1
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OK.

2
00:00:02,970 --> 00:00:09,540
In this video, we will learn how we will calculate forward kinematics for dramatic manipulator.

3
00:00:10,530 --> 00:00:20,980
Indeed, we can calculate forward kinematics using geometrical approach or by in a manual way, without

4
00:00:20,980 --> 00:00:25,260
any systematic way or without some specific method.

5
00:00:25,710 --> 00:00:27,120
But it would be very hard.

6
00:00:27,570 --> 00:00:34,340
What we can do, for example, we could do assign frames, the robotic manipulator, for example.

7
00:00:34,350 --> 00:00:35,530
Let's take this one.

8
00:00:35,550 --> 00:00:36,030
OK.

9
00:00:37,470 --> 00:00:44,930
We could assign for each joint coordinate system, OK, for example, for this one, for this one.

10
00:00:44,940 --> 00:00:47,010
OK, for this excuse me.

11
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And for this one, for each of the joint.

12
00:00:52,080 --> 00:00:55,740
OK, we could do assign Gordon Frames.

13
00:00:56,010 --> 00:01:05,820
And then we could find, therefore four homogeneous transformation metrics for each one.

14
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For example, this is joint.

15
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This is joint one.

16
00:01:09,360 --> 00:01:10,170
This is drawn to.

17
00:01:10,200 --> 00:01:12,060
This is three or let's do it.

18
00:01:12,060 --> 00:01:13,290
Not joint, but framed.

19
00:01:13,290 --> 00:01:14,480
This is frame zero.

20
00:01:14,490 --> 00:01:15,130
This is one.

21
00:01:15,150 --> 00:01:15,770
This is two.

22
00:01:15,780 --> 00:01:16,500
This is three.

23
00:01:16,800 --> 00:01:22,800
Then we could find, for example, h one zero, excuse me, eight zero one.

24
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OK, well, let me just h one zero.

25
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Then we could find that between this one h two one.

26
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OK.

27
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So from homogeneous transformation from two to one, then we could find for this one h three two OK.

28
00:01:41,610 --> 00:01:49,530
And for the end effector, we also assign the fourth coordinate system and we could run it for between

29
00:01:49,530 --> 00:01:53,700
h between the frame three and four eight four three.

30
00:01:54,090 --> 00:01:54,540
OK.

31
00:01:54,690 --> 00:01:57,930
We could conclude this in a manual way.

32
00:01:58,200 --> 00:02:00,290
OK, and then what we could?

33
00:02:00,600 --> 00:02:01,620
What could we do?

34
00:02:01,630 --> 00:02:04,560
We would mark multiply each of these.

35
00:02:04,740 --> 00:02:10,200
Excuse me, in each of these homogeneous transformations, mattresses with each other.

36
00:02:10,210 --> 00:02:18,780
And this is three two times h for three, and we could find the homogeneous transformation matrix of

37
00:02:18,780 --> 00:02:20,620
h four zero.

38
00:02:20,640 --> 00:02:21,030
OK.

39
00:02:21,060 --> 00:02:24,930
This would give the relation between the base frame and end effector frame.

40
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However, it would be very difficult to do that without in a systematic way, and it would also be very

41
00:02:32,280 --> 00:02:38,820
difficult when we would do it for a more difficult, more complex robotic manipulators.

42
00:02:39,030 --> 00:02:43,860
So what we will do, we will we will use almost the same logic.

43
00:02:44,070 --> 00:02:49,950
But instead of these assigning frames and calculating homogeneous transformation methods, this will

44
00:02:49,950 --> 00:02:52,850
be based on some method.

45
00:02:52,920 --> 00:02:53,370
OK.

46
00:02:53,580 --> 00:02:58,420
It's going to not be in some stochastic method.

47
00:02:58,440 --> 00:02:58,860
OK.

48
00:02:59,790 --> 00:03:06,720
So here is we will use the H Convention in order to calculate forward kinematics.

49
00:03:06,750 --> 00:03:07,140
OK.

50
00:03:07,500 --> 00:03:08,220
We will use.

51
00:03:12,820 --> 00:03:19,720
The convention and we have see, though, why we use the commission because it is systematic approach

52
00:03:19,720 --> 00:03:27,100
and it makes us easier to calculate the four kinematics, even for the difficult robot manipulators.

53
00:03:27,610 --> 00:03:36,630
OK, then what are the steps to calculate the age forward kinematics using the convention?

54
00:03:36,640 --> 00:03:42,280
The first what we have to do, we have to assign a frame to each of the joints.

55
00:03:42,310 --> 00:03:42,700
OK.

56
00:03:44,200 --> 00:03:49,330
As we have said before, we have to assign a frame fixed frame to each of the joints.

