Replies: 5 comments 6 replies
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Thank you for posting this. The best solution we found for this, currently, is that you can use WARP to model a soft terrain. There is an example script here that may be of help. Also, in our showroom page, there is some information about procedurally generated terrains with different configurations. |
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Hi @RandomOakForest I thought about that too, but I did not understand how to reflect the physics done in warp to IsaacLab simulation (how to integrate robot-particle interaction done by warp to Isaac?) Is there a way to apply force computed in warp to every vertices of mesh (like foot)? |
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Thanks for following up. I'll move this into our Discussions section for the team to follow up. |
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Hi, @RandomOakForest I forgot to follow up on this. Right now, it has much room to improve though. It would be great if Nvidia team is interested in this direction. rft.mp4 |
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Hi do you fix the drift? |
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My question is somewhat similar to this issue #90.
I am currently working on implementing a soft terrain contact model (more like a force model) based on resistive force theory described in this paper: https://arxiv.org/abs/1303.7065.
As an initial test, I dropped a robot foot from a height of 0.5m and observed that the terrain can support the object with a certain level of penetration.
My question is: what could be a promising approach to simulate this soft terrain model for legged robot locomotion, particularly for bipedal locomotion?
I found that simply applying force to the foot does not work effectively due to the resulting moments causing the robot to flip.
Do you think increasing contact points will help?
I already tried with 5 points (one at the center, 4 at the corner), but this did not work.
I can share my current code, which essentially computes the contact force based on the paper's formulation and applies it to the robot using the articulation API.
rft.mp4
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