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19 February 2019 at 04:01 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13064WongBlocked
Hello @olivier-goury,
Yes, it works.
And then I tried to modify the scrip reduced_test.py. However, the scene would crash or become slow sometimes it was launched. I do not know why.
The issue details are in the video from the attachment:
https://www.dropbox.com/s/x50r699o8jwvubx/liverFine3.rar?dl=0Can you help me?
Wong19 February 2019 at 03:52 in reply to: How to constraint objects inside a closed mesh without using collision models? #13063WongBlockedHello @hugo,
I know what you mean. But I want a general polyhedron and it would deform at runtime, not just a cube.
Is it feasible?
Wong
16 February 2019 at 04:29 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13049WongBlockedHello @olivier-goury,
I just did what you said but it crashed once it just started playing.
The console output:[WARNING] [MatrixLoader] Problem with matrix file D:\SofaPlugins\ModelOrderReduction\tools\sofa_test_scene\liverFine2\data\ reducedFF_liver_2_weight.txt : wrong row number !!!
https://www.dropbox.com/s/wixl52qfjtz4i92/liverFine2.rar?dl=0
Looking forward to your update!
Wong
15 February 2019 at 16:26 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13046WongBlockedHello @olivier-goury,
I tried to do it but it did not work.
https://www.dropbox.com/s/2m6rl239eb6w8rp/reduced_test3.py?dl=0Wong
15 February 2019 at 03:46 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13041WongBlockedHello @olivier-goury,
I tried to modify the scene:
https://www.dropbox.com/s/eslf3emvc8mmy8o/reduced_test2.py?dl=0But it seemed that the HyperReducedRestShapeSpringsForceField reducedFF_liver_2 could not fix.
Was it normal?
Wong
13 February 2019 at 03:11 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13029WongBlockedHello @olivier-goury
I have shared the scene file. You can use it to have a test.
https://www.dropbox.com/s/thogel4vp0av3o2/liverFine2.pyscn?dl=0Wong
12 February 2019 at 08:45 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13027WongBlockedHello @felixvanneste,
I just tried your new updated MOR and it still has some compile issues on my platform.
Well,
#include <SofaGeneralSimpleFem/TetrahedralCorotationalFEMForceField.inl>
and
#include <SofaMiscFem/TetrahedronHyperelasticityFEMForceField.inl>
should be respectively added in HyperReducedTetrahedralCorotationalFEMForceField.cpp and HyperReducedTetrahedronHyperelasticityFEMForceField.cpp.It is the solution.
And I want to ask two questions.
1) How can I add FreeMotionAnimationLoop into the liverFine.pyscn?
I tried to add FreeMotionAnimationLoop and GenericConstraintSolver and GenericConstraintCorrection into the scene, and then directly launched the modelOrderReduction.py.
But the generated reduced_test.py did not work properly. So what is the problem?
2) Can the reduced model be used for force feedback interaction, for instance, in a Geomagic scene? If it can, could you give me an example?
Thanks
Wong6 February 2019 at 11:51 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #13004WongBlockedHello @felixvanneste,
Thank you for your reply.
I want to know why these values of the parameters are the best ones. Can you give some hints to me that how I can choose the proper parameters?
And I want to report an issue on Windows: the directory separator on Windows, ‘\’, is different from that on Linux, ‘/’. So it would cause errors if reduceModel.py is directly used.
Wong
2 February 2019 at 07:57 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12978WongBlockedHello @felixvanneste,
I want to generate the data and the python scene of hexaBeam.pyscn.
So how can I specify the parameters at modelOrderReduction.py to generate it?Thanks,
WongWongBlockedHello @damien-marchaluniv-lille1-fr
My compiler is VS2015 and it is the built-in metis version in Sofa.
Wong
30 January 2019 at 05:17 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12956WongBlockedWongBlockedHello @damien-marchaluniv-lille1-fr and @hugo
I have solved the problem.
I think it is a bug on Windows.
In Visual Studio, such statement at SparseLDLSolverImpl.h, as is shown below, would be omitted in compilation process.
If I comment out
//#include <metis.h>
at SparseLDLSolverImpl.h, project SofaSparseSolver can still be built successfully.So I make a line feed before that statement and then build. The scene can miraculously work! I do not know why.
Wong
WongBlockedHello @damien-marchaluniv-lille1-fr
I use Sofa v18.12 on Win10 64bits. How do you configure your metis in CMake?
