Visualizing an object in Rviz? - visualization

I am a beginner to ROS. My problem is adding an object in Rviz's scene. Specifically, the chessboard. I dont know where to start. And for the future, if I want to add the others, what should I do?
Distro: Noetic
OS: Ubuntu 20.04
Thanks
I already have a chessboard design in solidwork 2016 and want to add this object in rviz.

You need the Urdf exporter plugin.
http://wiki.ros.org/sw_urdf_exporter
You can access it via this link. This exporter helps you convert urdf file of your object and you can embed it in your ros file to visualize in gazebo or rviz

Related

How to take images with Raspberry Pi since "raspistill" and "raspivid" are deprecated

Since the Raspberry Pi is transitioning from using the old raspistill and raspivid to the newer libcamera how should I take an image now if I don't want to use the CLI nor C as programming language? I can't find any wrapper for libcamera in any language other than C and the new official Picamera2 library is also in an alpha phase and not recommended for production use.
I am also using a 64-bit version of the Raspberry Pi OS so I can't use the legacy camera interface.
I could downgrade to 32-bit but where is the point in deprecating the old system if the new one is clearly not ready for productive use.
How do you guys handle using the camera of the Raspberry Pi at the moment if you want to use a wrapper like Picamera? Am I missing something?
At the moment, the best way, if you want to use bullseye, is probably to run libcamera-vid and pipe the output from that into a Python script. You can either use a subprocess() call, or just start a pipeline:
libcamera-vid <params> | python script.py
Be sure to read from sys.stdin.buffer like here to avoid CR/LF mangling.
Probably choose a YUV-based format to ensure frames are a deterministic length, as opposed to MJPEG where the frame length will vary according to image content and you'll have to search for JPEG SOI/EOI markers.
Did you try to see if the cam utility is installed?

How can I use a .URDF sensor on a .SDF robot on ROS and Gazebo?

maybe it's a silly question but I am a beginner.
I have a Firmware of a flight controller called PX4, here it is: https://github.com/PX4/PX4-Autopilot
That Firmware contains SITL Gazebo tools so I can simulate in gazebo some models which are included in the Firmware in .sdf format. They are in Firmware/Tools/sitl_gazebo/models.
I also have a laser sensor which is a Teraranger Tower Evo, which is a laser sensor and has a description for Gazebo in .URDF and .XACRO, here it is: https://github.com/Terabee/teraranger_description
So, the idea is to join the sensor to one of those robots but I can't find how to do it.
Even I am not able to spawn the sensor in gazebo as standalone model or read data from it (I think it is because I am not spawning it correctly). I did a launcher to spawn a urdf model, it is added to gazebo but not the mesh and it does not do anything.
What occurred to me is to add laser sensors that behave as similar as possible to the one I want to use, but that would be in case I can't add the original one.
Thank you very much!
I answer myself,
The problem was that the .URDF file I was trying to add to my robot didn't has an tag, so Gazebo was just skipping that.
I used the .URDF of the repo, so I was assuming it was ok and the problem was that I didn't knew how to add it, but the problem was in the .URDF file of the repo.

Understanding aws-sdk-net for Unity 3D

I am trying to understand the aws-sdk-net for Unity package and I donĀ“t understand how to proceed with the rest of the tutorial.
What do I do with the information for the .xml file? I am trying to setup aws-cognito but the aws setup page is very confusing.
https://docs.aws.amazon.com/mobile/sdkforunity/developerguide/setup-unity.html
Thank for the help
You have to create a link.xml file and place it in your Resource folder. And awsconfig.xml is optional. Also AWS SDK for Unity was last updated 5 years ago, you should consider using .net SDK.

blender importing three.js library

I have a problem while three.js library importing to Blender. I m using Blender 2.78 version. And I followed this steps...https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender
I tried to set up Blender programming.But still take this error."importer not include" Please help me.
enter image description here
So you want to import a model from three.js JSON-format into blender? Unfortunately that isn't supported. The message in blender is normal.
The only way I know of that (kindof) works is to use the THREE.OBJExporter to convert the mesh into the Wavefront OBJ-format which blender can read.
As the documentation says right at the bottom:
Currently there is no import functionality available.
https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender#importer
Going by the screenshot of your addon preferences, you have the three.js export addon installed and enabled, the "Importer not included" is only an informational message provided by the addon. You can see the message in the addon code here

Using UnitySteer's SteerForPath in Unity3D

I tried asking this question on Unity Answers, but I don't seem to be getting an answer there, so I thought I'd try here
I'm trying to use the SteerForPath script in UnitySteer 2.5 with AngryAnt's Path 2.0 for a racing game, but I'm not sure how to: I can set up the waypoints in Path, but the SteerForPath script doesn't provide a way for a path to be linked to it in the inspector. Can anyone help me with how to link a waypoint path to UnitySteer's SteerForPath? It doesn't have to be AngryAnt's Path, but if it isn't it would be helpful if you could provide a tutorial or demo as to how to set up a waypoint path in that other system.
Thanks.
Are you referring to SteerForPath.cs in the Steering package from Arges-Systems? If so, you're better off using SteerForPathSimplified.cs
This version has a publicly available property for assigning a 'Path'. Though the Arges-Systems author does state (halfway down in comments) that his SteerForPathSimplified.cs is not necessarily designed to work with AngryAnt's code, but you should be able to quickly modify it to suit your needs.