Inverse Kinematics in Nao Using normalized vector

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下肢外骨骼机器人系统设计与试验分析

下肢外骨骼机器人系统设计与试验分析

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动规律,研究基于人机交互作用原理的力随动控制算法,进行外骨骼机器人样机开发与性能验证,并对其 运动特性和助力性能进行评估.
1柔性外骨骼系统的硬件设计
1.1外骨骼系统结构设计 本文设计的外骨骼系统,由柔性驱动关节、柔性支撑杆和柔性支架构成,柔性外骨骼虚拟样机、实物及
中图分类号:TP2;TH13
文献标志码:A
文章编号:1007-855X(2021)03 -0071 -10
Design and Experimental Analysis of Lower Limb Exoskeleton Robot System
ZHANG Fujie1, LI Zijian1, ZHAO Jianghai2, CHEN Shuyan2, CHEN Danhui2, YU Zhipeng2
自2004年美国加州伯克利大学研制出了第一款液压驱动外骨骼机器人BLEEX以来⑷,国外学者陆 续研发出多款适用于各领域的外骨骼机器人,如日本筑波大学Yoshiyuki Sankai研究团队研制的HAL外骨 骼机器人⑷,适用于脑卒中、肢体残障认识或老年行动机能衰退的患者的康复训练;以色列ReWalkrobotics 研发的ReWalk下肢外骨骼助力机器人和美国伯克利仿生技术公司研发的eLEGS外骨骼系统,都是采用 电池供电的仿生机械腿,在智能手杖的辅助下,协助下肢瘫痪的病人能够再次站立行走⑷;日本Honda Walking Assist辅助装置和韩国SeoKeehong团队研发的轻便外骨骼机器人Gems,结构部件大都采用轻便 的碳纤维材料,总重量均小于4 kg,在髓关节处安装微型电机提供抬腿助力辅助老年人日常行走,用以提 高老年人步态功能和中风患者复健国;美国哈佛大学设计的柔性外骨骼Soft Exosuit,与传统刚性外骨骼不 同,驱动方式采用了气动肌肉,大量取消了刚性元件,实现运动过程中对人体运动的干涉最小化同;与有动 力源的外骨骼机器人不同,无源被动式外骨骼机器人主要通过机械支架牵引和弹性元件储能,将人体运动 过程中的能量循环利用,从而降低穿戴者自身的能量消耗,如加拿大的Mawashi公司为美国海豹突击队研 制的超轻被动型士兵外骨骼系统UPRIS和俄罗斯驻叙利亚的工兵执行扫雷任务用的K-2单兵外骨骼系 统⑺;国外研发的外骨骼机器人还包括新加坡南洋理工大学的LEE、美国Parker公司的Indego、美国Ekso Bionic公司商业化的Ekso等外骨骼机器人囲.

机械设计专业术语英文词汇

机械设计专业术语英文词汇

机械设计专业术语的英语翻译阿基米德蜗杆Archimedes worm安全系数safety factor; factor of safety安全载荷safe load凹面、凹度concavity扳手wrench板簧flat leaf spring半圆键woodruff key变形deformation摆杆oscillating bar摆动从动件oscillating follower摆动从动件凸轮机构cam with oscillating follower摆动导杆机构oscillating guide-bar mechanism摆线齿轮cycloidal gear摆线齿形cycloidal tooth profile摆线运动规律cycloidal motion摆线针轮cycloidal-pin wheel包角angle of contact保持架cage背对背安装back-to-back arrangement背锥back cone ;normal cone背锥角back angle背锥距back cone distance比例尺scale比热容specific heat capacity闭式链closed kinematic chain闭链机构closed chain mechanism臂部arm变频器frequency converters变频调速frequency control of motor speed变速speed change变速齿轮change gear ; change wheel变位齿轮modified gear变位系数modification coefficient标准齿轮standard gear标准直齿轮standard spur gear表面质量系数superficial mass factor表面传热系数surface coefficient of heat transfer表面粗糙度surface roughness并联式组合combination in parallel并联机构parallel mechanism并联组合机构parallel combined mechanism并行工程concurrent engineering并行设计concurred design, CD912不平衡相位phase angle of unbalance不平衡imbalance (or unbalance)不平衡量amount of unbalance不完全齿轮机构intermittent gearing波发生器wave generator波数number of waves补偿compensation参数化设计parameterization design, PD残余应力residual stress操纵及控制装置operation control device槽轮Geneva wheel槽轮机构Geneva mechanism ;Maltese cross槽数Geneva numerate槽凸轮groove cam侧隙backlash差动轮系differential gear train差动螺旋机构differential screw mechanism差速器differential常用机构conventional mechanism; mechanism in common use车床lathe承载量系数bearing capacity factor承载能力bearing capacity成对安装paired mounting尺寸系列dimension series齿槽tooth space齿槽宽spacewidth齿侧间隙backlash齿顶高addendum齿顶圆addendum circle齿根高dedendum齿根圆dedendum circle齿厚tooth thickness齿距circular pitch齿宽face width齿廓tooth profile齿廓曲线tooth curve齿轮gear齿轮变速箱speed-changing gear boxes齿轮齿条机构pinion and rack齿轮插刀pinion cutter; pinion-shaped shaper cutter齿轮滚刀hob ,hobbing cutter齿轮机构gear齿轮轮坯blank齿轮传动系pinion unit913齿轮联轴器gear coupling齿条传动rack gear齿数tooth number齿数比gear ratio齿条rack齿条插刀rack cutter; rack-shaped shaper cutter齿形链、无声链silent chain齿形系数form factor齿式棘轮机构tooth ratchet mechanism插齿机gear shaper重合点coincident points重合度contact ratio冲床punch传动比transmission ratio, speed ratio传动装置gearing; transmission gear传动系统driven system传动角transmission angle传动轴transmission shaft串联式组合combination in series串联式组合机构series combined mechanism串级调速cascade speed control创新innovation ; creation创新设计creation design垂直载荷、法向载荷normal load唇形橡胶密封lip rubber seal磁流体轴承magnetic fluid bearing从动带轮driven pulley从动件driven link, follower从动件平底宽度width of flat-face从动件停歇follower dwell从动件运动规律follower motion从动轮driven gear粗线bold line粗牙螺纹coarse thread大齿轮gear wheel打包机packer打滑slipping带传动belt driving带轮belt pulley带式制动器band brake单列轴承single row bearing单向推力轴承single-direction thrust bearing单万向联轴节single universal joint单位矢量unit vector914当量齿轮equivalent spur gear; virtual gear当量齿数equivalent teeth number; virtual number of teeth当量摩擦系数equivalent coefficient of friction当量载荷equivalent load刀具cutter导数derivative倒角chamfer导热性conduction of heat导程lead导程角lead angle等加等减速运动规律parabolic motion; constant acceleration and deceleration motion等速运动规律uniform motion; constant velocity motion等径凸轮conjugate yoke radial cam等宽凸轮constant-breadth cam等效构件equivalent link等效力equivalent force等效力矩equivalent moment of force等效量equivalent等效质量equivalent mass等效转动惯量equivalent moment of inertia等效动力学模型dynamically equivalent model底座chassis低副lower pair点划线chain dotted line(疲劳)点蚀pitting垫圈gasket垫片密封gasket seal碟形弹簧belleville spring顶隙bottom clearance定轴轮系ordinary gear train; gear train with fixed axes动力学dynamics动密封kinematical seal动能dynamic energy动力粘度dynamic viscosity动力润滑dynamic lubrication动平衡dynamic balance动平衡机dynamic balancing machine动态特性dynamic characteristics动态分析设计dynamic analysis design动压力dynamic reaction动载荷dynamic load端面transverse plane端面参数transverse parameters端面齿距transverse circular pitch915端面齿廓transverse tooth profile端面重合度transverse contact ratio端面模数transverse module端面压力角transverse pressure angle锻造forge对称循环应力symmetry circulating stress对心滚子从动件radial (or in-line ) roller follower对心直动从动件radial (or in-line ) translating follower对心移动从动件radial reciprocating follower对心曲柄滑块机构in-line slider-crank (or crank-slider) mechanism多列轴承multi-row bearing多楔带poly V-belt多项式运动规律polynomial motion多质量转子rotor with several masses惰轮idle gear额定寿命rating life额定载荷load ratingII 级杆组dyad发生线generating line发生面generating plane法面normal plane法面参数normal parameters法面齿距normal circular pitch法面模数normal module法面压力角normal pressure angle法向齿距normal pitch法向齿廓normal tooth profile法向直廓蜗杆straight sided normal worm法向力normal force反馈式组合feedback combining反向运动学inverse ( or backward) kinematics反转法kinematic inversion反正切Arctan范成法generating cutting仿形法form cutting方案设计、概念设计concept design, CD防振装置shockproof device飞轮flywheel飞轮矩moment of flywheel非标准齿轮nonstandard gear非接触式密封non-contact seal非周期性速度波动aperiodic speed fluctuation非圆齿轮non-circular gear粉末合金powder metallurgy916分度线reference line; standard pitch line分度圆reference circle; standard (cutting) pitch circle分度圆柱导程角lead angle at reference cylinder分度圆柱螺旋角helix angle at reference cylinder分母denominator分子numerator分度圆锥reference cone; standard pitch cone分析法analytical method封闭差动轮系planetary differential复合铰链compound hinge复合式组合compound combining复合轮系compound (or combined) gear train复合平带compound flat belt复合应力combined stress复式螺旋机构Compound screw mechanism复杂机构complex mechanism杆组Assur group干涉interference刚度系数stiffness coefficient刚轮rigid circular spline钢丝软轴wire soft shaft刚体导引机构body guidance mechanism刚性冲击rigid impulse (shock)刚性转子rigid rotor刚性轴承rigid bearing刚性联轴器rigid coupling高度系列height series高速带high speed belt高副higher pair格拉晓夫定理Grashoff`s law根切undercutting公称直径nominal diameter高度系列height series功work工况系数application factor工艺设计technological design工作循环图working cycle diagram工作机构operation mechanism工作载荷external loads工作空间working space工作应力working stress工作阻力effective resistance工作阻力矩effective resistance moment公法线common normal line917公共约束general constraint公制齿轮metric gears功率power功能分析设计function analyses design918。

法国NAO机器人介绍

法国NAO机器人介绍

法国NAO机器人介绍NAO机器人介绍NAO是一个57厘米高的可编程仿人机器人。

其关键组件如下:·拥有25个自由度(DOF)的身体,其关键部件为电机与致动器。

·一系列传感器:2个摄像头、4个麦克风、1个超声波距离传感器、2个红外线发射器和接收器、1个惯性板、9个触觉传感器及8个压力传感器。

·用于自我表达的器件:语音合成器、LED灯及2个高品质扬声器。

·一个CPU (位于机器人头部),运行一个Linux核,并支持ALDEBARAN公司自行研制的专有中间件(NAOqi)。

·第二个CPU(位于机器人躯干)。

·一个55瓦时电池,根据使用方式的不同,可为NAO提供1.5小时、甚至更长的自主时间。

构建机器人的应用程序具有挑战性:应用程序建立在大量先进的复杂技术之上,如语音识别、物体识别、地图构建等。

应用程序必须安全可靠,而且能够利用有限的资源、在有限的环境中运行。

嵌入式软件NAOqi包含一个跨平台的分布式机器人框架,快速、安全、可靠,为开发人员提供了一个全面的基础,以提高、改进NAO的各项功能。

NAOqi使算法的API可供其它算法使用。

通过该软件,用户还可选择将模块在N AO上运行或是在一台电脑上远程运行。

用户可在Windows、Mac或Linux系统下开发代码,并通过C++、Python、Ur bi、.Net等多种语言进行调用。

建立在该框架之上的模块提供丰富的API接口,以便与NAO互动。

NAOqi可满足一般机器人开发的需要:并行,资源,同步,事件。

正如在其它框架中一样,NAOqi中也包含通用层。

这些通用层专为NAO设计。

通过NAOqi,不同模块(如运动、音频、视频等)之间可协调沟通,还可实现齐次规划,并与ALMemory模块共享信息。

运动全方位行走NAO行走使用的是一个简单动态模型(线性倒摆,LIPM)及二次规划(Quadr atic programming)。

六自由度机械手复杂运动控制

六自由度机械手复杂运动控制

本文以示教型六自由度串联机械手为试验设备,进行机械手的复杂运动控制,使机械手完成各种复杂轨迹的运动控制等功能,能够在现代工业焊接、喷漆等方面的任务。

本文从运动学分析的基础上着手研究轨迹控制的问题,利用运动学逆解的方式分析复杂轨迹运动的可行性和实用性。

目前,六自由度机械手的复杂运动控制已经有了比较好的逆解算法,也有一些针对欠自由度机械手的逆解算法。

逆解算法求出的解不是唯一的,它能使机械手达到更多位姿,完成大部分的原计划任务,但其中的一些解并不是最优化的,因此必须讨论其反解的存在性和唯一性。

本文通过建立机械手的笛卡尔坐标系,推导出机械手的正、逆运动学矩阵方程,并研究了正、逆运动学方程的解;在此基础上建立机械手的工作空间,并讨论其工作空间的灵活性和存在可能性。

因此本文的另一种方式对六自由度串联机械手的复杂运动控制问题进行研究,提出以机械手示教手柄引导末端执行器对复杂运动轨迹进行预设计。

然后通过记录程序进行复杂轨迹的再实现,再对记录程序进行预修改,最终通过现有的程序进行设计编程完成复杂轨迹设计任务。

并利用MATLAB对轨迹进行仿真,对比其实际与计算的正确性。

最后本设计通过六自由度串联机械手实现平面文字轨迹,得出其设计的方式。

即首先利用示教手柄实现轨迹预设,记录预设轨迹程序,然后再对比程序初始化坐标进行手动编程。

关键词:六自由度机械手,笛卡尔坐标系,运动学方程,仿真,示教手柄ABSTRACTIn this paper, mechanical hand control the complex movement based on the series of six degrees of freedom manipulator so that the mechanical hand complete the complex trajectory of the movement control functions. In modern industrial welding, painting, and other aspects of the mandate can be used.This article based on the analysis of kinematics to study the trajectory control problems, use of inverse kinematics of the complex mode of tracking movement of the feasibility and practicality. At present, the six degrees of freedom manipulator complex movement has been relatively good control of the inverse algorithm.There are also some less freedom for the inverse of the manipulator algorithm. Solutions sought by inverse algorithm is not the only solution, it can reach more manipulator Pose, originally planned to complete most of the task.But some of these solutions is not the most optimal, it is necessary to discuss their anti-the existence of solutions and uniqueness.Through the establishment of the manipulator Cartesian coordinates, derived manipulator is the inverse kinematics matrix equation and the study is the inverse kinematics of the equation solution on the basis of this establishment manipulator working space. And discuss their work space The flexibility and the possibility exists.So in another way to the six degrees of freedom series manipulator motion control the complex issues of research, to handle the machinery Shoushi guide for the implementation of the end of the complex pre-designed trajectory. Then track record of the complicated procedure to achieve, and then record the pre-amended procedures.The eventual adoption of the existing procedures designed trajectory design of complex programming tasks. And using MATLAB simulation of the track, compared with its actual calculation is correct.The final design through six degrees of freedom series manipulator track to achieve flat text, draw their design approach. That is, first of all use of teaching handle achieve trajectory default the track record of default procedures, and then compared to manual procedures initialized coordinate programming.key words:Six degree-of-freedom manipulators,Cartesian coordinates,Equations of motion,Simulation,Demonstration handle.绪论 (1)课题研究背景和意义 (1)国内外研究状况 (2)六自由度机械手复杂运动控制的现实意义 (4)课题的提出 (5)本课题研究的主要内容 (5)串联机器人运动学 (7)2.1 机器人运动学方程的表示 (7)2.1.1 运动姿态和方向角 (8)2.1.2 运动位置和坐标 (9)2.1.3 连杆变换矩阵及其乘和 (12)2.2 机械手运动方程的求解 (15)2.2.1 欧拉变换解 (16)2.2.2 滚、仰、偏变换解 (20)2.2.3 球面变换解 (21)2.3 反解的存在性和唯一性 (23)2.3.1 反解的存在性和工作空间 (23)2.3.2 反解的唯一性和最优解 (24)2.3.3 求解方法 (25)六自由度机械手的平面复杂轨迹设计及运动学分析 (27)3.1 系统描述及机械手运动轨迹设计方式 (27)3.1.1 机器人技术参数一览表 (27)3.1.2 机器人控制系统软件的主界面 (27)3.1.3 机器人各部位和动作轴名称 (28)3.1.4 机械手运动轨迹设计方式 (29)3.2 平面复杂轨迹设计目的 (33)3.2.1“西”字的轨迹设计和分析 (33)3.2.2“南”字的轨迹设计和分析 (34)3.2.3机械手的起始位姿和末态位姿 (35)3.3机械手轨迹设计中坐标系的建立 (35)3.4 平面轨迹设计的正运动学分析 (43)3.4.1平面轨迹设计的正运动学分析原理 (43)3.4.2 正运动学分析步骤及计算 (44)3.5 平面轨迹设计的逆运动学分析 (45)3.5.1 平面轨迹设计的逆运动学分析原理 (45)3.5.2.逆运动学分析步骤及计算 (46)设计实现过程和MA TLAB仿真计算 (50)4.1 设计实现过程 (50)4.2 MA TLAB仿真计算 (53)结论与展望 (57)5.1 结论 (57)5.2 展望 (58)致谢 (59)参考文献 (60)第一章绪论1.1 课题研究背景和意义在现代制造行业中,先进的制造技术不断的代替传统的加工方法和操作方式。

