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drive CurrentPosition() in IK mode issue
Using professional version.
When driving a robot arm around in Axis mode using a joystick, dirve CurrentPosition reports the correct angles.
However when in IK mode, the returned values change sign at the 180 position.
How can I get proper angle values in IK mode ?
Hi, the solver will not get any values greater or lower than -180 or +180 because with this solutions all possible positions can be described.
Ethernet IP AB Control logix "path". Im used to CIP paths, but its format doesnt seem to work.
I am wanting to connect to a AB Control Logix. I have IP, PLC type and a CSV file creating one test variable (float). When I test communication. It has a error. [EthernetIP - Error in connecting to PLC, please check your connection settings!] The only variable is the PATH. PATH has no explanation in documentation. I am used to CIP path, but that format doesnt seem to work. In my test rack I have a L83 processor, with built in ethernet, in slot 0. IP I can ping and connect with software. Just trying to set up a use case demo. I have a stand alone ethernet card I could use but dont think thats the issue.
I've tried 1,0 0,0 1,1 same error.
3 D Unity Asset Store Absturz Windows 11 Prof.
Hallo Thomas Ich muss mein Rechner neu mit Windows 11 Prof verwenden. Nach der Installation 3 D Unity und Game 4 Automation Boot Fehler mein System startet nicht mehr. Auch ein Upgrade von Windows 10 auf Windows 11 verursacht diesen Fehler. Nach Reparatur mit Bit Logger Schlüssel Startvorgang wieder Okay aber alle Unity und Game 4 Automation wurden gelöscht.
Ist hier etwas bekannt? Gruss Bruno
Suggestion regarding DriveToTarget()
I found it useful to change DriveToTarget to this;
public bool DriveToTarget(IKTarget target)
it returns true if the target was reachable otherwise false
Hi, thanks for the suggestion - we will implement that for the next release (in the next 2 weeks).
SetDriveTransformToValue issue
I have Rotation Drives on the pivots of a robot arm.
To set a 'pose' position I am using "SetDriveTransformToValue" with an angle parameter for each drive.
That part works, however when I then use "drive.CurrentPosition" it gives me the wrong answer and also the limits become in the wrong place.
I tried using "drive.Offset" and "drive.DriveReset" but these did nothing.
The drive transform in Unity Editor does show the correct angle, it's the CurrentPosition that seems to be the problem or it may be I am not using it correctly.
Hi, for setting a Drives position from external code you should just use Drive.CurrentPosition = NewPosition.
This will directly set the new position. You should use it in FixedUpdate and if you want to have a smooth movement you need to take care on your own about the interpolation.
The methods you used are misleading (and even not used from our side) - we will delete the in one of the next releases.
Real Time IK Mode
Hello,
Robot arm.
I need to move the robot TCP object using a joystick and have the robot follow, as it does in 'add target edit mode'.
This has to work not in edit mode but in Unity run mode. I have no problem moving the TCP object, the problem is having the robot follow it in real time.
Can you please advise how this can be done ?
Unity Input System Problem
Hello, I am new to realvirtual but have followed some tutorial videos with success using the professional version.
I have a problem though with inputs, it appears the Unity input system under Project Settings is being used by the game4automation system.
I tried to use an XBOX controller for moving a robot arm in Axis mode but the joystick inputs are not working as they do with just the native Unity input system.
What do I need to do to get this working please.
Hi, I am sorry. I don't have an answer to that out of the box. Yes we are using old (standard) input system. Maybe this collides with the XBOX Controller system. I don't know which kind of input system the XBOX Controller is using. Maybe you need to do changes within the game4automation folder in the scene, changing settings of the input module or changing things in the code of scene mouse navigation.
how to handle for the bad status of a node
hi,
i am making a app watching Devices through the "KEPServer for OPC".
so, i made subscribe multiple nodes.
then i expected my app work similar with "OPC Watch".
the result i did test, some nodes was often get bad status.
If any of the nodes is in a bad status, your plugin only disconnects from a server without handling any after works.
Or, If some nodes is bad status at starting app and first connection, the App was get "Not Answer".
On the contrary, the OPC Watch is continue updating under the same circumstance stably.
Currently,
i make reconnecting when disconnected and trying to subscribe after checking that connection of a Bad nodes each seconds via ReadValue Method.
it seem to be not good way, i think...
what is the best strategy for handle a Bad status of node?
Event to subscribe to when import of Signals is finished?
Hey hey,
i cant seem to find the proper way of knowing when the import of Signals through the PLCSimAdvanced Interface is finished and i can start working with the signals(ex. searching for Signals or reading/writing to them).
My background is, that i want to implement my own logic of connecting and working with the signals, the SignalManager doesnt has enough flexibility for me.
But i cant seem to find an Event Like thing to know when the import has been finished.
Yes i could implement it myself inside the interface, but after every Update it would be broken.
So is there a correct and intendent way of doing this?
Greetings
Transport Oberfläche passt nicht zur Geschwindigkeit
Hallo,
wenn ich eine Beschleunigung über eine SPS vorgebe, wenn ich die Drive_Speed benutze, verhält sich die Oberfläche sehr merkwürdig von einem Transport und passt nicht zur eigentlichen Bewegung. Wenn ich "Acceleration" deaktiviere sieht alles wieder gut aus. Ist dies noch ein Bug?
Was ist außerdem "Slow Acceleration"?
Hallo,
ich habe Ihnen eine Email mit einem aktualisierten Skript zukommen lassen. Ab dem nächsten Release ist die korrigierte Animation verfügbar.
Gruß Christin
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