57
00:03:49,570 --> 00:03:57,820
Surely this assigning of frame will not be in an arbitrary way, but the age conventions specified method

58
00:03:57,820 --> 00:04:02,260
to assign frames to the joint of the robotic manipulators.

59
00:04:02,560 --> 00:04:10,630
Then what we will do, we will do calculate the age parameters or the age parameter table, which is

60
00:04:10,630 --> 00:04:14,530
four parameters four parameters OK for parameters.

61
00:04:15,940 --> 00:04:21,160
But then we will use by we will calculate this homogeneous transformation method.

62
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Is this using these four parameters?

63
00:04:23,440 --> 00:04:29,530
Then we will surely multiply these homogeneous transformation mattresses with each other in order to

64
00:04:29,530 --> 00:04:37,030
obtain relation between base frame and in the picture frame, or between base frame to some other and

65
00:04:37,030 --> 00:04:42,850
point on the robotic manipulator or between any point any frame of the robotic manipulator.

66
00:04:43,330 --> 00:04:50,650
So, OK, let's continue with how we will assign the rule of assigning frames to the robotic manipulator.

67
00:04:50,740 --> 00:04:51,160
OK.

68
00:04:51,810 --> 00:04:54,560
And this is the rule how we will do this.

69
00:04:54,580 --> 00:04:57,650
First, we will assign zit access.

70
00:04:57,670 --> 00:05:05,470
OK, here is it by axis because we will have more than one joint OK for each eye joint, we will assign

71
00:05:05,480 --> 00:05:08,440
Z I axis for real joins.

72
00:05:08,440 --> 00:05:09,070
Excuse me.

73
00:05:09,370 --> 00:05:11,340
This is not a trivial joint.

74
00:05:11,380 --> 00:05:17,900
We will assign the z axis in the direction of rotation, OK?

75
00:05:19,210 --> 00:05:26,230
Because as you know, the joints provide the rotation about some axis and we will choose this direction

76
00:05:26,230 --> 00:05:29,890
of rotation as a z axis.

77
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Then for prismatic joint, we will choose that axis as the translational motion direction.

78
00:05:38,350 --> 00:05:38,810
OK.

79
00:05:39,040 --> 00:05:46,110
So anyway, for z axis, it has to be in the joint direction of motion again.

80
00:05:46,450 --> 00:05:51,580
So let's see in in this example how we will assign z axis.

81
00:05:51,820 --> 00:05:59,740
So for the first joint, this joint, as you can see, is roll a joint and provide rotation about this

82
00:05:59,740 --> 00:06:00,260
axis.

83
00:06:00,280 --> 00:06:00,700
OK.

84
00:06:00,940 --> 00:06:03,400
It provides rotation about this axis.

85
00:06:03,910 --> 00:06:13,240
So as you let me just say, not about this, OK, this axis, it provides rotation about this active.

86
00:06:13,250 --> 00:06:17,590
So as we have said, so this joint rotates in this way.

87
00:06:17,620 --> 00:06:18,100
OK.

88
00:06:19,660 --> 00:06:22,960
So what we will choose then z axis.

89
00:06:23,980 --> 00:06:31,390
Surely it will be these taxes because they reveal that joined the direction of motion is about this

90
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axis.

91
00:06:31,750 --> 00:06:35,980
So this will be our rotation, our z axis.

92
00:06:35,980 --> 00:06:40,150
So this is four frames zero, this will be zero zero.

93
00:06:40,270 --> 00:06:49,150
OK, direction directional that zero, then what we will do, we will assign the the z axis for the

94
00:06:49,150 --> 00:06:49,960
second joint.

95
00:06:49,960 --> 00:06:57,110
As you can see, the second joint is also rotational joint and it will rotate all about this axis.

96
00:06:57,130 --> 00:06:57,760
OK.

97
00:06:57,790 --> 00:07:00,220
About this axis and what we can do.

98
00:07:00,550 --> 00:07:02,810
We can assign it in this way.

99
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OK, because this is the direction of motion.

100
00:07:07,360 --> 00:07:10,570
OK, the joint will rotate in this way.

101
00:07:10,720 --> 00:07:11,140
OK.

102
00:07:11,170 --> 00:07:12,780
This is theta zero.

103
00:07:13,060 --> 00:07:14,560
This is T to one.

104
00:07:14,590 --> 00:07:15,010
OK.

105
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This will provide this rotation.

106
00:07:17,410 --> 00:07:24,490
And as you can see, the third joint is prismatic joint.

107
00:07:24,520 --> 00:07:24,910
OK.

108
00:07:25,090 --> 00:07:28,740
So it moves in this direction upward and downward.

109
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OK?

110
00:07:29,140 --> 00:07:33,370
It it it provide translational motion like upward and downward.

111
00:07:33,790 --> 00:07:38,500
And so the direction of motion is this one?

112
00:07:38,500 --> 00:07:42,790
Yeah, it translates over this axis, it translates or this axis.