Unity 3d英文翻译

Unity 3d英文翻译

Unity Manual 用户手册•User Guide用户指南o Unity Basics Unity基础翻译:U_鹰▪Learning the Interface学习界面翻译:U_鹰▪Project Browser项目浏览器视图翻译:U_鹰▪Hierarchy层级面板视图翻译:U_鹰▪Toolbar工具栏翻译:U_鹰▪Scene View场景视图翻译:U_鹰▪Game View游戏视图翻译:U_鹰▪Inspector检视面板翻译:U_鹰▪Other Views其他视图翻译:U_鹰▪Customizing Your Workspace自定义工作区翻译:第七把剑▪Asset Workflow资源工作流程翻译:第七把剑▪Creating Scenes创建场景翻译:第七把剑▪Publishing Builds编译发布翻译:第七把剑▪Tutorials教程翻译:U_鹰▪Unity Hotkeys Unity3D快捷键翻译:U_鹰▪Preferences首选项翻译:U_鹰o Building Scenes构建场景▪GameObjects游戏对象翻译:第七把剑▪The GameObject-Component Relationship游戏对象和组件的关系翻译:第七把剑▪Using Components使用组件翻译:第七把剑▪The Component-Script Relationship组件和脚本之间的关系翻译:第七把剑▪Deactivating GameObjects停用游戏对象翻译:feicheng2005▪Using the Inspector使用检视面板翻译:第七把剑▪Editing Value Properties编辑值属性翻译:第七把剑▪Preset Libraries预设库翻译:U_鹰▪Assigning References指定引用翻译:第七把剑▪Multi-Object Editing多重对象编辑翻译:colin3dmax▪Inspector Options检视面板选项翻译:第七把剑▪Using the Scene View使用场景视图翻译:第七把剑▪Scene View Navigation场景视图导航翻译:第七把剑▪Positioning GameObjects定位游戏对象翻译:第七把剑▪View Modes视图模式翻译:第七把剑▪Gizmo and Icon Display Controls Gizmo和图标显示控制翻译:U_鹰▪Searching搜索翻译:第七把剑▪Prefabs预制翻译:第七把剑▪Lights灯光翻译:第七把剑▪Cameras摄像机翻译:第七把剑▪Terrain Engine Guide地形引擎指南翻译:第七把剑o Asset Import and Creation资源导入与创建翻译:第七把剑▪Primitive Objects基本对象翻译:U_鹰▪Importing Assets导入资源翻译:第七把剑▪Models模型翻译:用生命舞蹈▪3D formats3D格式翻译:用生命舞蹈▪Materials and Shaders材质与着色器翻译:第七把剑▪Texture 2D二维纹理翻译:第七把剑▪Procedural Materials程序材质翻译:U_鹰▪Movie Texture影片纹理翻译:U_鹰▪Audio Files音频文件翻译:U_鹰▪Tracker Modules音轨模块翻译:U_鹰▪Using Scripts使用脚本翻译:colin3dmax▪Creating and Using Scripts▪Controlling GameObjects Using Components▪Event Functions事件函数翻译:RICO▪Creating and Destroying GameObjects▪Coroutines▪Special Folders and Script Compilation Order▪Namespaces▪Asset Store资源商店翻译:肥耀▪Asset Store Access and Navigation▪Asset Store Publisher Administration资源商店发布者管理翻译:13y32r▪Asset Store FAQ▪Asset Server (Team License Only)资源服务器(仅团队许可)翻译:colin3dmax▪Setting up the Asset Server设置资源服务器(仅团队许可)翻译:青青子矜▪Cache Server (Team License Only)缓存服务器(仅团队许可)▪Cache Server (Team license only)缓存服务器(仅团队许可)翻译:一米的馒头▪Cache Server FAQ缓存服务器常见问题翻译:13y32r ▪Behind the Scenes场景幕后翻译:colin3dmaxo Creating Gameplay创建游戏翻译:U_鹰▪Instantiating Prefabs at runtime运行时实例化预置翻译:U_鹰▪Input输入翻译:U_鹰▪Transforms变换翻译:U_鹰▪Physics物理翻译:U_鹰▪Adding Random Gameplay Elements添加随机的游戏元素翻译:一米的馒头▪Particle Systems粒子系统翻译:小yue▪Particle System Curve Editor粒子系统曲线编辑器翻译:小yue▪Colors and Gradients in the Particle System (Shuriken)粒子系统中的颜色和渐变翻译:小yue▪Gradient Editor渐变编辑器翻译:小yue▪Particle System Inspector粒子系统检视面板翻译:小yue▪Introduction to Particle System Modules (Shuriken)粒子系统模块介绍翻译:小yue▪Particle System Modules (Shuriken)粒子系统模块翻译:小yue▪Particle Effects (Shuriken)粒子效果翻译:小yue▪Mecanim Animation System Mecanim动画系统翻译:FancyBit ▪ A Glossary of Animation and Mecanim terms动画和Mecanim 术语表翻译:FancyBit▪Asset Preparation and Import资源准备和导入翻译:FancyBit ▪Preparing your own character准备你自己的角色翻译:FancyBit▪Importing Animations导入动画翻译:FancyBit▪Splitting Animations分割动画翻译:FancyBit ▪Working with humanoid animations▪Creating the Avatar创建Avatar翻译:FancyBit▪Configuring the Avatar配置Avatar翻译:FancyBit▪Muscle setup肌肉设定翻译:FancyBit▪Avatar Body Mask阿凡达身体遮罩翻译:Karsion▪Retargeting of Humanoid animations为类人动画重新定位目标翻译:Karsion▪Inverse Kinematics (Pro only)▪Generic Animations in Mecanim Mecanim中的通用动画翻译:bwhale▪Bringing Characters to Life为角色赋予生命翻译:bwhale▪Looping animation clips循环动画剪辑翻译:bwhale▪Animator Component and Animator Controller动画组件和动画控制器翻译:bwhale▪Animation State Machines动画状态机翻译:bwhale▪Animation States动画状态翻译:bwhale▪Animation Transitions动画状态转移翻译:bwhale▪Animation Parameters动画参数翻译:bwhale ▪Blend Trees混合树翻译:bwhale▪1D Blending一维混合翻译:bwhale▪2D Blending二维混合翻译:bwhale▪Additional Blend Tree Options附加混合树选项翻译:bwhale▪Mecanim Advanced topics Mecanim进阶主题翻译:bwhale▪Working with Animation Curves in Mecanim(Pro only)使用Mecanim的动画曲线(仅限Pro版本)翻译:bwhale▪Sub-State Machines子状态机翻译:bwhale▪Animation Layers动画层翻译:bwhale▪Animation State Machine Preview (solo andmute)动画状态机预览(独立和关闭)翻译:bwhale▪Target Matching目标匹配翻译:bwhale▪Root Motion - how it works根动作-如何工作翻译:bwhale▪Tutorial: Scripting Root Motion for"in-place" humanoid animations教程:为一个人形场景动画编写根动作脚本翻译:bwhale▪Mecanim Performance and Optimization Mecanim性能和优化翻译:feicheng2005▪Mecanim FAQ Mecanim问答翻译:feicheng2005▪Legacy animation system旧版动画系统翻译:feicheng2005▪Animation View Guide(Legacy)动画视图指南翻译:U_鹰▪Animation Scripting(Legacy)动画脚本翻译:U_鹰▪Navmesh and Pathfinding (Pro only)导航网格和寻路(仅专业版)翻译:肥耀▪Navmesh Baking导航网格烘焙翻译:肥耀▪Sound声音翻译:U_鹰▪Game Interface Elements游戏界面元素翻译:U_鹰▪Networked Multiplayer多人网络翻译:U_鹰Android•Getting Started with Android Development Android 开发入门翻译:闲人若林o A ndroid SDK Setup安装Android SDK翻译:闲人若林o A ndroid Remote安卓远程工具翻译:闲人若林o T rouble Shooting故障排除翻译:U_鹰o R eporting crash bugs under Android在Android中报告崩溃BUG翻译:Summer Windso F eatures currently not supported by Unity Android目前在Unity Android 中不支持的特性翻译:Summer Windso S upport for Split Application Binary (.OBB)对分割应用程序二进制(.OBB)的支持翻译:悄悄o P layer Settings播放器设置翻译:U_鹰o A ndroid Scripting Android脚本翻译:U_鹰▪Input输入翻译:U_鹰▪Mobile Keyboard手机键盘翻译:雨天▪Advanced Unity Mobile Scripting高级Unity手机脚本翻译:SummerWinds▪Using .NET API 2.0 compatibility level使用.NET API 2.0 兼容级别翻译:U_鹰o B uilding Plugins for Android为Android创建插件翻译:雨天o C ustomizing the Splash screen of Your Mobile Application自定义手机启动画面翻译:闲人若林Blackberry 10•Getting Started with Blackberry 10 Developmento S etting up Unity to Build to Your Blackberry10 Deviceo B lackberry10 Detailso P lugins for Blackberry 10o B lackBerry 10 Controllero D ebugging on Blackberry10o B lackberry10 FAQWindows Store•Windows Store: Getting Startedo W indows Store: Deploymento W indows Store: Debuggingo W indows Store: Profilero W indows Store : Command line argumentso W indows Store : Pluginso W indows Store : Project Types▪AppCallbacks classo W indows Store : FAQ▪Windows Store FAQ : WACKo w indowsstore-examplesWindows Phone 8•Windows Phone 8: Getting Started Windows Phone 8:入门翻译:Cantilenao W indows Phone 8: Deployment Windows Phone 8:部署翻译:Cantilenao W indows Phone 8: Debugging Windows Phone 8:调试翻译:Cantilenao W indows Phone 8: Profilero I nteraction between Unity and Windows Phone step by step guideo W indows Phone 8: Plugins▪Windows Phone Plugins step by step guide (using C#)▪Windows Phone Plugins step by step guide (using C++)o W indows Phone 8: FAQ Windows Phone 8:常见问题翻译:Cantilenao W P8 Examples▪Xbox One: Getting Started•Getting Started with Native Client Development本地客户端开发入门翻译:peiandsky •Getting Started with Flash Development Flash开发入门翻译:我是头觅食的野猪o Flash: Setup Flash:安装翻译:我是头觅食的野猪o Flash: Building & Running Flash:生成并运行翻译:我是头觅食的野猪o Flash: Debugging Flash:进行调试翻译:我是头觅食的野猪o Flash: What is and is not supported Flash:支持和不支持的翻译:我是头觅食的野猪o Flash: Embedding Unity Generated Flash Content in Larger Flash Projectso Example: Supplying Data from Flash to Unityo Example: Calling ActionScript Functions from Unityo Example: Browser JavaScript Communicationo Example: Accessing the Stageo Example: Flash Vars•FAQ常见问题o Upgrade Guide from Unity 3.5 to 4.0Unity3.5升级指南翻译:青青子矜o Unity 3.5 upgrade guide Unity3.5升级指南翻译:U_鹰o Upgrading your Unity Projects from 2.x to 3.x升级项目从2.x 到3.x翻译:U_鹰▪Physics upgrade details物理升级细节翻译:U_鹰▪Mono Upgrade Details Mono升级细节翻译:U_鹰▪Rendering upgrade details渲染升级细节翻译:U_鹰▪Unity 3.x Shader Conversion Guide Unity 3.x着色器转换指南翻译:U_鹰o Unity 4.0 Activation - Overview Unity 4.0 激活- 概述翻译:U_鹰▪Managing your Unity 4.x license管理你的Unity 4.x许可证翻译:U_鹰▪Step-by-Step Guide to Online Activation of Unity 4.0在线激活Unity4.0逐步指南翻译:U_鹰▪Step-by-Step Guide to Manual Activation of Unity 4.0手工激活Unity4.0逐步指南翻译:U_鹰o Game Code Questions游戏代码问题翻译:U_鹰▪How to make a simple first person walkthrough如何制作一个简单的第一人称步骤?翻译:U_鹰o Graphics Questions图形问题翻译:U_鹰▪How do I Import Alpha Textures?如何导入Alpha纹理?翻译:我是头觅食的野猪▪How do I Use Normal Maps?如何使用法线贴图?翻译:我是头觅食的野猪▪How do I use Detail Textures?如何使用细节纹理?翻译:杨希羚▪How do I Make a Cubemap Texture?如何制作一个Cubemap纹理?翻译:杨希羚▪How do I Make a Skybox?如何制作天空盒?翻译:我是头觅食的野猪▪How do I make a Mesh Particle Emitter? (Legacy Particle System)如何制作网格粒子发射器?(旧的粒子系统)翻译:我是头觅食的野猪▪How do I make a Splash Screen?如何制作启动屏幕?翻译:杨希羚▪How do I make a Spot Light Cookie?如何制作聚光灯投影遮罩?翻译:杨希羚▪How do I fix the rotation of an imported model?如何修正导入模型的旋转?翻译:我是头觅食的野猪▪How do I use Water?如何使用水?翻译:杨希羚o FBX export guide如何导出FBX翻译:我是头觅食的野猪o Art Asset Best-Practice Guide怎样高效部署资源文件实践指南翻译:一米的馒头o How do I import objects from my 3D app?如何从3d应用程序中导入物体?翻译:用生命舞蹈▪Importing Objects From Maya从maya导入物体翻译:用生命舞蹈▪Importing Objects From Cinema 4D从Cinema 4D导入物体翻译:用生命舞蹈▪Importing Objects From 3D Studio Max从3D Studio Max导入物体翻译:用生命舞蹈▪Importing Objects From Cheetah3D从Cheetah3D导入物体翻译:我是头觅食的野猪▪Importing Objects From Modo从Modo导入物体翻译:我是头觅食的野猪▪Importing Objects From Lightwave从Lightwave导入物体翻译:我是头觅食的野猪▪Importing Objects From Blender从Blender导入物体翻译:我是头觅食的野猪▪Using Blender and Rigifyo Workflow Questions工作流程问题▪Getting started with Mono Develop(Mono Develop入门)翻译:肥耀▪How do I reuse assets between projects?怎样在项目间重用资源?翻译:肥耀▪How do I install or upgrade Standard Assets?怎样安装和升级标准资源包?翻译:肥耀▪Porting a Project Between Platforms平台间的项目移植翻译:Cantilena o Mobile Developer Checklist移动开发者清单翻译:悄悄▪Crashes系统崩溃翻译:悄悄▪Profiling性能分析翻译:悄悄▪Optimizations优化翻译:悄悄o How to deliver an application to the Apple Mac Store.•Advanced高级o Vector Cookbook向量介绍翻译:冷水泡面▪Understanding Vector Arithmetic理解向量运算翻译:冷水泡面▪Direction and Distance from One Object to Another从一个对象到另一个对象的方向和距离翻译:冷水泡面▪Computing a Normal/Perpendicular vector计算法线向量/垂直向量翻译:冷水泡面▪The Amount of One Vector's Magnitude that Lies in Another Vector's Direction一个向量的大小的数量位于另一个向量方向上翻译:冷水泡面o AssetBundles (Pro only)资源包(仅专业版)翻译:bwhale▪AssetBundles FAQ资源包问答翻译:bwhale▪Building AssetBundles创建资源包翻译:bwhale▪Downloading AssetBundles下载资源包翻译:bwhale▪Loading resources from AssetBundles从资源包中加载资源翻译:bwhale▪Keeping track of loaded AssetBundles追踪所下载的资源包翻译:bwhale▪Storing and loading binary data in an AssetBundle存储加载资源包中的二进制数据翻译:bwhale▪Protecting Content内容保护翻译:bwhale▪Managing asset dependencies管理资源依赖关系翻译:bwhale▪Including scripts in AssetBundles在资源包中包含脚本翻译:bwhaleo Graphics Features图形功能▪HDR (High Dynamic Range)高动态范围(HDR)图像翻译:肥耀▪Rendering Paths渲染路径翻译:肥耀▪Linear Lighting (Pro Only)线性光照(仅专业版)翻译:U_鹰▪Level of Detail (Pro Only)细节级别(仅专业版)翻译:肥耀▪Shaders着色器翻译:肥耀▪Shaders: ShaderLab & Fixed Function shaders着色器:着色器语言&固定功能着色器翻译:风里疯语▪Shaders: Vertex and Fragment Programs着色器:顶点和片段程序翻译:风里疯语▪Using DirectX 11 in Unity 4在Unity 4使用DirectX 11翻译:U_鹰▪Compute Shaders计算着色器翻译:13y32r▪Graphics Emulation图形仿真翻译:我是头觅食的野猪o AssetDatabase资源数据库翻译:肥耀o Build Player Pipeline构建播放器管线翻译:我是头觅食的野猪o Profiler (Pro only)分析器(仅专业版)翻译:肥耀▪Profiler window分析器窗口翻译:肥耀▪CPU Usage Area CPU使用率区域翻译:Cantilena▪Rendering Area渲染区域翻译:肥耀▪Memory Area内存区域翻译:Cantilena▪Audio Area音频区域翻译:Cantilena▪ProfilerPhysics物理学区域翻译:肥耀▪GPU Area GPU区域翻译:肥耀o Lightmapping Quickstart光照贴图快速入门翻译:用生命舞蹈▪Lightmapping In-Depth光照贴图深入学习翻译:用生命舞蹈▪Custom Beast Settings自定义Beast设置翻译:一米的馒头▪Lightmapping UVs光照贴图UV翻译:用生命舞蹈▪Light Probes灯光探测器翻译:用生命舞蹈o Occlusion Culling (Pro only)遮挡剔除(仅专业版)翻译:肥耀o Camera Tricks摄像机技巧翻译:U_鹰▪UnderstandingFrustum了解视锥体翻译:重生の记忆▪The Size of the Frustum at a Given Distance from the Camera从摄像机到给定距离的视锥体的大小翻译:我是头觅食的野猪▪Dolly Zoom (AKA the "Trombone" Effect)推拉变焦(又称伸缩变焦)翻译:我是头觅食的野猪▪Rays from the Camera摄像机射线翻译:我是头觅食的野猪▪Using an Oblique Frustum使用斜视锥体翻译:我是头觅食的野猪▪Creating an Impression of Large or Small Size创建一个大或小尺寸的感觉翻译:我是头觅食的野猪o Loading Resources at Runtime在运行时加载资源翻译:肥耀o Modifying Source Assets Through Scripting通过脚本修改源资源翻译:肥耀o Generating Mesh Geometry Procedurally用程序生成网格几何体翻译:肥耀▪Anatomy of a Mesh网格剖析翻译:肥耀▪Using the Mesh Class使用Mesh类翻译:肥耀▪Example - Creating a Billboard Plane示例- 创建一个广告牌平面翻译:肥耀o Rich Text富文本翻译:无悔o Using Mono DLLs in a Unity Project在Unity项目中使用Mono DLL(动态链接库)翻译:X-droido Execution Order of Event Functions事件函数的执行顺序翻译:X-droido Practical Guide to Optimization for Mobiles优化手机的实用指南翻译:Cantilena ▪Practical Guide to Optimization for Mobiles - Future & High End Devices优化手机的实用指南- 未来及高端设备翻译:Cantilena ▪Practical Guide to Optimization for Mobiles - Graphics Methods优化手机的实用指南- 图形方法翻译:Cantilena▪Practical Guide to Optimization for Mobiles - Scripting and Gameplay Methods优化手机的实用指南- 脚本和游戏设置方法翻译:萤之助▪Practical Guide to Optimization for Mobiles - Rendering Optimizations 优化手机的实用指南- 渲染优化翻译:萤之助▪Practical Guide to Optimization for Mobiles - Optimizing Scriptso Structure of an Unity XCode Project Unity XCode项目结构翻译:U_鹰o Optimizing Graphics Performance优化图形性能翻译:肥耀▪Draw Call Batching描绘调用批处理翻译:Amazonzx▪Modeling Characters for Optimal Performance为优化性能建模角色翻译:肥耀▪Rendering Statistics Window渲染数据统计窗口翻译:肥耀o Reducing File Size减小文件大小翻译:我是头觅食的野猪o Understanding Automatic Memory Management了解自动内存管理翻译:一米的馒头o Platform Dependent Compilation平台依赖编译翻译:我是头觅食的野猪o Generic Functions泛型函数翻译:肥耀o Debugging进行调试翻译:我是头觅食的野猪▪Console控制台翻译:U_鹰▪Debugger调试器翻译:我是头觅食的野猪▪Log Files日志文件翻译:肥耀▪Accessing hidden folders访问隐藏文件夹翻译:肥耀o Plugins (Pro/Mobile-Only Feature)插件- 只用于专业版/移动版功能翻译:太昊|仙境乐网▪Building Plugins for Desktop Platforms为桌面平台创建插件翻译:雨天▪Building Plugins for iOS为iOS创建插件翻译:雨天▪Building Plugins for Android为Android创建插件翻译:雨天▪Low-level Native Plugin Interface底层本地插件接口翻译:雨天o Textual Scene File Format (Pro-only Feature)文本场景文件格式(仅专业版功能)翻译:U_鹰▪Description of the Format格式说明翻译:我是头觅食的野猪▪YAMLSceneExample YAML场景示例翻译:我是头觅食的野猪▪YAML Class ID Reference YAML 类ID参考翻译:U_鹰o Streaming Assets流媒体资源翻译:我是头觅食的野猪o Command line arguments命令行参数翻译:一米的馒头o Running Editor Script Code on Launch启动时运行编辑器脚本代码翻译:U_鹰o Network Emulation网络仿真翻译:肥耀o Security Sandbox of the Webplayer网络播放器的安全沙箱翻译:我是头觅食的野猪o Overview of available .NET Class Libraries可用的.NET类库概述o Visual Studio C# Integration Visual Studio C#集成翻译:我是头觅食的野猪o Version control integration (Team license only)o Using External Version Control Systems with Unity使用Unity的外部版本控制系统翻译:我是头觅食的野猪o Analytics分析翻译:肥耀o Check For Updates更新检查翻译:肥耀o Installing Multiple Versions of Unity安装多个Unity版本翻译:青青子矜o Trouble Shooting故障排除翻译:U_鹰▪Troubleshooting Editor编辑器故障排除翻译:IanZhang▪Troubleshooting Webplayer网页播放器故障排除翻译:IanZhang Desktop•Shadows in Unity阴影翻译:U_鹰o D irectional Shadow Details平行光阴影细节翻译:U_鹰o T roubleshooting Shadows阴影疑难解答翻译:U_鹰o S hadow Size Computation阴影大小计算翻译:U_鹰o I ME in Unity Unity的输入法编辑器翻译:U_鹰o O ptimizing for integrated graphics cards为集成显卡优化翻译:U_鹰•Web Player Deployment网络播放器部署翻译:U_鹰o H TML code to load Unity content用HTML代码加载Unity内容翻译:U_鹰o W orking with UnityObject2使用精缩的UnityObject2翻译:IanZhango C ustomizing the Unity Web Player loading screen自定义Unity网络播放器加载的屏幕翻译:U_鹰o C ustomizing the Unity Web Player's Behavior自定义Unity网络播放器的行为翻译:U_鹰o U nity Web Player and browser communication Unity网络播放器和浏览器通信翻译:U_鹰o U sing web player templates使用网络播放器模板翻译:U_鹰o W eb Player Streaming网络播放器流处理翻译:U_鹰o W ebplayer Release Channels网页播放器版本翻译:人中吕布•Using the Chain of Trust system in the Web Player在网页播放器使用信任链系统翻译:人中吕布。

四自由度写字机器人的基础研究

四自由度写字机器人的基础研究

III
重庆大学硕士学位论文
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1
1.1 课题来源及意义
绪论
随着知识经济时代的到来,高技术及其产业化已成为世人瞩目的焦点。机器 人技术作为高技术的一个重要分支普遍受到各国政府的重视,已经成为制造业中 不可缺少的重要装备和手段,同时也成为衡量一个国家制造业水平和科技水平的 重要标志。自从60年代机器人进入工业领域以来,世界各国历年累计销售机器人 到2000年底的总数约为120万台,包括日本装备的专用工业机器人。据ECE和IFR 估计,到2000年底,全世界实际在役工业机器人的数量为75万台左右[1]。我国政府 对机器人的研究也非常重视,早在“七五”期间就开始对工业机器人攻关,并取 得了一定的成绩。在1986年启动了国家高技术计划(863计划),设立了机器人技术 主题,它的任务就是研究开发先进的机器人系统。 80年代以来,随着机器人应用在广度和深度上的发展,人们希望可以在简化机 器人的设计和结构部件、降低机器人制造成本的同时,增强机器人系统的功能,并 增加机器人功能和结构的多样性,所以在机器人学研究领域出现了对可重构机器 人(ReconFig.urable robot)的研究。可重构机器人是对机器人的模块化,机器人的 组成模块可以互换装配、柔性组合[2]。模块化可重构的概念已经在工业机器人和一 些特种机器人的研究中引起了广泛兴趣,如 Hamlin G. J. 在其博士论文中提出 TETEROBOT模块化超冗余并行机器人学[3]。所谓的模块机器人,是将由多个关节 (驱动器)模块单元和连杆模块单元装配而成,关节模块是独立的驱动与传动单元, 而连杆模块则是两端带适应联接的构件[4]。 当前我国的机器人生产都是应用户的要求,“一个客户,一次重新设计”,品种 规格多、批量小、零部件通用化程度低、供货周期长、成本也不低,而且质量、可 靠性不稳定。因此迫切需要解决产业化前期的关键技术,对产品进行全面规划,搞 好系列化、通用化、模块化设计,积极推进产业化进程[5]。 “十五”期间,我们承担的“一种多螺旋式新型通用关节的研究”课题,就 是来源于国家高技术研究发展计划(863计划)先进制造及自动化技术领域中机器 人技术主题关键技术的攻关项目,目的是开发出一种新型的通用的、尺寸小、力 矩大的能够用于机器人腰部和手臂的关节。

基于共形几何代数的工业机器人运动学分析

基于共形几何代数的工业机器人运动学分析

2024年第48卷第3期Journal of Mechanical Transmission基于共形几何代数的工业机器人运动学分析于洋1魏梦迪1徐桂鹏2任思敏1魏雅鑫1(1 西安科技大学机械工程学院,陕西西安710054)(2 华电重工股份有限公司,北京100071)摘要为解决工业机器人运动学求解复杂程度高、运算量大的问题,将共形几何代数(Confor‑mal Geometric Algebra,CGA)方法引入到工业机器人运动学模型构建中。

在正运动学求解过程中,利用CGA中平移算子和旋转算子列出各关节的运动表达式,求出机器人末端执行器的位姿;在逆运动学求解过程中,将构造的基本几何体进行外积计算,求得各关节点的位置,然后构造过关节点的线和面,并在CGA框架内做内积,得到所有关节角的余弦表达,求解得到机器人逆运动学的全部解;最后,以MOTOMAN-HP20D型6自由度工业机器人为例进行计算,并通过Matlab/Simulink软件验证了算法的准确性和有效性,为机器人后续的运动控制奠定了基础。

关键词共形几何代数运动学分析工业机器人基本几何体Kinematic Analysis of Industrial Robots Based on Conformal Geometric AlgebraYu Yang1Wei Mengdi1Xu Guipeng2Ren Simin1Wei Yaxin1(1 College of Mechanical Engineering, Xi'an University of Science and Technology, Xi'an 710054, China)(2 Huadian Heavy Industries Co., Ltd., Beijing 100071, China)Abstract In order to solve the problem of high complexity and large amount of computation for kinemat‑ics of industrial robots, conformal geometric algebra (CGA) is introduced to the construction of kinematics model of industrial robots. In the forward kinematics solving process, the motion expressions of each joint are obtained by using the translation and rotation operators in CGA, and then the pose of the end-effector of the robot is ob‑tained. In the process of solving the inverse kinematics, cross product of the constructed basic geometry is car‑ried out to obtain the position of each joint node, the lines and planes through the joint node are constructed, the inner product is made in the CGA frame to obtain the cosine expression of all joint angles, and then all the solu‑tions of the robot's inverse kinematics are solved. Finally, the MOTOMAN-HP20D 6-DOF industrial robot is used for example calculation, and the accuracy and effectiveness of the algorithm is verified by Matlab/Simulink software, which lays the foundation for the subsequent motion control of the robot.Key words Conformal geometric algebra Kinematic analysis Industrial robot Basic geometry0 引言随着科学技术的迅速发展,工业机器人在航空航天、海洋工程、汽车生产等智能制造行业得到了广泛应用,很多设备的生产都是由工业机器人全自动完成的[1]。

[定稿]3d英文翻译中文对照

[定稿]3d英文翻译中文对照

3d英文翻译中文对照第一部:3DMAX6.0的中英文对照表3DMAX的中英文对照,希望对大家有帮助!FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)Save Selected(保存所选择的对象) Redo(恢复) XRef Objects(外部参考物体) Clone(复制)XRef Scenes(外部参考场景) Delete(删除)Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转)Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择) Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属PPP)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组) Align Camera(对齐摄像机) Explode(分解) Scaping Tool(间距修改工具) Detach(分离) Transform Type-In(输入变换坐标) Attach(合并) Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)VIEWS(视图菜单)Undo(撤消)Redo(重复)Save Active View(保存当前激活的视图状态) Restore Active View(还原当前激活的视图状态) Grids(栅格)Show Home Grid显示主栅格)Activate Home Grid(激活主栅格)Activate Grid Object(激活栅格对象)ALign To View(对齐视图).Viewport Background(背景图像).Update Background Transform(更新背景图像).Rest Background Transform(重设背景转换).Show Transform Gizmo(显示转换范围框).Show Ghosting(显示前后帖).Show Key Times(显示轨迹点时间).Shade selected(阴影选择).Show Dependencies(显示从属物体)..Instances(相依物体)..Reference(参考物体).Match Camera To View(相机与视图相配).Add Default Lights To Scene(向场景添加缺省灯光).Redraw All Views(重画所有的视图).Deactivate All Maps(休眠所有贴图).Update During Spinner Drag(微调控制项拖动时更新).Expert Mode(专家模式)Object(物体工具栏) Create(创建命令面板)Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)材质编辑器 Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图).Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数)Maps(贴图).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合) .Adove Premiere Video Filter(PM滤镜) Matte/Shoadow().Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动).Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点).TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型 Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形) Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)参数区卷展栏Shader Basic Parameters(着色基本参数区) .Blinn(宾氏).Anisotropic(各向异PPP).metal(金属).Multi-layer(多层式).Phong(方氏).Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象) Blinn Basic Patameters(宾氏基本参数区) .Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率).Displacement(置换贴图)Dvnamics Properties(动力学属PPP区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material(背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射)..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命).Set Number(设置数目) Perlin Marble(珍珠岩) .Number Of Materials(材质数目) Planet(行星) Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射) .Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合)Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型) .Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线)Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Global Lighting(球形照明) Snow(雪)Atmosphere(大气) Blizzard(暴风雪)Combustion(燃烧) PArray(粒子列阵)Volume Light(体光) Pcloud(粒子云)Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)Volume Fog(体雾)第二部:3DMAX菜单注解一、File(文件)菜单New(新建):在不改变当前场景系统设置下清除场景中的所有内容。

Inverse kinematics positioning using nonlinear programming for highly articulated figures

Inverse kinematics positioning using nonlinear programming for highly articulated figures

