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Feat collisions mujoco #334
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Ok so I was not really happy with the earlier vesion. I've spent some time on this one and remade the collider objects to correspond much more to the real objects and reduced their size as much as reasonably possible. A short video of it in in action: out_gc.mp4The execution time of mujoco is a bit longer with this update. I've spent some time on it reducing the size of meshes (fixed htem to 50 vertices) and minimal reasonable number of convex shapes which approximates this highly non-convex body torso (settled for 7). I've used CoACD library for all this (in combination with trimesh to handle stl files). If the performance is not a bottleneck I've also included a bit more detailed colliders in the If the performance is an issue we can set the this enable mujoco collisions with the |
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It seems to work very well ! I couldn't break the robot in simulation |
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Before we merge I'd like to have @RemiFabre's famous unbreakability certificate. :D |
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This version is much harder to "break" than develop, imo it's a good improvement and should be merged |









This PR adds the collisions to the mujoco simulation.
The collisions are hand made and are composed of multiple convex shapes, capsule for the head and couple of boxes for the body. It helps a lot with making the simulation more realistic, avoiding the unfortunate head inversions.
This PR has two effects:
The PR makes both placo and symbolic IK more stable and makes it much harder (even though still possible in some very strange situations) to break the simulation.
When in simulation, you can see the collision objects by pressing on number
3and hide the visual object by pressing on2IMPORTANT: