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The kinematization solution aims to simplify the process of creating mechanisms using primitive geometries or convex geometries generated from 3D CAD models, without requiring the user to have a background in C#. It also enables the user to define the motion of each component.
All the new functionalities are available from the ribbon in the tab named Kinematization.
You can import 3D CAD models by clicking on the CAD/Convex button. This will open a dialog window where you can select the CAD file to import. Currently, the supported formats are Collada (.dae), Standard Triangle Language (.stl), STEP (.stp, .step), CATIA (.CATPart, .CATProduct), and SolidWorks (.sldprt, .sldasm):
When importing a Collada file, an additional window will appear, giving the user the option to split the 3D model into multiple parts. This allows the user to recreate the hierarchy specified in the file, resulting in the creation of multiple BodyAssembly objects in the scene.
gif also available as attached video "URrobotImportExample1"
Creation or modification of hierarchies can be performed using the following buttons:
You can create a new empty Assembly by clicking on the Create button. This option allows you to create a blank Assembly that can serve as a container for building a new hierarchy.
gif also available as attached video "AttachDetach.mp4"
In a scene, the parts are composed of two main elements: visual mesh and collider geometry. The visual mesh is what the user sees all the time, while the collider geometry is used by the PhysX engine to detect collisions and apply forces.
The BodyAssembly class has been modified to offer a more precise convex collider geometry that closely matches the visual mesh. This not only improves the fidelity of the collision detection but also speeds up the creation process.
Convex collider geometries are created through a process called Cooking. This process has been modified to make a second attempt if the PhysX engine fails during the Cooking process due to the complexity of the geometry or a large number of vertices provided. On the second attempt, the vertices will be quantized using K-means clustering, which reduces the number of vertices by creating an approximation of the original model. If the PhysX engine fails again during the second attempt, a box collider geometry will be created.
The BodyAssembly class has been specifically developed to work with the Kinematization solution. The following points describe the key characteristics and behaviors provided by the class.
Body Assembly has been designed to be compatible with Kinematic Axis Assembly and Physics Joints. On the other hand, you can perform combination between Kinematic Axis and Physics Joints to create mechanisms.
To simplify the motion assignment process, the user can select an assembly either from the scene or Solution Explorer and click on “Kinematic Axis”. This action will create a Kinematic Axis in the scene as the parent of the selected assembly, maintaining the same position and orientation. The same results can be achieved by selecting multiple assemblies before creating the Kinematic Axis. If no assembly is selected, a single Kinematic Axis will be added to the scene.
The motion of the Kinematic Axis can be defined based on the drive type. By default, you have the option to use Position, Velocity, or Forward and Backward drives. If you need to use a custom drive, select the option Custom. Any class that inherits from the Electric or Positioner class will be added and displayed in the Custom Drive property.
Simple Motion
Serial Kinematic Chain
Kinematic Axis and Physics Joints
A physics joint requires two BodyAssembly objects, and it defines the way bodies move relative to one another. The provided physics joint is of type D6 which is a highly configurable joint. It allows for the specification of individual degrees of freedom to either move freely or be locked.
Joints can only be created through the Joint Editor Window, and are compatible only with BodyAssembly types. On the other hand, bodies cannot be Bodiless since the PhysX engine requires the collider geometries of the bodies.
The Joint Editor Window allows the user to perform a quick configuration of the joint by enabling/disabling the degree of freedom. However, to get access to the full configuration of the joint, select the Physics Joint object in the Joint Editor Window, and the properties will be displayed in the Properties Window.
The joint position and orientation are relative to the BodyAssembly, which has been set as the origin. The child position and orientation are relative to the joint origin. Besides, it is possible to change the geometry type even if the BodyAssembly is already connected to a physics joint. Experior automatically will reconstruct the joints connected to the body.
No collision is presented between the BodyAssembly objects that are linked through the same physics joint. However, collision is present with external BodyAssembly objects or any other Assembly in the scene which has rigid parts.
Attachment of Assembly objects to BodyAssembly which already belong to a physics joint, is allowed. Nevertheless, the objects attached will not impact nor modify the motion of the joint since attached objects mimic the change of position and orientation.
Active Physics Joints Example
Physics Joints Pose
Physics Joint Reconstruction
Physics Joint with Attachment
Unlike CAD import, URDF import allows to have BodyAssembly objects with custom colliders, regardless of the visual mesh geometry. This is possible if the collider information is provided by the URDF file.
NOTE:
The following tips and suggestions are provided to improve the response of the PhysX engine and to have a more stable mechanism composed by passive physics joints.
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