Simulation of "walking man"
Posted: Thu Jan 31, 2019 8:22 am
Art
This post is a continuation of my experimenting with Gearotics, Vexx, and the Augie Vector Processor.
I rewatched your videos on Vexx and found the Vexx Tutorial #1 really informative. Instead of simply watching the Vexx tutorial I followed your instructions and recreated the iris in the video. This was a great way to learn more of the controls available in Vexx.
I also re-studied your videos on the Kinematics features of the Vector Processor. As I continued to experiment with the vector processor I learn more about the "collision control" feature of the processor. This feature, along with decimation, and your mention of convex hull helped alot in the creation of my attached simulation of a "walking man"
My supporting mech files did preserve linkages, motors, and pivots after I discovered my mistake from my last post. I had to create the mech file when the simulation toggle was "on." This time though it appears that the import of the mech file did not preserve the "Max force" value. I used a high value such as 8888 to move the model but the value when pasted was simply 8.
I noticed another item that may be a limitation of the Vector Processor: With simulation off & the entire walking man structure selected when I drag the structure to a different location the pivots and linkages do not move along with the structure and have to be redone.
My solution to this issue was to create a mech file of the structure, delete the original structure and then import/paste the mech file to the desired location.
Attached are:
WalkingMan-Mobile-V2.vcp The simulation.
Supporting files:
StaticFloor.mech Files to support creation of the
WalkingManMobile.mech above simulation..
WalkingManTemplate.vexx Used to create a dxf to load
into the vector processor.
Hopefully the mechs, .vcp, and .vexx files will work correctly when downloaded.
Bill Michael
This post is a continuation of my experimenting with Gearotics, Vexx, and the Augie Vector Processor.
I rewatched your videos on Vexx and found the Vexx Tutorial #1 really informative. Instead of simply watching the Vexx tutorial I followed your instructions and recreated the iris in the video. This was a great way to learn more of the controls available in Vexx.
I also re-studied your videos on the Kinematics features of the Vector Processor. As I continued to experiment with the vector processor I learn more about the "collision control" feature of the processor. This feature, along with decimation, and your mention of convex hull helped alot in the creation of my attached simulation of a "walking man"
My supporting mech files did preserve linkages, motors, and pivots after I discovered my mistake from my last post. I had to create the mech file when the simulation toggle was "on." This time though it appears that the import of the mech file did not preserve the "Max force" value. I used a high value such as 8888 to move the model but the value when pasted was simply 8.
I noticed another item that may be a limitation of the Vector Processor: With simulation off & the entire walking man structure selected when I drag the structure to a different location the pivots and linkages do not move along with the structure and have to be redone.
My solution to this issue was to create a mech file of the structure, delete the original structure and then import/paste the mech file to the desired location.
Attached are:
WalkingMan-Mobile-V2.vcp The simulation.
Supporting files:
StaticFloor.mech Files to support creation of the
WalkingManMobile.mech above simulation..
WalkingManTemplate.vexx Used to create a dxf to load
into the vector processor.
Hopefully the mechs, .vcp, and .vexx files will work correctly when downloaded.
Bill Michael