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<Nohus>
Hello, I have an issue where the OpenSCAD preview is showing correctly, but when I render the model the output is a solid block instead of what I have in the preview. I am at a loss at what is going on.
<teepee>
Nohus: any warnings in the console window?
<teepee>
try Design->Clear Cache first
<Nohus>
Hmm, actually yes "ERROR: The given mesh is not closed! Unable to convert to CGAL_Nef_Polyhedron. "
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<teepee>
right, so is there some import() involved?
<teepee>
or self-made polyhedron() ?
<Nohus>
Ah, I think I fixed it. Could it be due to two squares touching by a corner?
<teepee>
yes
<Nohus>
I generated a chessboard-like pattern of squares with for loops, so all the squares were touching. I made them all slightly touch and it fixed itself.
<teepee>
that's by definitions not 2-manifold, the geometry engine is a bit picky about that
<Nohus>
I see, thank you.
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<peeps[zen]>
anyone know of some libraries/functions to help with kinematics? i am thinking about having some way some way to define simple system of joints and linkages in openscad and then simulate/animate their movement over time
<teepee>
I don't remember seeing any. there's only the 2d formula in the animation example :)
<teepee>
at Revision there was a shader doing that, I wonder if that's online somewhere
<Scopeuk>
I have an open scad model that emulates a repeat Simpson somewhere from when I was trying to wrap my head around the inverse kinematics, openscad is probably not the best tool for this application though
<teepee>
does not seem to be inverse kinematic though
<Scopeuk>
I guess we have compounded rotations, it's essentially spiragraph
<peeps[zen]>
i think live shader coding is the last place to look for well explained/documented code. anyways as you can see, you just apply poop and doodad (actual function names)
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<peeps[zen]>
although i guess once you start adding linkages between multiple moving parts, you end up having to write a constraint solver?
<peeps[zen]>
disclaimer: i know next to nothing about kinematics beyond the name of the subject
<Scopeuk>
Kinematics, if I set all my joints to this position where is my effector
<Scopeuk>
Inverse kinematics if I put my effector here what are all my joint positions
<peeps[zen]>
yeah but is there an algorithm to generalize that to a wide range of configurations?
<Scopeuk>
Not that I know of, you break your system into its series and parallel components and then describe each of those
<peeps[zen]>
a typical robot arm seems like one of the more trivial systems to solve, compared to that linkage i linked to
<peeps[zen]>
and I don't particularly care about inverse kinematics at the moment. just want to simulate movement of linkages through some range of motion
<Scopeuk>
So that wiki page page has the maths to describe how the points relate
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<Scopeuk>
In open cad you would have 1 static rectangle three fixed length rectangles that pivot about one end and 4 that rotate and translate with the ends set from the rotating components
<Scopeuk>
There are some tools that simulate 2d linkages using passive and driven joints that may be easier to work with
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<joseph_>
teepee InPhase: There were storms in my area yesterday, and we lost power. I'm back online now, but power might go out again due to a heat wave. Anyway, I just uploaded my dev log so far: https://github.com/jbinvnt/gsoc-2022-dev-log. I'm currently tracing through the existing renderer structure, trying to get a feel for where to start adding the first substitutions.
<teepee>
joseph_: sounds good. seems like we are in for even more weather chaos this year