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Discuss about simplifying collision meshes for the finger links #199
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For reference, we are doing something similar with the feet, see #180 . |
Thanks for the comment @traversaro , maybe we could try regenerating the model using cylinders with the automated machinery and check if that helps before testing more advanced solutions such as mesh semplification. Are there instructions on how to run the model generation machinery locally so that we can test that together with @PasMarra after having changed the Thank you |
I guess you will need a machine with creo, as now the generation is happening with creo2urdf. @Nicogene probably knows more. However, as a first step you can manually modify the meshes of the link, and you are done with we can look in automatizing the process. |
Yes you need first to install If using cylinders as simplified geometries is not enough @mfussi66 and I could investigate if we can approximate the meshes with convex hulls using Creo APIs or something else, adding an extra option for it |
Hi @Nicogene, unfortunately we don't have creo and we have never used it, so we cannot do the procedure. Could you please test the first option with cilinders for us, so that we can test our pipeline again? |
Yes sure, it would be super if you can provide to me the lenght and radius of the cylinders you prefer for the fingers' links, otherwise, I will calculate them measuring on the CAD |
For the time being I don't have a particular preference, so I think that this option is the best.. |
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
Yes, @PasMarra is going to test it asap! :) |
Hi @Nicogene, I wanted to test your changes #205 (comment), but there is something I would like to point out:
Thank you. |
Given that, in the future, the fingertips will play an active role in the grasp, I would also ask you to replace the cylinders with a convex hull as collision mesh. Thank you. |
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
Hi @PasMarra, I realized that I run Right now this is the situation
For this feature, we need to schedule a more consistent activity since this is a feature that is missing in creo2urdf. Let's see if these simplified collisions allow us to do a decent grasp reducing the rtf, if it doesn't work we will focus on implementing the exportation of the convex hull. |
Thanks for the update @Nicogene. It seems to me that the proximal link of the thumb is still missing a collision volume: Is it the case or is it just a visualization glitch? Thank you |
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
It was actually an error on the displacement of the Anyhow changing the sign of the xyz of the origin fixes the problem. |
Actually, yes there is a problem in the link frame: Right thumbLeft thumbThis is not creating problems, just to be aware of it |
Hi @Nicogene, here is the test. grasp_issue_2.mp4As you can see, the I would ask you to adjust the length/pose of the distal phalanx for each finger because they protrude out maybe too much, and to move the proximal phalanx collision mesh towards the hand's inner side since currently it is tangent to the external side. On my part, I will simplify the bottle's mesh. |
Ok for me, it is strange that using cylinders didn't improve the rtf, let's see if with these tweaks it is adjusted a bit |
For augmenting the real time factor we used to simplify the collision geometry of the fingers with cylinders. The measures have been taken roughtly from the CAD. It fixes #199
Hi @Nicogene, the grasp_no_palm.mp4cc @xEnVrE |
Here: I committed the urdf with the palms with simplifyied collisions @PasMarra please let me know if now it is fine |
Not yet. Could you please simplify also these two? At least the left one. I think they may be contributing to the problem: |
Chatting T2T w/ @PasMarra we concluded that any simplification of the finger/hand mesh did not improve consistently the rtf, we noticed that also in the Then it makes more sense to work on increasing the rtf when using |
grasp_contacts.mp4
Hello everyone,
I'm trying to grasp an object with ergoCub in simulation and, as you can see in the above video, the
Real Time Factor
drops to0.08-0.10
as soon as the object is grasped.Currently, the collision meshes are the same ones used for visual purposes:
ergocub-software/urdf/ergoCub/robots/ergoCubGazeboV1_1/model.urdf
Lines 675 to 678 in 0945da4
and this may be the reason of such a high computational burden.
Would it be possible to discuss on the possibility to replace them with simpler geometrical shapes, e.g. cylinders, or a simplified version with less faces and vertices - that can be obtained, e.g., with Meshlab?
Notice that this substitution was also done on the
iCubGazeboV2_5_visuomanip
cc: @Nicogene @xEnVrE
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