113
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So the z axis will be in this direction and we will choose the z axis for this one as this way.

114
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OK.

115
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This is the direction of the make it a bit shorter.

116
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OK.

117
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This is the direction of translation, so the direction of motion.

118
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So we will do this as z

119
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z to.

120
00:08:08,740 --> 00:08:09,310
OK.

121
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Yeah.

122
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The zeros, it's one and z.

123
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OK.

124
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This the fourth, the joint is also rotational joint, so we will assign and surely we have to find

125
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a full, first of all, what is the direction of rotation?

126
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And in this case, the rotation joint provides rotation in this way.

127
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OK.

128
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This is the rotation it provides.

129
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OK, and I hope you can find the direction of rotation.

130
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Just put your finger in, use your right hand and put your thumb in this way and the other cool other

131
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fingers.

132
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OK.

133
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I cannot draw in a good way, but curl your fingers in this way, and this finger will provide the axis

134
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of rotation and the curl.

135
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The fingers will provide you the the rotation.

136
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OK, so in this case, if you curl your fingers, it will be something like that.

137
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This will be your fingers because it is rotated in this way.

138
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Then if it is rotated, then your sum will be in this direction.

139
00:09:18,000 --> 00:09:23,160
So the direction of rotation is in the same direction, which is like that.

140
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OK, so this was the tool and this is the direction of rotation, and we can choose it in this way.

141
00:09:39,600 --> 00:09:40,050
OK?

142
00:09:40,410 --> 00:09:44,550
You can show that shows it in upward direction or downward direction.

143
00:09:44,910 --> 00:09:45,930
It doesn't differ.

144
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The only thing matters.

145
00:09:47,730 --> 00:09:55,470
It should be if it should be in this direction in this axis.

146
00:09:56,130 --> 00:09:56,580
OK.

147
00:09:56,640 --> 00:09:57,510
This is it.

148
00:09:57,780 --> 00:09:58,440
Three.

149
00:09:58,770 --> 00:10:04,700
And then we will assign one frame for also the end effector.

150
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OK?

151
00:10:05,370 --> 00:10:09,570
So let's take what will happen for the end effector end effector frame.

152
00:10:11,190 --> 00:10:20,250
We will choose the end effector as the same and the vector axis the same as the Z X is the same as the

153
00:10:20,250 --> 00:10:20,940
last drawing.

154
00:10:20,970 --> 00:10:23,280
OK, so it will be downward also.

155
00:10:24,780 --> 00:10:27,060
This is our Z Fold.

156
00:10:27,510 --> 00:10:27,960
OK.

157
00:10:29,130 --> 00:10:34,350
So after we have assigned our zip axis, now we can.

158
00:10:34,710 --> 00:10:37,260
Let's first write this well.

159
00:10:37,260 --> 00:10:43,590
So this will be the translation distance will be d, uh, two.

160
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This will be T to three because this is rotation and the rotation will be in this direction.

161
00:10:51,420 --> 00:10:51,810
OK.

162
00:10:52,620 --> 00:10:53,370
It will rotate.

163
00:10:53,370 --> 00:10:55,530
Excuse me, it will rotate in this way.

164
00:10:56,070 --> 00:10:58,470
Not in this direction, but in this direction.

165
00:11:01,540 --> 00:11:08,210
Because as we have chosen our it in this direction, our sample will be downward.

166
00:11:08,230 --> 00:11:08,860
OK.

167
00:11:09,280 --> 00:11:16,180
Some will be downward and surely there are others fingers will be colder in this direction.

168
00:11:16,220 --> 00:11:19,600
OK, in this direction, they will curve in this direction.

169
00:11:19,600 --> 00:11:22,990
So the rotation is this way, OK?

170
00:11:22,990 --> 00:11:29,050
Because our fingers, other fingers are curled in this way, but our sump is in this axis.

171
00:11:29,920 --> 00:11:33,200
OK, so.

172
00:11:34,750 --> 00:11:42,760
So this will be also the same way as the last joint so that the rotation angle will be offered only

173
00:11:42,760 --> 00:11:43,720
in this direction.

174
00:11:44,080 --> 00:11:50,440
No, let's assign the x axis how we will do for the x axis.

175
00:11:51,100 --> 00:12:01,140
The x axis for the Earth joint will be such that it will be perpendicular to the previous z axis and

176
00:12:01,140 --> 00:12:03,690
that intersect the previous z axis.

177
00:12:03,700 --> 00:12:09,850
OK, but for the first joined us, there is no previous joint before.

178
00:12:10,240 --> 00:12:12,670
There is no previous joint for the first joint.

179
00:12:12,910 --> 00:12:18,670
We will assign x axis as a suitable for us or as we design.

180
00:12:19,090 --> 00:12:20,440
So let's try to assign.

