Replies: 6 comments
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Can you fork the latest bullet3 repo and modify/add a demo with your grasp sim + URDF file, |
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Hi, I've push my codes here https://github.com/mirsking/bullet3/tree/graspit_demo and there are two commits. The first one is without btMultiBodyJointLimitConstraint in URDFRevoluteJoint, and I've modify URDF2Bullet.cpp to add btMultiBodyJointLimitConstraint for URDFRevoluteJoint in the other commit. |
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I had a look at your example, thanks for sharing. There are many issues, here are a couple:
What is the license of the grasp example and the URDF file? Can it be added to Bullet? |
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Thank you for your help. And I'll try with these instructions. |
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Mirsking: Does your gripper work now? In case it is working, we could make an example from it and make a pull request to include it into the Bullet Example Browser. Just tell us when you are ready. |
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Sorry, it's not ready yet. since I'm now using baxter gripper for the simulation, I'm not focusing on this gripper. But I think I will try this gripper later, and when it's ok, I will reply here. Thanks for the attentation. |
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Hi,

I'm now working on grasp physics simulation using the kinova kg3 gripper.(This gripper has 6 dof, 2 in each finger.)
I import the gripper's urdf into bullet ExampleBrower by URDF2Bullet.cpp.
Howerer, the simulation is just doesn't make sense.
I got things like this.
Then I find in URDF2Bullet.cpp file, URDFRevoluteJoint just doesn't have btMultiBodyJointLimitConstraint, which can have lower and upper limit of joint value.
When I add the constraint in the same way as that in URDFPrismaticJoint, the problem doesn't happy. I don't whether this is a bug.
However, when I add torque into each finger joint by

m_multiBody->addJointTorque(joint, force);
in stepSimulation.The joint only move a little, while there still are torque add to every joint.
The scene is like
And the torque is still not zero like this
Thank you for your help.
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