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Circular conveyor belt
Hi
I wanted to achieve a circular conveyordemo effect (Fig1), a reference to radialConveyordemo (Fig2), but the MU transported in a circular conveyordemo is skewed in position, and I froze the XYZ rotation of the MU
Fig 1
Fig 2
IK Limits
I'm working on some digital twin of a 6 axis arm robot and would like to use the IK.
I actually have something that's currently working fine, but we've found out that some of the joints are reverse and that one of them needs an offset. However - once I fix all that the IK breaks.
I saw in the documentation that there are some strict limitations.
I just wanted to understand where am I still free to play around, and if it's possible to fix the IK somehow:
1. Can I reverse the joint's direction (the bottom two are fine but the rest need reversing)?
2. Can I add an offset so that when the 3rd joint is at 0 angle the robot will be at 90 degrees?
3. If not - is there some recommended method to convert the values so that they would fit the real values?
About the problem of reconnecting the s7plc to the caton
Hello, I have a question. If there are a lot of devices with a lot of IP, the PLC that is not turned on will be reconnected over time, and reconnecting the PLC over time will cause the program to stall, which will greatly affect the use. May I ask how to solve the problem of reconnecting over and over?
Hi, there would be changes in the code needed. Currently we don't assume that devices are off and on during simulation. The source code is open you would need to change the way how reconnection is done - maybe by using the new Awaitable System in Unity6
Questions about the use of s7 PLC
When using S7Interface, some S7Interface can connect to many points, and some S7Interface will be disconnected if the number of connections is too large, please see the picture, as if: Negotiated Pdu Lenght is related to this value. May I ask how Negotiated Pdu Lenght is set? Why is it 480 or 240? If Negotiated Pdu Lenght is 240, too many signals cannot be connected.
There is also a question about: how to use the Area Read Write Mode, if I need to read 56 points from the PLC's DB block and write 12 points, how should I fill in the configuration.
Looking forward to your reply very much!
Hi, I can't tell you in detail why the negotiated Pdu lenght is like that. We use Sharp7 as a basis library for the S7 communication. I think this defines the length of the telegrams but it does not defines the number of the signals. If needed multiple telegrams are send for covering all signals. On AreaReadWrite Mode you sould enter min and max adress - so if your DB is 100.X to 140.X you should enter 100 and 140.
Bag is not moving with RGV
A693 - Windows, Mac, Linux - Unity 2022.3.3....mp4
I want to move the bag which is shown in project with RGV. But unable to do it. When i am giving forward command to RGV, RGV is moving forward but the bag is not moving with RGV. Last time you had shared a link for reference (https://doc.realvirtual.io/components-and-scripts/motion/transportsurface#transport-surfaces-and-unity-physics).
But i couldn't get it. Please suggest the solution step by step.
Problem with Drive with AGX
Using Realvirtual Release 2022.18 Build 5747
I'm trying to enable a drive while using AGX Physics for collisions.
This is the scene I'm using for testing. I'm trying to move the beam on top of the platform and have made colliders in AGX for both. Then I configured a prismatic constraint on the beam through AGX.
Then I followed the instructions of https://doc.realvirtual.io/extensions/agx-physics
I set the lock on of the constraint of the Rigid Body.
Then I configured the Drive. I put direction on Virtual. Then I added an Erratic Driver.
But when I run the beam doesn't move. Only when I disable the Rigid Body and put the Direction not on virtual the beam moves, but that means disabling AGX Physics. How can I make the beam move while still using AGX?
Hi, how long took it in total? Yes our Step file is not always very fast and it could happen that you need to wait more than 15mins for bigger files.
IK problem
1:When using the trigonometric solution, was the DH parameter table used to unify and simplify the relative pose relationships between the joints and links of the robotic arm, serving as an auxiliary tool? Or was it purely a trigonometric solution without the DH parameter table?
2:Can I understand it as using a geometric solution, specifically applying trigonometric methods to calculate and handle the relationships between joints and determine the joint angles?
3:I'm using version 2021.05, and I'd like to achieve real-time IK motion for the robotic arm by directly dragging the TCP in play mode, just like in edit mode, where dragging the TCP instantly moves the entire robotic arm via IK. I don't want to drag the TCP to a position and then click "Drive to Target" to initiate the movement
4:Could you share the source code of the IKCalculator.dll file?
We are using a trigonometric solution which is able to calculate all possible solutions.
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