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Custom Robot & Simple Programming

Bioloid robot kit from Korean company Robotis; CM5 controller block, AX12 servos..
8 postsPage 1 of 1
8 postsPage 1 of 1

Custom Robot & Simple Programming

Post by charliebucket » Tue Jul 31, 2007 7:03 pm

Post by charliebucket
Tue Jul 31, 2007 7:03 pm

This is a very "basic" question, but I haven't been able to find a clear answer yet.

I would like to build a basic biped with the Bioloid kit. On top of the biped, I am going to mount some auxiliary servos to perform other functions. I would like to create a program that is initiated by a sound (a snapped finger) which causes the biped to stand up, walk, and move its auxiliary motors.

In addition, I would like to be able to program this in a "simple" language (the OEM Bioloid program.) I understand that, since I am using a custom design, I won't be able to use the motion simulator.

It seems like this is certainly possible if I programmed in C, but I don't feel confident enough to do this.

thanks
This is a very "basic" question, but I haven't been able to find a clear answer yet.

I would like to build a basic biped with the Bioloid kit. On top of the biped, I am going to mount some auxiliary servos to perform other functions. I would like to create a program that is initiated by a sound (a snapped finger) which causes the biped to stand up, walk, and move its auxiliary motors.

In addition, I would like to be able to program this in a "simple" language (the OEM Bioloid program.) I understand that, since I am using a custom design, I won't be able to use the motion simulator.

It seems like this is certainly possible if I programmed in C, but I don't feel confident enough to do this.

thanks
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Re: Custom Robot & Simple Programming

Post by Pev » Tue Jul 31, 2007 9:02 pm

Post by Pev
Tue Jul 31, 2007 9:02 pm

charliebucket wrote:This is a very "basic" question, but I haven't been able to find a clear answer yet.

I would like to build a basic biped with the Bioloid kit. On top of the biped, I am going to mount some auxiliary servos to perform other functions. I would like to create a program that is initiated by a sound (a snapped finger) which causes the biped to stand up, walk, and move its auxiliary motors.

In addition, I would like to be able to program this in a "simple" language (the OEM Bioloid program.) I understand that, since I am using a custom design, I won't be able to use the motion simulator.

It seems like this is certainly possible if I programmed in C, but I don't feel confident enough to do this.

thanks


Hi
You can use the motion editor to program motions for a custom robot you just don't get the graphical representation of the robot. Basically you just get 18 servos displayed as blocks. Going over 18 servos with the motion editor has proved to be tricky so where I have I just use the Behaviour control Program to control these directly (again not completely straight forward but workable).

To get the 18 servo interface on the motion editor just load the default robot file default.rbt

Hope this helps

Pev
charliebucket wrote:This is a very "basic" question, but I haven't been able to find a clear answer yet.

I would like to build a basic biped with the Bioloid kit. On top of the biped, I am going to mount some auxiliary servos to perform other functions. I would like to create a program that is initiated by a sound (a snapped finger) which causes the biped to stand up, walk, and move its auxiliary motors.

In addition, I would like to be able to program this in a "simple" language (the OEM Bioloid program.) I understand that, since I am using a custom design, I won't be able to use the motion simulator.

It seems like this is certainly possible if I programmed in C, but I don't feel confident enough to do this.

thanks


Hi
You can use the motion editor to program motions for a custom robot you just don't get the graphical representation of the robot. Basically you just get 18 servos displayed as blocks. Going over 18 servos with the motion editor has proved to be tricky so where I have I just use the Behaviour control Program to control these directly (again not completely straight forward but workable).

To get the 18 servo interface on the motion editor just load the default robot file default.rbt

Hope this helps

Pev
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Post by limor » Tue Jul 31, 2007 11:55 pm

Post by limor
Tue Jul 31, 2007 11:55 pm

you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)
you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)
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Post by cdraptor » Wed Aug 01, 2007 12:10 am

Post by cdraptor
Wed Aug 01, 2007 12:10 am

Limor

Have you tried to use the naming convention and extend past the 18 servos?
Limor

Have you tried to use the naming convention and extend past the 18 servos?
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Post by limor » Wed Aug 01, 2007 9:42 am

Post by limor
Wed Aug 01, 2007 9:42 am

not really. but i have managed to take the Humanoid.x and convert it to another format (Ogre3d) and currently working on giving it simulated physics properties.
not really. but i have managed to take the Humanoid.x and convert it to another format (Ogre3d) and currently working on giving it simulated physics properties.
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Post by ShreddinPB » Wed Aug 01, 2007 8:19 pm

Post by ShreddinPB
Wed Aug 01, 2007 8:19 pm

So you just made it in 3DMax, and exported a directX file, and it worked? I tried viewing the humanoid.x model in many programs and the skeleton always came in upside down with the geometry right side up.
So you just made it in 3DMax, and exported a directX file, and it worked? I tried viewing the humanoid.x model in many programs and the skeleton always came in upside down with the geometry right side up.
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Post by ryann2k1 » Wed Aug 01, 2007 9:20 pm

Post by ryann2k1
Wed Aug 01, 2007 9:20 pm

limor wrote:you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)


hi Limor,
are there any source where I can download the 3d visual for the robot or at least as a start?
thank you.


cheers

ryann2k1
limor wrote:you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)


hi Limor,
are there any source where I can download the 3d visual for the robot or at least as a start?
thank you.


cheers

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Post by limor » Thu Aug 02, 2007 5:32 pm

Post by limor
Thu Aug 02, 2007 5:32 pm

ryann2k1 wrote:
limor wrote:you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)


hi Limor,
are there any source where I can download the 3d visual for the robot or at least as a start?
thank you.


cheers

ryann2k1

I created a separate thread about this issue
ryann2k1 wrote:
limor wrote:you can actually also get a 3d visual of the robot.
if you are familiar with 3DStudio or similar, you can create the skinned mesh and simply name the bones in the way that Robotis did for the Humanoid.x (download fragmotion to see the naming convention)


hi Limor,
are there any source where I can download the 3d visual for the robot or at least as a start?
thank you.


cheers

ryann2k1

I created a separate thread about this issue
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