181
00:12:20,440 --> 00:12:21,730
Does it Axis Folsom?

182
00:12:22,990 --> 00:12:28,810
Excuse me, x x is also so for the first one, we have said that we can assign it in in any direction.

183
00:12:28,810 --> 00:12:30,910
So let me note one in here.

184
00:12:32,050 --> 00:12:42,670
During assigning the axis this, we can assign axis in the valid direction for the axis is upward or

185
00:12:42,670 --> 00:12:52,460
downward or, uh, right or left, OK, or inside the page.

186
00:12:52,480 --> 00:12:52,930
OK.

187
00:12:52,960 --> 00:12:56,110
This is this shows the inside the the page.

188
00:12:56,440 --> 00:12:58,400
This is the outside of the page.

189
00:12:58,420 --> 00:12:58,840
OK.

190
00:12:59,980 --> 00:13:04,510
You can assign the valid assign direction is are these one OK?

191
00:13:06,460 --> 00:13:10,030
So we can assign it how we can assign.

192
00:13:10,030 --> 00:13:13,140
Does it axis excuse an x axis?

193
00:13:13,150 --> 00:13:19,120
As we have said, we can assign arbitrarily, but we will choose for convenience in this way for the

194
00:13:19,120 --> 00:13:19,870
x axis.

195
00:13:19,880 --> 00:13:24,310
OK, in this direction, we will choose x axis.

196
00:13:24,310 --> 00:13:35,520
So this is our x zero, then what we will choose for the joint one, we will choose x axis in this way.

197
00:13:37,420 --> 00:13:45,880
Another in think I want to node is choosing the center of the frame, OK, choosing the center of frame

198
00:13:45,880 --> 00:13:51,400
if we can choose the central frame in this way, for example, while choosing the

199
00:13:54,610 --> 00:14:02,440
center of the frame for the joint, we will use this method again for this blue sync represents the

200
00:14:02,440 --> 00:14:02,920
plane.

201
00:14:03,070 --> 00:14:03,610
OK.

202
00:14:03,850 --> 00:14:11,140
So if the z axis previews that axis and the next axis are parallel to each other and they are on the

203
00:14:11,140 --> 00:14:14,060
same frame, then we will choose.

204
00:14:14,990 --> 00:14:19,740
We can choose the central frame for the Z Eye plus one joint.

205
00:14:19,750 --> 00:14:20,080
OK?

206
00:14:20,230 --> 00:14:28,120
Excuse me, I +1 joined over the Z +1 audacity +1 OK axis.

207
00:14:28,510 --> 00:14:34,750
So any point over this axis you can choose as the center of frame.

208
00:14:35,200 --> 00:14:43,690
If the Hollywood, when they are on the same frame, the previews and the next joints are on the same

209
00:14:43,690 --> 00:14:52,750
frame and the same plane and there is it accesses are cut each other or intersect.

210
00:14:52,780 --> 00:14:56,440
So if you make it longer, let's make it longer.

211
00:14:56,740 --> 00:15:00,940
If you make it longer, for example, this is just sync.

212
00:15:01,570 --> 00:15:05,650
And there are also additional note here seemed about 3D here.

213
00:15:05,680 --> 00:15:08,360
Everything is 3D is not in 2D.

214
00:15:08,380 --> 00:15:10,750
OK, so think about the planner.

215
00:15:11,020 --> 00:15:11,560
Everything.

216
00:15:11,800 --> 00:15:15,730
Excuse me, not planner, but in the space, in 3D, not in the 2D.

217
00:15:15,730 --> 00:15:17,080
This is very important.

218
00:15:17,140 --> 00:15:20,760
You have to have 3D visualization.

219
00:15:21,040 --> 00:15:24,490
OK, so you can also make it in this way.

220
00:15:24,490 --> 00:15:30,670
As you can see, these two accesses intersect here, so the center of the frame will be here.

221
00:15:31,360 --> 00:15:36,640
So but what happens if the accesses are skewed?

222
00:15:36,670 --> 00:15:37,930
OK, is it accesses?

223
00:15:37,930 --> 00:15:38,560
Are skill?

224
00:15:38,830 --> 00:15:40,430
What does it mean SKU?

225
00:15:40,450 --> 00:15:46,630
It means that they are not on the same plane, so they don't cut each other OK.

226
00:15:47,050 --> 00:15:49,420
They are not on the same plane as you can see.

227
00:15:49,630 --> 00:15:50,280
Does it eye?

228
00:15:50,290 --> 00:15:51,670
Plus one is a boot?

229
00:15:51,700 --> 00:15:52,770
This is it, I.

230
00:15:52,990 --> 00:15:53,310
OK.

231
00:15:53,380 --> 00:15:56,170
This is another plane and this is another plane.

232
00:15:56,740 --> 00:15:58,240
Think about 3D again.