Inverse Kinematics Positioning Using Nonlinear Programmingfor Highly Articulated FiguresJianmin Zhao and Norman I.BadlerDepartment of Computer and Information ScienceUniversity of PennsylvaniaPhiladelphia,PA19104-6389AbstractAn articulatedfigure is often modeled as a set of rigid segments connected with joints.Its configuration can be altered by varying the joint angles.Although it is straightforward to computefigure configurations given joint angles(forward kinematics),it is not so tofind the joint angles for a desired configuration (inverse kinematics).Since the inverse kinematics problem is of special importance to an animator wishing to set afigure to a posture satisfying a set of positioning constraints,researchers have proposed many approaches.But when we try to follow these approaches in an interactive animation system where the object to operate on is as highly articulated as a realistic humanfigure,they fail in either generality or performance,and so a new approach is fostered.Our approach is based on nonlinear programming techniques.It has been used for several years in the spatial constraint system in the Jack TM humanfigure simulation software developed at the Computer Graphics Research Lab of the University of Pennsylvania,and proves to be satisfactorily efficient,controllable,and robust.A spatial constraint in our system involves two parts:one on thefigure,called the end-effector,and the other one on the spatial environment,called the goal.These two parts are dealt with separately,so that a neat modular implementation is achieved.Constraints can be added one at a time with appropriate weights designating the importance of this constraint relative to the others,and the system solves them and retains them whenever a constraint is violated because either thefigure or the goal is moved.In case it is impossible to satisfy all the constraints thanks to physical limits,the system stops with the optimal solution for the given weights.In addition,the rigidity of each joint angle can be controlled,which is useful when degrees of freedom are redundant.Categories and Subject Descriptors:I.3.7[Computer Graphics]:Three-Dimensional Graphics and Realism–animationGeneral Terms:Algorithms,PerformanceAdditional Key Words and Phrases:Inverse kinematics,highly articulatedfigures,nonlinear pro-gramming1IntroductionIn computer animation,an articulatedfigure is often modeled as a set of rigid segments connected by joints.A joint is,abstractly,a constraint on the geometric relationship between two adjacent segments.This “relationship”is expressed by a number of parameters called joint angles.With judicious selection of joints, so that,e.g.,segments are connected to form a tree structure,a collection of the joint angles of all the joints corresponds one-on-one to a configuration of thefigure.While this correspondence provides an immediate computer representation of articulatedfigure configurations in the sense that given a set of joint angles it is straightforward to compute the corresponding configuration,the problem offinding a set of joint angles that corresponds to a given configuration,the inverse kinematics problem,persists in practice.The inverse kinematics problem,however,is extremely important in computer animation,since it is often the spatial appearance,rather than the joint angles,that an animator is interested in.Naturally,the problem has received attention of many researchers in computer animation,as well as in robotics(see the next section),but the various algorithms reflect particular aspects of the problem and fail to provide a general,efficient,and robust solution for positioning highly articulatedfigures in an interactive animation system.In interactive manipulation of articulatedfigures,where an animator poses afigure in the spatial context whereas joint angles are merely internal(and possibly hidden)representations of postures(configurations) [18],the joint angles that define the target configuration is much more interesting than the process that the joint angles take in arriving at the target.It is the responsiveness that is essential.Quick response is also essential for practical control of articulatedfigures where the mapping from spatial configurations to joint angles has to be done repeatedly.For example,in path planning with strength constraints,the predictionof the next configuration is transformed to joint angles iteratively[14].Workspace computation is another example[1].In the former example,the time sequence is handled by some other level of control;and in the latter example,the process that the joint angles take in arriving at target postures is not pertinent.It is in this context that we offer a new approach to the inverse kinematics problem.In the following section,we shall talk about our motivation in more detail.Our approach is based on nonlinear programming, a numerical method for solving the minimum of a nonlinear function.It searches for the solution in the high-dimensional joint angle space based on computational economy rather than physical meanings.It deals with joint limits intrinsically rather than as a special case.It is successfully implemented and has found wide uses,as noted above.Because of the complex nature of nonlinear functions,many efficient nonlinear programming algorithms terminate when theyfind local minima.The algorithm we picked has this limitation,too.In practice, however,this is not an unacceptably serious problem.Local minima are less likely when the target configuration is not too distant from the starting one.If they do occur during interactive manipulation,users can easily perturb thefigure configuration slightly to get around the local minima.2BackgroundInverse kinematics for determining mechanism motion is a common technique in mechanical engineering, particularly in robot research[16].In robotics,however,people are mostly concerned about the functionality of manipulators;overly redundant degrees of freedom are usually not desired except for special purposes. Moreover,the computation is usually carried out on particular linkage geometries.In contrast,many interesting objects in the computer animation domain,the humanfigure,for example,have many redundant degrees of freedom when viewed as a tree-structured kinematic mechanism.So it was necessary to look for effective means for solving this problem under various circumstances peculiar to computer animation.Korein and Badler began to study and implement methods for kinematic chain positioning,especially in the context of joint limits and redundant degrees of freedom[12,13].In[3],Badler et al used position constraints to specify spatial configurations of articulatedfigures.They recursively solved for joint angles to satisfy multiple position constraints.But,owing to their simple solver,the constraints handled were limited to the type of point-to-point position constraints only.Girard and Maciejewski adopted a method from robotics.In[11],they calculated the pseudo-inverse of the Jacobian matrix which relates the increment of the joint angles to the displacement of the end-effector in space.The main formula is∆∆where∆is the increment of the joint angle vector,∆is the displacement of the vector representing the position and/or orientation of the end-effector in space,and is the pseudo-inverse of the Jacobian. To understand this,we can think of as a3-D column vector denoting the position of the hand,and as a n-D column vector consisting of all joint angles which may contribute to the motion of the hand—e.g.,all the joint angles from the shoulder to the wrist.This is a differential equality;in other words,the equality holds only if we ignore the displacement of higher order∆2.It was developed to drive the robot, where the increment is small because actual motion has to be carried out physically in continuous way.To simply position a humanfigure in a computer simulated environment,however,it would not be economical to move the end-effector by“small”steps;in making a computer animation sequence,it would not be optimal either to take a step size smaller than necessary.Moreover,the pseudo-inverse calculation required for each step in this formula is normally quite expensive and they did not deal with joint limits.Witkin et al used energy constraints for positioning purposes[24].Constraints can be positional or orientational.They are satisfied if and only if the energy function is zero.The way they solved constraints is to integrate the differential equation:where is the parameter(e.g.,joint angle)vector which defines the configuration of the system,is the energy function of,and is the gradient operator.Clearly,if is the integral with some initial condition,monotonically decreases with time,because2In the joint angle space,constantdefines a line,called the iso-energy line,on which the energy function takes an identical value.For any number(energy level),there is such a line.Under this physical meaning of the energy function,Witkin et al’s method searches the path from the initial configuration to the target configuration which is,at any point, perpendicular to the iso-energy lines.Instead of associating energy functions with constraints,Barzel and Barr introduced deviation functions which measure the deviation of two constrained parts[5].They discussed a variety of constraints in[5],such as point-to-point,point-to-nail,etc.,and their associated deviation functions.A segment in their system of rigid bodies is subjected to both external forces,such as the gravity,and constraint forces,which bring the deviations to zero whenever they are greater.Constraint forces are solved from a set of dynamic differential equations which requires that all deviations go to zero exponentially in a certain amount of time.It is worth noting that an approach based on physical modeling and interpretation is also used by Witkin and Welch on nonrigid bodies whose deformations are controlled by a number of parameters[25].To apply this kind of methods to articulatedfigures,a joint would be considered as a point-to-point constraint and added to the system as an algebraic equation.This poses some practical problems that render such solutions inappropriate to highly articulatedfigures.First,it is not unusual to have several dozen joints in a highly articulatedfigure,which would add to the number of constraint equations substantially.Second,a joint of an articulatedfigure is meant to be an absolute constraint.In other words,it should not compete with any constraint that relates a point on a segment of thefigure to a point in space.This competition often gives rise to numerical instability.We notice that all those methods have a property in common:the target configuration is the result of a process from a starting one.This process bears some physical meaning.In Girard and Maciejewski’s method [11],the process is determined by the end-effector path;in Witkin et al’s method[24],it is determined by the energy function(the path in space is perpendicular to the family of iso-energy lines);in Barzel and Barr’s method[5]or other dynamic methods([25]),the process is determined by the physical interpretations of each segment,and external and constraint forces exerted on it.Not only can these methods solve the constraints,but also offer a smooth process in which the constraints are satisfied in certain contexts.The achieved target configuration is,therefore,natural in the sense that it results from a process that the user is more or less able to comprehend and control.But this property is not free.If we are only concernedabout the target configuration defined by the spatial constraints,rather than the physical realization,which is true in many circumstances,physical methods could be computationally inefficient,because they add extra burdens to the original geometric problem.For example,in searching for a(local)minimum along a line,one mayfirst choose a small step size and then compute the function value until it rises.Another way tofind the solution could be like this.First locate an interval in which the minimum lies,and then use the golden ratio method,a method similar to binary search,tofind the minimum.Thefirst method shows a vivid picture of how the function changes to the minimum gradually,whereas the second method is statistically much faster.Therefore,since a target configuration can be defined by the minimum of an energy function(see [24]),why don’t we look for the minimum directly?As for naturalness of the target configuration,we may give the user more immediate control by allowing the user to specify more constraints,if it remains affordable.Nonlinear programming is a numerical technique to solve for(local)minima of nonlinear functions. The solution search maintains numerical efficiency and robustness;the intermediate values from the starting state to thefinal one could be in general fairly“irregular”.There are two classes of nonlinear programming problems.One is the unconstrained nonlinear programming,where the variables are free to take any values; the other one is the constrained nonlinear programming,where the variables can only take values in a certain range.The constraints on the variablesfit exactly to joint limits of articulatedfigures.Although the latter problem can be theoretically reduced to the former one,both unconstrained and constrained nonlinear programming problems have been studied extensively,because simple reduction may cause numerical instability.So we propose a new approach to the inverse kinematics problem based on nonlinear programming methods.Our target application is interactive manipulation of highly articulatedfigures,such as human figures,where joints and joint limits must not be violated.3Spatial ConstraintsThe basic geometric entity considered here is the articulatedfigure.The data structure of an articulated figure we used is defined by the Peabody language developed at the Computer Graphics Research Lab atcnstr.........joint angle index table weight,joint chain,θGoalG, gAssemblerMG, mgNon-linearObjective FunctionGenerator Programminggoal type,parametersEnd-effector Figure 1:Multiple Spatial Constraint Systemthe University of Pennsylvania [17].A Peabody figure is composed of rigid segments connected together by joints.Each joint has several rotational and translational degrees of freedom subject to joint limits.The data structure can be viewed as a tree,where nodes represent segments and edges represent joints.Having decided on the data structure,we need to address the problem of setting a figure to a desired posture.As discussed in the introduction,we wish to be able to adjust the posture directly in the spatial domain.Our spatial constraints are designed for this purpose.A spatial constraint is simply a demand that the end-effector on a segment of a figure be placed at and/or aligned with the goal in space.To say that a constraint is satisfied is equivalent to saying that the goal is reached.The end-effector’s propensity to hold on to the goal persists until the constraint is disabled or deleted.Figure 1is a diagram of the multiple spatial constraint system in Jack .The system consists of threemajor components:Objective Function Generator,Assembler,and Nonlinear Programming solver.They are described in the following sections.4End-effectors4.1End-effector MappingsFormally,we can view an end-effector as a mapping::Θ1ΘwhereΘis the joint angle space,the set consisting of all joint angle vectors,and3222 where3denotes the set of3-D vectors,and2the set of3-D unit vectors.Accordingly,is a9-D vector,whosefirst three components form a positional vector,designating the spatial position of a point on the end-effector segment,the second and the third three components form two unit vectors,designating directions of two independent unit vectors on the end-effector segment.Given an instance of the joint angles of all the joints,,the end-effector associates a9-D vector according to thefigure definition.Since segments of afigure are rigid,the angle expanded by the last two unit vectors should remain unchanged.A convenient choice is to set it to90degrees.These nine numbers uniquely determine the position and orientation of the end-effector segment in space.Thefirst three numbers are independent, but the next six numbers are not.They must satisfy two unity equations and one expanded angle equation. These three equations take away three degrees of freedom from,so that has only six independent quantities,which are exactly needed to determine the position and orientation of a rigid body in space.Let’s take an example.Let the end-effector segment be the right hand,and the pelvis befixed temporarily, serving as the root of thefigure tree definition.Given joint angles of all the joints from the waist to the right wrist present in vector,the location and orientation of the right hand can be computed and the result is put in,provided that a point and two orthonormal vectors attached on the hand have been selected for reference.21 1solve the constraint requires the derivative quantities.1The matrix is the Jacobian matrix.Its use will be explained later.Naturally,it is this module’s responsibility to compute it.The vector is composed of some combination of a point vector and two unit vectors on the end-effector segment.Referring to Figure2,let be a point vector and be a unit vector on the end-effector segment.It is clear that in order to compute and,it is sufficient to know how to compute, ,,and.Because all the joints in our current humanfigure model are rotational joints,we discuss only rotational joints here.1Let the th joint angle along the chain be,and the rotation axis of this joint be unit vector. It turns out that and can be easily computed with cascaded multiplications of4by4homogeneous matrices.The derivatives can be easily computed,too(see[26]):.(4) 5Goals5.1Goal Potential FunctionsA goal can also be viewed as a mapping::5 where the domain is the same as the range of the end-effector mapping defined in(2),and is the set of non-negative real numbers.Since the function assigns a scalar to a combination of position and directions in space,we call it a potential function.When the end-effector vector is plugged into the potential function as the argument,it produces a non-negative real number,,which is to be understood asthe distance from the current end-effector location(position and/or orientation)to the associated goal.For a pair of an end-effector and a goal,the range of the end-effector must be the same as the domain of the potential function.5.2Goal Computational ModuleThe Goal module is the other part of the Objective Function Generator(Figure1).It is to compute the potential and its gradient,the column vector formed by all its partial derivatives.Let2In practice,however,it may not be adequate,because this potential function,when combined witha position goal,would in effect make one unit difference in length as important as about one radiandifference in angle,which is not always intended.To make one length unit commensurate with degrees in angle,we need to multiply the above by a factor such that1360or,explicitly3602.8 To be moreflexible,the potential function is chosen to be2222.9 The gradient is then22(10)22.(11)A goal direction,such as,could be unconstrained by setting to0.This is useful,for example,to orientationally constrain the normal to the palm of a person holding a cup of water.Position/Orientation Goals.The position and orientation goal can be treated as two goals,but some-times it is more convenient to combine them together as one goal.The potential function for the position/orientation goal is chosen to be a weighted sum of the position and orientation components:2222212 where and are weights assigned to position and orientation,respectively,such that1.The domain322and the gradients,and can be calculated from(7),(10),and(11)above.Aiming-at Goals.The goal is defined by a point in space;the end-effector is defined by a position vector and a unit vector on the end-effector segment.The goal is reached if and only if the ray emanating from in the direction passes through.The domain of the potential function32This type of goal is useful,for example,in posing a humanfigure facing toward a certain point.The potential function2.(15)Line Goals.The goal is defined by a line which passes through points and,where is a unit vector.This line is meant for a point on the end-effector segment to lie on.The potential function2;16its domain3and gradient2.17Plane Goals.The goal is defined by a plane with the unit normal to and a point on it.Similar to the Line Goal,the plane is meant for a point on the end-effector segment to lie on.The potential function2;18its domain3and the gradient2.19 Half-space Goals.The goal is defined by a plane specified the same way as in the Plane Goal.The plane is used to divide the space into two halves.A point on the end-effector segment“reaches”the goal if and only if it is in the same half-space as the point is.The potential function0if0;202otherwiseits domain3and the gradient0if0212otherwise.6Spatial Constraint as a Nonlinear Programming ProblemA spatial constraint constrains an end-effector to a goal.From Section4and5,with the current joint angles being,the“distance”from the end-effector to the goal is simply22 This quantity can be computed byfirst invoking the end-effector module to compute,and then invoking the goal module with as the input argument of the potential function.This process is illustrated in Figure1.Ideally,we want to solve the algebraic equation,In reality,however,this equation is not always satisfiable,for the goal is not always reachable.Thus the problem would be naturally tofind in a feasible region that minimizes the function.Most of the joint angles in ourfigure definition have lower limits and upper limits.The joint angles for the shoulderare confined in a polygon.They can all be expressed in linear inequalities.Therefore,we formulate the problem as a problem of nonlinear programming subject to linear constraints on variables,that is,formally,minimize23subject to1212where12are column vectors whose dimensions are the same as that of’s.The equalities allow for linear relationships among the joint angles,and the inequalities admit of the lower limit and upper limit on,the th joint angle,as do the inequalities.The polygonal region for the shoulder joint angles(elevation,abduction,and twist)can be similarly expressed as a set of inequalities.7Solving the Nonlinear Programming ProblemThe problem posed in(23)tofind the minimum of the objective function is intractable without knowledge of the regularity of the objective function.Properties such as linearity or convexity that regulate the global behavior of a function may help tofind the global minimum.Otherwise,research in nonlinear programming area is mostly done to solve for local minima.It is worthwhile because,in practice,functions are moderate:the local minimum is often what one wants,or if it fails to be,some other local minimum found by another attempt with a new initial point would quite likely be.In order to have quick response,we chose to compromise for local minima.From years of observation, we have not seen many serious problems.The algorithm we used to solve the problem(23)is described in the Appendix.It iterates to approach the solution.At each iteration,it searches for a minimum along a certain direction.In order for the search direction to point to the solution more accurately so that fewer iterations will be needed,the direction is determined based on not only the gradient at the current point,but also the gradients at the previous steps of iteration.Our method is monotonic,namely that after any iterations the value that the objective function takes never increases,and globally convergent,namely that it converges to a(local)minimum regardless of the initial point.These two properties are very attractive to us because the configuration could otherwise diverge arbitrarily,which could cause disaster had the previous posture resulted from substantial effort.To carry out the computation,we need to compute and its gradient.It becomes easy now after preparation in Sections4and5.The function value can be computed as in(22),and the gradient can be computed as follows:defTherefore,our system handles multiple constraints.Since the objective function defined in(22)is non-negative,the multiple constraints are solved by minimizingthe sum of the objective functions associated with all the goalsall251where is the number of constraints,subscript denotes the association with the th constraint,is a non-negative weight assigned to the th constraint to reflect the relative importance of the constraint,and26 Thus,the multiple constraints can be solved as the problem(23)with replaced by all defined in (25).Note that’s can be computed independently,and only a number of additions are needed to compute all.This is also true for the gradient,for the gradient operator is additive,too.Constraints may also be tied together disjunctively,that is,they are considered satisfied if any one of them is satisfied.To solve this problem,we define the objective function asall min271It is useful,for example,to constrain an end-effector outside a convex polyhedron,because the outside space can be viewed as the disjunction of the outward half-spaces defined by the polygonal faces.9Assembler of Multiple ConstraintsAs stated in the previous sections,the overall objective function of multiple constraints can be found by computing separately and independently the objective functions of individual constraints and then adding them together.In this section,we shall explain how the Assembler works.The module Objective Function Generator takes a joint chain,an array of corresponding joint angles, goal type,and other parameters of a constraint as its input and computes the objective function value and its gradient.Since the partial derivatives with respect to the joint angles other than those on the joint chain are zero,the gradient determined by this module has to include only the derivatives with respect to the joint angles on the chain.This property lends itself to a clean modular implementation.However,two gradientvectors so structured for different constraints do not add directly—the th joint angle in one chain may not be the same as the th joint angle in another chain.The difference is resolved by the Assembler module.Suppose there are constraints.LetΘbe the ordered set of joint angles on the joint chain of the th constraint,and be the number of joint angles inΘ.LetΘ1Θ28 the union of allΘ’s with the order defined in certain way,and be the number of joint angles inΘ.In general,1,because of possible overlap amongΘ’s.Let’s define the index table as a mapping:121229 such that the th joint angle inΘcorresponds to the th joint angle in the overall index systemΘ.This index table,along with the weight of the constraint,are passed to the Assembler so that the effect of the th constraint to the gradient of the overall objective function all can be correctly accounted.Once the’s, the derivative of the objective function of the th constraint with regard to the th joint angle inΘ,are available,the Assembler does:For1to do,for12,where stands for the partial derivative of all with regard to the th joint angle inΘ.They are initially set to zero.10Reconciliation of Joint ChainsIt was suggested in Expression(28)that only a union was needed to combine all the joint chains.In fact,it is slightly more complicated,because we allow the user to specify the set of joints in the joint chain as the resource for the constraint satisfaction.The joint chain does not have to go from the end-effector segment back to the root in thefigure definition,and is specified by the user when he or she defines the constraint. Since the constraints may be input one by one,a joint which may affect the end-effector of one constraint but is not picked for the joint chain could well be picked for the joint chain of another constraint.For。

一种基于3-UU并联机构的腕关节康复机器人研制

一种基于3-UU并联机构的腕关节康复机器人研制

2024年第48卷第4期Journal of Mechanical Transmission一种基于3-UU并联机构的腕关节康复机器人研制田培良刘智飞王炜博马晓宝兰媛(太原理工大学机械与运载工程学院,山西太原030024)摘要在3-UU并联机构基础上研制腕关节康复机器人样机,辅助中风患者进行腕关节康复训练。

回顾了3-UU机构演化过程和自由度,根据3-UU机构的约束关系和几何特性,采用球坐标法和滚动-俯仰-偏航(Roll-Pitch-Yaw,RPY)法分析机构逆运动学,得到机构平台和驱动的关系式;将研制的样机与经典的3-RRR腕关节康复机构进行对比,得出本机构不存在多解和奇异值等优点;对样机运动性能以及前臂两大肌群的肌电信号进行了测试。

实验表明,该机构的最大横滚角度为-90°~90°,俯仰角度为-90°~90°,虚拟偏航角度为-180°~180°,最高能产生950 mV的肌电信号。

上述结果表明,所研制的样机能满足腕关节运动需求,对前臂肌群进行训练。

关键词腕关节训练并联机构逆运动学康复机器人Research and Manufacturing of Wrist Joint Rehabilitation Robots Based onthe 3-UU Parallel MechanismTian Peiliang Liu Zhifei Wang Weibo Ma Xiaobao Lan Yuan(College of Mechanical and Vehicle Engineering, Taiyuan University of Technology, Taiyuan 030024, China)Abstract Based on the 3-UU parallel mechanism, a prototype robot for wrist joint rehabilitation is devel⁃oped to assist stroke patients in wrist joint rehabilitation training. Based on the constraint relation and geometric characteristics of the 3-UU mechanism, the inverse kinematics of 3-UU mechanism is analyzed by spherical co⁃ordinate method and roll-pitch-yaw (RPY) method, and the relation between the platform and the driver is ob⁃tained. Compared with the classic 3-RRR wrist joint rehabilitation mechanism, the developed prototype has no advantages such as multi-solution and singular value. The motion performance of the prototype and the electro⁃myographic signals of the two major muscle groups in the forearm are measured. The experimental results show that the maximum roll angle is -90° to 90°, the pitch angle is -90° to 90°, and the virtual yaw angle is -180° to 180°. The maximum electromyogram (EMG) signal can be generated at 950 mV. The results show that the devel⁃oped model can meet the requirements of the wrist motion and train the forearm muscle group.Key words Wrist joint training Parallel mechanism Inverse kinematics Rehabilitation robot0 引言中风是一种很常见的疾病,会使大部分患者有不同程度的大脑受损,最终导致肢体僵硬。

