1
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In the last lesson, we have seen how to assign two frames to the robot manipulator in the convention.

2
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Now we can, after assigning the frames in the correct way, we can calculate the H parameter table

3
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easily.

4
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So what are the parameters that we have to calculate?

5
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There are four parameters to calculate for each of the joints.

6
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Yeah, this is due to the AI yet to AI, the AI for AI and A.I., so too does shows how much trotted

7
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along zit AI minus one axis in order to align x AI minus one with inside the AI shows how much the trust

8
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leads alongside AI minus one axis to align or AI minus one with or AI.

9
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What's all?

10
00:00:56,040 --> 00:01:05,430
All means origin or frame AI minus one with respect or a frame central authority or frame arm alpha

11
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is how much to rotate along x y axis.

12
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Be careful about axis along x axis to align the timeline this one does.

13
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The tie and the air shows ha shows how much to translate our exposure to align or ie minus one and or

14
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eye.

15
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As you can see, we have two rotational parameters, which is the high and III for I am two translational

16
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parameters, which is to the excuse me and a I.

17
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OK.

18
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And the order of calculating these parameters is we will coordinate first one, then second, then this

19
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one.

20
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And I have written here first, but these should be three, then this should be four of them.

21
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So then hopefully we will use these parameters in order to find the relation between the frames consecutive

22
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frames, OK, and how we will describe the relation between consecutive frames if this is using homogeneous

23
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transformation matrix.

24
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OK, how we will get homogeneous transformation matrix.

25
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We have four parameters to translation um two rotation.

26
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So we first calculate TITA, which is rotation around Z-axis.

27
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Yes, then we have translation, which is the eye along the z axis and translation again along X and

28
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the rotation along the X I degrees.

29
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So we can write this for these mattresses as a homogeneous transformation matrix.

30
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In this way, as you can see, the first one is what the first one is just rotation matrix so that this

31
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it's transitional part is zero.

32
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Excuse me, there should be one here, OK?

33
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Yeah, it's a transitional part is zero, but it's a rotational part.

34
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Is rotation among a lot of Z-axis?

35
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Yeah, because z rotation matrix with angle of Tita I.

36
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The second one is translation, so its rotation has to be identity because there is no rotation.

37
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But there is translation along the z axis with the eye, as it can be seen here.

38
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Then we have again translation along X with a I am sorry there should be zero here.

39
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OK, as you can see, we have translation along x eight amount and the rotation.

40
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There is no rotation, so identity perfect.

41
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Then we have rotation along x OK around X with a degree of four eyes.

42
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So we have rotation.

43
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This is x rotation matrix, as you can see with degree of over ie and there is no translation.

44
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OK.

45
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And at the end, we get our homogeneous transformation metrics, which indicates the relation or relation.

46
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Let me draw the relation between and between frames I and I minus one OK, I and I'm minus one.

47
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Um, so as you can see here, h I, I mean soon after we calculate this for each frame.

48
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OK, then for each joint, excuse me, then we can multiply them and get the relation between any desire

49
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to frame OK.

50
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We will see more clearly.

51
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So let's go to the calculation of the homogeneous transformation.

52
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Excuse me, the parameters before doing it.

53
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I want you to be careful about one thing.

54
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OK.

55
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Try to imagine everything in 3D.

56
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OK.

57
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Finish with 2D.

58
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There is no to the.

59
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We are working in three dimension.

60
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OK?

61
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You have to use your 3D.

62
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The imagination and here is what this is here, I want to just last time I showed you how we can choose

63
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the rotation.

64
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OK, rotation direction, but how we determine the rotation direction.

65
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But it is more clear picture again, as what we have said, even rotation is, for example, in this

66
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direction, OK, we curl our fingers.

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As you can recall, our fingers in the direction of rotation and our sun by automatically shows us the

68
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positive rotation.

69
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No, that's OK.

70
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Because the rotation that if it shows us the rotation direction, OK, axis of rotation is OK.

71
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So we curl in the direction of rotation and this show's axis of rotation, our sun.

72
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That's perfect.

73
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So let's go to this calculation of parameters.

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OK, first, we will start with Tita Eye.

75
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OK, let's go with the first joint.

76
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OK, excuse me, first frame rate was Tita Ed.

77
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I'm here.

78
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You can read again.

79
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Tita is how much trotting along is it?

80
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I mean, this one.

81
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Be careful along the time minus one we rotate.

