Multilayered Kinodynamics Simulation for Detailed Whole-Body Motion Generation and Analysis

Author(s):  
Akihiko Murai ◽  
Mitsunori Tada
2005 ◽  
Vol 02 (04) ◽  
pp. 437-457 ◽  
Author(s):  
KOICHI NISHIWAKI ◽  
MAMORU KUGA ◽  
SATOSHI KAGAMI ◽  
MASAYUKI INABA ◽  
HIROCHIKA INOUE

This paper addresses a construction method of a system that realizes whole body reaching motion of humanoids. Humanoids have many redundant degrees of freedom for reaching, and even the base can be moved by making the robot step. Therefore, there are infinite final posture solutions for a final goal position of reaching, and there are also infinite solutions for reaching trajectories that realize a final reaching posture. It is, however, difficult to find an appropriate solution because of the constraint of dynamic balance, and relatively narrow movable range for each joint. We prepared basic postures heuristically, and a final reaching posture is generated by modifying one of them. Heuristics, such as the fact that kneeling down is suitable for reaching near the ground, can be implemented easily by using this method. Methods that compose the reaching system, that is, basic posture selection, modification of postures for generating final reaching postures, balance compensation, footstep planning to realize desired feet position, and generation and execution of whole body motion to final reaching postures are described. Reaching to manually set positions and picking up a bat at various postures using visual information are shown as experiments to show the performance of the system.


Author(s):  
Joo H. Kim ◽  
Yujiang Xiang ◽  
Rajankumar Bhatt ◽  
Jingzhou Yang ◽  
Hyun-Joon Chung ◽  
...  

An approach of generating dynamic biped motions of a human-like mechanism is proposed. An alternative and efficient formulation of the Zero-Moment Point for dynamic balance and the approximated ground reaction forces/moments are derived from the resultant reaction loads, which includes the gravity, the externally applied loads, and the inertia. The optimization problem is formulated to address the redundancy of the human task, where the general biped and task-specific constraints are imposed depending on the task requirements. The proposed method is fully predictive and generates physically feasible human-like motions from scratch; it does not require any input reference from motion capture or animation. The resulting generated motions demonstrate how a human-like mechanism reacts effectively to different external load conditions in performing a given task by showing realistic features of cause and effect. In addition, the energy-optimality of the upright standing posture is numerically verified among infinite feasible static biped postures without self contact. The proposed formulation is beneficial to motion planning, control, and physics-based simulation of humanoids and human models.


2019 ◽  
Vol 26 (4) ◽  
pp. 83-93
Author(s):  
Pouya Mohammadi ◽  
Enrico Mingo Hoffman ◽  
Niels Dehio ◽  
Milad S. Malekzadeh ◽  
Martin Giese ◽  
...  

Author(s):  
Satoki Tsuichihara ◽  
Yuya Hakamata ◽  
Gustavo Alfonso Garcia Ricardez ◽  
Jun Takamatsu ◽  
Tsukasa Ogasawara

2013 ◽  
Vol 10 (02) ◽  
pp. 1350003 ◽  
Author(s):  
JUNG-YUP KIM ◽  
YOUNG-SEOG KIM

This paper describes a whole-body motion generation scheme for an android robot using motion capture and an optimization method. Android robots basically require human-like motions due to their human-like appearances. However, they have various limitations on joint angle, and joint velocity as well as different numbers of joints and dimensions compared to humans. Because of these limitations and differences, one appropriate approach is to use an optimization technique for the motion capture data. Another important issue in whole-body motion generation is the gimbal lock problem, where a degree of freedom at the three-DOF shoulder disappears. Since the gimbal lock causes two DOFs at the shoulder joint diverge, a simple and effective strategy is required to avoid the divergence. Therefore, we propose a novel algorithm using nonlinear constrained optimization with special cost functions to cope with the aforementioned problems. To verify our algorithm, we chose a fast boxing motion that has a large range of motion and frequent gimbal lock situations as well as dynamic stepping motions. We then successfully obtained a suitable boxing motion very similar to captured human motion and also derived a zero moment point (ZMP) trajectory that is realizable for a given android robot model. Finally, quantitative and qualitative evaluations in terms of kinematics and dynamics are carried out for the derived android boxing motion.


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