InverseKinematics-Matlab

InverseKinematics-Matlab

Jacobian Solutions to the Inverse Kinematics ProblemMike TabaczynskiTufts UniversityMath 128 Fall 2005 Final ProjectSubmitted December 16, 2005Updated January 17, 20061Introduction1.1Conventions and Notation⋅Matrices are upper case italic.⋅Vectors and points are lower case bold.⋅Scalars are lower case italic or lower case Greek.⋅|| || is the 2 (Euclidean) norm⋅〈a,b〉 is the inner product of vectors a and b⋅World position is position in absolute coordinates.⋅Numbering convention root is the most fixed joint = zero, child joints numbered successively higher.1.2Problem DefinitionA manipulator such as a robot arm or an animated graphics character is modeled as a chain composed of rigid links connected at their ends by rotating joints. The goal is to move the end of the chain to some point in space as smoothly, rapidly, and accurately as possible.[5]The links are said to be hierarchical, so link 1 is the first link attached to a fixed base with “child” links numbered i+1, i+2, …, n successively attached to the chain. The “parent” of link i is link i-1.The mathematical model is each link i has an associated translation matrix T and variable rotation matrix R . Translation is from joint i to joint i+1 relative to the coordinate frame of parent link i-1so is based on the effective length of link i (x = link length, y , z = 0for a link whose rotation angle is defined relative to the line between its two pivots). Rotation is also relative to the coordinate frame of parent link i-1. Translation and rotation of joint 1 are relative to the fixed base, which is in the world coordinate frame, assumed at its origin. If in a real inverse kinetics problem it were not at the origin, a simple inexpensive translation can be applied to results to make it so.Each link i has an associated transformation matrix M i =T(t i )R (θi ) where t i is the translation vector from joint i to joint i+1 and θi is the angle of rotation of link i around the axis of rotation of joint i .The summary transformation between any 2 links i and j inclusive can be formed by concatenating the transforms M i through M j of the intervening links, so the position and orientation e of the end of a chain of n links for any state of translations and joints angles is given by the forward kinematics transformation matrixM e = M 1M 2…M nThe inverse kinematics (IK) problem is, given a goal position and a chain defined by M 1M 2…M n , calculate all the translations t i and joints angles θi to move the end of the chain to that goal.[1]1.3Snags Redundancy At most 6 degrees of freedom (DOF) are required for a chain to reach a goal (x , y , z position and 3 angles of end orientation). A typical chain with many links each having 6 DOF has more DOF than required to reach a goal so is an underdetermined system having multiple or an infinite number of solutions.A simple example is a 2 dimensional chain having 3 joints needs 2 DOF to reach a goal (x, y) but has 3 joint angles of rotation.BASE θ1θ2θ3LINK 1LINK 2LINK 3JOINT 1JOINT 2JOINT 3e CURRENTe GOALUnreachable targets The target can be farther than the chain can reach or can be at a point close to the base where no pivoting of links can bend the chain to reach.Singularities occur when no change in joint angle can achieve a desired change in chain end position, like at a fully outstretched chain, resulting in solution algorithms demanding excessively large angle changes.In summary, the IK problem requires solving an underdetermined nonlinear system that can have singularities. Exact solution methods are considered impractical, so the problem is approximated as a linear system and solved through iterative methods.1.4ObjectiveImplement, evaluate, and compare the Jacobian based solutions of the IK problem: pseudo inverse, truncated pseudo-inverse, transpose, and damped least squares (DLS).2Solutions2.1The Jacobian MatrixJacobian solutions are a linear approximation of the IK problem.[2][5]In the interest of simplifying this solution, the translation matrices T(t i )will be fixed and the orientation of chain end e will not be considered.⎥⎥⎥⎥⎦⎤⎢⎢⎢⎢⎣⎡=n θθθ...21θ is the set of rotation angles of the entire chain where θi is the rotation angle of joint i relative to joint i-1 or relative to the root if i = 1.e CURRENTe GOALe +∆eLINEARAPPROXIMATIONACTUAL MOTION⎥⎥⎥⎦⎤⎢⎢⎢⎣⎡=z y x e e e e is the world position of the end of the chain.The forward kinematic solution ise = ƒ(θ).The Jacobian J is a matrix of partial derivatives of the entire chain system relative to e . It linearly models chain end movement (how e changes) relative to instantaneous system changes in link translation and joint angle.[4][5]θeJ =θe ∂∂≡J ⎥⎥⎥⎥⎥⎥⎥⎦⎤⎢⎢⎢⎢⎢⎢⎢⎣⎡∂∂∂∂∂∂∂∂∂∂∂∂∂∂∂∂∂∂=n z z zn y y y n x x x e e e e e e e e e J θθθθθθθθθ.........212121J i , the i th column of the Jacobian, gives the velocity of e relative to a change in any joint angle θi .The inverse kinematic solution isθ = ƒ-1(e )soe θ1-=J This leads to an iterative solution to the IK problem. e current and e goal are known.∆e = e goal -e current∆θ = J -1∆eθcurrent = θprevious + ∆θwhich, if ∆e is limited to a small step, eventually converges e current to e goal .[2]Although ƒ and consequently J are theoretically not guaranteed to always be invertible, in practice, a physical chain will never be exactly in a configuration that results in asingularity. The performance of IK problem solutions when a chain is near a singularity configuration varies widely.The normal equation and SVD of J can be used to solve for ∆θ:J ∆θ = ∆eJ T J ∆θ = J T ∆eVS 2V T ∆θ = J T ∆e∆θ = VS -2V T J T ∆eTo compute J i , the i th column of the Jacobian (there are alternate ways to do this):z i is a unit vector parallel to the axis of rotation in link coordinates of joint i ,pointing into the page.p i is the world position of joint i .n i = e -p i is the vector from joint i to the end of the chain.J i = z i × n i .[5]If links were allowed to have variable translation (all 6 DOF), z i would be appended to the bottom of J i .[1] If the chain were allowed to have multiple branches (chain ends), those ends would also add more rows to J . The dimensions of J are always rows m = DOF of the goal and columns n = total DOF in the chain.Algorithm common to all methods1.Compute J .2.Compute Δθ.3.θ := θ + Δθ.4.Update the joint and end positions based on new θ.5.Repeat until e current is within tolerance of e goal or iteration count exhausted.2.2Pseudo InverseInverting J explicitly or implicitly in the above proposed solution is expensive and redundancy (underdetermination) in the system means J is almost always short and wide and therefore not invertible. A popular resolution of this issue is to use the pseudo inverseJ + = (J T J )-1J Tin place of J -1.∆θ = J +∆eJ +exists even when J is not square and full rank. [6]Although not as mathematicallycorrect as using the inverse (when it exists), this method tends to converge on the solution and error can be reduced by taking small steps per iteration.n 3p 1p 2p 3en 2n 1The pseudo inverse can be calculated using the reduced singular value decomposition (SVD)J = USV TJ + = VS -1U TS is diagonal and can be inverted rapidly. Further computation time may be saved by computing∑=+=ri Tii i J 11u v σwhere r is the rank of J , which is effectively one scalar/matrix and one matrix/matrix multiply instead of 2 matrix/matrix multiplies. [7]A few more flops can be saved by computing ∆θ directly in the above summation. [8]∆θ =e u v ∆∑=ri Ti i i 11σJ + can also be computed more rapidly without the SVD or any inversion by solving the normal equationJ T J Δθ = J T Δefor Δθ using Cholesky factorization (J T J is symmetric positive definite).This method has disadvantages: It does not support the truncated SVD (see 2.3) and is sensitive to J being ill-conditioned.Algorithm to compute Δθ using pseudo inverse1.Compute J +.2.Compute Δe = e goal -e current .3.Compute error = ||(I –J +J )Δe ||.4.If error > tolerance, Δe := Δe /2 and repeat 3.5.Δθ = J +Δe .2.3Truncated Pseudo InverseThe concept of the truncated pseudo inverse solution is simple. Problems introduced by singularities in the system are manifest as singular values equal to or near zero, so simply omit the components of the solution corresponding to those very small or zero singular values. These components cause the excessive joint angle swings that inhibitconvergence. The components corresponding to the larger singular values, which are retained in the solution, contribute the most toward smooth predictable convergence. This is easy to do in the J + or Δe summations given above:∑=+=ki T i i i J 11u v σ or ∆θ =e u v ∆∑=k i Ti i i 11σwhere k ≤r where r is the rank of J and σk is the smallest singular value that will contribute to the solution, determined by some threshold.The behavior of truncated pseudo inverse is claimed to be similar to that of damped least squares. [8]2.4TransposeThe transpose method simply replaces the pseudo inverse of J with the transpose of J, the logic being that e ∆=∆T J αθ converges toward a solution very slowly but, unlike J -1,J +, and the SVD, has effectively zero computation cost making each iteration of thealgorithm much shorter. The motion produced by the transpose method is claimed to be desirable because it closely matches the physics based model of the user pulling the end of the chain with an elastic band while other IK solutions produce successive chain configurations that can be dramatically different from each other resulting in jerky, unnatural motion.The constant αis chosen to minimize the new value of Δe after the system is updated with the newly computed joint angles.[5][6][7]ee ee ∆∆∆∆=T T T JJ JJ JJ ,,α2.5Damped least squares (DLS)The pseudo inverse and transpose methods are vulnerable to system singularities,reductions in rank of the Jacobian matrix to less than full. Those methods tend to oscillate at high amplitude near singularities as the algorithms try in vain to converge onunreachable targets. The DLS method compensates for these singularity problems by introducing a damping constant λ.2.5.1AlgorithmDLS finds the value of Δ that minimizes 222θe θ∆+∆-∆λJ (tracking error + joint velocities)= 22θe θ∆+∆-∆λJ = 2⎥⎦⎤⎢⎣⎡∆∆-∆θe θλJ = 2⎥⎦⎤⎢⎣⎡-∆∆-∆0θe θλJ = 2⎥⎦⎤⎢⎣⎡∆-∆⎥⎦⎤⎢⎣⎡0e θI J λWhich is equivalent to minimizing⎥⎦⎤⎢⎣⎡∆-∆⎥⎦⎤⎢⎣⎡0e θI J λThe corresponding normal equation is⎥⎦⎤⎢⎣⎡∆⎥⎦⎤⎢⎣⎡=∆⎥⎦⎤⎢⎣⎡⎥⎦⎤⎢⎣⎡0e θT T I J I J I J λλλ[][]⎥⎦⎤⎢⎣⎡∆=∆⎥⎦⎤⎢⎣⎡0e θI J I J I J TTλλλeθ∆=∆+T T J I J J )(2λJ is m by n and λI is n by n , so ⎥⎦⎤⎢⎣⎡I J λ is m+n by n (n is its minimum dimension). λI is of rank n because it is diagonal and so must have n linearly independent columns. λI makesthe rank of ⎥⎦⎤⎢⎣⎡I J λ = n , which means it has full rank because n = its minimum dimension.If ⎥⎦⎤⎢⎣⎡I J λ is full rank then so is T I J ⎥⎦⎤⎢⎣⎡λand ⎥⎦⎤⎢⎣⎡⎥⎦⎤⎢⎣⎡I J I J Tλλ, which = )(2I J J T λ+, which in turn must be invertible. The normal equation and solution for ∆ is theneθ∆+=∆-T T J I J J 12)(λT T J I J J 12)(-+λ=12)(-+I JJ J T T λso the above solution can be rewritten aseθ∆+=∆-12)(I JJ J T T λwhich, in typically IK problems, requires inversion of a matrix of much lower dimension.In terms of the SVD of J T i i ri i i T T I JJ J u v ∑=-+=+12212)(λσσλwhere σi ,u i ,v i are singular values and column vectors from the SVD of J [4][6]. After substitution, the final DLS solution ise u v θ∆⎪⎪⎭⎫ ⎝⎛+=∆∑=T i i r i i i 122λσσDLS works because when the system is near a singularity and a σi approaches zero, the λdominates the term22λσσ+i iin the equation above preventing the sum from growing excessively as it would in the analogous sum in the pseudo inverse method where the same term isiσ1To save computation time over the SVD based equation above, e θ∆+=∆-12)(I JJ J T T λcan be solved by using Cholesky factorization (I JJ T 2λ+is symmetric) tosolve e z ∆=+)(2I JJ T λ for z and substituting it into z θT J =∆.[6][8]2.5.2Determiningλ must be large enough to restrain angular velocity near singularities but small enough to allow rapid convergence.[6]There are several ways to find the optimal value. [8]Maximums Given the singular values σi of J , there are relatively simple formulas to compute λbased on conditions imposed on the maximum allowable values of ∆θ,∆e , or condition number.Minimum singular value λ can be computed via a somewhat more complicated way based on the minimum singular value of J .Numerical filtering This method uses different damping constants for each singular value rather than a single damping constant for the entire system. Higher damping constants are applied to small singular value that are likely to cause oscillation but not contribute significantly to convergence. Lower damping constants are applied to larger singularvalues that contribute significantly to convergence and won’t cause oscillation. The effect is to lower the overall damping constant applied to the system so near singularity effects are reduced without appreciably slowing convergence.The result is claimed to be similar to the truncated pseudo inverse method.2.5.3Moving the Target CloserWhen converging to unreachable targets, the Jacobian solution system gets close to a singularity as the chain attempts to stretch to reach the target. Even methods like the pseudo inverse that are well behaved at a singularity are unstable near that singularity [6]and will oscillate the chain trying to converge [7]. To reduce this problem, the target can effectively be “moved” closer to the chain end by modifying Δe as follows:⎪⎩⎪⎨⎧∆∆≤∆∆=∆otherwiseif :max max e e e e e d d [7] recommends setting d max several times larger than the chain end typically moves in a single step, or half the length of a typical link. [7] used 0.7 in experimentsAlgorithm to compute Δθ using DLSpute SVD.pute Δe = e goal -e current .3.M odify Δe as described abovepute λ if not fixed5.e u v θ∆⎪⎪⎭⎫ ⎝⎛+=∆∑=T i i r i i i 122λσσ.3Implementation3.1Simplifications and LimitationsThe model is only 2D with simple hinged joints (1 degree of freedom per joint). Only a single chain end is supported. Goals are position only, desired chain end orientation is not considered. Constraints such as joint rotation limits or self collisions are not handled. Scaling transforms are not supported and the solution does not attempt to minimize the “energy” used to move the links.3.2All AlgorithmsAll implementations were written and tested in MATLAB 7.0.1.15.Excessively large angle swings are limited by scaling Δθ so its norm is within a constant value. Experimentally, there was not a direct relationship between this value andconvergence. Very small values would never converge as would very large values, like π. Values around π/4 worked the best. In cases where the chain end started about a quadrant away from the target, convergence was significantly faster than without a limit on Δθ.Where the chain end started opposite the target, the solution converged about as fast as without a limit, but with smoother motion. As expected, limiting Δθ effectively controlled oscillation amplitude of some methods when converging on unreachable targets.3.3Truncated Pseudo InverseThe pseudo inverse algorithm implementation is based on the SVD, not the Cholesky factorization. This algorithm needs to pay attention to system rank because the summation of J +Δθ fails at singularities due to divide by zero, so a non-truncated pseudo inverse implementation is not really practical. A value of 0.0001 was arbitrarily chosen as the threshold for zero singular values.Step 3of the algorithm given in 2.2 that limits the size of Δe was not implemented.% No error checking% deLimit not used in this versionfunction [dTheta,rank_used] = Calc_dTheta_PseudoInverse_SVD(end_goal, e, J, singularTol, deLimit)[U,S,V] = svd(J,0);% Simple version% [U,S,V] = svd(J,'econ');% Sinv = diag(1./diag(S));% Jplus = V*Sinv*U';[m,n] = size(J);dTheta = zeros(n,1);de = end_goal - e;max_rank = min([m n]);% Sum the product components of the pseudo inversefor i=1:max_rank% Stop summing columns whose corresponding singular value is below a% threshhold. Zero eliminates singularities, > zero eliminates near% singularities.if (S(i,i) <= singularTol)% If breaking, this singular value's component did not contributei = i - 1;break;enddTheta = dTheta + (V(:,i)*U(:,i)')*de/S(i,i);enddTheta = transpose(dTheta);rank_used = i;3.4TransposeThe transpose method is simple and is implemented as described in 2.4.% No error checking% deLimit not used in this versionfunction [dTheta] = Calc_dTheta_Transpose(end_goal, e, J, deLimit)de = end_goal - e;% Compute alpha constant as quotient of 2 inner products as suggested by% Buss & Kim, to minimze de after caller updates thetaJJTde = J*J'*de;alpha = (de'*JJTde)/(JJTde'*JJTde);dTheta = transpose(alpha * J' * de);3.5Damped least squares (DLS)Like the pseudo inverse algorithm, DLS was implemented based on the SVD, not the Cholesky factorization. A fixed value was used for rather than a computed one.% No error checkingfunction [dTheta] = Calc_dTheta_PseudoInverse_DLS(end_goal, e, J, lambda, deLimit)[U,S,V] = svd(J,0);[m,n] = size(J);dTheta = zeros(n,1);de = end_goal - e;% To reduce oscillation when seeking unreachable targets, "move" the target % closernorm_de = norm(de);if (norm_de > deLimit)de = deLimit*de/norm_de;endmax_rank = min([m n]);% Sum the product components of the pseudo inverse with a damping constantfor i=1:max_rankdTheta = dTheta + S(i,i)*(V(:,i)*U(:,i)')*de/(S(i,i)*S(i,i)+lambda);enddTheta = transpose(dTheta);3.6Test ApplicationThe normal entry point to the test application is the function[final_error, iterations] = IK_Jacob_file(filename, max_iterations)which loads a MATLIB file of the user’s choice. The file must have been previous saved from MATLIB with the variables described in the comments at the top of theIK_Jacob_file function file. This provides an easy way to maintain a collection of named test scenarios. IK_Jacob_file calls IK_Jacob, which is the meat of the IK solver. IK_Jacob in turn calls one of the functions corresponding to the algorithms described above, selected by commenting and uncommenting lines 94 through 96.For details on input, see the comments at the top of the IK_Jacob_file and IK_Jacob files. Output from the application consists of per iteration text output of the current iteration number, the actual rank used in the algorithm (relevant to truncated pseudo inverse only), the magnitude of the error between the current chain end and the target position, and the contents of the current Δ dTheta) array. Error magnitude is the best gauge of how the algorithm is progressing. The final 3D error and iteration count values returned byIK_Jacob_file and IK_Jacob tell how well the goal was actually achieved.The application plots its incremental results as lines representing the chain in its current configuration. The fixed base (world (0,0,0)) is in the center of the grid. A small blue square marks the goal. Each segment of the line corresponds to a link and the intersecting end points of the segments are the joints. The color of the lines is ramped over time from red to green, so the plot looks like a colored stroboscopic photo of a very skinny robot arm. The color fade helps differentiate the configurations created as the algorithm progresses, and will be more useful if the iteration limit is set just high enough to converge.Joint position versus time can be plotted by uncommenting line 115. The path of each joint in the chain is plotted as a line in a color chosen by MATLIB. To unclutter the view, the 4 plot statements just above line 115 may need to be commented out.IK_Jacob_file% Loads a canned test scenario from filename and uses the Jacobian matrix% to solve the Inverse Kinematics problem defined by the variables in that% file.%% Args:% filename input file containing the variables listed below% max_iterations how many times to iterate the IK solver before% terminating if a tolerance is not met%% Variables expected to be in the input file for a chain of n links:% For scenarios defined by translation and angle:% translate 3 by n matrix of x, y, and z values representing the% starting translation vector of each link relative to the% link's local coordinate system% theta 1 by n vector of the starting rotation angle in radians of % eachjoint relative to the parent link's local coordinate% system% XOR For scenarios defined by link end positions:% position 3 by n vector of the starting x, y, and z positions of% the end of each link in the chain in world coordinates% For all scenarios:% end_goal 3 by 1 vector specifying the target x, y, and z position% for the end of the chain in world coordinates% tolerance scalar representing the norm of the vector of the% difference between the position of the chain end and% end_goal below which IK iteration terminates%% Returns:% final_error vector of the best difference between the position of the % chain end and end_goal% iterations total iterations executed by the IK solver%% Comments: Jacobian IK solutions naturally operate on chains whose% characteristics and state are defined by translation vectors and% rotation angles. The option to operate on chains defined by their% link end positions is provided because creation of test chains that way% is more natural to humans than trying to figure link lengths and angles. % All chains are converted to translation vector/rotation angle data% before the IK solver is applied to them.function [final_error, iterations] = IK_Jacob_file(filename, max_iterations) load(filename);if (exist('position','var'))% Scenario in file is defined by link end positionsdisp ('Scenarios defined by link end positions not implemented')[final_error] = [-1];return;end[final_error, iterations] = IK_Jacob(translate, theta, end_goal, tolerance, max_iterations);IK_Jacob% Uses the Jacobian matrix to solve an Inverse Kinematics problem.%% Args for a chain of n links:% translate 3 by n matrix of x, y, and z values representing the% starting translation vector of each link relative to the% link's local coordinate system% theta 1 by n vector of the starting rotation angle in radians of % eachjoint relative to the parent link's local coordinate% system% end_goal 3 by 1 vector specifying the target x, y, and z position% for the end of the chain in world coordinates% tolerance scalar representing the norm of the vector of the% difference between the position of the chain end and% end_goal below which IK iteration terminates% max_iterations how many times to iterate the IK solver before% terminating if tolerance is not met%% Returns:% error vector of the best difference between the position of the% chain end and end_goal% iterations total iterations executed by the IK solverfunction [error, iterations] = IK_Jacob(translate, theta, end_goal, tolerance, max_iterations)% Constants - used to a varying degree to control algorithm behavior% Components corresponding to singular values smaller than this are ignored% in the solutionsingularTol = 0.0001;% Limit applied to delta before delta theta is computed% Buss & Kim suggested 0.7deLimit = 0.7;% Algorithms routinely produce angle changes like 8pi. This limits them. dThetaLimit = pi/4;% Buss & Kim suggested 1.1 for lambdalambda = 1.1;[m, n, result] = validate(translate, theta, end_goal, tolerance,max_iterations);if (result ~= 0)final_error = [-1];return;end% Pre-allocate link end position matrix, rows are x, y, zposition = zeros(3,n);% Create a constant matrix of the joint rotation axis vectors. In a 3D% version, this would be a characteristic of the chain and would be passed% in to this functionr_axis = zeros(3,n);% In 2D, all joint axes are the z axis, pointing away from the viewerr_axis(3,:) = 1;% DEBUGplot (end_goal(1), end_goal(2), 's','Color', [0 0 1]);axis squareaxis onaxis([-3, 3, -3, 3])hold all;disp(' k rank used normError dTheta ----------->');joint_motion = zeros(2*(n+1), max_iterations);for k = 1:max_iterations% Compute the position of every link end, save for computation of% the Jacobian. Start at the joint between link 1 and the base (world% origin)originAffine = [0; 0; 0; 1];eAffine = originAffine;M = eye(4);for i = 1:nposition(:,i) = eAffine(1:3);%DEBUGjoint_motion(2*i-1:2*i,k) = position(1:2,i);% 3D Affine transform matrix corresponding to linkM = M * LinkTransform(translate(:,i), theta(1,i));eAffine = M * originAffine;end% eAffine contains the position of the chain ende = eAffine(1:3);%DEBUGjoint_motion(2*(n+1)-1:2*(n+1),k) = e(1:2);% Terminate if chain end is within tolerance of the target positionerror = e - end_goal;normError = norm(error);if (normError <= tolerance)break;endJ = Jacobian(position, r_axis, e);rank_used = -1;% [dTheta,rank_used] = Calc_dTheta_PseudoInverse_SVD(end_goal, e, J, singularTol, deLimit);[dTheta] = Calc_dTheta_PseudoInverse_DLS(end_goal, e, J, lambda, deLimit); % [dTheta] = Calc_dTheta_Transpose(end_goal, e, J, deLimit);% Scale delta theta to within reasonable limitscale = min(1, dThetaLimit/max(abs(dTheta)));dTheta = scale * dTheta;% DEBUGdisp([k rank_used normError dTheta])plot (position(1,:), position(2,:), 'Color', [1-k/max_iterationsk/max_iterations 0]);plot ([position(1,n),e(1)], [position(2,n),e(2)], 'Color', [1-k/max_iterations k/max_iterations 0]);theta = theta + dTheta;end% DEBUGdisp([k rank_used normError dTheta])plot (position(1,:), position(2,:), 'Color', [1-k/max_iterationsk/max_iterations 0]);plot ([position(1,n),e(1)], [position(2,n),e(2)], 'Color', [1-k/max_iterations k/max_iterations 0]);for i=2:n+1% plot (joint_motion(2*i-1,1:k), joint_motion(2*i,1:k));endhold off;iterations = k;validatefunction [m, n, result] = validate(translate, theta, end_goal, tolerance,max_iterations)result = 0;[m, n] = size(translate);[m_theta, n_theta] = size(theta);[m_end_goal, n_end_goal] = size(end_goal);if (m ~= 3)disp ('translate matrix must have 3 rows')result = -1;endif (m_theta ~= 1)disp ('theta matrix must have 1 row')result = -1;endif (n ~= n_theta)disp ('Number of columns in translate and theta matrices are not equal') result = -1;endif (m_end_goal ~= m)disp (['end_goal matrix must have ', int2str(m), ' rows'])result = -1;endif (m_end_goal ~= m || n_end_goal ~= 1)disp ('end_goal matrix must have 1 column')result = -1;endif (max_iterations < 1)disp ('Invalid iteration limit')result = -1;endif (tolerance < 0)disp ('Tolerance must be positive')result = -1;endLinkTransform% Compute 3D affine transform matrix corresponding to link having the% given translation vector and rotation angle% theta is in radians% No error checkingfunction M = LinkTransform(translate, theta)% Compute M = T(translate)R(theta)% Only 2D rotation around z axis is implemented in this version% RotationR = eye(4);R(1,1) = cos(theta);R(2,2) = R(1,1);R(2,1) = sin(theta);R(1,2) = -R(2,1);% Translation. The translation must be rotated to the coordinate frame% of the parent link before being applied to the link's summary transform translate_affine = [translate; 1];translate_affine = R * translate_affine;T = eye(4);T(1:3,4) = translate_affine(1:3);M = T * R;4ResultsThe results for the methods tested are summarized and compared in a table in 4.4.。