82
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We are rotating in order to align x minus one with X.

83
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OK, perfect.

84
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Let's see how much we have to return frame zero along zero zero.

85
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OK, because we have seen the time minus one, so we are co-creating for the first one, as you can

86
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see here.

87
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One we are calculating for first one.

88
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So it should be along z zero zero minus one set minus one minus one, which is at zero.

89
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OK.

90
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And B how much we have to return it turn, excuse me, or rotate the frame zero in order to match x

91
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zero width x one x zero x one.

92
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OK.

93
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First, let me not wanting to say that, as you can see, I have removed the y axis because they will

94
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not.

95
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You will not need them in order to calculate the parameters so y to make complex problem complex by

96
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adding them also.

97
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No need to add them.

98
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Just it is enough to write only the the X and said accesses and then by L I show, as you can see,

99
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this purple color l are nothing, but

100
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they show just the link lengths.

101
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OK.

102
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So let's continue.

103
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Let's continue, OK?

104
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You can see that.

105
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You can see that, OK, there are in one plane, OK?

106
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So we do not need to rotate frames zero a manga, excuse me, along the Z zero in order to match x x1.

107
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They already match.

108
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But it's not correct because we don't take into account rotation.

109
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There is rotation of, as you can see, T to one.

110
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So in order to be to know it much better in order to visualize it much better, let's look at the robot

111
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from upside.

112
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OK.

113
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This is our first joint, OK?

114
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And then let's throw its axis is, as you can see, this is nothing but z zero.

115
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This is nothing but x zero.

116
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And if we rotate it, tita yeah.

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Excuse me, not like that.

118
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But if you rotated like Tatooine, then the second joint will be in this way from the top side, OK?

119
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And it's it will be rotated like that.

120
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So the X1 will be like that and the Z1 will be like that.

121
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As you can see now, there is an angle between

122
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now there is an angle between the zero, excuse me, zero and X1.

123
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OK, sorry for the delay.

124
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There is a delay.

125
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I think I I'm because projecting the iPod screen to the computer, there is a delay.

126
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So as you can see, there is an angle between between the zero and X1.

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If you Project X zero here again, you will see easily to one angle.

128
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OK.

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Zero.

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You have to take into account the rotation and you have to look at from upside of it or if it is needed

131
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from the down side, or even if this is needed to watch from their sides.

132
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OK, but you have to take into account a rotation and also translation if needed.

133
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OK.

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So we have seen that we, you know, we have to rotate frame zero one alongside Z zero in order to get

135
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on with the.

136
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Spectre's did zero in order to match teeth, one angle in order to match zero is x one.

137
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So it's right, then here T to one.

138
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OK, but let's go for the second point.

139
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OK, let's go for the second one and see what will happen again.

140
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For the second joint, this is the same.

141
00:10:17,570 --> 00:10:21,290
How much we have to return frame one.

142
00:10:21,530 --> 00:10:32,540
In order to match X, I'm on a longer through z one axis in order to match x one with what?

143
00:10:33,020 --> 00:10:36,180
In order to match x one with X two OK.

144
00:10:36,470 --> 00:10:43,730
In order to again, we have to take into account rotation because at first you can see that OK, there

145
00:10:43,730 --> 00:10:48,950
is no need to rotate because they are on the same plane an x one, an x two parallel to each other.

146
00:10:49,100 --> 00:10:53,270
So there's no need in the rotation, but it is not correct.

147
00:10:53,300 --> 00:10:57,350
You have to take into account these rotation angle of 2.2 also.

148
00:10:57,350 --> 00:11:05,360
So if we draw the robot again from top, for example, this is the joint OK from topside.

149
00:11:05,360 --> 00:11:07,200
This is x one.

150
00:11:07,310 --> 00:11:09,440
This this is z one.

151
00:11:09,680 --> 00:11:13,220
And we rotate it as he thought to OK.

152
00:11:13,670 --> 00:11:21,640
We have rotated into two, so our transitional joint become like that from the top.

153
00:11:21,650 --> 00:11:23,780
OK, from the top side, that's perfect.

154
00:11:23,780 --> 00:11:28,500
Now its frame will be like that again.

155
00:11:28,520 --> 00:11:37,950
OK, if we project this is X to this is excuse me, I didn't do that in this.

156
00:11:37,980 --> 00:11:39,230
That X is the correct way.

157
00:11:39,260 --> 00:11:39,590
OK.