233
00:15:58,380 --> 00:16:00,520
OK, then what we will do.

234
00:16:00,800 --> 00:16:06,100
We will just again, we will make them longer, OK?

235
00:16:06,140 --> 00:16:10,940
Make them longer this way, and we will also make it in this way.

236
00:16:11,360 --> 00:16:13,280
OK, longer.

237
00:16:13,280 --> 00:16:19,910
Okay, this passes here, but it doesn't cut because this is the length of zip as it is, it is passes

238
00:16:19,910 --> 00:16:22,380
under the plane of the eye plus one.

239
00:16:22,400 --> 00:16:22,790
OK.

240
00:16:23,060 --> 00:16:26,170
They don't cut each other at this, at this part.

241
00:16:26,180 --> 00:16:31,130
OK, because this is not 2D, but this is in 3D and we have different planes.

242
00:16:32,180 --> 00:16:39,310
So what we will do, we will choose the common normal to each of these planes.

243
00:16:39,320 --> 00:16:47,330
OK, what is the common normal is the minimum distance between these two planes and the common normal.

244
00:16:47,330 --> 00:16:55,530
And we will choose the point when this common normal intersects the zip by +1 axis.

245
00:16:55,550 --> 00:17:03,160
And this happens at one place only because there is unique common plane for these two accesses the and

246
00:17:03,170 --> 00:17:06,890
the common plane, excuse me, common normal to these accesses.

247
00:17:06,890 --> 00:17:13,880
And the common normal is the distance between these two axes is that is the minimal distance and perpendicular

248
00:17:13,880 --> 00:17:20,570
to both of them, so normal to both of these accesses and provides the minimum distance between them.

249
00:17:20,600 --> 00:17:26,360
This is the common normal and this is unique for each of these four for these two accesses.

250
00:17:26,700 --> 00:17:31,940
And the point where these common normal cuts that i +1 axis.

251
00:17:31,940 --> 00:17:40,580
This is, as you can see, this plane will be the center of the frame for the eye plus once joint.

252
00:17:40,790 --> 00:17:41,210
OK.

253
00:17:42,530 --> 00:17:46,670
So this is this can be seen know difficult in theory.

254
00:17:46,670 --> 00:17:50,660
But when we put in practice, I mean, in the robot manipulator, it would be easier.

255
00:17:50,960 --> 00:17:58,520
For example, in this way, as you can see, these and these are on the same plane, OK?

256
00:17:59,030 --> 00:18:05,570
At least in this, excuse me, in this picture, they are on the same plane.

257
00:18:05,600 --> 00:18:10,310
As you can see, overall, this robot is in the same plane because it doesn't start to.

258
00:18:11,120 --> 00:18:12,410
Then it will rotate.

259
00:18:12,410 --> 00:18:16,610
For example, when the first George will rotate, then they will not be in the same plane.

260
00:18:16,610 --> 00:18:19,350
But for now they are on the same plane.

261
00:18:19,440 --> 00:18:21,110
OK, robot is straight.

262
00:18:22,460 --> 00:18:33,980
So as you can see, if they are on the same plane, then zero zero and zero one will be what parallel

263
00:18:33,980 --> 00:18:35,180
to each other.

264
00:18:35,190 --> 00:18:35,810
So what?

265
00:18:35,810 --> 00:18:39,950
We can take the center of the center for the second frame.

266
00:18:40,220 --> 00:18:41,810
Any point here, OK?

267
00:18:42,230 --> 00:18:43,520
Or go to the axis, OK?

268
00:18:43,730 --> 00:18:48,650
We can take it over here, here, here and here.

269
00:18:48,770 --> 00:18:49,310
OK.

270
00:18:49,580 --> 00:18:53,230
For example, what I mean this one, for example, you can assign X here.

271
00:18:53,240 --> 00:18:57,200
OK, that is so and there y here, OK?

272
00:18:57,380 --> 00:19:02,480
Or you can assign x axis to here.

273
00:19:02,660 --> 00:19:03,230
OK.

274
00:19:03,500 --> 00:19:04,100
Excuse me.

275
00:19:04,360 --> 00:19:08,590
For example, you can assign x axis to here and y axis like that.

276
00:19:08,600 --> 00:19:09,010
OK?

277
00:19:09,050 --> 00:19:13,670
This is and this is the opposite axis, but it is not convenient for us.

278
00:19:13,700 --> 00:19:21,680
OK, why we have to do it in this way, right in the center of frame has to be has to have an offset

279
00:19:21,680 --> 00:19:24,710
to the center of the joint.

280
00:19:25,220 --> 00:19:25,640
OK.

281
00:19:26,750 --> 00:19:30,190
Why we make the life difficult for ourselves.

282
00:19:30,410 --> 00:19:35,580
Let's make the as we can choose in the axis.