基于旋量理论的三指机器人灵巧手逆运动学分析

基于旋量理论的三指机器人灵巧手逆运动学分析

基于旋量理论的三指机器人灵巧手逆运动学分析裴九芳;许德章;王海【摘要】为提高三指机器人灵巧手逆运动学的求解效率,提出了基于旋量理论的逆运动学新的求解算法.以Shadow三指灵巧手为例,在无法直接利用单纯的Paden-Kahan子问题求解逆运动学的条件下,食指(无名指)的逆解采用Paden-Kahan子问题与代数解相结合的算法,拇指的逆解采用数值法与Pa-den-Kahan子问题相结合的算法.最后通过计算实例证明了算法的有效性和可行性.该算法在保证精度的前提下,几何意义明显,耗费时间短,效率高.%A novel inverse kinematics algorithm was proposed based on screw theory in order to improve operation efficiency of inverse kinematics for 3-finger robot dexterous hand.Taking Shadow 3-finger robot dexterous hand as an example,because inverse kinematics might not be solved directly by Paden-Kahan sub problem,an inverse solution of index finger(ring finger) was combined with algebraic solution and Paden-Kahan sub problem.The inverse solution of thumb was combined with numerical method and Paden-Kahan subproblem.Finally,validity and feasibility of the algorithms were proved by an example.Under the premise of ensuring accuracy,the algorithms have obvious geometric meaning,less computation,and high efficiency.【期刊名称】《中国机械工程》【年(卷),期】2017(028)024【总页数】6页(P2975-2980)【关键词】旋量理论;灵巧手;逆运动学;Paden-Kahan子问题【作者】裴九芳;许德章;王海【作者单位】安徽工程大学机械与汽车工程学院,芜湖,241000;安徽工程大学机械与汽车工程学院,芜湖,241000;安徽工程大学机械与汽车工程学院,芜湖,241000【正文语种】中文【中图分类】TP242机器人灵巧手的逆运动学分析是根据各手指末端的期望位置,求解出各手指关节的转角。

rhino命令中英文对照

rhino命令中英文对照

一、File〈文件〉New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉Transform Type-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉词汇中英文对照Absolute Mode Transform Type-in绝对坐标方式变换输入Absolute/Relative Snap Toggle Mode绝对/相对捕捉开关模式ACIS Options ACIS选项Activate活动;激活Activate All Maps激活所有贴图Activate Grid激活栅格;激活网格Activate Grid Object激活网格对象;激活网格物体Activate Home Grid激活主栅格;激活主网格ActiveShade实时渲染视图;着色;自动着色ActiveShade(Scanline)着色(扫描线)ActiveShade Floater自动着色面板;交互渲染浮动窗口ActiveShade Viewport自动着色视图Adaptive适配;自动适配;自适应Adaptive Cubic立方适配Adaptive Degradation自动降级Adaptive Degradation Toggle降级显示开关Adaptive Linear线性适配Adaptive Path自适应路径Adaptive Path Steps适配路径步幅;路径步幅自动适配Adaptive Perspective Grid Toggle适配透视网格开关Add as Proxy加为替身Add Cross Section增加交叉选择Adopt the File's Unit Scale采用文件单位尺度Advanced Surface Approx高级表面近似;高级表面精度控制Advanced Surface Approximation高级表面近似;高级表面精度控制Adv. Lighting高级照明Affect Diffuse Toggle影响漫反射开关Affect Neighbors影响相邻Affect Region影响区域Affect Region Modifier影响区域编辑器;影响区域修改器Affect Specular Toggle影响镜面反射开关AI Export输出Adobe Illustrator(*.AI)文件AI Import输入Adobe Illustrator(*.AI)文件Align对齐Align Camera对齐摄像机Align Grid to View对齐网格到视图Align Normals对齐法线Align Orientation对齐方向Align Position对齐位置(相对当前坐标系)Align Selection对齐选择Align to Cursor对齐到指针Allow Dual Plane Support允许双面支持All Class ID全部类别All Commands所有命令All Edge Midpoints全部边界中点;所有边界中心All Face Centers全部三角面中心;所有面中心All Faces所有面All Keys全部关键帧All Tangents全部切线All Transform Keys全部变换关键帧Along Edges沿边缘Along Vertex Normals沿顶点法线Along Visible Edges沿可见的边Alphabetical按字母顺序Always总是Ambient阴影色;环境反射光Ambient Only只是环境光;阴影区Ambient Only Toggle只是环境光标记American Elm美国榆树Amount数量Amplitude振幅;幅度Analyze World分析世界Anchor锚Angle角度;角度值Angle Snap Toggle角度捕捉开关Animate动画Animated动画Animated Camera/Light Settings摄像机/灯光动画设置Animated Mesh动画网格Animated Object动画物体Animated Objects运动物体;动画物体;动画对象Animated Tracks动画轨迹Animated Tracks Only仅动画轨迹Animation动画Animation Mode Toggle动画模式开关Animation Offset动画偏移Animation Offset Keying动画偏移关键帧Animation Tools动画工具Appearance Preferences外观选项Apply Atmospherics指定大气Apply-Ease Curve指定减缓曲线Apply Inverse Kinematics指定反向运动Apply Mapping指定贴图坐标Apply-Multiplier Curve指定增强曲线Apply To指定到;应用到如需转载,请注明来自FanE『翻译中国』http;//Apply to All Duplicates指定到全部复本Arc弧;圆弧Arc Rotate弧形旋转;旋转视图;圆形旋转Arc Rotate Selected弧形旋转于所有物体;圆形旋转选择物;选择对象的中心旋转视图Arc Rotate SubObject弧形旋转于次物体;选择次对象的中心旋转视图Arc ShapeArc Subdivision弧细分;圆弧细分Archive文件归档Area区域Array阵列Array Dimensions阵列尺寸;阵列维数Array Transformation阵列变换ASCII Export输出ASCII文件Aspect Ratio纵横比Asset Browser资源浏览器Assign指定Assign Controller分配控制器Assign Float Controller分配浮动控制器Assign Position Controller赋予控制器Assign Random Colors随机指定颜色Assigned Controllers指定控制器At All Vertices在所有的顶点上At Distinct Points在特殊的点上At Face Centers 在面的中心At Point在点上Atmosphere氛围;大气层;大气,空气;环境Atmospheres氛围Attach连接;结合;附加Attach Modifier结合修改器Attach Multiple多项结合控制;多重连接Attach To连接到Attach To RigidBody Modifier连接到刚性体编辑器Attachment连接;附件Attachment Constraint连接约束Attenuation衰减AudioClip音频剪切板AudioFloat浮动音频Audio Position Controller音频位置控制器AudioPosition音频位置Audio Rotation Controller音频旋转控制器AudioRotation音频旋转Audio Scale Controller音频缩放控制器AudioScale音频缩放;声音缩放Auto自动Auto Align Curve Starts自动对齐曲线起始节点Auto Arrange自动排列Auto Arrange Graph Nodes自动排列节点Auto Expand自动扩展Auto Expand Base Objects自动扩展基本物体Auto Expand Children自动扩展子级Auto Expand Materials自动扩展材质Auto Expand Modifiers自动扩展修改器Auto Expand Selected Only自动扩展仅选择的Auto Expand Transforms自动扩展变换Auto Expand XYZ Components自动扩展坐标组成Auto Key自动关键帧Auto-Rename Merged Material自动重命名合并材质Auto Scroll自动滚屏Auto Select自动选择Auto Select Animated自动选择动画Auto Select Position自动选择位置Auto Select Rotation自动选择旋转Auto Select Scale自动选择缩放Auto Select XYZ Components自动选择坐标组成Auto-Smooth自动光滑AutoGrid自动网格;自动栅格AutoKey Mode Toggle自动关键帧模式开关Automatic自动Automatic Coarseness自动粗糙Automatic Intensity Calculation自动亮度计算Automatic Reinitialization自动重新载入Automatic Reparam.自动重新参数化Automatic Reparamerization自动重新参数化Automatic Update自动更新Axis轴;轴向;坐标轴Axis Constraints轴向约束Axis Scaling轴向比率Back后视图Back Length后面长度Back Segs后面片段数Back View背视图Back Width后面宽度Backface Cull背面忽略显示;背面除去;背景拣出Backface Cull Toggle背景拣出开关Background背景Background Display Toggle背景显示开关Background Image背景图像Background Lock Toggle背景锁定开关Background Texture Size背景纹理尺寸;背景纹理大小Backgrounds背景Backside ID内表面材质号Backup Time One Unit每单位备份时间Banking倾斜Banyan榕树Banyan tree榕树Base基本;基部;基点;基本色;基色Base/Apex基点/顶点Base Color基准颜色;基本颜色Base Colors基准颜色Base Curve基本曲线Base Elev基准海拔;基本海拔Base Objects导入基于对象的参数,例如半径、高度和线段的数目;基本物体Base Scale基本比率Base Surface基本表面;基础表面Base To Pivot中心点在底部Bevel Profile轮廓倒角Bevel Profile Modifier轮廓倒角编辑器;轮廓倒角修改器Bezier贝塞尔曲线Bezier Color贝塞尔颜色Bezier-Corner拐角贝兹点Bezier Float贝塞尔浮动Bezier Lines贝塞尔曲线Bezier or Euler Controller贝塞尔或离合控制器Bezier Position贝塞尔位置Bezier Position Controller贝塞尔位置控制器Bezier Scale贝塞尔比例;贝兹缩放Bezier Scale Controller贝塞尔缩放控制器Bezier-Smooth光滑贝兹点Billboard广告牌Biped步迹;两足Birth诞生;生产Birth Rate再生速度Blast爆炸Blend混合;混合材质;混合度;融合;颜色混合;调配Blend Curve融合曲线Blend Surface融合曲面Blend to Color Above融合到颜色上层;与上面的颜色混合Blizzard暴风雪Blizzard Particle System暴风雪粒子系统Blowup渲染指定区域(必须保持当前视图的长宽比);区域放大Blue Spruce蓝色云杉Blur模糊Body主体;身体;壶身Body Horizontal身体水平Body Rotation身体旋转Body Vertical身体垂直Bomb爆炸Bomb Space Warp爆炸空间变形Bone骨骼Bone Object骨骼物体;骨骼对象Bone Objects骨骼物体;骨骼对象Bone Options骨骼选项Bone Tools骨骼工具Bones骨骼Bones/Biped骨骼/步迹Bones IK Chain骨骼IK链Bones Objects骨骼物体Boolean布尔运算Boolean Compound Object布尔合成物体Boolean Controller布尔运算控制器Both二者;全部Bottom底;底部;底部绑定物;底视图Bottom View底视图Bounce弹力;反弹;反弹力Bound to Object Pivots绑定到物体轴心Bounding Box边界盒Box方体Box Emitter立方体发射器Box Gizmo方体线框Box Gizmo(Atmospheres)方体线框(氛围)Box Mode Selected被选择的物体模式Box Mode Selected Toggle被选择的物体模式开关Box Selected按选择对象的边界盒渲染;物体长宽比BoxGizmo立方体框;方体线框Break Both行列打断Break Col列打断Break Row行打断Bridge过渡Bright亮度Brightness亮度Bring Selection In加入选择;加入选择集Bubble膨胀;改变截面曲线的形状;气泡;浮起Bubble Motion泡沫运动;气泡运动Bubbles气泡;泡沫;改变截面曲线的形状;膨胀Build Only At Render Time仅在渲染时建立By Material Within Layer按层中的材质34ViewTogglebetween 3-viewport and 4-viewport display在3视图与4视图格局中切换3DfaceDraw a 3-D polygon mesh face画三维多边形网格面3ViewThree-viewport layout3视图窗口布局4ViewFour-viewport layout4视图窗口布局AddNextUAdd the next control point in the u-direction to the selection 在U方向上增加下一个控制点AddNextVAdd the next control point in the v-direction to the selection在V方向上增加下一个控制点AddPrevUAdd the previous control point in the u-direction to the selection 在U向上增加前一个控制点AddPrevVAdd the previous control point in the v-direction to the selection 在V向上增加前一个控制点AlignBackgroundBitmapAlign a background bitmap定位调准背景图AlignProfilesAlign two curves定位调准两条曲线AllCPlanesThroughPtMove all construction planes through a point移动所有基准面通过一点AllLayersOnTurn all layers on打开所有的层AlongTrack along a line沿着一条线的轨迹移动AngleMeasure the angle between two lines测量两条线间的夹角ApplyCrvApply a curve to a surface将曲线投影到面上ApplyMeshApply a mesh to surface将网格投射到面上ArcDraw an arc画弧线Arc3PtDraw an arc through three points通过三点画一弧线ArcDirDraw an arc by end points and direction通过未端点及方向画一弧线ArcSERDraw an arc by beginning point, end point, and radius 通过起始点、端点及半径画一弧线ArcTTRDraw an arc tangent to two curves画一条弧线与两曲线相切AreaCalculate the area of a surface or polysurface计算曲面与多边形表面的面积AreaCentroidCalculate the area centroid of a surface or polysurface 找出曲面与多边形表面的中心点AreaMomentsCalculate the area moments of a surface or polysurface 计算曲面与多边形表面的几何面积(矩)ArrayArray objects制作物体的矩形阵列ArrayCrvArray objects along a curve沿一条曲线阵列物体ArrayPolarArray objects around a pole沿一中心点制作物体的圆形阵列ArraySrfArray objects on a surface在模型表面阵列物体ArrowCreate annotation arrow画标注箭头线ArrowheadCreate annotation arrowhead画标注箭头AutosaveAutosave自动存盘BackSet to world back view设为世界坐标后视图BaseballDraw a baseball sphere画棒球式圆球体BaseballEllipsoidDraw a baseball ellipsoid画棒球式椭圆球体BendBend objects使物体弯曲BisectorDraw a line that bisects two lines 画一条等分另两条线的直线BlendBlend between two curves粘合两条曲线BlendSrfBlend two surfaces粘合两个表面BooleanDifferenceBoolean difference布尔运算---差集BooleanIntersectionBoolean intersection布尔运算---交集BooleanUnionBoolean union布尔运算棗合集BottomSet to world bottom view转为世界世标底视图BoundingBoxCreate a bounding box of curves生成曲线的边界框BoxDraw a box画一矩形物体Box3PtDraw a box with three points通过三点画一矩形物体BringViewportToTopBring a viewport to the top将一视图窗拉到窗口最顶层CapCap open planar holes in a polysurface 封闭多边形物体的平面缺口CenSnap to the center of a circle捕捉圆的中心点ChamferChamfer two curves对两条相交曲线作倒角ChamferSrfChamfer two surfaces对两个相交的面作倒角ChangeDegreeChange the degree of a curve改变曲线的精细度(分段数)ChangeDegreeSrfChange the degree of a surface改变面的精细度(分段数)ChangeLayerChange the object's layer改变物体的层定义ChangeToCurrentLayerChange the object's layer to the current layer 将物体所在层定义为当前层CheckCheck objects检验物体CircleDraw a circle画圆Circle3PtDraw a circle through three points通过三点画圆CircleDDraw a circle by its diameter设定直径画一圆CircleTTRDraw a circle tangent to two curves画一个圆与两条线相切CircleTTTDraw a circle tangent to three curves画一个圆与三条线相切ClearMeshCommand name changed to RefreshShade.此命令现改为RefreshShade,清除网格Shade视图ClearAllMeshesClear all render meshes清除所有render meshesClearUndoClear undo buffer清空释放undo命令缓冲区CloseDisplayWindowClose the render window关闭渲染(render)窗口DeleteDelete selected objects删除选择的物体DeleteAllDelete all objects in the model删除模型中的所有物体DetachTrimDetach the trimming boundary from a surface 从物体表面上剥离出修整边界线DigStart a 3-D digitizer开始3-D数字化转换DigCalibrateCalibrate a 3-D digitizer校准3-D数字化转换DigClickPick a point with a 3-D digitizer用3-D数字转换器拾取一点DigDisconnectDisconnect a 3-D digitizer断开与3-D数字转换器的联接DigPausePause a 3-D digitizer中止3-D数字转换DigScaleSet 3-D digitizer scale设定3-D数字转换的比例DigSectionCreate sections with a 3-D digitizer利用EdgeSrfDraw a surface by edge curves通过边线生成一曲面EditPtOnShow edit points显示可编辑控制点EditDimEdit dimension text编辑标注文本EditTextEdit two-dimensional annotation text blocks 编辑二维注解文本EllipseDraw an ellipse画椭圆EllipseDDraw an ellipse through its major axes通过确定几根主轴线画椭圆EllipsoidDraw an ellipsoid画椭圆体EmapUse environment mapping for analysis使用环境贴图对物体模型进行分析Snap to the end of a curve捕捉曲线的端点EndBulgeAdjust the end bulge of a curve调节曲线末端的凸出部分FairFair a curve修整曲线使其平滑(流线形化)FaroStart digitizing with a Faro arm利用法罗臂进行数字化FilletFillet two curves对两条相交线倒圆角FilletEdgeFillet the edge of a polysurface对多边形表面边缘倒圆角FilletSrfFillet two surfaces对两个面进行倒角FitCrvFit a curve to an existing curve使一曲线与另一曲线(控制点数)相匹配FlatShadeShade with flat polygon mesh faces in one viewport在一视图窗显示物体的多边形平面曲格式Shade示图FlatShade1Shade with flat polygon mesh faces in one viewport plus display grid 在一个视图窗显示物体的多边形平面曲格shade示图,并显示栅格线FlatShadeAllShade with flat polygon mesh faces in all viewports对所有视窗中的进行多边形平面网格式Shade渲染Flip the direction of a curve or surface翻转曲线或曲面的法线方向FlowFlow objects along a curve使物体外形沿着曲线形状进行扭曲FromSnap from a point从某一个点开始捕捉GconMeasure geometric continuity of two curves测量两条曲线的几何学连续性GridToggle the display of the grid打开/关闭栅格显示GridAxesToggle the display of the grid axes打开/关闭栅格坐标轴显示GridOptionsChange the grid options修改栅格参数选项GridSectionsSet the distance between gridlines设定栅格线间隔GridSizeSet the extents of the grid设定栅格的范围大小GridThickSet the number of thin gridlines between each thick gridline 设定粗栅格线间的细栅格的数目HBarEdit a curve or surface with handlebars利用控制点调节手柄编辑曲线或面HeightfieldCreate a surface by color values of a bitmap根据图片的颜色值生成曲面HelixDraw a helix画螺旋线HelpHelp. Run this command in the middle of another command to get help on any command.运行其他命令的过程中敲入进命令,将显示命令的帮助信息HideHide objects隐藏(消隐)物体HideBackgroundBitmapHide a background bitmap隐藏(消隐)背景图HideOsnapHide the Osnap toolbar隐藏Osnap(点捕捉)工具条HidePtHide control points and edit points隐藏控制顶点及编辑点HideSwapSwap hidden and visible objects to work on objects previously hidden 显示隐藏(消隐)的物体,以便对其进行编辑HideToolbarHide a toolbar隐藏工具条HotspotSet the spotlight hotspot设定聚光灯的热点或热区HydrostaticsDisplay hydrostatic values for surfaces and polysurfaces.显示曲面或多边形表面的流体静力学值ImportImport models导入模型ImportCommandAliasesImport command aliases from a text file从文本文件中导入命令文本ImproveImprove (reparameterize) a curve, surface, or polysurface 重新调整、优化曲线、面或多边形表面的参数InsertEditPointInsert edit points in a curve在曲线上增加编辑点InsertKinkInsert kinks in a curve在曲线上加入纽结InsertKnotInsert knots in a curve or surface在曲线或面上插入结点InsertLineIntoCrvFlatten a section of a curve平整化曲线的部分线段IntSnap to the intersection of two curves捕捉两条线的交点InterpCrvDraw a curve by interpolating points通过插入控制点绘制曲线InterpCrvOnSrfInterpolate a curve on a surface在曲面上插入一条曲线InterpPolylineInterpolate a curve through a polyline穿过一条多叉线插入一条曲线IntersectIntersect two objects生成两个物体的相交点/线InvertiInvert the selection反选JoinJoin objects together将两个物体(曲线、曲面、多边形表面)接合在一起JoinEdgeJoin the edges of two surfaces that are out of tolerance 接合两个面偏离表面公差的边线JoinMeshJoin polygon meshes接合多边形网格面JoinSrfJoin selected surfaces接合定的面KnotSnap to a knot捕捉纽结点LassoSelect points with a lasso用套索工具框选点LayerManage layers管理图层LayerLockLock a layer锁定图层LayerOffTurn a layer off关闭一个图层Turn a layer on打开一个图层LeaderDraw an arrow leader画标注箭头线LeftSet to world left view设定当前视图为世界坐标左视图LengthMeasure the length of a curve测量曲线的长度LineDraw a line画线Line4PtDraw a line from four points通过四点画一条线LineAngleDraw a line at a specified angle from another line 在距另一条线一定角度处,画一条线LinearizeTrimsLinearize trimming boundaries of surfaces将曲面的修剪边界线转化为多叉线LinePerpDraw a line perpendicular from a curve垂直于曲线画一条线LinePPDraw a line perpendicular to two curves垂直于两条曲线画一条线LinesDraw multiple lines画多重线Draw a line tangent from a curve画一条线与另一曲线相切LineTTDraw a line tangent to two curves画一条线与另两条曲线相切LineVDraw a vertical line画垂直线ListList data structure of an object列出物体的数据结构LockLock objects锁定物体Make2dMake a 2-D drawing进行二维平面绘图MakeCrvPeriodicMake a curve periodic使曲线成为周期曲线(编辑其控制点时,仍能保持平滑性的封闭式曲线,称作:周期曲线)MakeSrfNonPeriodicMake a surface non-periodic使曲面非周期性MakeSrfPeriodicMake a surface periodic使曲面周期性MatchMatch two curves匹配接合两条曲线MatchLayerMatch the layer of one object to another匹配接合物体的两个图层Match two surfaces匹配焊合曲面MaximizeMaximize Rhino最大化显示Rhino视窗界面MaxViewportMaximize a viewport最大化视图MenuToggle the display of the menu bar打开/关闭菜单条的显示MergeEdgeMerge two adjacent edges of a surface合并曲面相邻的两条边MergeSrfMerge two untrimmed surfaces合并两个未经修整的面MeshCreate a mesh from NURBS objects从NURBS曲线物体生成Mesh网格物体MeshBoxDraw a polygon mesh box画多边形网格立方体MeshConeDraw a polygon mesh cone画多边形网格锥体MeshCylinderDraw a polygon mesh cylinder画多边形网格柱体MeshDensityChange density for polygon mesh primitives 修改网格稀密度参数Draw a polygon mesh plane画多边形网格平面MeshPolylineCreate a mesh from a closed polyline利用封闭的多叉线生成Mesh网格面MeshSphereDraw a polygon mesh sphere画多边形网格球体MeshToNurbConvert each polygon in a polygon mesh into a NURBS surface 将多边形网格物体的每个多边形的面转变为NURBS曲面MidSnap to the midpoint of a curve捕捉曲线的中点MinimizeMinimize Rhino最小化Rhino视窗界面MirrorMirror objects镜像物体MoldexExport a DXF file for Moldex输出DXF格式的文件MoveMove objects移动物体MoveBackgroundBitmapMove a background bitmap移动背景贴图MscribeStart digitizing with a MicroScribe arm利用MicroScribe arm(直译:微讲录臂)开始数字化转换Edit named construction planes编辑已命名的造模基准面NamedViewEdit named views编辑已命名的视图NearSnap near a curve捕捉曲线最近的一点NetworkSrfCreate a surface from a network of curves利用一组网格形曲线生成曲面NewCreate a new file打开一个新文件NewViewportCreate a new viewport建立新视点NextOrthoViewportMake the next viewport with orthogonal projection active 激活下一个视图的直角投射选项NextPerspectiveViewportMake the next viewport with perspective projection active 激活下一个视图的透视投射选项NextUSelect the next control point in the u-direction选定U向上的下一个控制点NextVSelect the next control point in the v-direction选定V向上的下一个控制点NextViewportMake the next viewport active激活下一个视图NextViewportToTopBring the next viewport to the top将下一个视图拉到视窗的最顶层NormalDraw a line normal to a surface画条直线垂直于另一个面NoElevTurn off elevator mode关闭垂直升降式绘图方式NoSnapTurn object snaps off关闭物体捕捉NotesAdd notes to your model给模型写注解OffsetOffset a curve平行位移镜像OffsetSrfOffset a surface平行位移镜像曲面OneLayerOnTurn one layer on and the rest off打开一个图层并关闭其它的图层OneLayerOffTurn off a layer by selecting an object on the layer 选择图层中的物体以关闭该图层OnSrfSnap to a surface捕捉曲面上最接近的一点OpenOpen an existing file打开文件OpenWorkspaceOpen workspace打开绘图工作区OptionsRhino optionsRhino参数选项OrientOrient objects定位物体Orient3PtOrient objects by three points通过三点定位物体OrientOnSrfOrient objects on a surface在曲面上定位物体OrientPerpToCrvAlign a planar object to a curve.使一平面物体与曲线对齐OrthoToggle ortho mode打开/关闭正交绘图模式OrthoAngleSet the ortho angle设定正交(ortho)角度OsnapSet a persistent object snap from the command line 在命令行设定固定的Osnap物体捕捉PanPan the view平移视图PanDownPan the view down向下平移PanLeftPan the view left向左平移视图PanRightPan the view right向右平移视图PanUpPan the view up向上平移视图PastePaste objects from the clipboard从剪贴板中贴入物体PatchFit a surface through curves and point objects利用点与曲线生成曲面(patch面片)PerpSnap perpendicular to a curve从曲线外的一点捕捉曲线上的一点使其形成一条与曲线垂直的直线PerpFromTrack along a line perpendicular to a curve从曲线上的一点捕捉垂直于此曲线的直线方向上的点PerspectiveSet to perspective view设定当前视图为透视视图PerspectiveAngleSet the perspective angle设定透视的角度PictureFrameCreate a picture frame生成图片框(作贴图用)PipeDraw a pipe画圆管物体PlaceBackgroundBitmapPlace a background bitmap放置背景图PlaceCameraTargetPlace the camera location and target location 定位摄像机与焦点位置PlaceTargetPlace the target location设定摄像机目标的位置PlanSet to plan view of construction plane将绘图基准面设为顶视平行角度PlanarToggle planar mode打开/关闭平面绘图模式PlanarSrfCreate a planar surface through planar curves 通过平面曲线生成平面PlaneDraw a plane画平面Plane3PtDraw a plane through three points通过三点绘制平面PlaneThroughPtFit a plane through point objects通过三点定位一平面PlaneVDraw a vertical plane画一垂直的平面PointDraw a point object画点物体PointDeviationMeasure the deviation of points and curves from a surface 测量点与曲线/曲面间的位置偏移PointGridCreate a grid of point objects生成由点组成的栅格PointsDraw multiple point objects画制多点物体PointsAtNakedEdgesCreate point objects at endpoints of naked edges在独立面的边线(Naked edges)上生成点物体PointsFromUVCreate points by entering UV coordinates通过输入UV坐标绘制点PolygonDraw a polygon画多边形PolygonEdgeDraw a polygon by its edge通过定义边长绘制多边形PolylineDraw a polyline画多叉(义)线PolylineOnMeshDraw polylines on polygon mesh objects在多边形网格物体上画多义线PolylineThroughPtCreate a polyline through a group of point objects通过一组点来绘制多义线PopupToolbarPops a toolbar that you name at the cursor location在光标的位置处展开工具栏PopupMenuPops a menu at the cursor location with your favorites and the most recently used commands在光标处展开下拉命令菜单PrevUSelect the previous control point in the u-direction选择U方向上上一个控制点PrevVSelect the previous control point in the v-direction选择V方向上上一个控制点PrevViewportMake the previous viewport active激活前一视图窗PrintPrints a wireframe view of the current viewport打印当前视图窗的线框模式PrintSetupPrint setup打印机设置ProjectProject a curve to a surface将曲线投射到面上ProjectionToggle the viewport projection between parallel and perspective在平行与透视视点间切换。