158
00:11:43,010 --> 00:11:43,430
OK.

159
00:11:44,210 --> 00:11:46,580
The z axis should be in this way.

160
00:11:46,610 --> 00:11:47,040
OK.

161
00:11:47,060 --> 00:11:48,070
This is it, too.

162
00:11:48,320 --> 00:11:54,410
As you can see, if you project one again here, there is little tool angle between them.

163
00:11:54,420 --> 00:11:59,630
We have to take it into account, so we have to rotate the frame.

164
00:11:59,870 --> 00:12:00,620
One.

165
00:12:01,700 --> 00:12:02,150
OK.

166
00:12:02,180 --> 00:12:10,490
Along Z one, excuse me, sort of in in the direction of Z1 in order to obtain you on the other to make

167
00:12:10,490 --> 00:12:13,670
X1 coincides with X2.

168
00:12:13,670 --> 00:12:14,780
That's perfect now.

169
00:12:15,350 --> 00:12:16,680
So let's write it.

170
00:12:17,150 --> 00:12:23,620
Let's first erase all of these and then let's write it here.

171
00:12:23,630 --> 00:12:24,020
OK?

172
00:12:24,260 --> 00:12:26,270
We have to rotate by 2.2.

173
00:12:26,300 --> 00:12:26,900
That's perfect.

174
00:12:26,930 --> 00:12:27,230
No.

175
00:12:27,500 --> 00:12:30,500
Let's go with the frame.

176
00:12:31,700 --> 00:12:32,070
Three.

177
00:12:32,360 --> 00:12:34,310
Now, what should we do?

178
00:12:34,610 --> 00:12:37,610
What we know in order to find it three.

179
00:12:37,910 --> 00:12:45,920
It shows its meaning is that how much we have to rotate frame two in order and more in the direction

180
00:12:45,920 --> 00:12:50,840
of Z tool in order make X2 and X3 coincide with each other.

181
00:12:50,870 --> 00:12:51,470
OK.

182
00:12:51,860 --> 00:12:58,090
As you can see now, in this case, there is no translator, excuse me, rotation, but translation.

183
00:12:58,100 --> 00:13:02,750
So what does it mean as there is no rotation?

184
00:13:02,990 --> 00:13:07,530
The X2 and X3 will always be OK.

185
00:13:07,680 --> 00:13:15,110
We always coincide with each other because this joint will only up will move up and down.

186
00:13:15,320 --> 00:13:22,010
So X2 will not move with respect to X3 in terms of the two in the two direction, OK?

187
00:13:22,340 --> 00:13:31,490
So we don't have to rotate frame two in the direction of Z two in order to make X2 and X3 coincide with

188
00:13:31,490 --> 00:13:34,610
each other, they anyway coincide with each other.

189
00:13:35,090 --> 00:13:44,390
OK, so this will be zero and you can now see that y always we try to make the rotations change as small

190
00:13:44,390 --> 00:13:45,080
as possible.

191
00:13:45,260 --> 00:13:51,980
We have seen in the last video that I have said that tried to make axis is coincide with each other

192
00:13:51,980 --> 00:13:53,270
as much as possible.

193
00:13:53,300 --> 00:13:54,040
OK, tried.

194
00:13:54,050 --> 00:13:58,790
If it is possible, choose the consecutive axis is the same with respect to each other.

195
00:13:58,790 --> 00:14:03,110
So the H two calculating the H parameters will be easier for you.

196
00:14:03,350 --> 00:14:09,140
OK, so now let's call good for the last one.

197
00:14:09,140 --> 00:14:12,930
For the last one, for the fourth.

198
00:14:12,950 --> 00:14:13,400
OK.

199
00:14:13,730 --> 00:14:17,900
What it will be again is the have rotation angle of three to four.

200
00:14:17,910 --> 00:14:19,760
We have to take it into account.

201
00:14:20,090 --> 00:14:28,400
So this means that it often means that how much we have to rotate Keita's excuse me, frame three in

202
00:14:28,400 --> 00:14:33,650
the direction of Z three in order to make it three and X4 coincide with each other.

203
00:14:34,400 --> 00:14:41,090
At first, they can be seen that they are on the same plane, so there is no need to rotation.

204
00:14:41,600 --> 00:14:47,070
Excuse the monitor rotation, but take into account little for rotation angle.

205
00:14:47,090 --> 00:14:51,650
Be careful the robot will return when it tries to in the column to give them to eat.