283
00:19:35,900 --> 00:19:42,440
This was our z axis, so let's see if we can choose the center of frame anywhere on the z axis.

284
00:19:42,450 --> 00:19:43,590
Let's choose it here.

285
00:19:43,610 --> 00:19:46,130
OK, so our lives will be easier.

286
00:19:46,420 --> 00:19:54,200
And what we have said for X, we have said that the X one axis has to be in the way, for example,

287
00:19:54,470 --> 00:19:57,320
four in it, it can be in this weight.

288
00:19:57,320 --> 00:20:05,420
Yeah, if we consider the permissible directions, it can be to the page.

289
00:20:05,600 --> 00:20:09,680
It can be out of the page and it can be in this direction again.

290
00:20:10,070 --> 00:20:15,320
So but let's check which are which of these directions are

291
00:20:17,900 --> 00:20:19,720
suitable for the D.H method.

292
00:20:19,730 --> 00:20:27,620
We have said that, as you can see here for the X Axis A has to be perpendicular and intersect.

293
00:20:27,650 --> 00:20:29,600
This is it I minus one axis.

294
00:20:29,870 --> 00:20:36,800
If we choose x by axis in this way, for example into the page, will it intersect the X?

295
00:20:36,820 --> 00:20:39,200
Is it a z zero axis?

296
00:20:39,200 --> 00:20:40,820
So is it a minus one axis?

297
00:20:40,820 --> 00:20:45,640
Surely not because of line, because it think about in 3D.

298
00:20:45,650 --> 00:20:50,150
If you make it longer, as you can see, it will not cut it.

299
00:20:50,570 --> 00:20:50,970
OK?

300
00:20:51,020 --> 00:20:56,540
You can see that it will cut it here, but it it will happen in 2D.

301
00:20:56,570 --> 00:20:57,080
OK.

302
00:20:57,260 --> 00:21:00,020
But if we are in 3D, it will not.

303
00:21:00,890 --> 00:21:04,700
Got it, but it will pass over the pass.

304
00:21:05,380 --> 00:21:05,770
OK.

305
00:21:07,100 --> 00:21:10,710
There will be distance between this access and success in 3-D.

306
00:21:10,760 --> 00:21:15,830
OK, so they will not intersect with each each other, so we cannot choose.

307
00:21:17,000 --> 00:21:20,300
We cannot choose this direction as our X can.

308
00:21:21,000 --> 00:21:25,700
So as our X one direction, the vehicle can be triggered by the same logic.

309
00:21:25,710 --> 00:21:31,020
We cannot choose out of the page because if we make it in this way, OK.

310
00:21:31,040 --> 00:21:34,720
And in this way, it will not intersect the z zero axis.

311
00:21:34,730 --> 00:21:40,550
OK, because we are in 3D again and you have to have 3D imagination for this one.

312
00:21:40,940 --> 00:21:44,270
OK, let admit this one goes to that.

313
00:21:44,330 --> 00:21:44,930
OK.

314
00:21:45,770 --> 00:21:48,200
Make it in this way again.

315
00:21:49,010 --> 00:21:49,780
OK.

316
00:21:51,830 --> 00:21:52,190
OK.

317
00:21:53,930 --> 00:21:55,070
In this way, yeah.

318
00:21:56,750 --> 00:21:58,910
So we have two directions.

319
00:21:58,910 --> 00:22:02,450
We can either choose it in the left or in the right.

320
00:22:02,750 --> 00:22:11,060
And then in order to make our life easier during the calculation of the age parameter table, we need

321
00:22:11,060 --> 00:22:11,360
to.

322
00:22:13,190 --> 00:22:16,800
It would be better if we choose the axis in the same direction.

323
00:22:16,820 --> 00:22:17,120
OK.

324
00:22:17,870 --> 00:22:19,700
Making minimal changes.

325
00:22:19,700 --> 00:22:20,060
OK?

326
00:22:20,270 --> 00:22:23,150
We would like we want every time.

327
00:22:23,150 --> 00:22:27,110
The optimal thing is that for us, it will make the calculations easier.

328
00:22:27,350 --> 00:22:29,270
If these accesses don't change.

329
00:22:29,270 --> 00:22:31,310
OK, so that zero is in the direction of Z.

330
00:22:31,310 --> 00:22:35,660
One x zero is in the direction of X one y zero is in the direction of one.

331
00:22:35,840 --> 00:22:44,030
And for this one also, they are as much similar as possible to each other, then it would be easier

332
00:22:44,030 --> 00:22:48,140
for us to make their calculations so we will choose X.

333
00:22:48,290 --> 00:22:55,740
In order to minimize the changes, we will choose our X One Direction as in the same direction of X0.

334
00:22:55,910 --> 00:23:01,070
Because if it does excellent in this direction, it will be perpendicular and will cut the zero zero

335
00:23:01,070 --> 00:23:06,440
axis, which is, um, which we require for the H conversion.