Wong
29 January 2019 at 12:23 in reply to: Problem when running SoftRobots python script (SOFA v18.12 on Ubuntu 16.04) #12927WongBlockedHello @damien-marchaluniv-lille1-fr
No, I can’t. But I want to ask a question. I do not know why the component SparseLDLSolver does not work on Windows.
Wong
29 January 2019 at 09:22 in reply to: Problem when running SoftRobots python script (SOFA v18.12 on Ubuntu 16.04) #12923WongBlockedHello @bmarques
That issue is unrelated to the OS because the component OglSceneFrame has been removed from Sofa since v18.12. To avoid this issue, a simple way is to comment out the line
#node.createObject('OglSceneFrame', style="Arrows", alignment="TopRight")
at mainheader.py in Plugin STLIB. But that is not a fundamental solution.Moreover, I have another problem that the component SparseLDLSolver always outputs the message “Failed to factorize, D(k,k) is zero”. I do not know why.
Wong
29 January 2019 at 05:12 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12920WongBlockedHello @felixvanneste
I tried to launch the DemoSofia.py but failed because the component OglSceneFrame has been removed from Sofa since v18.12.
So I commented out the line
#node.createObject('OglSceneFrame', style="Arrows", alignment="TopRight")
at mainheader.py in Plugin STLIB and then launched the DemoSofia.py again.But it still did not run normally because the component SparseLDLSolver always output the message “Failed to factorize, D(k,k) is zero”
24 January 2019 at 15:15 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12879WongBlockedHello @felixvanneste
Now I use version 18.12 to compile the MOR plugin and, however, the similar problems described from my previous post still arise.
But I tried to solve the compile errors by modifying the source code and finally I succeeded, albeit through tremendous efforts.
However, it seems that there is no standalone scn example for the MOR plugin and it should be used with the soft robot plugin. So I even downloaded the soft robot plugin later and then compiled it to see if it would work. But unfortunately, it crashed once I launched the reducedMultiGait-softRobot.pyscn.
So can you give me some guidance about it?
Wong
11 January 2019 at 11:09 in reply to: [SOLVED] How to change the texture of OglModel at runtime? #12764WongBlockedHello @hugo,
Thank you for your reply hugo. I once tried to use the similar code but it did not work because I omitted the initVisual() function!
By the way, GDUT is my College that I once attended, but now I have graduated.
However, I am interested about the memberships. So can and how can I join in?
But I still need more help because Sofa is still difficult for me, you know. So can I communicate with other developers if I join in?
Wong
10 January 2019 at 05:35 in reply to: [SOLVED] How to change the texture of OglModel at runtime? #1274820 December 2018 at 03:32 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12630WongBlockedHello @felixvanneste
The reason why I do not use the version 18.06 is that the Geomagic plugin works abnormally at that version.
When I run the offcial example Geomagic-RigidSkull.scn, the instrument would penetrate into the skull with little force feedback, which, however, can behave normally at 17.12.
Even so, I do not think the ModelOrderReduction plugin can be compiled successfully at 18.06 because there is no significant difference between 18.06 and 17.12. The missing class MechanicalMatrixMapper can still not be found in 18.06.
18 December 2018 at 15:18 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12619WongBlockedHello, @hugo
Well, I have not solved this issue.
I tried this plugin in both Sofa 17.06 and 17.12 on Win10 64bit. The plugin requires some classes missed in the current stable Sofa revision, obviously, both 17.06 and 17.12 included.
So I search the missing classes on GitHub and add them into my Sofa. And also check the option SOFA_WITH_EXPERIMENTAL_FEATURES at CMake.
But when I compile the plugin, errors like error LNK2019: unresolved external symbol still occurs after all. So I think it is likely that the plugin is not updated to fit the current revision of Sofa.
Can you help me?
18 December 2018 at 07:20 in reply to: [SOLVED] How to do feasible and stable physical acceleration in force feedback scene? #12613WongBlockedHello @hugo,
I tried to build ModelOrderReduction, but failed.
I got errors like1>HyperReducedHexahedronFEMForceField.obj : error LNK2019: unresolved external symbol “__declspec(dllimport)
So how to solve this kind of problem?
17 December 2018 at 02:12 in reply to: [SOLVED] How to fix the orientation of the instrument dof? #12601WongBlockedThanks everyone, I have solved the problem
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