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Hello warp team, I'm not sure if reporting a Bug or an undocumented feature here, but at least I believe this is not how you would intuitively expect things to work:
I wanted to understand collisions and the nececity for the eval_fk function better in the presence of joints / kinematic chains, so I created a simple script that builds a "walker" made out of
A sphere "body"
Two capsules ("legs") attached to this sphere vie revolute joints
The created "walker" does not behave as expected. When I set it in a scene, a bit above the ground, it falls down, but only the root body (the sphere), not the "legs" collide with the floor. I couldn't find the reason, instead:
The "legs" collide with other obstacles in the environment
If I create the same primitive, not attached to another body via a joint, it does collide with the floor
self.model.rigid_contact_count seems to count the collisions
Bug Description
Hello warp team, I'm not sure if reporting a Bug or an undocumented feature here, but at least I believe this is not how you would intuitively expect things to work:
I wanted to understand collisions and the nececity for the
eval_fk
function better in the presence of joints / kinematic chains, so I created a simple script that builds a "walker" made out ofThe created "walker" does not behave as expected. When I set it in a scene, a bit above the ground, it falls down, but only the root body (the sphere), not the "legs" collide with the floor. I couldn't find the reason, instead:
self.model.rigid_contact_count
seems to count the collisionshas_ground_collision=True
explicitly doesn't change anythingHere are some screenshots to illustrate the reported behavior:
The "walker"
No collision between floor and legs
Collision between body and floor
Collision with other primitive / other primitive does not fall through the floor
Here's the code to reproduce:
System Information
No response
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