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Notes
Mithi Sevilla edited this page Jan 5, 2021
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- Definitions
- The Inverse Kinematics Algorithm used for this project
- How to find the orientation of the hexapod with respect to the ground given we know all the orientations of the six legs with respect to the robot's body.
- Algorithm 1 when we know which of the three points of each leg could contact the ground
- Algorithm 2 when we don't know which of points of which legs could be in contact with the ground
- How to make the hexapod step on the correct target ground contacts
- How to determine if the hexapod should twist and by how much
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Now live on https://hexapod-robot-simulator.herokuapp.com ! BUT (and a big one) I highly suggest that you run it locally. When run locally, it's pretty speedy! On the other hand, the link above is barely usable.
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This implementation uses matrices, NOT quaternions. I'm aware that quaternions is far superior in every single way. In the (un)forseeable future, maybe?
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Honestly, my Inverse Kinematics algorithm and orientation algorithm is just something I came up with based on what I remember back in college plus browsing through the Mathematics Stack Exchange. It's just the most intuitive that I can think of. If you want something closer to the state-of-the-art, maybe checkout Unity's Fast IK or ROS IKFast.