is the bone for which you compute the joint values and
> > poseMatrixTail is simply poseMatrix where the 4th column is
> replaced
> > by tail. For the root bone, poseMatrixTail is the identity matrix.
> > >From relativePose you can retrieve the joint value using euler
> > >formula.
> > Note that this will give you joint value that are 0 when
> the bones are
> > aligned. This does not take the rest pose into account and will not
> > necessirily give you the correct join value (in Blender
> joint=0 when
> > the armature is in the rest pose by definition).
> >
> > To get the real joint value, you will need to work the bone
> matrix. I
> > would have to think a bit more to find the correct formula.
> >
> > Hope this helps,
> > Benoit
> >
> > -----Original Message-----
> > From: robotics-bounces at blender.org
> > [mailto:robotics-bounces at blender.org]
> > On Behalf Of Florian Lier
> > Sent: lundi 13 juillet 2009 22:03
> > To: Blender and Robotics
> > Subject: [Robotics] IK Chain Joints ?
> >
> >
> > Hello everybody,
> >
> > I need some help concerning an IK Chain and "hinge" Joints. I've
> > moddeled a robot arm which has an ik solver at its ik-chain
> top. The
> > bones are limited (XYZ) to the appropriate DoF of the joints. I can
> > get the poseMatrix of each bone, no problem so far...BUT the
> > poseMatrix of each bone is a summation of its parents and the bone
> > LOC/ROT/SIZE of itself. What I need is the angle (Quat/Matrix ..
> > whatever) between one bone of the chain
> > and its direct parent (like "real" joints which have one DoF). I
> > couldn't figure out how to compute
> > this correlation. Is there any approach?
> >
> > If you need an impresion of the arm have a look at this:
> > http://vimeo.com/5503690
> >
> > I've also tried the localMatrix...
> >
> > THANK YOU...
> >
> > Florian
> >
> > _______________________________________________
> > Robotics mailing list
> > Robotics at blender.org
> > http://lists.blender.org/mailman/listinfo/robotics
> >
> >
>
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