机械原理重要名词术语中英文对照表

机械原理重要名词术语中英文对照表

机械原理重要名词术语中英文对照表Aabsolute motion 绝对运动absolute velocity 绝对速度acceleration加速度acceleration analysis加速度分析acceleration diagram 加速度曲线addendum 齿顶高addendum circle 齿顶圆additional mechanism附加机构allowable amount of unbalance 许用不平衡量allowable pressure angle 许用压力角amount of unbalance 不平衡量amplitude of vibration 振幅analytical design 解析设计analysis of mechanism机构分析angle of contact 包角angle of engagement 啮合角angular acceleration 角加速度angular velocity 角速度angular velocity ratio 角速比aperiodic speed fluctuation 非周期性速度波动applied force 作用力arm 臂部archimedes worm 阿基米德蜗杆assembly condition 装配条件automation 自动化axial thrust load 轴向分力Bback angle 背锥角back cone 背锥back cone distance 背锥距backlash 侧系balance mass, quality of mass 平衡质量balance of balance机构平衡balance of machinery 机械平衡balance of shaking force 惯性力平衡balance 平衡balancing machine 平衡机balancing quality 平衡品质balancing speed 平衡转速balance of rotor 转子平衡base circle基圆base cone 基圆锥base cylinder 基圆柱base pitch 基圆齿距belt pulley 带轮belt pulley 皮带轮belt drives 带传动bevel gears 圆锥齿轮机构bevel gear 锥齿轮blank 齿轮轮坯block diagram 框图body guidance mechanism 刚体导引机构Ccam with oscillating follower 摆动从动件运动规律cam profile 实际廓线cam 凸轮cams, cam mechanism 凸轮机构cam profile 凸轮(实际)廓线cartesian coordinate manipulator 直角坐标操作器centrifugal force 离心力center distance 中心距center distance change 中心距变动central gear 中心轮chain wheel 链轮characteristics 特性circular pitch 齿距clearance 顶隙clearance 径向间歇closed kinematic chain 闭式运动链closed chain mechanism 闭式链机构coefficient of speed fluctuation机械运转不均匀系数coefficient of friction 摩擦系数coefficient of speed fluctuation 速度波动系数coefficient of travel speed variation, advance-to return-time ratio 行程速比系数coefficient of velocity fluctuation 运动不均匀系数coincident points 重合点bine in parallel 并联式组合mon normal line 公法线pound hinge 复合铰链pound bining复合式组合pound screw mechanism复式螺旋机构pound gear train 复合轮系plex mechanism复杂机构puter aided design计算机辅助设计puter integrated manufacturing system 计算机集成制造系统bined mechanism 组合机构mon apex of cone 锥顶bine in series 串连式组合conjugate profiles共轭齿廓conjugate cam共轭凸轮connecting rod, couple 连杆cone angle 圆锥角constraint 约束constraint condition 约束条件constant acceleration and deceleration motion 等加速等减速运动规律constant diameter cam等径凸轮constant breadth cam 等宽凸轮constitution of mechanism机构组成contacting line, pressure line, line of engagement 啮合线contact ratio 重合度constant-velocity universal joints 双万向联轴节cone distance 锥距cone pulley 锥轮coordinate frame 坐标系correcting plane校正平面correcting plane 平衡平面counterweight 平衡重couple [of forces], couples 力偶couple curve 连杆曲线crank 曲柄crank-rocker mechanism曲柄摇杆机构crank angle between extreme positions极位夹角crank arm, planet carrier 系杆critical speed 临界转速circulating power load 循环功率流circular gear 圆形齿轮cross-belt drive交叉带传动crossed helical gears交错轴斜齿轮curvature曲率curved-shoe follower曲面从动件curve matching 曲线拼接cutter 刀具cycloidal gear 摆线齿轮cycloidal motion 摆线运动规律cycloidal-pin wheel 摆线针轮cycle of motion 运动周期cylindric pair 圆柱副cylindrical cam 圆柱凸轮cylindrical worm 圆柱蜗杆cylindrical coordinate manipulator 圆柱坐标操作器Ddead point 死点dedendum 齿根高dedendum circle 齿根圆degree of freedom (dof for short )自由度depth of cut 切齿深度design variable 设计变量detrimental resistance有害阻力diametral pitch 径节diametral quotient 直径系数diametral quotient 蜗杆直径系数differential gear train 差动轮系differential screw mechanism 差动螺旋机构differential screw mechanism 差动螺旋机构differentials 差速器direct (forward ) kinematics 正向运动学displacement 位移displacement diagram 位移曲线disk cam 盘形凸轮double-slider mechanism, ellipsograph 双滑块机构double crank mechanism 双曲柄机构double rocker mechanism 双摇杆机构driven pulley 从动带轮driven link, follower 从动件driven gear 从动轮driving force驱动力driving moment 驱动力矩driving link 原动件driving gear 主动齿轮driving pulley主动带轮dwell 停歇dynamic balance 动平衡dynamic balancing machine 动平衡机dynamic characteristics 动态特性dynamic reaction 动压力dynamic load 动载荷dynamic analysis of machinery机械动力分析dynamic design of machinery 机械动力设计dynamics of machinery 机械动力学Eeccentric 偏心盘effective resistance工作阻力effective resistance moment工作阻力矩end-effector 末端执行器engaging-in啮入engaging-out啮出engagement, meshing engagement, meshing 啮合epicyclic gear train 周转轮系equivalent spur gear 当量齿轮equivalent teeth number 当量齿数equivalent coefficient of friction 当量摩擦系数equivalent link 等效构件equivalent force 等效力equivalent moment 等效力矩equivalent mass 等效质量equilibrium 力平衡equivalent mechanism 替代机构equivalent moment of inertia 等效惯性力extreme position极限位置external gear 外齿轮external force 外力Fface width 齿宽face width 平底宽度feedback bining 反馈式组合field balancing 现场平衡Fifth-power polynomial motion 五次多项式运动规律final contact,end of contact 终止啮合点flat belt drive 带传动flat-face follower 平底从动件flexspline 柔轮flexible rotor 挠性转子flexible impulse, soft shock 柔性冲击flexible manufacturing system 柔性制造系统flexible automation 柔性自动化flywheel飞轮follower dwell 从动件停歇follower motion 从动件运动规律form cutting 仿形法force 力force polygon 力多边形force-closed cam mechanism 力封闭型凸轮机构forced vibration 强迫振动form-closed cam mechanism 形封闭凸轮机构four-bar linkage 四杆机构frequency of vibration 振动频率friction angle 摩擦角friction force 摩擦力friction moment 摩擦力矩friction circle 摩擦圆frame,fixed link机架frequency频率full balance of shaking force 惯性力完全平衡fundamental mechanism 基础机构fixed link, frame 固定构件function generator函数发生器Ggear 齿轮gear train 轮系gear ratio 齿数比gears 齿轮机构generating X成法generating line 发生线generating plane 发生面geneva wheel 槽轮general constraint公共约束generating line of involute 渐开线发生线generating 展成法,X成法geneva mechanism 槽轮机构governor调速器grashoff’s law 格拉晓夫定理grashoff’s law曲柄存在条件graphical design 图解设计groove cam 槽凸轮Hharmonic drive 谐波传动helical pair 螺旋副helical angle 螺旋角helix, helical line 螺旋线helical gear 斜齿圆柱齿轮herringbone gear,double helical gear 人字齿轮higher pair高副hob,hobbing cutter滚刀hob,hobbing cutter 齿轮滚刀hydrodynamic drive 液力传动hydraulic mechanism 液压机构Iimaginary part 虚部inertia force惯性力initial contact ,beginning of contact 起始啮合点inline roller follower对心滚子从动件inline flat-faced follower 对心平底从动件inline slider crank mechanism对心曲柄滑块机构input link 输入构件instantaneous center of velocity 速度瞬心instantaneous center 瞬心interchangeable gears互换性齿轮interference干涉intermittent motion mechanism 间歇运动机构internal gear 内齿轮intermittent gearing不完全齿轮inverse cam mechanism 反凸轮机构inverse (backward) kinematics 反向运动学involute 渐开线involute profile 渐开线齿廓involute gear 渐开线齿轮involute equation 渐开线方程involute function 渐开线函数involute worm 渐开线蜗杆involute helicoid 渐开线螺旋面increment or decrement work 盈亏功in-line translating follower对心移动从动件Jjacobi matrix 雅克比矩阵jerk 跃度jerk diagram 跃度曲线jointed manipulator关节型操作器Kkennedy’s theorem,theorem of three centers三心定理kinematic inversion 机架变换kinematic design of mechanism机构运动设计kinematic diagram 机构运动简图kinematic inversion 运动倒置kinematic analysis 运动分析kinematic pair 运动副kinematic diagram 运动简图kinematic chain 运动链kinematic design 运动设计kinematic synthesis 运动综合kinematic inversion 反转法knife-edge follower尖底从动件Llayout of cam profile 凸轮廓线绘制lead 导程lead angle 导程角length of contacting line 啮合线长度link 构件linkages 连杆机构line of centers 连心线load 载荷load balancing mechanism 均衡装置lower pair 低副Mmachine机器manipulator 机器人操作器machinery 机械manipulator机械手mathematical model 数学模型mass-radius product 质径积mechanism 机构mechanism机构学mechanical advantage机械利益mechanical behavior 机械特性mechanical efficiency机械效率mechanisms and machine theory, theory of mechanisms and machines机械原理mechanism with flexible elements 挠性机构meshing point 啮合点metric gears公制齿轮mid-plane 中间平面minimum teeth number 最少齿数minimum radius 最小向径module 模数modified gear 变位齿轮modification coefficient 变位系数moment 力矩moment of couple 力偶矩moment of inertia, shaking moment惯性力矩moment of flywheel 飞轮距motion skewness 运动失真moving link 运动构件Nnonstandard gear非标准齿轮noncircular gear非圆齿轮normal plane法面normal paramenters 法面参数normal circular pitch 法面齿距normal module 法面模数normal pressure angle 法面压力角nomogram诺模图number of waves 波数number of threads 蜗杆头数nut, screw nut螺母Oobjective function 目标函数offset distance 偏距offset circle 偏距圆offset roller follower 偏置滚子从动件offfser knife-edge follower 偏置尖底从动件offset flat-face follower 偏置平底从动件offset slider-crank mechanism 偏置曲柄滑块机构oldham coupling 双转块机构open-belt drive 开口传动open kinematic chain 开式链open chain mechanism 开式链机构optimal design 优化设计output work输出功output link 输出构件output mechanism 输出机构output torque 输出力矩output shaft 输出轴oscillating follower 摆动从动件oscillating guide-bar mechanism 摆动导杆机构ordinary gear train 定轴轮系other mechanism most in use 其它常用机构overlap contact ratio 纵向重合度Pparabolic motion抛物线运动partial balance of shaking force 惯性力部分平衡path generator轨迹发生器passive degree of freedom 局部自由度parallel helical gears 平行轴斜齿轮pawl 棘爪periodic speed fluctuation 周期性速度波动pinion 小齿轮pinion and rack 齿轮齿条机构pinion cutter 齿轮插刀pitch curve 理论廓线pitch point 节点pitch line节线pitch circle 节园pitch diameter节圆直径pitch cone 节圆锥pitch cone angle节圆锥角pitch curve 凸轮理论廓线planetary differential封闭差动轮系planetary drive with small teeth difference 少齿差行星传动planet gear 行星轮planet gear train行星轮系planet carrier 行星架planar pair, flat pair 平面副planar mechanism 平面机构planar kinematic pair 平面运动副planar linkage 平面连杆机构planar cam 平面凸轮pneumatic mechanism 气动机构polar coordinate manipulator球坐标操作器polynomial motion 多项式运动规律pose, position and orientation 位姿power 功率pressure angle of base circle 基圆压力角pressure angle of involute 渐开线压力角pressure angle 压力角prismatic joint 移动关节Qquick-return mechanism 急回机构quick-return characteristics 急回特性quick-return motion 急回运动Rrack 齿条rack cutter 齿条插刀radius of curvature 曲率半径radius of base circle 基圆半径radius of roller 滚子半径ratchet棘轮ratchet mechanism棘轮机构real part 实部reciprocating motion 往复移动reciprocating follower 移动从动件redundant degree of freedom 冗余自由度redundant constraint 虚约束relative velocity 相对速度relative motion 相对运动resultant force 总反力return,return-stroke 回程revolute pair 转动副revolute joint 转动关节rigid circular spline刚轮rigid impulse (shock) 刚性冲击rigid rotor 刚性转子ring gear 内齿圈rise 升程rise 推程robot 机器人robotics 机器人学robust design 稳健设计rocker 摇杆roller follower 滚子从动件roller滚子rotation guide-bar mechanism 转动导杆机构rotor with several masses 多质量转子rotating guide-bar mechanism 转动导杆机构rotor 转子round belt drive 圆带传动Sscale 比例尺screw 螺杆screw mechanism 螺旋机构self-locking 自锁shaft angle 轴角shaking couple 振动力矩simple harmonic motion (SHM for short) 简谐运动simple harmonic motion 简谐运动simple harmonic motion 余弦加速度运动sine generator, scotch yoke 正弦机构singular position 奇异位置six-bar linkage 六杆机构slider 滑块slider-crank mechanism 曲柄滑块机构sliding pair, prismatic pair移动副space 齿槽space width 齿槽宽spatial mechanism 空间机构spatial linkages 空间连杆机构spatial cams 空间凸轮机构spatial kinematic pair 空间运动副spatial kinematic chain 空间运动链speed fluctuation 速度波动spherical pair球面副spherical involute 球面渐开线spherical motion球面运动sphere-pin pair球销副spur gear 直齿圆柱齿轮starting period 起动阶段static balance 静平衡standard pitch line分度线standard pitch circle分度圆standard pitch cone分度圆锥standard spur gear 标准直齿轮steady motion period 稳定运转阶段step pulley 塔轮stopping phase 停车阶段stroke 工作行程structure 结构structural and mechanical error 结构误差sub-mechanism 子机构sun gear 太阳轮synchronous belt drive同步带传动synthesis of mechanism机构综合Ttangent mechanism正切机构teeth number 齿数tension pulley X紧轮thickness 齿厚thickness on pitch circle 节园齿厚thread pitch 螺矩thread of a screw 螺纹three-dimensional cam 三维凸轮toggle mechanism 肘形机构tooth profile 齿廓tooth curve 齿廓曲线total contact ratio 总重合度transverse plane 端面transverse parameters 端面参数transverse circular pitch 端面齿距transverse contact ratio 端面重合度transverse module 端面模数transverse pressure angle 端面压力角transmission ratio, speed ratio 传动比transmission angle 传动角two-dimensional cam 两维凸轮Uundercutting根切undercutting 过度切割universal joint 单万向联轴节unit vector 单位矢量universal joint, hooke’s coupling 万向联轴节uniform motion, constant velocity motion等速运动规律Vvelocity diagram 速度曲线vector矢量velocity 速度virtual reality 虚拟现实vibration 振动Wwave generator 波发生器wedge cam 移动凸轮width of flat-face 从动件平底宽度working space工作空间working stroke 工作行程worm 蜗杆worm gearing 蜗杆传动机构worm and worm gear 蜗杆蜗轮机构worm gear 蜗轮wrist 腕部。

3dmax英文翻译最全的

3dmax英文翻译最全的

3dmax英文翻译(最全的)编辑器菜单翻译:SELECTION MODIFIERS 选择修改器MESH SELECT 网格选择POLY SELECT 多边形选择PATCH SELECT 面片选择SPLINE SELECT 样条线选择FFD SELECT FFD选择SELECT BY CHANNEL 按通道选择SURFACE SELECT(NSURF SEL)NURBS 曲面选择PATCH/SPLINE EDITING 面片/样条线编辑EDIT PATCH 编辑面片EDIT SPLINE 编辑样条线CROSS SECTION 横截面SURFACE 曲面DELETE PATCH 删除面片DELETE SPLINE 删除样条线LATHE 车削旋转NORMALIZE SPLINE 规格化样条线FILLET/CHAMFER 圆角/切角TRIM/EXTEND 修剪/延伸RENDERABLE SPLINE 可渲染样条线SWEEP 扫描MESH EDITING 网格编辑DELETE MESH 删除网格EDIT MESH 编辑网格EDIT POLY 编辑多边形EXTRUDE 挤出FACE EXTRUDE 面挤出NORMAL 法线SMOOTH 平滑BEVEL 倒角、斜切BEVEL PROFILE 倒角剖面TESSELLATE 细化STL CHECK STL检查CAP HOLES 补洞VERTEXPAINT 顶点绘制OPTIMIZE 优化MULTIRES 多分辨率VERTEX WELD 顶点焊接SYMMETRY 对称EDIT NORMALS 编辑法线EDITABLE POLY 可编辑多边形EDIT GEOMETRY 编辑几何体SUBDIVISION SURFACE 细分曲面SUBDIVISION DISPLACEMENT 细分置换PAINT DEFORMATION 绘制变形CONVERSION 转化TURN TO POLY 转换为多边形TURN TO PATCH 转换为面片TURN TO MESH 转换为网格ANIMATION MODIFIERS 动画EDIT ENVELOPE 编辑封套WEIGHT PROPERTIES 权重属性MIRROR PARAMETERS 镜像参数DISPLAY 显示ADV ANCED PARAMETERS 高级参数GIZMO 变形器MORPHER 变形器CHANNEL COLOR LEGEND 通道颜色图例GLOBAL PARAMETERS 全局参数CHANNEL LIST 通道列表CHANNEL PARAMETERS 通道参数ADV ANCED PARAMETERS 高级参数FLEX 柔体PARAMETERS 参数SIMPLE SOFT BODIES 简章软体WEIGHTS AND PAINTING 权重和绘制FORCES AND DEFLECTORS 力和导向器ADV ANCED PARAMETERS 高级参数ADV ANCED SPRINGS 高级弹力线MELT 融化LINKED XFORM 链接变换PATCH DEFORM 面片变形PATH DEFORM 路径变形SURF DEFORM 曲面变形PATCH DEFORM(WSM)面片变形(WSM)PATH DEFORM(WSM)路径变形(WSM)SURF DEFORM(WSM)曲面变形(WSM)SKIN MORPH 蒙皮变形SKIN WRAP 蒙皮包裹SKIN WRAP PATCH 蒙皮包裹面片SPLINE IK CONTROL 样条线IK控制ATTRIBUTE HOLDER 属性承载器UV COORDINATES MODIFIERS UV坐标修改器UVW MAP UVW贴图UNWRAP UVW 展开UVWUVW XFORM UVW变换MAPSCALER(WSM)贴图缩放器(WSM)MAPSCALER 贴图缩放器(OSM)CAMERA MAP 摄影机贴图CAMERA MAP(WSM)摄影机贴图(WSM)SURFACE MAPPER(WSM)曲面贴图(WSM)PROJECTION 投影UVW MAPPING ADD UVW贴图添加UVW MAPPING CLEAR UVW贴图清除CACHE TOOLS 缓存工具POINT CACHE 点缓存POINT CACHE(WSM)点缓存(WSM)SUBDIVISION SURFACES 细分曲面TURBOSMOOTH 涡轮平滑MESHSMOOTH 网格平滑HSDS MODIFIER HSDS修改器FREE FORM DEFORMATIONS 自由形式变形FFD MODIFIERS FFD修改FFD BOX/CYLINDER FFD长方形/圆柱体PARAMETRIC MODIFIERS 参数化修改器BEND 弯曲TAPER 锥化TWIST 扭曲NOISE 噪波STRETCH 拉伸、伸展SQUEEZE 挤压PUSH 推力RELAX 松弛RIPPLE 涟漪WA VE 波浪SKEW 倾斜ALICE 切片SPHERIFY 球形化AFFECT REGION 影响区域LATTICE 晶格MIRROR 镜像DISPLACE 置换XFORM 变换SUBSTITUTE 替换PRESERVE 保留SHELL 壳SURFACE 曲面MATERIAL 材质MATERIAL BY ELEMENT 按元素分配材质DISP APPROX 置换近似DISPLACE MESH(WSM)置换网格(WSM)DISPLACE NURBS(WSM)置换网格(WSM)RADIOSITY MODIFIERS 沟通传递修改器SUBDIVIDE(WSM)细分(WSM)SUBDIVIDE 细分材质编辑器:Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图).Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数)Maps(贴图).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合) .Adove Premiere Video Filter(PM滤镜) Matte/Shoadow().Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)参数区卷展栏:Shader Basic Parameters(着色基本参数区).Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏) 塑性.Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象) Blinn Basic Patameters(宾氏基本参数区) .Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率).Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区) ..Base Material(基本材质)..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material(背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射)..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命).Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星) Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射).Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合) Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)Save Selected(保存所选择的对象) Redo(恢复) XRef Objects(外部参考物体) Clone(复制) XRef Scenes(外部参考场景) Delete(删除) Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转) Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择) Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组) Align Camera(对齐摄像机) Explode(分解) Scaping Tool(间距修改工具) Detach(分离) Transform Type-In(输入变换坐标) Attach(合并) Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)Object(物体工具栏) Create(创建命令面板) Compounds(复合工具栏) Modify(修改命令面板) Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板)Particles(粒子系统工具栏) Motion(运动命令面板) Helpers(帮助物体工具栏) Display(显示命令面板) Space Warps(空间扭曲工具栏) Utilities(实用程序) Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集) Show End Result(显示最后结果) Intersection(交集) Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制) Edit Stack(编辑堆栈对话框) Reference(参考复制)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点) Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点).TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型).Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线)Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Global Lighting(球形照明) Snow(雪) Atmosphere(大气) Blizzard(暴风雪) Combustion(燃烧) PArray(粒子列阵) Volume Light(体光) Pcloud(粒子云)Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)Volume Fog(体雾)快捷菜单:A-角度捕捉开关B-切换到底视图C-切换到摄象机视图D-封闭视窗E-切换到轨迹视图F-切换到前视图G-切换到网格视图H-显示通过名称选择对话框I-交互式平移J-选择框显示切换K-切换到背视图L-切换到左视图M-材质编辑器N-动画模式开关O-自适应退化开关P-切换到透视用户视图Q-显示选定物体三角形数目R-切换到右视图S-捕捉开关T-切换到顶视图U-切换到等角用户视图V-旋转场景W-最大化视窗开关X-中心点循环Y-工具样界面转换Z-缩放模式[-交互式移近]-交互式移远/-播放动画F1-帮助文件F3-线框与光滑高亮显示切换F4-Edged Faces显示切换F5-约束到X轴方向F6-约束到Y轴方向F7-约束到Z轴方向F8-约束轴面循环F9-快速渲染F10-渲染场景F11-MAX脚本程序编辑F12-键盘输入变换Delete-删除选定物体SPACE-选择集锁定开关END-进到最后一帧HOME-进到起始帧INSERT-循环子对象层级PAGEUP-选择父系PAGEDOWN-选择子系CTRL+A-重做场景操作CTRL+B-子对象选择开关CTRL+F-循环选择模式CTRL+L-默认灯光开关CTRL+N-新建场景CTRL+O-打开文件CTRL+P-平移视图CTRL+R-旋转视图模式CTRL+S-保存文件CTRL+T-纹理校正CTRL+T-打开工具箱(Nurbs曲面建模)CTRL+W-区域缩放模式CTRL+Z-取消场景操作CTRL+SPACE-创建定位锁定键SHIFT+A-重做视图操作SHIFT+B-视窗立方体模式开关SHIFT+C-显示摄象机开关SHIFT+E-以前次参数设置进行渲染SHIFT+F-显示安全框开关SHIFT+G-显示网络开关SHIFT+H-显示辅助物体开关SHIFT+I-显示最近渲染生成的图象SHIFT+L-显示灯光开关SHIFT+O-显示几何体开关SHIFT+P-显示粒子系统开关SHIFT+Q-快速渲染SHIFT+R-渲染场景SHIFT+S-显示形状开关SHIFT+W-显示空间扭曲开关SHIFT+Z-取消视窗操作SHIFT+4-切换到聚光灯/平行灯光视图SHIFT+\-交换布局SHIFT+SPACE-创建旋转锁定键ALT+S-网格与捕捉设置ALT+SPACE-循环通过捕捉ALT+CTRL+Z-场景范围充满视窗ALT+CTRL+SPACE-偏移捕捉SHIFT+CTRL+A-自适应透视网线开关SHIFT+CTRL+P-百分比捕捉开关SHIFT+CTRL+Z全部场景范围充满视窗标题栏翻译:一、File<文件>New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉TransfromType-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transfrom〈重置背景变换〉Show TransfromGizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

机器人操作臂运动学

机器人操作臂运动学

a0
a1
2
V
X 0 Y0 Z 0
V X 2 Y2 V T Z V 2 1
T ( 01T)( 12T)
i 1 2
(i-1) 0 -90
a(i-1) a0 a1
di 0 d2
i 1 2
Z0 Z1
Y2
X2 X0 Y0 X1
d2
Y1
a0
a1
cosθ 1 sinθ 1 0 1T 0 0
D-H参数
基本思想:每个关节分配一个坐标系。用D-H参数, 描述框{i}相对于前一个框{i-1}的位姿需要4个参数 参数/变量:
, a , d,
Z(i - 1)
Y(i -1)
a(i - 1 ) di
Yi
Zi Xi ai
X(i -1) ( i - 1)
i
1) ai-1 定义: ai-1 两个关节轴线公垂线的长度. 关节轴是 围绕它发生旋转的有向空间直线,在图中是 Zi-1 和 Zi 轴。
2
3
90
0
0
0
2
3
c1 s 1 0 1T 0 0
s1 0 0 c1 0 0 0 1 0 0 0 1
c 2 0 1 T 2 s 2 0 c 3 s 3 2 3T 0 0
s 2 0 c 2 0 s 3 c 3 0 0
sinθ 1 cosθ 1 0 0
0 a0 0 0 1 0 0 1
cosθ 2 0 1 2T sinθ 2 0
sinθ 2 0 cosθ 2 0
0 a1 1 d2 0 0 0 1
This is a translation by a0 followed by a rotation around the Z1 axis

