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Physics - Forward Kinematics (FK)

Forward Kinematics applies to a chain of jointed objects. Given the angles of the joints, and the distances between them, we want to find the the position of the end point.

Data Structure (using matrix)

If we have the following transforms:

Then the position of the calculated end point in world coordinates is given by multiplying the matrices together:

[Ta][Tb][Tc]

Data Structure (not using matrix)

We can store the relative positions and orientations of the links in a scenegraph.

We can combine translation and rotation without using matrices as described on this page.

Therefore the parameters for all 3 links gives:

For a more detailed suggestion of how to store this information see these pages.

n-link algorithm

So what is the code or algorithm for calculating the endpoint in an n-link chain:

Can you help me here?


metadata block
see also:

 

Correspondence about this page Open Forum discussion - Joint Constraints

Book Shop - Further reading.

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cover us uk de jp fr ca Quaternions and Rotation Sequences.

 

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cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
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Can you help?

Please send me any improvements to here. I would appreciate ideas to make the pages more useful including error correction, ideas for new pages, improvements to wording. It helps if you quote the full URL of the page.

 

Can you help me with the code or algorithm for calculating the endpoint in an n-link chain?

progam

I am working on a project which uses these principles, if you would like to help me with this you are welcome to join in, here:

http://sourceforge.net/projects/mjbworld/

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