Ros Melodic grasping objects - simulation

I am new to ROS2 and I tried to follow this tutorial to get started with Ros Melodic on Ubuntu18.04. I don't have a robot, I am interested only in the simulation part. I tried to follow the steps and the simulation starts correctly, so I tried to put a little sphere in front of the robot but I cannot grasp it: when I use the open manipulator control gui to move the arm and grasp the ball, if I try to move it again to lift the ball it slips from the grasper and stays where it is. Do I need to change parameters of the ball (like mass, inertia, ...) or something else?

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Rendering Mediapipe Hands in Three JS for a Physics Simulation

I'm looking to use Handsfree.js and Three to create a game where you can pick up and move around blocks with your hand. I'm wondering where to start: I have a basic understanding of Three but don't know how I should approach this project. I'm trying to render and animate a hand dynamically based on the coordinates that Mediapipe outputs.
I've looked into Three's Skinned Mesh, but I'm not sure if it would be feasible to control and entire hand using it. I've also tried rigging a hand in Blender and then importing it in Three js, but I couldn't find any documentation on how to control imported rigs. How should I go about dynamically animating a hand? Also, how would I add physics to a hand that I import in? Is Three the right tool for the job?
I've also tried using unity, but can't find any libraries that output 3d coordinates for the hands.
(for reference, mediapipe outputs an array of Vector3s with the positions of each joint on the hand)

Spawning blueprint does not spawn anything (UE4)

Here's a problem: my goal is to have a ball game with obstacles. I made two obstacles (cubes with triggers) and the spawner code does not spawn them - nothing at all. It does compile without errors, but just does not work. These blueprints are part of the track class (the track the ball is on). Here is the code: (obst amount = 7 - the code before it works fine - its linked to event tick)
Here are the obstacles: (no code in them)
Here is the track:
I'm using Unreal Engine 4.26.2
If it is showing up in the outliner, but you don't see it here's what I would try.
First, unplug your X and Y location. Manually input something you know is right in front of the player.
If you can see it after that, start printing the the coordinates of the spawn location. If those look right and you can't see it still, try spawning a regular cube instead. If you could see the cube but not your obstacle, then I'd check the obstacle BP. In that case it's likely either the scale of the mesh component or it's set to be hidden in game.
Sorry I know this isn't a definitive answer, but I don't have enough reputation to comment instead.

How to make an object bend in the opposite direction as it moves into Unity

I need to move a 3D object like in the "Run sausage" game.
https://www.youtube.com/watch?v=CQa5PUlSfwk
There, as the character runs forward, its body kind of bends backwards, in the direction opposite to the movement.
In particular I do a simulation of a tornado in Unity, but when I want to go forward to the upper part of the tornado moved back, and after 1 second reaches the lower part ("legs")
Any suggestions would help me. Thank you
The movement like in the Sausage Run game can be achieved easily by using animator controller specifically Blend Tree. Watch this tutorial is you are not already familiar with these
https://www.youtube.com/watch?v=E-zQw4GabKw

ocean simulation in Blender vs. Unity3D

I want to make an ocean simulation that is physically accurate.
The height and speed of the waves should be controlled by the keyboard at runtime.
In the ocean, there needs to be a boat that either moves along a path or is controlled by the keyboard.
So far I have made this simulation in Blender:
https://youtu.be/LJ6ncxv-k7w
The problems are as follows:
1. There is no collision with the ocean
2. There are no controllers for the boat's movement
3. I am able to control the waves, but not at runtime
I thought about switching to Unity because the user interface is obviously better, as it is a game engine. I do not want to use Blender's game engine as its future is uncertain at this point.
After reviewing the various Unity water simulation plugins, I came to these conclusions:
1. the buoyancy is great in most of them, such as in Aquas and SUIMONO
2. None of them seems to offer a physically realistic collision with the boat.
3. they do offer wave height control, but not much else as far as wave properties go.
4. Some of the plugins can be combined to get closer to satisfactory results.
My question is:
Should I go with Unity completely?
It seems perfect for my user control needs, but the plugins are lacking in the collision aspect. I came across this video, but no tutorial: https://www.youtube.com/watch?v=T0D_vrYm4FQ
Even if there was one, how could I combine it with the plugins?
Is there a way to build the scene in Blender and then import it into Unity?
Would I be able to control the waves and boat after importing them?
Thank you very much for your time and knowledge.
if you really means an ocean, i suggest you to check out NVIDIA WaveWorks. it's a C library and doesn't have an officially integration with Unity3D, but since you go this far for it, i guess maybe you'll have enough courage to trying make it into a useable plugin yourself.

Building a robotic arm manipulator in Unreal Engine

Really new to Unreal Engine. I'd like to start learning the quickest way to build a robot manipulator arm without complex inverse kinematics. Just set up the joints, arms and gripper and control them directly.
This would be nice: https://www.youtube.com/watch?v=9DqRkLQ5Sv8. This would be even nicer: https://www.youtube.com/watch?v=UWsuBdhWqL0&t=24s.
I looked into the rigging and animation toolpack, but that's just for humanoids (is it?).
I'd appreciate any pointers.
Thanks
I recommend that you look into the fabrik node or the newer 2 bone Ik node , you will be able to choose the effector bone and take its postion and move it as you like. Hope this helps .