机械设计专业术语的英语翻译

机械设计专业术语的英语翻译

如有你有帮助,请购买下载,谢谢!阿基米德蜗杆 Archimedes worm安全系数 safety factor; factor of safety安全载荷 safe load凹面、凹度 concavity扳手 wrench板簧 flat leaf spring半圆键 woodruff key变形 deformation摆杆 oscillating bar摆动从动件 oscillating follower摆动从动件凸轮机构 cam with oscillating follower 摆动导杆机构 oscillating guide-bar mechanism摆线齿轮 cycloidal gear摆线齿形 cycloidal tooth profile摆线运动规律 cycloidal motion摆线针轮 cycloidal-pin wheel包角 angle of contact保持架 cage背对背安装 back-to-back arrangement背锥 back cone ;normal cone背锥角 back angle背锥距 back cone distance比例尺 scale比热容 specific heat capacity闭式链 closed kinematic chain闭链机构 closed chain mechanism臂部 arm变频器 frequency converters变频调速 frequency control of motor speed变速 speed change变速齿轮 change gear ; change wheel变位齿轮 modified gear变位系数 modification coefficient标准齿轮 standard gear标准直齿轮 standard spur gear表面质量系数 superficial mass factor表面传热系数 surface coefficient of heat transfer 表面粗糙度 surface roughness并联式组合 combination in parallel并联机构 parallel mechanism并联组合机构 parallel combined mechanism并行工程 concurrent engineering并行设计 concurred design, CD不平衡相位 phase angle of unbalance不平衡 imbalance (or unbalance)不平衡量 amount of unbalance 不完全齿轮机构 intermittent gearing波发生器 wave generator波数 number of waves补偿 compensation参数化设计 parameterization design, PD残余应力 residual stress操纵及控制装置 operation control device槽轮 Geneva wheel槽轮机构 Geneva mechanism ;Maltese cross槽数 Geneva numerate槽凸轮 groove cam侧隙 backlash差动轮系 differential gear train差动螺旋机构 differential screw mechanism差速器 differential常用机构 conventional mechanism; mechanism in common use 车床 lathe承载量系数 bearing capacity factor承载能力 bearing capacity成对安装 paired mounting尺寸系列 dimension series齿槽 tooth space齿槽宽 spacewidth齿侧间隙 backlash齿顶高 addendum齿顶圆 addendum circle齿根高 dedendum齿根圆 dedendum circle齿厚 tooth thickness齿距 circular pitch齿宽 face width齿廓 tooth profile齿廓曲线 tooth curve齿轮 gear齿轮变速箱 speed-changing gear boxes齿轮齿条机构 pinion and rack齿轮插刀 pinion cutter; pinion-shaped shaper cutter齿轮滚刀 hob ,hobbing cutter齿轮机构 gear齿轮轮坯 blank齿轮传动系 pinion unit齿轮联轴器 gear coupling齿条传动 rack gear齿数 tooth number齿数比 gear ratio齿条 rack如有你有帮助,请购买下载,谢谢!齿条插刀 rack cutter; rack-shaped shaper cutter齿形链、无声链 silent chain齿形系数 form factor齿式棘轮机构 tooth ratchet mechanism插齿机 gear shaper重合点 coincident points重合度 contact ratio冲床 punch传动比 transmission ratio, speed ratio传动装置 gearing; transmission gear传动系统 driven system传动角 transmission angle传动轴 transmission shaft串联式组合 combination in series串联式组合机构 series combined mechanism串级调速 cascade speed control创新 innovation ; creation创新设计 creation design垂直载荷、法向载荷 normal load唇形橡胶密封 lip rubber seal磁流体轴承 magnetic fluid bearing从动带轮 driven pulley从动件 driven link, follower从动件平底宽度 width of flat-face从动件停歇 follower dwell从动件运动规律 follower motion从动轮 driven gear粗线 bold line粗牙螺纹 coarse thread大齿轮 gear wheel打包机 packer打滑 slipping带传动 belt driving带轮 belt pulley带式制动器 band brake单列轴承 single row bearing单向推力轴承 single-direction thrust bearing单万向联轴节 single universal joint单位矢量 unit vector当量齿轮 equivalent spur gear; virtual gear当量齿数 equivalent teeth number; virtual number of teeth 当量摩擦系数 equivalent coefficient of friction当量载荷 equivalent load刀具 cutter导数 derivative倒角 chamfer 导热性 conduction of heat导程 lead导程角 lead angle等加等减速运动规律 parabolic motion; constant acceleration and deceleration motion等速运动规律 uniform motion; constant velocity motion等径凸轮 conjugate yoke radial cam等宽凸轮 constant-breadth cam等效构件 equivalent link等效力 equivalent force等效力矩 equivalent moment of force等效量 equivalent等效质量 equivalent mass等效转动惯量 equivalent moment of inertia等效动力学模型 dynamically equivalent model底座 chassis低副 lower pair点划线 chain dotted line(疲劳)点蚀 pitting垫圈 gasket垫片密封 gasket seal碟形弹簧 belleville spring顶隙 bottom clearance定轴轮系 ordinary gear train; gear train with fixed axes动力学 dynamics动密封 kinematical seal动能 dynamic energy动力粘度 dynamic viscosity动力润滑 dynamic lubrication动平衡 dynamic balance动平衡机 dynamic balancing machine动态特性 dynamic characteristics动态分析设计 dynamic analysis design动压力 dynamic reaction动载荷 dynamic load端面 transverse plane端面参数 transverse parameters端面齿距 transverse circular pitch端面齿廓 transverse tooth profile端面重合度 transverse contact ratio端面模数 transverse module端面压力角 transverse pressure angle锻造 forge对称循环应力 symmetry circulating stress对心滚子从动件 radial (or in-line ) roller follower对心直动从动件 radial (or in-line ) translating follower如有你有帮助,请购买下载,谢谢!对心移动从动件 radial reciprocating follower对心曲柄滑块机构 in-line slider-crank (or crank-slider) mechanism 多列轴承 multi-row bearing多楔带 poly V-belt多项式运动规律 polynomial motion多质量转子 rotor with several masses惰轮 idle gear额定寿命 rating life额定载荷 load ratingII 级杆组 dyad发生线 generating line发生面 generating plane法面 normal plane法面参数 normal parameters法面齿距 normal circular pitch法面模数 normal module法面压力角 normal pressure angle法向齿距 normal pitch法向齿廓 normal tooth profile法向直廓蜗杆 straight sided normal worm法向力 normal force反馈式组合 feedback combining反向运动学 inverse ( or backward) kinematics反转法 kinematic inversion反正切 Arctan范成法 generating cutting仿形法 form cutting方案设计、概念设计 concept design, CD防振装置 shockproof device飞轮 flywheel飞轮矩 moment of flywheel非标准齿轮 nonstandard gear非接触式密封 non-contact seal非周期性速度波动 aperiodic speed fluctuation非圆齿轮 non-circular gear粉末合金 powder metallurgy分度线 reference line; standard pitch line分度圆 reference circle; standard (cutting) pitch circle分度圆柱导程角 lead angle at reference cylinder分度圆柱螺旋角 helix angle at reference cylinder分母 denominator分子 numerator分度圆锥 reference cone; standard pitch cone分析法 analytical method封闭差动轮系 planetary differential复合铰链 compound hinge 复合式组合 compound combining复合轮系 compound (or combined) gear train 复合平带 compound flat belt复合应力 combined stress复式螺旋机构 Compound screw mechanism 复杂机构 complex mechanism杆组 Assur group干涉 interference刚度系数 stiffness coefficient刚轮 rigid circular spline钢丝软轴 wire soft shaft刚体导引机构 body guidance mechanism刚性冲击 rigid impulse (shock)刚性转子 rigid rotor刚性轴承 rigid bearing刚性联轴器 rigid coupling高度系列 height series高速带 high speed belt高副 higher pair格拉晓夫定理 Grashoff`s law根切 undercutting公称直径 nominal diameter高度系列 height series功 work工况系数 application factor工艺设计 technological design工作循环图 working cycle diagram工作机构 operation mechanism工作载荷 external loads工作空间 working space工作应力 working stress工作阻力 effective resistance工作阻力矩 effective resistance moment公法线 common normal line公共约束 general constraint公制齿轮 metric gears功率 power功能分析设计 function analyses design共轭齿廓 conjugate profiles共轭凸轮 conjugate cam构件 link鼓风机 blower固定构件 fixed link; frame固体润滑剂 solid lubricant关节型操作器 jointed manipulator惯性力 inertia force如有你有帮助,请购买下载,谢谢!惯性力矩 moment of inertia ,shaking moment惯性力平衡 balance of shaking force惯性力完全平衡 full balance of shaking force惯性力部分平衡 partial balance of shaking force 惯性主矩 resultant moment of inertia惯性主失 resultant vector of inertia冠轮 crown gear广义机构 generation mechanism广义坐标 generalized coordinate轨迹生成 path generation轨迹发生器 path generator滚刀 hob滚道 raceway滚动体 rolling element滚动轴承 rolling bearing滚动轴承代号 rolling bearing identification code 滚针 needle roller滚针轴承 needle roller bearing滚子 roller滚子轴承 roller bearing滚子半径 radius of roller滚子从动件 roller follower滚子链 roller chain滚子链联轴器 double roller chain coupling滚珠丝杆 ball screw滚柱式单向超越离合器 roller clutch过度切割 undercutting函数发生器 function generator函数生成 function generation含油轴承 oil bearing耗油量 oil consumption耗油量系数 oil consumption factor赫兹公式 H. Hertz equation合成弯矩 resultant bending moment合力 resultant force合力矩 resultant moment of force黑箱 black box横坐标 abscissa互换性齿轮 interchangeable gears花键 spline滑键、导键 feather key滑动轴承 sliding bearing滑动率 sliding ratio滑块 slider环面蜗杆 toroid helicoids worm环形弹簧 annular spring 缓冲装置 shocks; shock-absorber灰铸铁 grey cast iron回程 return回转体平衡 balance of rotors混合轮系 compound gear train积分 integrate机电一体化系统设计 mechanical-electrical integration system design 机构 mechanism机构分析 analysis of mechanism机构平衡 balance of mechanism机构学 mechanism机构运动设计 kinematic design of mechanism机构运动简图 kinematic sketch of mechanism机构综合 synthesis of mechanism机构组成 constitution of mechanism机架 frame, fixed link机架变换 kinematic inversion机器 machine机器人 robot机器人操作器 manipulator机器人学 robotics技术过程 technique process技术经济评价 technical and economic evaluation技术系统 technique system机械 machinery机械创新设计 mechanical creation design, MCD机械系统设计 mechanical system design, MSD机械动力分析 dynamic analysis of machinery机械动力设计 dynamic design of machinery机械动力学 dynamics of machinery机械的现代设计 modern machine design机械系统 mechanical system机械利益 mechanical advantage机械平衡 balance of machinery机械手 manipulator机械设计 machine design; mechanical design机械特性 mechanical behavior机械调速 mechanical speed governors机械效率 mechanical efficiency机械原理 theory of machines and mechanisms机械运转不均匀系数 coefficient of speed fluctuation机械无级变速 mechanical stepless speed changes基础机构 fundamental mechanism基本额定寿命 basic rating life基于实例设计 case-based design,CBD基圆 base circle如有你有帮助,请购买下载,谢谢!基圆半径 radius of base circle基圆齿距 base pitch基圆压力角 pressure angle of base circle基圆柱 base cylinder基圆锥 base cone急回机构 quick-return mechanism急回特性 quick-return characteristics急回系数 advance-to return-time ratio急回运动 quick-return motion棘轮 ratchet棘轮机构 ratchet mechanism棘爪 pawl极限位置 extreme (or limiting) position极位夹角 crank angle between extreme (or limiting) positions计算机辅助设计 computer aided design, CAD计算机辅助制造 computer aided manufacturing, CAM计算机集成制造系统 computer integrated manufacturing system, CIMS计算力矩 factored moment; calculation moment计算弯矩 calculated bending moment加权系数 weighting efficient加速度 acceleration加速度分析 acceleration analysis加速度曲线 acceleration diagram尖点 pointing; cusp尖底从动件 knife-edge follower间隙 backlash间歇运动机构 intermittent motion mechanism减速比 reduction ratio减速齿轮、减速装置 reduction gear减速器 speed reducer减摩性 anti-friction quality渐开螺旋面 involute helicoid渐开线 involute渐开线齿廓 involute profile渐开线齿轮 involute gear渐开线发生线 generating line of involute渐开线方程 involute equation渐开线函数 involute function渐开线蜗杆 involute worm渐开线压力角 pressure angle of involute渐开线花键 involute spline简谐运动 simple harmonic motion键 key键槽 keyway交变应力 repeated stress 交变载荷 repeated fluctuating load交叉带传动 cross-belt drive交错轴斜齿轮 crossed helical gears胶合 scoring角加速度 angular acceleration角速度 angular velocity角速比 angular velocity ratio角接触球轴承 angular contact ball bearing角接触推力轴承 angular contact thrust bearing角接触向心轴承 angular contact radial bearing角接触轴承 angular contact bearing铰链、枢纽 hinge校正平面 correcting plane接触应力 contact stress接触式密封 contact seal阶梯轴 multi-diameter shaft结构 structure结构设计 structural design截面 section节点 pitch point节距 circular pitch; pitch of teeth节线 pitch line节圆 pitch circle节圆齿厚 thickness on pitch circle节圆直径 pitch diameter节圆锥 pitch cone节圆锥角 pitch cone angle解析设计 analytical design紧边 tight-side紧固件 fastener径节 diametral pitch径向 radial direction径向当量动载荷 dynamic equivalent radial load径向当量静载荷 static equivalent radial load径向基本额定动载荷 basic dynamic radial load rating 径向基本额定静载荷 basic static radial load tating径向接触轴承 radial contact bearing径向平面 radial plane径向游隙 radial internal clearance径向载荷 radial load径向载荷系数 radial load factor径向间隙 clearance静力 static force静平衡 static balance静载荷 static load静密封 static seal如有你有帮助,请购买下载,谢谢!局部自由度 passive degree of freedom矩阵 matrix矩形螺纹 square threaded form锯齿形螺纹 buttress thread form矩形牙嵌式离合器 square-jaw positive-contact clutch绝对尺寸系数 absolute dimensional factor绝对运动 absolute motion绝对速度 absolute velocity均衡装置 load balancing mechanism抗压强度 compression strength开口传动 open-belt drive开式链 open kinematic chain开链机构 open chain mechanism可靠度 degree of reliability可靠性 reliability可靠性设计 reliability design, RD空气弹簧 air spring空间机构 spatial mechanism空间连杆机构 spatial linkage空间凸轮机构 spatial cam空间运动副 spatial kinematic pair空间运动链 spatial kinematic chain空转 idle宽度系列 width series框图 block diagram雷诺方程Reynolds‘s equation离心力 centrifugal force离心应力 centrifugal stress离合器 clutch离心密封 centrifugal seal理论廓线 pitch curve理论啮合线 theoretical line of action隶属度 membership力 force力多边形 force polygon力封闭型凸轮机构 force-drive (or force-closed) cam mechanism 力矩 moment力平衡 equilibrium力偶 couple力偶矩 moment of couple连杆 connecting rod, coupler连杆机构 linkage连杆曲线 coupler-curve连心线 line of centers链 chain链传动装置 chain gearing 链轮 sprocket ; sprocket-wheel ; sprocket gear ; chain wheel 联组V 带 tight-up V belt联轴器 coupling ; shaft coupling两维凸轮 two-dimensional cam临界转速 critical speed六杆机构 six-bar linkage龙门刨床 double Haas planer轮坯 blank轮系 gear train螺杆 screw螺距 thread pitch螺母 screw nut螺旋锥齿轮 helical bevel gear螺钉 screws螺栓 bolts螺纹导程 lead螺纹效率 screw efficiency螺旋传动 power screw螺旋密封 spiral seal螺纹 thread (of a screw)螺旋副 helical pair螺旋机构 screw mechanism螺旋角 helix angle螺旋线 helix ,helical line绿色设计 green design ; design for environment马耳他机构 Geneva wheel ; Geneva gear马耳他十字 Maltese cross脉动无级变速 pulsating stepless speed changes脉动循环应力 fluctuating circulating stress脉动载荷 fluctuating load铆钉 rivet迷宫密封 labyrinth seal密封 seal密封带 seal belt密封胶 seal gum密封元件 potted component密封装置 sealing arrangement面对面安装 face-to-face arrangement面向产品生命周期设计 design for product`s life cycle, DPLC 名义应力、公称应力 nominal stress模块化设计 modular design, MD模块式传动系统 modular system模幅箱 morphology box模糊集 fuzzy set模糊评价 fuzzy evaluation模数 module如有你有帮助,请购买下载,谢谢!摩擦 friction摩擦角 friction angle摩擦力 friction force摩擦学设计 tribology design, TD摩擦阻力 frictional resistance摩擦力矩 friction moment摩擦系数 coefficient of friction摩擦圆 friction circle磨损 abrasion ;wear; scratching末端执行器 end-effector目标函数 objective function耐腐蚀性 corrosion resistance耐磨性 wear resistance挠性机构 mechanism with flexible elements 挠性转子 flexible rotor内齿轮 internal gear内齿圈 ring gear内力 internal force内圈 inner ring能量 energy能量指示图 viscosity逆时针 counterclockwise (or anticlockwise) 啮出 engaging-out啮合 engagement, mesh, gearing啮合点 contact points啮合角 working pressure angle啮合线 line of action啮合线长度 length of line of action啮入 engaging-in牛头刨床 shaper凝固点 freezing point; solidifying point扭转应力 torsion stress扭矩 moment of torque扭簧 helical torsion spring诺模图 NomogramO 形密封圈密封 O ring seal盘形凸轮 disk cam盘形转子 disk-like rotor抛物线运动 parabolic motion疲劳极限 fatigue limit疲劳强度 fatigue strength偏置式 offset偏( 心) 距 offset distance偏心率 eccentricity ratio偏心质量 eccentric mass偏距圆 offset circle 偏心盘 eccentric偏置滚子从动件 offset roller follower偏置尖底从动件 offset knife-edge follower偏置曲柄滑块机构 offset slider-crank mechanism拼接 matching评价与决策 evaluation and decision频率 frequency平带 flat belt平带传动 flat belt driving平底从动件 flat-face follower平底宽度 face width平分线 bisector平均应力 average stress平均中径 mean screw diameter平均速度 average velocity平衡 balance平衡机 balancing machine平衡品质 balancing quality平衡平面 correcting plane平衡质量 balancing mass平衡重 counterweight平衡转速 balancing speed平面副 planar pair, flat pair平面机构 planar mechanism平面运动副 planar kinematic pair平面连杆机构 planar linkage平面凸轮 planar cam平面凸轮机构 planar cam mechanism平面轴斜齿轮 parallel helical gears普通平键 parallel key其他常用机构 other mechanism in common use起动阶段 starting period启动力矩 starting torque气动机构 pneumatic mechanism奇异位置 singular position起始啮合点 initial contact , beginning of contact气体轴承 gas bearing千斤顶 jack嵌入键 sunk key强迫振动 forced vibration切齿深度 depth of cut曲柄 crank曲柄存在条件 Grashoff`s law曲柄导杆机构 crank shaper (guide-bar) mechanism曲柄滑块机构 slider-crank (or crank-slider) mechanism 曲柄摇杆机构 crank-rocker mechanism如有你有帮助,请购买下载,谢谢!曲齿锥齿轮 spiral bevel gear曲率 curvature曲率半径 radius of curvature曲面从动件 curved-shoe follower曲线拼接 curve matching曲线运动 curvilinear motion曲轴 crank shaft驱动力 driving force驱动力矩 driving moment (torque)全齿高 whole depth权重集 weight sets球 ball球面滚子 convex roller球轴承 ball bearing球面副 spheric pair球面渐开线 spherical involute球面运动 spherical motion球销副 sphere-pin pair球坐标操作器 polar coordinate manipulator燃点 spontaneous ignition热平衡 heat balance; thermal equilibrium人字齿轮 herringbone gear冗余自由度 redundant degree of freedom柔轮 flexspline柔性冲击 flexible impulse; soft shock柔性制造系统 flexible manufacturing system; FMS柔性自动化 flexible automation润滑油膜 lubricant film润滑装置 lubrication device润滑 lubrication润滑剂 lubricant三角形花键 serration spline三角形螺纹 V thread screw三维凸轮 three-dimensional cam三心定理 Kennedy`s theorem砂轮越程槽 grinding wheel groove砂漏 hour-glass少齿差行星传动 planetary drive with small teeth difference 设计方法学 design methodology设计变量 design variable设计约束 design constraints深沟球轴承 deep groove ball bearing生产阻力 productive resistance升程 rise升距 lift实际廓线 cam profile 十字滑块联轴器double slider coupling; Oldham‘s coupling 矢量 vector输出功 output work输出构件 output link输出机构 output mechanism输出力矩 output torque输出轴 output shaft输入构件 input link数学模型 mathematic model实际啮合线 actual line of action双滑块机构 double-slider mechanism, ellipsograph双曲柄机构 double crank mechanism双曲面齿轮 hyperboloid gear双头螺柱 studs双万向联轴节 constant-velocity (or double) universal joint 双摇杆机构 double rocker mechanism双转块机构 Oldham coupling双列轴承 double row bearing双向推力轴承 double-direction thrust bearing松边 slack-side顺时针 clockwise瞬心 instantaneous center死点 dead point四杆机构 four-bar linkage速度 velocity速度不均匀( 波动) 系数 coefficient of speed fluctuation 速度波动 speed fluctuation速度曲线 velocity diagram速度瞬心 instantaneous center of velocity塔轮 step pulley踏板 pedal台钳、虎钳 vice太阳轮 sun gear弹性滑动 elasticity sliding motion弹性联轴器 elastic coupling ; flexible coupling弹性套柱销联轴器 rubber-cushioned sleeve bearing coupling 套筒 sleeve梯形螺纹 acme thread form特殊运动链 special kinematic chain特性 characteristics替代机构 equivalent mechanism调节 modulation, regulation调心滚子轴承 self-aligning roller bearing调心球轴承 self-aligning ball bearing调心轴承 self-aligning bearing调速 speed governing如有你有帮助,请购买下载,谢谢!调速电动机 adjustable speed motors调速系统 speed control system调压调速 variable voltage control调速器 regulator, governor铁磁流体密封 ferrofluid seal停车阶段 stopping phase停歇 dwell同步带 synchronous belt同步带传动 synchronous belt drive凸的,凸面体 convex凸轮 cam凸轮倒置机构 inverse cam mechanism凸轮机构 cam , cam mechanism凸轮廓线 cam profile凸轮廓线绘制 layout of cam profile凸轮理论廓线 pitch curve凸缘联轴器 flange coupling图册、图谱 atlas图解法 graphical method推程 rise推力球轴承 thrust ball bearing推力轴承 thrust bearing退刀槽 tool withdrawal groove退火 anneal陀螺仪 gyroscopeV 带 V belt外力 external force外圈 outer ring外形尺寸 boundary dimension万向联轴器 Hooks coupling ; universal coupling 外齿轮 external gear弯曲应力 beading stress弯矩 bending moment腕部 wrist往复移动 reciprocating motion往复式密封 reciprocating seal网上设计 on-net design, OND微动螺旋机构 differential screw mechanism位移 displacement位移曲线 displacement diagram位姿 pose , position and orientation稳定运转阶段 steady motion period稳健设计 robust design蜗杆 worm蜗杆传动机构 worm gearing蜗杆头数 number of threads 蜗杆直径系数 diametral quotient蜗杆蜗轮机构 worm and worm gear蜗杆形凸轮步进机构 worm cam interval mechanism蜗杆旋向 hands of worm蜗轮 worm gear涡圈形盘簧 power spring无级变速装置 stepless speed changes devices无穷大 infinite系杆 crank arm, planet carrier现场平衡 field balancing向心轴承 radial bearing向心力 centrifugal force相对速度 relative velocity相对运动 relative motion相对间隙 relative gap象限 quadrant橡皮泥 plasticine细牙螺纹 fine threads销 pin消耗 consumption小齿轮 pinion小径 minor diameter橡胶弹簧 balata spring修正梯形加速度运动规律 modified trapezoidal acceleration motion 修正正弦加速度运动规律 modified sine acceleration motion斜齿圆柱齿轮 helical gear斜键、钩头楔键 taper key泄漏 leakage谐波齿轮 harmonic gear谐波传动 harmonic driving谐波发生器 harmonic generator斜齿轮的当量直齿轮 equivalent spur gear of the helical gear心轴 spindle行程速度变化系数 coefficient of travel speed variation行程速比系数 advance-to return-time ratio行星齿轮装置 planetary transmission行星轮 planet gear行星轮变速装置 planetary speed changing devices行星轮系 planetary gear train形封闭凸轮机构 positive-drive (or form-closed) cam mechanism虚拟现实 virtual reality虚拟现实技术 virtual reality technology, VRT虚拟现实设计 virtual reality design, VRD虚约束 redundant (or passive) constraint许用不平衡量 allowable amount of unbalance许用压力角 allowable pressure angle如有你有帮助,请购买下载,谢谢!许用应力 allowable stress; permissible stress悬臂结构 cantilever structure悬臂梁 cantilever beam循环功率流 circulating power load旋转力矩 running torque旋转式密封 rotating seal旋转运动 rotary motion选型 type selection压力 pressure压力中心 center of pressure压缩机 compressor压应力 compressive stress压力角 pressure angle牙嵌式联轴器 jaw (teeth) positive-contact coupling雅可比矩阵 Jacobi matrix摇杆 rocker液力传动 hydrodynamic drive液力耦合器 hydraulic couplers液体弹簧 liquid spring液压无级变速 hydraulic stepless speed changes液压机构 hydraulic mechanism一般化运动链 generalized kinematic chain移动从动件 reciprocating follower移动副 prismatic pair, sliding pair移动关节 prismatic joint移动凸轮 wedge cam盈亏功 increment or decrement work应力幅 stress amplitude应力集中 stress concentration应力集中系数 factor of stress concentration应力图 stress diagram应力—应变图 stress-strain diagram优化设计 optimal design油杯 oil bottle油壶 oil can油沟密封 oily ditch seal有害阻力 useless resistance有益阻力 useful resistance有效拉力 effective tension有效圆周力 effective circle force有害阻力 detrimental resistance余弦加速度运动 cosine acceleration (or simple harmonic) motion 预紧力 preload原动机 primer mover圆带 round belt圆带传动 round belt drive 圆弧齿厚 circular thickness圆弧圆柱蜗杆 hollow flank worm圆角半径 fillet radius圆盘摩擦离合器 disc friction clutch圆盘制动器 disc brake原动机 prime mover原始机构 original mechanism圆形齿轮 circular gear圆柱滚子 cylindrical roller圆柱滚子轴承 cylindrical roller bearing圆柱副 cylindric pair圆柱式凸轮步进运动机构 barrel (cylindric) cam圆柱螺旋拉伸弹簧 cylindroid helical-coil extension spring圆柱螺旋扭转弹簧 cylindroid helical-coil torsion spring圆柱螺旋压缩弹簧 cylindroid helical-coil compression spring 圆柱凸轮 cylindrical cam圆柱蜗杆 cylindrical worm圆柱坐标操作器 cylindrical coordinate manipulator圆锥螺旋扭转弹簧 conoid helical-coil compression spring圆锥滚子 tapered roller圆锥滚子轴承 tapered roller bearing圆锥齿轮机构 bevel gears圆锥角 cone angle原动件 driving link约束 constraint约束条件 constraint condition约束反力 constraining force跃度 jerk跃度曲线 jerk diagram运动倒置 kinematic inversion运动方案设计 kinematic precept design运动分析 kinematic analysis运动副 kinematic pair运动构件 moving link运动简图 kinematic sketch运动链 kinematic chain运动失真 undercutting运动设计 kinematic design运动周期 cycle of motion运动综合 kinematic synthesis运转不均匀系数 coefficient of velocity fluctuation运动粘度 kenematic viscosity载荷 load载荷—变形曲线 load—deformation curve载荷—变形图 load—deformation diagram窄V 带 narrow V belt如有你有帮助,请购买下载,谢谢!毡圈密封 felt ring seal展成法 generating张紧力 tension张紧轮 tension pulley振动 vibration振动力矩 shaking couple振动频率 frequency of vibration振幅 amplitude of vibration正切机构 tangent mechanism正向运动学 direct (forward) kinematics正弦机构 sine generator, scotch yoke织布机 loom正应力、法向应力 normal stress制动器 brake直齿圆柱齿轮 spur gear直齿锥齿轮 straight bevel gear直角三角形 right triangle直角坐标操作器 Cartesian coordinate manipulator 直径系数 diametral quotient直径系列 diameter series直廓环面蜗杆 hindley worm直线运动 linear motion直轴 straight shaft质量 mass质心 center of mass执行构件 executive link; working link质径积 mass-radius product智能化设计 intelligent design, ID中间平面 mid-plane中心距 center distance中心距变动 center distance change中心轮 central gear中径 mean diameter终止啮合点 final contact, end of contact周节 pitch周期性速度波动 periodic speed fluctuation周转轮系 epicyclic gear train肘形机构 toggle mechanism轴 shaft轴承盖 bearing cup轴承合金 bearing alloy轴承座 bearing block轴承高度 bearing height轴承宽度 bearing width轴承内径 bearing bore diameter轴承寿命 bearing life 轴承套圈 bearing ring轴承外径 bearing outside diameter轴颈 journal轴瓦、轴承衬 bearing bush轴端挡圈 shaft end ring轴环 shaft collar轴肩 shaft shoulder轴角 shaft angle轴向 axial direction轴向齿廓 axial tooth profile轴向当量动载荷 dynamic equivalent axial load轴向当量静载荷 static equivalent axial load轴向基本额定动载荷 basic dynamic axial load rating轴向基本额定静载荷 basic static axial load rating轴向接触轴承 axial contact bearing轴向平面 axial plane轴向游隙 axial internal clearance轴向载荷 axial load轴向载荷系数 axial load factor轴向分力 axial thrust load主动件 driving link主动齿轮 driving gear主动带轮 driving pulley转动导杆机构 whitworth mechanism转动副 revolute (turning) pair转速 swiveling speed ; rotating speed转动关节 revolute joint转轴 revolving shaft转子 rotor转子平衡 balance of rotor装配条件 assembly condition锥齿轮 bevel gear锥顶 common apex of cone锥距 cone distance锥轮 bevel pulley; bevel wheel锥齿轮的当量直齿轮 equivalent spur gear of the bevel gear 锥面包络圆柱蜗杆 milled helicoids worm准双曲面齿轮 hypoid gear子程序 subroutine子机构 sub-mechanism自动化 automation自锁 self-locking自锁条件 condition of self-locking自由度 degree of freedom, mobility总重合度 total contact ratio总反力 resultant force如有你有帮助,请购买下载,谢谢!总效率 combined efficiency; overall efficiency组成原理 theory of constitution组合齿形 composite tooth form组合安装 stack mounting组合机构 combined mechanism阻抗力 resistance最大盈亏功 maximum difference work between plus and minus work纵向重合度 overlap contact ratio纵坐标 ordinate组合机构 combined mechanism最少齿数 minimum teeth number最小向径 minimum radius作用力 applied force坐标系 coordinate frame。

