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what version of realvirtual.io are you using?
And one question - could you send us your model for checking the wished new function based on your setup. Please send it via https://realvirtual.io/send
I haven't had the chance to dive deeper into your requirements for extending the grip and fixer functions yet. I understand that working with RealVirtual can be a bit challenging, especially when you're in the process of learning it without a training or project support from our side.
I do have a question regarding your setup. My initial approach would be to create a grip script for the robots and assign the fixer function to the turntable. This approach should ideally work right out of the box as far as I understand the necessery process. But yes if you would do it like that, you would not have the direct integration into IKTarget.
Regarding your question:
- The Grip function is typically the active component (like robots, etc.) and is controlled by a signal.
- The Fixer function, on the other hand, is usually passive. It’s primarily used for securely fixing objects without requiring a controlling signal. The way it works is simple: when the Grip opens and the part is inside Fixer's area, the object is fixed. When the Grip closes again, the object is gripped and the fixer is releasing it. Essentially, Grip manages the control, while Fixer, in the end, just somehow glues the component to a fixed place.
- For the ease of use we integrated the Fixer function into the IK functions. But I did not checked your setup to use a grip on the other side. Will need to do that.
Thanks for your proposed changes but currently I am not sure if this is working in all other cases. I would need to make a deep dive into int.
Hope this helps! Looking forward to your thoughts.
Was steht in der roten Meldung wenn man dort draufklickt - wie sieht die Player log im Detail aus - Ist der DebugMode (eine Eigenschaft im Interface) an?
Hallo, haben Sie den DebugMode mal angemacht im Interface, was kommt in der Console von Unity?
Die Nutzerrechte auf der TwinCAT Server seite müssena auch richtig gesetzt sein soweit ich mich erinnere.
Hi, we don't know HybridCLR. But it seems that it makes changes to Unitys il2cpp code. Our ikcalculator is encrypted and this might be the reason that there are issues. Might be very difficult on our side to support HybridCLR which is a very special setup.
Hi, I did checked but can't reproduce it.
Did you maybe do the changes while in run mode? Can you send the model if the issue is still existing. You can upload your model to
Hi,
Unity's mesh-based system offers great performance, but selecting centers can sometimes be tricky. Here are a few solutions to help you overcome this issue:
- Use CAD Design Components: Often, CAD designs include components with correctly positioned pivot points. You can use these as a basis for your setup.
- Refer to Data Sheets: For robotics, data sheets often provide precise information about pivot points and other important details.
- Build Kinematics Externally: In many cases, we construct the kinematic hierarchy externally from the design itself. Check out the Kinematic and Group Script for more information.
- Move Pivot Tool: You can use the Move Pivot
Tool to adjust and align the pivot points of your objects. - Kinematic Tool in Realvirtual Professional: If you're using Realvirtual Professional, there's a new Kinematic Tool that simplifies defining kinematic chains.
- Select 3 Points: With either the Pivot Tool or the Kinematic Tool, you can select 3 points to move the pivot of the kinematic hierarchy. However, this method carries some risk as there’s no guarantee that the pivot will align perfectly with the actual center of the robot axis.
Customer support service by UserEcho
Hi, I checked your approach. 3 robots. First with a Grip Script, Second with a Fixer, Third again with a Grip script and everything works. See video below.
So I am not sure what the issue has been in your setup. Maybe something with the sequence of the Signals controlling the Grip and Fixer? Can you upload your setup and we will check if we can simplify the process for the user or prevent issues that you encountered.
Unity_910RrXyNLh.mp4