206
00:14:52,040 --> 00:14:58,760
So X3 and X4 will not coincide with each other, so we need a titov for.

207
00:14:59,130 --> 00:15:03,220
Station and all these rotations will be a plus.

208
00:15:03,520 --> 00:15:04,400
Why now?

209
00:15:04,990 --> 00:15:14,020
Let me just explain over to four, and you can apply the same for others angles because if you try to

210
00:15:14,020 --> 00:15:21,850
rotate it in every frame tool, we have to rotate it in this way in order to match X3 and X4.

211
00:15:22,070 --> 00:15:28,060
And in this direction of rotation, if you call your fingers in the direction of rotation, as we have

212
00:15:28,060 --> 00:15:34,090
shown in this picture, your thumb will show this direction, which is positive.

213
00:15:34,090 --> 00:15:35,890
That's the direction, OK?

214
00:15:36,160 --> 00:15:39,610
So the rotation angle will be positive.

215
00:15:39,880 --> 00:15:46,750
If otherwise, if we would require to rotate it in this way, OK, in order to match X and export,

216
00:15:47,020 --> 00:15:50,250
then our son blue the point in this way.

217
00:15:50,260 --> 00:15:53,170
So rotation axis would be in this way.

218
00:15:53,590 --> 00:15:55,480
The rotation direction would be in this way.

219
00:15:55,480 --> 00:16:02,440
So the rotation axis direction would be in this way, which is opposite to the Z three, so it would

220
00:16:02,440 --> 00:16:03,130
be negative.

221
00:16:03,160 --> 00:16:04,810
OK, be careful about that.

222
00:16:04,900 --> 00:16:09,370
OK, so let's continue.

223
00:16:09,370 --> 00:16:10,330
Let's continue.

224
00:16:10,780 --> 00:16:12,520
We have finished 48th out.

225
00:16:12,520 --> 00:16:15,790
Let's continue with the let's see what what this deep.

226
00:16:16,090 --> 00:16:18,580
These shows us how much to translate.

227
00:16:18,670 --> 00:16:26,090
OK, this is not rotation along the Z Eye, minus one to align origins of two consecutive frames.

228
00:16:26,110 --> 00:16:27,640
OK, let's go.

229
00:16:27,650 --> 00:16:29,560
Let's go with the one.

230
00:16:29,560 --> 00:16:31,100
OK with this one.

231
00:16:31,120 --> 00:16:35,860
This means that how much we have to move this order, Jim.

232
00:16:36,990 --> 00:16:37,600
OK.

233
00:16:37,870 --> 00:16:45,130
Over the z zero axis, over the z zero axis, OK, or the z zero axis.

234
00:16:45,460 --> 00:16:53,230
In order to make this origin OK to match this origin, do we have to do something?

235
00:16:54,580 --> 00:16:56,760
Surely, no, surely not.

236
00:16:56,770 --> 00:17:02,300
Yeah, we don't have to do anything because they in the way coincide with each other.

237
00:17:02,320 --> 00:17:02,770
OK.

238
00:17:03,010 --> 00:17:12,550
And these joints don't move like that up and down, so we don't need any uh, we don't need to translate

239
00:17:12,550 --> 00:17:15,110
this orygen in the Z zero direction.

240
00:17:15,580 --> 00:17:22,660
So which is up or minus zero direction, which is known in order to match it with Z one because they

241
00:17:22,660 --> 00:17:26,090
will on anyway, they anyway coincide with each other.

242
00:17:26,110 --> 00:17:28,810
There is no need for translation again.

243
00:17:29,140 --> 00:17:32,020
So the idea would be zero for the first one.

244
00:17:32,020 --> 00:17:36,790
So let's check for the second one, OK, for the second one, is it the same?

245
00:17:36,820 --> 00:17:42,380
How much we have to translate origin this origin alongside that one?

246
00:17:42,400 --> 00:17:42,880
OK?

247
00:17:42,910 --> 00:17:50,320
In the direction of Z five in order to match this origin with this origin, as you can see again, there

248
00:17:50,320 --> 00:17:56,260
is no need to do that kind of thing because this joint is rotational.

249
00:17:56,890 --> 00:17:58,030
It will not change.

250
00:17:58,240 --> 00:18:01,180
I won't say it will not change in a transitional way.

251
00:18:01,180 --> 00:18:02,710
I mean, up or down.

