Julio Jerez wrote:util I relice that the Ik or inverse dynamics is a gemetrical problem, no a force problem.
Yeah, makes sense. Of course IK is a geometrical problem and just dragging a hand would give no useful results
There are however cases where moving the effector just slightly causes a completely different IK solution due to some limits or if the shortest arc goes to the other side. Did you care for this already? I handled this by slowing down the movement the IK solver suggests if i get close to a flipping case up to the point where it just keeps the current pose (No solution is better than jitter).
Later i disabled this because i realized i do not want the IK solver to affect speed. Luckily those flipping cases can't happen during regular locomotion, but i guess they show up more quickly than we want.
This is a point where i assume you might get in trouble because your IK solver only knows about limits if they get violated. Planing to avoid flipping cases requires to be aware if joint limits all the time.
That's one point why i liked the idea your IK is more force driven than trying to provide clever but potential unstable geometric solutions. So i hope your system is dump enough to just get stuck instead provoking oszillations and jitter, which we can see here and there when at the limits. Maybe soft limits become necessary at some time...
Julio Jerez wrote:2-at the move the motor mode is such the acceleration of the joint is set to zero. this is ok,
however we can no much better. we can set so that the velocity is is to zero.
How is this 'idle' behaviour triggered? I assume it happens if there is no effector attached to the branch, or the effector is turned off?
Does it also affect the solution IK finds if there is an active effector?
Would it make sense to expose it to the user somehow? E.g. we might want to reduce it if the ragdoll is dead. We could just turn off the motor, but the idle behaviour would still create some joint friction so more realistc. Oh, nevermind - we just reduce the max torque