336
00:23:06,500 --> 00:23:06,860
OK.

337
00:23:08,060 --> 00:23:15,050
So for this axis, for this prismatic joint, for joint to what we will do or joint three with what

338
00:23:15,050 --> 00:23:20,630
we will do, we will choose the first of all central frame how it will be the central frame.

339
00:23:20,840 --> 00:23:23,750
Again, they are in the same plane.

340
00:23:23,750 --> 00:23:33,370
So as you can see, is it two and Z are parallel to each other so we can choose the center of the frame,

341
00:23:33,380 --> 00:23:37,610
OK, as any point over the Z to access.

342
00:23:37,880 --> 00:23:42,350
And in order to make our life easier again, we will choose it here.

343
00:23:42,740 --> 00:23:43,130
OK?

344
00:23:43,460 --> 00:23:47,810
At this point, as the joint center as the central frame.

345
00:23:48,110 --> 00:23:50,960
OK, we will choose the x axis.

346
00:23:50,960 --> 00:23:58,070
As we have said x two axis has to be perpendicular and it intersected z one axis.

347
00:23:58,400 --> 00:24:03,810
So we have as in the previous case, we have two possible direction.

348
00:24:03,830 --> 00:24:10,190
Either this way, OK, or either this way, in order to minimize the changes, we will not choose this

349
00:24:10,190 --> 00:24:14,970
direction, OK, because divide to choose it opposite to the X1 axis.

350
00:24:14,990 --> 00:24:15,320
OK.

351
00:24:15,560 --> 00:24:23,300
If we can choose the same as x one axis, choose it as the X1 axis the same direction as X1 because

352
00:24:23,300 --> 00:24:26,610
it will make our the edge parameter calculation easier.

353
00:24:26,630 --> 00:24:30,890
OK, so we will choose our X two direction in this way.

354
00:24:30,920 --> 00:24:32,950
OK, perfect.

355
00:24:33,590 --> 00:24:35,090
Because in this way it will.

356
00:24:35,420 --> 00:24:43,260
If you make it longer, it will come and cut it that one axis, OK, which we require.

357
00:24:43,670 --> 00:24:46,460
Let's think about this three axis, OK?

358
00:24:46,640 --> 00:24:52,250
As you can see, in this case, also Z two and Z three are parallel to each other because they are on

359
00:24:52,250 --> 00:24:59,960
the same plane so we can choose the central frame as at the center of the joint.

360
00:24:59,990 --> 00:25:00,390
OK.

361
00:25:01,400 --> 00:25:08,260
So let's try to make the here also to choose X reduction again.

362
00:25:08,270 --> 00:25:13,640
We can choose in this case, we can choose X Three Direction as part of the page.

363
00:25:13,670 --> 00:25:14,300
OK.

364
00:25:14,750 --> 00:25:17,620
As right as left.

365
00:25:17,630 --> 00:25:18,180
OK?

366
00:25:18,200 --> 00:25:20,960
And excuse me, this is inside to the page.

367
00:25:21,020 --> 00:25:22,280
This is inside to the page.

368
00:25:22,280 --> 00:25:25,130
But and then also to the page.

369
00:25:25,370 --> 00:25:26,900
We can choose all of these.

370
00:25:27,170 --> 00:25:27,640
Why?

371
00:25:27,830 --> 00:25:34,910
Because in each of these cases, if we make it longer and this one is longer as they are on the same

372
00:25:34,910 --> 00:25:36,720
plane, they will cut each other.

373
00:25:36,740 --> 00:25:37,090
OK?

374
00:25:37,730 --> 00:25:40,220
Let's, for example, in order to make it clear.

375
00:25:41,960 --> 00:25:47,660
Let me first, for example, choose inside the page, OK, inside the page.

376
00:25:47,660 --> 00:25:52,730
Let's choose it as the axis as im inside to the page.

377
00:25:53,090 --> 00:25:53,600
OK.

378
00:25:53,660 --> 00:26:00,230
For example, in this way, as we have said there, if you make it longer this and make it this longer.

379
00:26:00,360 --> 00:26:04,180
And they take also into account that these are on the same plane.

380
00:26:04,200 --> 00:26:04,770
OK.

381
00:26:04,860 --> 00:26:06,150
These are on the same plane.

382
00:26:06,450 --> 00:26:11,890
If you make it longer the z axis, it will cut this x axis at this point.

383
00:26:11,910 --> 00:26:15,570
OK, so we can choose our X in this direction also.

384
00:26:16,020 --> 00:26:16,470
OK.

385
00:26:16,500 --> 00:26:20,360
By the same logic, we can choose our x axis.

386
00:26:20,370 --> 00:26:25,080
Let me make it by the same logic we can choose.

387
00:26:28,330 --> 00:26:31,490
The x axis as part of the page, OK?