OpenSim例子3

OpenSim例子3

OpenSim Tutorial #3Scaling, Inverse Kinematics, and Inverse Dynamics Samuel Hamner, Clay Anderson, Eran Guendelman, Chand John, Jeff Reinbolt, Scott DelpNeuromuscular Biomechanics LaboratoryStanford UniversityI.O BJECTIVESPurposeThe purpose of this tutorial is to demonstrate how OpenSim solves an inverse kinematics problem and an inverse dynamics problem using experimental data. To diagnose movement disorders and study human movement, biomechanists frequently ask human subjects to perform movements in a motion capture laboratory and use computational tools to analyze these movements. A common step in analyzing a movement is to compute the joint angles and joint moments of the subject during movement. OpenSim has tools for computing these quantities:(1)Inverse kinematics is used to compute joint angles.(2)Inverse dynamics is used to compute net joint reaction forces and net joint moments. Inverse kinematics computes the joint angles for a musculoskeletal model that best reproduce the motion of a subject. Inverse dynamics then uses joint angles, angular velocities, and angular accelerations of the model, together with the experimental ground reaction forces and moments to solve for the net reaction forces and net moments at each of the joints. The schematic below shows an overview of the inverse kinematics and inverse dynamics problems.In this tutorial, you will:•Become familiar with OpenSim’s Scale, Inverse Kinematics and Inverse Dynamics tools •Solve an inverse kinematics and inverse dynamics problem using experimental data •Interpret the results of the inverse dynamics solution•Investigate the dynamic inconsistencies that arise during inverse dynamicsFormatEach section of the tutorial guides you in using certain tools within and asks you to answer a few questions. The menu titles and option names you must select and any commands you must type to run OpenSim will appear in bold face. The questions can be answered based on information from OpenSim and basic knowledge of the human musculoskeletal system. After you complete the tutorial, feel free to explore OpenSim and the other analysis tools further on your own. Depending on the amount of exploration you do, this tutorial should take 1-2 hours to complete.II.G ENERIC M USCULOSKELETAL M ODELIn this tutorial, you will be using a generic musculoskeletal model with 23 degrees of freedom and actuated by 54 muscles entitled 3DGaitModel2354. It is a simplified version of the lower-extremity model of Delp et al. [1], modified to include a torso and back joint based on the model of Anderson and Pandy [2].To load the generic musculoskeletal model into OpenSim:•Click the File menu and select Open Model.•Find the examples folder, which is located under your OpenSim installation directory, e.g., C:\Program Files\OpenSim 2.0.•Open the Gait2354_Simbody folder, select the file gait2354_simbody.osim, and click Open. The experimental gait data were collected by Jill Higginson and Chand John in the Neuromuscular Biomechanics Lab at the University of Delaware. The data include marker trajectories and ground reaction forces for an adult male walking at a self-selected speed on an instrumented split-belt treadmill.III.S CALING A M USCULOSKELETAL M ODELThe purpose of scaling a generic musculoskeletal model is to modify the anthropometry, or physical dimensions, of the generic model so that it matches the anthropometry of a particular subject. Scaling is one of the most important steps in solving inverse kinematics and inverse dynamics problems because these solutions are sensitive to the accuracy of the scaling step. In OpenSim, the scaling step adjusts both the mass properties (mass and inertia tensor), as well as the dimensions of the body segments. Scaling can be performed using a combination of two methods:(1)Measurement-based Scaling: This type of scaling determines scale factors for a bodysegment by comparing distance measurements between specified landmarks on the model, known as virtual markers, and the corresponding experimental marker positions.(2)Manual Scaling: This type of scaling allows the user to scale a segment based on somepredetermined scale factor. Manual scaling is sometimes necessary when suitable marker data are not available, or if the scale factors were determined using an alternative algorithm. To scale the generic model:•Click the Tools menu and select Scale Model.•At the bottom of the Scale Tool dialog, click Settings and select Load Settings.•In the file browser, ensure that you are in the Gait2354_Simbody folder, select the file subject01_Setup_Scale.xml and click Open.This xml file contains pre-configured settings to scale the generic musculoskeletal model to the dimensions of the subject. Notice all of the textboxes in the dialog were filled in appropriately.Questions1.Based on information in the Scale Tool dialog, what is the mass of the genericmusculoskeletal model? What was the mass of the subject?2. To see the loaded scale factors, click on the Scale Factors tab. Which body segments werescaled manually?To complete the scale step:•In the Scale Tool dialog, click Run. Then click Close.•To save the scaled model, click File and select Save Model.•Ensure that you in the Gait2354_Simbody folder, type gait2354_scaled.osim into the File name textbox, and click Save.When complete, a new, scaled model entitled subject01 will appear in View window. Notice the blue spheres around the new model. These blue spheres graphically represent the experimental markers from the motion capture data used in the measurement-based scaling.IV.I NVERSE K INEMATICSKinematics is the study of motion without considering the forces and moments that produce that motion. Thus, to perform kinematical analyses, such as inverse kinematics, mass and inertia properties are not needed. The purpose of inverse kinematics is to find the joint angles of the model that best reproduce the experimental kinematics of a particular subject. In this tutorial the experimental kinematics used by the inverse kinematics tool are based on experimental marker positions.The inverse kinematics tool goes through each time step, or frame, of recorded motion and computes the set of joint angles that put the model in a configuration that “best match” the experimental kinematics. OpenSim determines this “best match” by solving a weighted least squares optimization problem* with the goal of minimizing marker error.Marker error is defined as the distance between an experimental marker and the corresponding virtual marker. Each marker has an associated weighting value, specifying how strongly that marker’s error term should be minimized in the least squares problem. In each frame, the inverse kinematics tool solves for a vector of generalized coordinates (e.g., joint angles), q, that minimizes the weighted sum of marker errors, which is expressed as,,where q is the vector of generalized coordinates (e.g., joint angles), x i exp is the position of experimental marker i, x i(q) is the position of the corresponding virtual marker i (which depends on q), and w i is the weight associated with marker i.* For more information about optimization and least-squares problems, see Chapter 1 of Convex Optimization by Stephen Boyd and Lieven Vandenberghe (/~boyd/cvxbook/)To solve the inverse kinematics problem:•Click the Tools menu and select Inverse Kinematics.•In the Inverse Kinematics Tool dialog, click Settings and select Load Settings.•In the file browser, ensure that you are in the Gait2354_Simbody folder, select the filesubject01_Setup_IK.xml and click Open.This xml file contains pre-configured settings to solve the inverse kinematics problem for the scaled model. Notice all of the textboxes in the dialog were filled in appropriately. Questions3.Based on information in the Inverse Kinematics Tool dialog, at what frequency was theexperimental motion data captured?Hint: Look for the box titled Marker Data.4. Click the Weights tab and scroll through the list of markers in the top half of the dialog.Which markers have weighting values less than one? Why?Hint: Think about joints that have not been modeled.To complete inverse kinematics step:•In the Inverse Kinematics Tool, click Run. Then click Close.Note: Even though you closed the dialog, the Inverse Kinematics tool is still running. Notice the progress bar in the lower right-hand corner of the program. Wait until the bar disappears before proceeding.The model will begin to move slowly, as the inverse kinematics problem is being solved for each frame of the experimental data. Notice the model now has both virtual markers(pink) and experimental markers (blue). The virtual markers should correspond closely to the experimental marker locations as the animation proceeds.When completed, examine the accuracy of the inverse kinematics solution:•Click the Window menu and select Messages.•The Messages window records details of the all steps you have performed. Take a minute to explore the Messages window. Then, scroll to the very bottom.•The next to last line provides the markers errors and model coordinate errors (e.g., joint angle errors) associated with the last frame of the motion (Frame 97, t = 1.6).Note: All marker errors have units in meters, and all coordinate errors have units in radians. Questions5. Based on information in the Messages window, what is the root-mean-squared (RMS) errorof all the markers in the last frame of the motion? Does this seem reasonable? Explain.6. Which marker had the maximum error in the last frame, and what was the value? Why?Hint: Think about the weighted least squares problem.7. What was the maximum coordinate (joint angle) error? Is it significant?To visualize the inverse kinematics solution, animate the model by using the motion slider and video controls. The model should walk through one full gait cycle.Remember: You can loop and control the speed of the animation.To save the inverse kinematics solution:•In the Navigator window, expand the subject01 and Motions headings.Remember: To expand a Navigator heading, click the plus icon to its left.•Right click on the motion titled first trial and select Save As.•Ensure that you in the Gait2354_Simbody folder, enter subject01_walk1_ik.mot into the File name textbox, and click Save.Note: Be sure to use the exact file name given, as this file is used to complete the next step.V.I NVERSE D YNAMICSDynamics is the study of motion and the forces and moments that produce that motion. Thus, to perform dynamical analyses, such as inverse dynamics, estimation of mass and inertia is required. The purpose of inverse dynamics is to estimate the forces and moments that cause a particular motion, and its results can be used to infer how muscles are utilized for that motion. To determine these forces and moments, equations of motion for the system are solved iteratively[3]. The equations of motion are derived using the kinematic description and mass properties ofa musculoskeletal model. Then, using the joint angles from inverse kinematics and experimental ground reaction force data, the net reaction forces and net moments at each of the joints are calculated such that the dynamic equilibrium conditions and boundary conditions are satisfied [3]. Note: Joint reaction, or inter-segmental, force is the total force acting across a particular joint in a model. This should not be confused with joint bone-on-bone force, which is the actual force seen across the articulating surfaces of the joint and include the effect of muscle activity. For a thorough discussion on this topic see pp 77-79 in [4].To solve the inverse dynamics problem:•Click the Tools menu and select Inverse Dynamics.•In the Inverse Dynamics Tool dialog, click Settings and select Load Settings.•In the file browser, ensure that you are in the Gait2354_Simbody folder, select the file subject01_Setup_InverseDynamics.xml and click Open.Note: If the Motion From File textbox appears red, this means the textbox was filled with an inappropriate file name. Make sure the motion file was saved with the correct file name in the Inverse Kinematics section.•Note the folder listed in the Directory textbox, located in the Output section of the dialog.The storage file containing the inverse dynamics results will be saved in this folder: examples\Gait2354_Simbody\ResultsInverseDynamics•Click Run at the bottom of the dialog. Then click Close.When completed, examine the results of the inverse dynamics solution by plotting the net moments at the left and right ankles:•Click Tools and select Plot.•In the Plotter window, click the Y-Quantity button and select Load File.•In the file browser, go to the ResultsInverseDynamics folder, select the file subject01_walk1_InverseDynamics_force.sto, and click Open.•In the menu, select ankle_angle_r and ankle_angle_l by clicking the corresponding checkboxes, then click OK.Note: To quickly find these quantities, type ankle into the pattern text box.•Click the X-Quantity button, select time, and click OK.•Back in the Plotter window, click Add to add the moment curves to the plot.•Print your plot by right clicking on the plot and selecting Print.Note: To export the plot as an image by right-clicking the plot and selecting Export Image.•After printing the plot and answering the following questions, close the Plotter window. Questions8.On your plot of the ankle moments, identify when heel strike, stance phase, toe off, and swingphase occur for each curve (i.e., left leg and right leg).9.Based on your plot and the angle convention for the ankle, give an explanation of what ishappening at the ankle just before toe-off.Hint: It may be useful to use the Coordinate sliders to understand the angle convention for the ankle.In solving the inverse dynamics problem, both kinematical data and force plate data were used, making this an over-determined problem. In other words, the problem has more equations than unknowns (i.e., degrees of freedom). Due to errors in the experimental motion data and inaccuracies in the musculoskeletal model, it turns out that Newton’s second law is violated, or [3]. One method to handle this dynamical inconsistency is to compute and apply residual forces and moments to a particular body segment in the model, such that Newton’s second law becomes:†In this musculoskeletal model, the residuals are applied to the pelvis segment.† An analogous equation relates the ground reaction moment, to the residual moment, .To see the residuals from the inverse dynamics solution:•Click Tools and select Plot.•In the Plotter window, click the Y-Quantity button and select Load File.•In the file browser, go to the ResultsInverseDynamics folder, select the file subject01_walk1_InverseDynamics_force.sto, and click Open.•In the menu, select pelvis_tx, pelvis_ty, and pelvis_tz by clicking the corresponding checkboxes, then click OK.•Click the X-Quantity button, select time, and click OK.•Click Add to add the curves to the plot.Questions10. What are the maximum magnitudes of the residual forces? Using the mass of the subjectfrom Question 1, what fraction of body weight are the maximum residual forces?While computing and applying residual forces and moments makes the model’s motion dynamically consistent with the external forces (i.e., ), this strategy is undesirable because the residuals can be large. More advanced strategies have been developed to deal with the problem of residuals and dynamic inconsistencies, such as least-squares optimization [3], the Residual Elimination Algorithm (REA) [5], and the Residual Reduction Algorithm (RRA) [6]. Additionally, OpenSim implements a Residual Reduction Algorithm as part of its workflow for generating muscle-actuated simulations [7]. Reference [6] is attached at the end of this tutorial. For additional information on these strategies, please also refer to [3], [5], and [7]. References1.Delp, S.L., Loan, J.P., Hoy, M.G., Zajac, F.E., Topp E.L., Rosen, J.M. An interactive graphics-basedmodel of the lower extremity to study orthopaedic surgical procedures. IEEE Transactions on Biomedical Engineering, vol. 37, pp. 757-767, 1990.2.Anderson, F.C., Pandy, M.G. A dynamic optimization solution for vertical jumping in three dimensions.Computer Methods in Biomechanical and Biomedical Engineering, vol. 2, pp. 201-231, 1999.3.Kuo, A.D. A least squares estimation approach to improving the precision of inverse dynamicscomputations, Journal of Biomechanical Engineering, vol. 120, pp. 148-159, 1998.4.Winter, D.A. Biomechanics and Motor Control of Human Movement, Wiley and Sons, pp. 77-79, 1990.5.Thelen, D.G., Anderson, F.C. Using computed muscle control to generate forward dynamic simulations ofhuman walking from experimental data, Journal of Biomechanics, vol. 39, pp. 1107-1115, 2006.6.John, C.T., Anderson, F.C., Guendelman, E., Arnold, A.S., Delp, S.L. An algorithm for generatingmuscle-actuated simulations of long-duration movements, Biomedical Computation at Stanford (BCATS) Symposium, Stanford University, 21 October 2006, Poster Presentation.7.Delp, S.L., Anderson, F.C., Arnold, A.S., Loan, P., Habib, A., John, C.T., Guendelman, E., Thelen, D.G.OpenSim: Open-source software to create and analyze dynamic simulations of movement. IEEE Transactions on Biomedical Engineering, vol. 55, pp. 1940-1950, 2007.。

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Inverse Kinematics in Nao Using normalized vector Since each link in Nao has two DOFs in maxima except the leg of which the HipYawPitch angle is assumed to be constant and the axis of the last DOF in each kinematical chain is not along the link, so we can solve the inverse kinematic problem analytically. In other words, the inverse problem is to find a set of values for the joints that drive the given link to the desired direction specified by the normalized vector related to the torso frame byˆB B i i i iX R X = (1) Where i i X represents the ith normalized vector of which the coordinate frame is attached to ith link and B i R is the corresponding rotation matrix from torso coordinate system to frame fixed in ith link andˆB iX is the normalized vector of ith link in torso coordinate system from kinect.Fig 1 Head of NaoTake the head as example (Fig.1), the normalized vector fixed in head frame is11(0,0,1)T X =and the corresponding rotation matrix is1(z,HeadYaw)R(x,HeadPitch)B R R =-. (2)Thus these two unknown joint angles can be solved with the combination of1ˆB X from Kinect which is also determined by two variables through equation 222111ˆˆˆ1...B BB X x X y X z =++. From equation (2), we have11212121ˆ.x sin sin ˆcos sin .ˆcos .B B B X X y X z θθθθθ⎛⎫-⎛⎫ ⎪⎪= ⎪ ⎪ ⎪ ⎪ ⎪⎝⎭⎝⎭(3) where 1θ represents HeadYaw and 2θ represents HeadPitch. Numerically, there aretwodifferent solutions since θand πθ-have the same sine and θand θ-have the same cosine and equation (3) has to be satisfied. The unique solution can be determined by combination with reasonable constraints, such as which quadrant the vector belongs to.The rotation on head can also be represented by Fig.1 asFig.1 Rotation illustration in Head. The orientation of the head is z-axis in zero position. The head rotate about the z-axis by angle HeadYaw first, and then rotate about the rotating x-axis (x’) by angle HeadPitch, and then reach the orientation of {X’’,Y’’,Z’’}X and that Unit vector along Z axis is the direction of head in zero position which is equal to 11ˆB X.in Z’’ is the resulted direction of head which is equal to1Thus, angles of HeadPitch and HeadYaw can be solved through:X(Z) and (1)Calculation of the orientation of X’using the vector cross product between 11ˆB X(Z’’) in order;1(2)Calculation of HeadPitch (HP) using the angle between Z and Z’’ in order along X’ axis;(3)Calculation of HeadRoll (HR) using the angle between X and X’ along Z axis.In order to simplify the remainder analysis, we mark each link with number asThe kinematic chains and joints in zero position are depicted in Fig.2*LhipAxis refer to (1,0,1)T --which is the rotation axis of HipYawPitch on left leg, and RhipAxis refers to (1,0,1)T - which is the rotation axis of HipYawPitch on the right leg;*HipYawPitch is assumed to be constant;*Wrist angles in hands do not take into consideration since wrist yaw is rotated along Y axis which is along the link;*Ankle angles in feet also do not take into consideration, since the position in feet is highly unaccurate.Fig.2 kinematic chains and joints in zero positionIn the reminder of this technical report, each angle list in table 2 is solved by methods mentioned above.1. Left armFor the left upper arm,22(0,1,0)TX = (5)and2R = R(-X,LSP)R(Z,LSR). (6)By combination equation (1), (5) and (6), we have24342342ˆ.x sin ˆcos cos .ˆsin cos .B B B X Xy X z θθθθθ⎛⎫-⎛⎫ ⎪⎪= ⎪⎪ ⎪ ⎪ ⎪⎝⎭⎝⎭ (7)where 3θ represents LShoulderPitch and 4θ represents LShoulderRoll .For the lower arm with the hand offset 33(0,1,0)TX = (8),and the rotation matrix is3R =2R R(Y ,LEY)R(Z,LER) (9). Since rotation matrix is a 3X3 orthogonal matrix with determinant 1:T T R R RR I ==.So, the equation (1) can be written asR(Y ,LEY)R(Z,LER)= 23ˆT B R X . (10)Here we adopt the second method mentioned above to obtain the required angle by: (1) Calculation of Z ’ using the vector cross product between 33X (Y) and 23ˆT B R X (Y ’’) in order;(2) Calculation of LElbowRoll (LER) using the angle between Y and 23ˆT B R X in order along Z ’ axis;(3) Calculation of LElbowYaw (LEY) using the angle between Z and Z ’ along Y axis.Fig.3 Joints in Right arm2. Right armThe kinematic chain in the right arm is fully symmetric with the left arm chain relatively to the plane defined by the y-axis and z-axis. So, the calculation routine is similar with this in left arm which is omitted here.3. Left legFor the left upper leg,66(0,0,1)TX =- (11)and6R = R(LhipAxis,HYP)R(Y ,LHR)R(-X,LHP). (12)Since the LhipAxis for left leg is constant to (1,0,1)T -- and the HipYawPithch angle is not regarded as variable, so the combination equation (1), (11) and (12) is566656sin cos ˆsin (LHA)cos cos T B R X θθθθθ-⎛⎫ ⎪-= ⎪ ⎪-⎝⎭ (13) where 5θ represents LHipRoll and 6θ represents LHipPitch .Since there is only one DOF in the knee joint, the LKneePitch angle can be obtained by directly calculating the rotation angle in the plane defined by Y-axis and Z-axis.4. Right legSince the right leg is highly symmetric to the left leg except the RHipAxis is (1,0,1)T -. Thus, the calculation process is similar to the left leg.Conclusion。

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