Search found 23 matches
- Sun Sep 06, 2020 11:31 pm
- Forum: OpenSim
- Topic: How to add weights to the coordinates of a model using C++ API
- Replies: 5
- Views: 361
Re: How to add weights to the coordinates of a model using C++ API
Thank you Thomas. This webpage has more information and explains the weights on the coordinates. I was misled by the previous documentation page of the C++ API. I understand now that this is doing something different from what I thought. I will reflect and see if I want to investigate the other opti...
- Fri Sep 04, 2020 6:56 am
- Forum: OpenSim
- Topic: Is there a Inverse Kinematics solver for end-effectors in the C++ API?
- Replies: 2
- Views: 371
Re: Is there a Inverse Kinematics solver for end-effectors in the C++ API?
Hi Dimitar, Thank you for your reply. We looked at the PR and are waiting to be completed (if it happens) You are right about end-effector IK. We want to "specify the end effector position and orientation and perform the inverse kinematics". We are doing it already by using a workaround where we cre...
- Fri Sep 04, 2020 6:32 am
- Forum: OpenSim
- Topic: How to add weights to the coordinates of a model using C++ API
- Replies: 5
- Views: 361
Re: How to add weights to the coordinates of a model using C++ API
Hi again, I had a look at the AssemblySolver class but the problem remains the same. I still cannot add only a weight to a Coordinate without giving a value to it. This approach is therefore not appealing to me since the Coordinate values is what I am trying to get through the inverse kinematics pro...
- Fri Sep 04, 2020 4:49 am
- Forum: OpenSim
- Topic: How to add weights to the coordinates of a model using C++ API
- Replies: 5
- Views: 361
Re: How to add weights to the coordinates of a model using C++ API
Thanks Thomas. I will look into it
- Thu Sep 03, 2020 7:29 am
- Forum: OpenSim
- Topic: Is there a Inverse Kinematics solver for end-effectors in the C++ API?
- Replies: 2
- Views: 371
Is there a Inverse Kinematics solver for end-effectors in the C++ API?
Hi, I have a question regarding inverse kinematics. I know and have been using the C++ API for performing traditional inverse kinematics using markers placed on (almost) all segments. But now I would like to try to solve a motion where only the end-effectors segment (hands, feet and head) are known....
- Thu Sep 03, 2020 7:20 am
- Forum: OpenSim
- Topic: How to add weights to the coordinates of a model using C++ API
- Replies: 5
- Views: 361
How to add weights to the coordinates of a model using C++ API
Hi, I am using the C++ API to build and solve a model. I would like to assign weights to the coordinates of my model. I saw that it is possible when I look at the detailed description section of the InverseKinematicsSolver class (https://simtk.org/api_docs/opensim/api_docs/classOpenSim_1_1InverseKin...
- Mon Jul 22, 2019 6:17 am
- Forum: OpenSim
- Topic: Finger solving is unrealistic
- Replies: 1
- Views: 131
Finger solving is unrealistic
Hi, I am trying to solve the fingers with only markers on the metarcarpal and the finger tips. I am using the c++ simtk library (including simbody) I set all the joints with 1 DOF except for the first joint of each finger which has a 2nd DOF for abudtion-adduction When I am doing that and performing...
- Tue May 22, 2018 11:28 pm
- Forum: OpenSim
- Topic: Solving a skeleton with 3-DOF-rotation Custom Joints is 50% slower than with Ball joints. Why?
- Replies: 4
- Views: 222
Re: Solving a skeleton with 3-DOF-rotation Custom Joints is 50% slower than with Ball joints. Why?
Hi again,
Thanks for the information and the link.
Will be tricky because of my axis convention but will investigate.
Thanks
Vincent
Thanks for the information and the link.
Will be tricky because of my axis convention but will investigate.
Thanks
Vincent
- Tue May 22, 2018 11:42 am
- Forum: OpenSim
- Topic: Solving a skeleton with 3-DOF-rotation Custom Joints is 50% slower than with Ball joints. Why?
- Replies: 4
- Views: 222
Re: Solving a skeleton with 3-DOF-rotation Custom Joints is 50% slower than with Ball joints. Why?
Hi Thomas
Thank you for your quick and clear reply.
So if I want to use a simple pin joint around the x axis, is it already available or should I use the custom joint? The Pin Joint class documentation is said to be only the Z axis...
MANY MANY Thanks
Vincent
Thank you for your quick and clear reply.
So if I want to use a simple pin joint around the x axis, is it already available or should I use the custom joint? The Pin Joint class documentation is said to be only the Z axis...
MANY MANY Thanks
Vincent
- Tue May 22, 2018 7:55 am
- Forum: OpenSim
- Topic: Append coordinate to coordinate set of custom joint
- Replies: 3
- Views: 403
Re: Append coordinate to coordinate set of custom joint
FYI, if it can help
This is what what i did and it works for me
viewtopicPhpbb.php?f=91&t=9061&p=0&start=0&view=
Vincent
This is what what i did and it works for me
viewtopicPhpbb.php?f=91&t=9061&p=0&start=0&view=
Vincent