Robotics StackExchange | Archived questions

write my own urdf, define visual and collision

as for most realistic robots, the visual or collision part of them are too far complicated to manually write.

Someone with experience said using swurdfexporter has several disadvantages so that he would rather write by his own.

He said including the below disadvantages:

1, model without texture, one can only specify one color of one whole part of robot( But I notice that swurdfexport tutorial mentions that it can export texture and there is texture folder after complete export. So, if I add texture in SW, will the texture be exported? However, he said he never use texture with swurdfexporter)

2, it often goes wrong with dual arm robot (tree sturcture)

3, can not applied to parallel robot

4, visual model and collision model are the same

5, easy to introduce unnecessary error, which are not identical to design parameters.


I would like to know, if I write a urdf on my own, if the most critical part is writing the origin between joints and links, then as for visual part and collision part, actually they could be dae file exported by blender.

Here are the two optional processes:

1,

a) break solidworks models into parts or sub-assemblies, set reference coordinate systems and axes for them.

b) save as iges file

c) import to 3d max, export dae file

d) import to blender, modify units and coordinates which are corresponding to the description in urdf, save as dae file. done

2, like gazebo tutorial says, model apperance

a) step file imported to freecad, freecad exports dae file

b) import to blender, modify units and coordinates which are corresponding to the description in urdf , save as dae file. done

I wonder if what I perceive is right? Or, could u pls give me recommendations?

Asked by shawnysh on 2017-01-10 22:00:08 UTC

Comments

Answers