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#1
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apply the inverse kinematic tranformation?
so ive been tryna figure out my own mecanum drive algorithim and i searched a few threads for hints and I noticed that people have mentioned applying the inverse kinematic transformation when you have the x, y, and twist values to get the individual motor speeds. I was wondering what on earth is the inverse kinematic transformation and how i would use it to figure out each individual motor speed from these. It would be appreciated the chief delphi community could explain this without giving me the actual algorithims for each wheel speed in mecanum drive
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#2
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Re: apply the inverse kinematic tranformation?
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More precisely, it's the operation which transforms the 3 vehicle motion commands: translation (forward/reverse and strafe right/left) and rotation (rotate clockwise/counterclockwise), into 4 wheel speed commands. Quote:
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Your post sounds like you were given an assignment. Give us more guidance what we are and aren't allowed to tell you... or perhaps try asking some more-focused questions. Last edited by Ether : 22-05-2011 at 19:37. |
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#3
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Re: apply the inverse kinematic tranformation?
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Re: apply the inverse kinematic tranformation?
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#5
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Re: apply the inverse kinematic tranformation?
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#6
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Re: apply the inverse kinematic tranformation?
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But hey, whatever works for ya. Knock yourself out :-) If you encounter questions about trigonometry you can ask them here too. |
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#7
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Re: apply the inverse kinematic tranformation?
Formal kinematics for robotics is a rigorous treatment to handle any robotic system, regardless of how complex it may be.
Most college courses in robotics start with position rather than velocity. They also start with forward kinematics as it yields a unique result. In a forward kinematic equation, you can find the position of the tool tip (the end effector of your arm) given the angles of each joint. However, the inverse kinematic, calculating the joint angles for a desired tool tip position, is much harder. For a non-trivial arm, there are usually several solutions to the inverse kinematic. Many of these positions would require the arm to be in positions that are nonsensical in the real world. Once you have positional kinematics in hand, you move on to velocity and acceleration. Figuring these out usually require calculus. The math and physics involved is not for the fainthearted... If someone is handing you the equations for a given task, I would look hard at the gift... JMHO, Mike |
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#8
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Re: apply the inverse kinematic tranformation?
In the case of the velocity kinematics of the mecanum vehicle, it is the inverse kinematic transformation (from desired vehicle motion to required wheel speeds to achieve that motion) which has a unique result.
The forward kinematic transformation for a mecanum vehicle (from four arbitrary wheel speeds to the vehicle motion which would result from those wheel speeds) in general has no exact solution, but you can calculate a "least squares fit" to find the "best" approximate solution. This is discussed in this paper. |
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#9
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Re: apply the inverse kinematic tranformation?
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so ya i read that paper and, well lets just say I am absolutely clueless now. Maybe taking calc would help but I can't take that class till senior year and I'm only a sophmore. Unless one of you could pretty much explain the paper for someone my level? |
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#10
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Re: apply the inverse kinematic tranformation?
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The inverse kinematic equations are very simple: FR = FWD - STR - ROT FL = FWD + STR + ROT RR = FWD + STR - ROT RL = FWD - STR + ROT ... where FWD, STR, and ROT are the vehicle forward, strafe right, and rotate clockwise commands, respectively. These equations map your desired vehicle motion into a set of 4 wheel speeds required to achieve that motion. You can setup your driver interface any way you want to map your joystick(s) axes to the FWD, STR, and ROT commands. Last edited by Ether : 22-05-2011 at 21:29. |
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#11
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Re: apply the inverse kinematic tranformation?
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Thank you very much sir this should be fairly easy to program. |
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