Show messages: All
1-2
3-10
From: jeff (JSPRENGER)
hmm....
I think I can solve the position by:
creating a tiny "node" object like a small cube as a subobject for each part
then can I get the position of the bounding box of the node.
but for orientation, I'd need to know the rotation of the node.
I thought maybe a cube (as a primitive) would have orientation.
But playing with "Separate" on a cube, I see that it's composed as 6 planes to enclose a solid.
So when we rotate, moi just transforms the vertices?
Jeff.
From: Michael Gibson
Hi Jeff,
> So when we rotate, moi just transforms the vertices?
Yes, that's correct.
- Michael
From: Michael Gibson
But if you are able to attach some additional node objects to each main object instead of doing a cube if you did a 3 orthogonal lines one for x, one for y, one for z, that might be workable.
- Michael
From: jeff (JSPRENGER)
For importing into Unity, I think it ignores points and lines.
Only meshes are imported. So maybe three triangles in the form of a corner to represent the axes.
Jeff.
Image Attachments:
TriCorner.png
From: bemfarmer
There is a solidworks to urdf exporter:
http://wiki.ros.org/Industrial/Tutorials/Create%20a%20URDF%20for%20an%20Industrial%20Robot
- B
From: Michael Gibson
Hi Jeff, sorry I'm not understanding the part about importing into Unity - I thought you needed to write the rotation information into an XML file.
- Michael
From: jeff (JSPRENGER)
sorry for the confusion - I have URDF which I use for the physics engine import, but
I also to import robot models into Unity using URDF for easy visualization and PBR rendering.
(you can see some examples at my website
www.spryrobotics.com).
Jeff.
From: Frenchy Pilou (PILOU)
Cool!
https://vimeo.com/245327854
Show messages: All
1-2
3-10