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Kinematics Intro :a branch of dynamics that deals with aspects of motion apart from considerations of mass and force Merriam-Webster.

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Presentation on theme: "Kinematics Intro :a branch of dynamics that deals with aspects of motion apart from considerations of mass and force Merriam-Webster."— Presentation transcript:

1 Kinematics Intro :a branch of dynamics that deals with aspects of motion apart from considerations of mass and force Merriam-Webster

2 Animation Scripting Procedural
Kinematics (specify poses without regard to forces) Procedural Particle Systems (Reeves ‘83) Behavioral Animation (Reynolds ‘87) Intelligent Systems (game/strategy/AI) Physically Based Modeling (water, gravity) Input Driven (face animation) Algorithmic (e.g. Plant growth)

3 Labanotation (from dance); similar to Jack’s talk about motion indexing - where are body parts relative to each other? put together in a series of key frames

4 Two Ways Forward Kinematics: apply transformation to each node to determine pose. Reverse Kinematics: given desired position of effectors, find necessary joint angles to achieve pose. Specify pose by moving limbs, then calculate transformations Which is associated with motion capture?

5 Hierarchical Kinematic Modeling
Closely related to robotics Left Arm Right Arm L. Elbow R. Elbow L. Leg R. Leg R. Knee L. Knee L. Ankle R. Ankle R. Wrist L. Wrist R. fingers L. fingers

6 Using the Hierarchical Model
Node x has matrix for transformation Used by all nodes in the tree Recursively walk tree: matrix for node applied to everything in subtree (depth first or breadth first?) Joints may have one or more degrees of freedom Rotate about i,j,k, translate

7 Small Example L0 L2 L2 L1 L0 L1 To T1 T2 Lo L1 L1 T0 T2 T1 Each transformation is relative to member above it in hierarchy 1st matrix: T0, Vertex V0 in L0 is moved V0’ = T0V0 2nd Matrix: T0 T1 3rd Matrix: T0 T1 T2 What if there was rotations? Be careful of order!!

8 Joints Revolute joints - allow you to rotate
Prismatic joints (pistons)

9 Who (in the &!*~^) is Denavit-Hartenberg
We like to define points in a local coordinate frame Need a deterministic method for converting from coordinates in one frame to another Especially, parent to child in a hierarchy

10 Denavit-Hartenberg Notation
For 1 axis of rotation Link length: distance down the x axis from one joint to the next Joint angle: Xi+1 Zi+1 Zi Linki Өi+1 Xi

11 Here, d is zero, and alpha is zero
Joint Parameters Joint angle Өi: angle between xi-1 and xi about zi Link length ai: distance from zi to zI+1 along xi Link offset di : distance from xi-1 to xi along z Link twist i: angle between zi and zI+1 about xi Here, d is zero, and alpha is zero Xi+1 Zi+1 Zi ai Өi+1 Xi

12 Non-Planar Joints Zi Zi+1 Zi dI+1 Өi+1


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