388
00:26:31,510 --> 00:26:35,680
Yes, because in this case, also it will cut there's a two axis.

389
00:26:35,950 --> 00:26:44,480
OK, so then what we can do, we can choose also the x axis, um, to the left or to the right.

390
00:26:44,500 --> 00:26:52,030
OK, because all of these kids, it's the z two axis and the two axis will intersect each other.

391
00:26:52,240 --> 00:26:56,740
But as we have said before, what we want to make the changes minimum.

392
00:26:56,880 --> 00:26:57,430
OK.

393
00:26:57,670 --> 00:27:05,960
So then the changes will be minimum because as X2 is to the right, we will choose it to the right.

394
00:27:05,980 --> 00:27:10,690
OK, in order to make changes minimum with respect to the previous joint.

395
00:27:10,780 --> 00:27:11,500
OK.

396
00:27:11,900 --> 00:27:17,530
Um, so we will choose this direction because it is a volatile action.

397
00:27:17,800 --> 00:27:19,750
This is our X3 axis.

398
00:27:20,020 --> 00:27:24,540
Then what we will choose, we will choose and we we what we have said, we will.

399
00:27:24,540 --> 00:27:33,100
We have said that we will almost in every case we will just copy the last frame for the end effector

400
00:27:33,100 --> 00:27:41,500
because if we choose it in this way again, we will make the changes minimum with respect to the last

401
00:27:41,500 --> 00:27:41,890
frame.

402
00:27:41,920 --> 00:27:42,430
OK.

403
00:27:42,700 --> 00:27:50,470
And also, this will cut the Z three axis, which is required for the H m convention.

404
00:27:50,810 --> 00:27:53,860
Now what happens with the Y axis?

405
00:27:54,430 --> 00:27:59,230
We can assign y axis or we cannot assign if what we get?

406
00:27:59,460 --> 00:28:00,530
We cannot assign.

407
00:28:01,260 --> 00:28:07,480
It's possible that not assign the y axis because during the calculation of h parameters, we will not

408
00:28:07,480 --> 00:28:09,160
require the y axis.

409
00:28:09,190 --> 00:28:15,040
However, if you want to know how we will assign the y axis, you probably assume this.

410
00:28:15,290 --> 00:28:22,960
You probably know we will choose just as we know that axis x axis of evil, use the right hand convention

411
00:28:22,960 --> 00:28:24,640
for choosing y axis.

412
00:28:24,970 --> 00:28:26,560
OK, what is the right hand role?

413
00:28:26,740 --> 00:28:29,710
You will make your sub impact.

414
00:28:29,710 --> 00:28:32,020
Started showing you all this.

415
00:28:32,140 --> 00:28:38,200
I think this is the middle finger in the Z direction and this finger, OK, this finger will be in the

416
00:28:38,200 --> 00:28:39,860
right direction automatically.

417
00:28:39,880 --> 00:28:40,270
OK?

418
00:28:40,300 --> 00:28:42,100
It will show you right direction.

419
00:28:42,100 --> 00:28:44,920
So based on the right hand rule.

420
00:28:45,610 --> 00:28:53,890
So in this case, if you put a middle finger in z axis, OK, middle finger in the direction of z axis

421
00:28:53,890 --> 00:28:57,790
and your sum in extraction, OK?

422
00:28:58,300 --> 00:29:05,530
So the extraction and the your y will be in this direction.

423
00:29:05,530 --> 00:29:09,950
So like that it will be the y axis will be in this way.

424
00:29:09,970 --> 00:29:10,620
This is why.

425
00:29:10,640 --> 00:29:11,080
Zero?

426
00:29:11,170 --> 00:29:15,040
Yeah, this will be the same for y one.

427
00:29:15,460 --> 00:29:17,950
And what will happen in this case?

428
00:29:18,670 --> 00:29:24,700
The two middle finger in the Z two direction somewhere in the X two direction.

429
00:29:24,700 --> 00:29:29,680
Yes, extradition and Y will be out of the page to us toward us.

430
00:29:29,950 --> 00:29:31,890
This will be y two.

431
00:29:31,930 --> 00:29:32,330
Yes.

432
00:29:32,710 --> 00:29:38,110
And let me do the same and it will be the same for y three.

433
00:29:38,110 --> 00:29:42,090
And it will be the same for Y for.

434
00:29:42,400 --> 00:29:46,600
And here is how we assign the coordinate frames for the.

435
00:29:47,660 --> 00:29:47,840
Yeah.

436
00:29:48,280 --> 00:29:52,800
As in the D.H convention, OK, we will do some examples also again.

437
00:29:53,110 --> 00:29:56,500
And so it will be easy for us.

438
00:29:56,800 --> 00:30:02,410
And now what we have to do in the next lesson, we will calculate the H parameters.