252
00:18:02,920 --> 00:18:09,640
So the origins will always coincide and we don't need any kind of translation.

253
00:18:09,640 --> 00:18:11,920
So this will be also zero.

254
00:18:12,940 --> 00:18:13,570
OK, perfect.

255
00:18:13,840 --> 00:18:16,780
So let's check for the assert frame, OK?

256
00:18:17,080 --> 00:18:24,800
How much of this have to translate or origin of this joint in the direction of Z two?

257
00:18:24,880 --> 00:18:29,710
So which is done in order to match this origin?

258
00:18:29,740 --> 00:18:30,040
OK?

259
00:18:30,310 --> 00:18:34,810
Origin of frame two vs origin of frames three.

260
00:18:35,050 --> 00:18:36,520
Note zero or note.

261
00:18:36,790 --> 00:18:38,680
Surely it is not zero.

262
00:18:38,710 --> 00:18:39,250
OK.

263
00:18:39,460 --> 00:18:41,830
Because in the direction of the two, which is.

264
00:18:42,550 --> 00:18:45,360
OK, we have to slide this year.

265
00:18:45,380 --> 00:18:49,780
We have to make it to come to here and how much this does.

266
00:18:49,780 --> 00:18:51,130
We have to make it to come.

267
00:18:51,370 --> 00:18:52,470
This is L.

268
00:18:52,610 --> 00:18:53,080
Three.

269
00:18:53,090 --> 00:18:53,440
Yes.

270
00:18:53,650 --> 00:18:58,770
We have to make this origin to come here L three amount in order.

271
00:18:59,250 --> 00:19:03,150
Um, these origins to coincide with each other.

272
00:19:03,190 --> 00:19:03,730
Perfect.

273
00:19:04,060 --> 00:19:05,950
So that's right.

274
00:19:05,950 --> 00:19:09,310
It also so this will be L three.

275
00:19:09,490 --> 00:19:10,000
OK.

276
00:19:10,210 --> 00:19:10,900
This will be our.

277
00:19:11,500 --> 00:19:11,920
No.

278
00:19:11,920 --> 00:19:13,870
Let's go with the last one.

279
00:19:13,870 --> 00:19:14,800
With the last one.

280
00:19:16,270 --> 00:19:20,290
What we have to do this is our origin.

281
00:19:20,390 --> 00:19:21,550
This is our origin.

282
00:19:21,570 --> 00:19:28,300
So how much we have to translate the origin of frames three in order to match?

283
00:19:29,140 --> 00:19:31,100
Yeah, just frame.

284
00:19:31,120 --> 00:19:31,370
Three.

285
00:19:32,170 --> 00:19:35,590
In order to match it with the original frame forward.

286
00:19:35,830 --> 00:19:40,540
Well, in the direction of what Z three do, we have to do something?

287
00:19:40,600 --> 00:19:42,630
Yes, surely we have to do.

288
00:19:42,640 --> 00:19:50,260
We have to translate because Z three duration is Don and we have to slide it down in L four amount in

289
00:19:50,260 --> 00:19:55,270
order to match the origin of frames three of its origin of frame for yes.

290
00:19:55,510 --> 00:19:57,280
So this is L four.

291
00:19:57,610 --> 00:19:58,360
That's perfect.

292
00:19:58,430 --> 00:19:58,690
OK.

293
00:19:59,730 --> 00:20:05,570
As you can see, it is very easy, you have to have just the imagination of 3-D.

294
00:20:06,540 --> 00:20:16,470
Let's go with a walk in the is a as you can see here, because the sorts that this is sort of parameter

295
00:20:16,470 --> 00:20:23,220
we have to calculate is that how much we have to translate again, translation along IXI, I'd be careful

296
00:20:23,220 --> 00:20:23,550
along.

297
00:20:24,160 --> 00:20:29,800
Not that I might miss one in order to match again the consecutive frames origins.

298
00:20:29,820 --> 00:20:36,930
Let's check with the first joint book how much we have to translate alongside x one.

299
00:20:36,960 --> 00:20:37,480
OK.

300
00:20:37,500 --> 00:20:39,210
Alongside what X1?

301
00:20:39,210 --> 00:20:47,220
Because it's alongside, it should be in direction of ex-spy, which in this case is one so x1 in order

302
00:20:47,220 --> 00:20:52,200
to obtain in order to make the origin of frame zero.

303
00:20:52,210 --> 00:20:56,550
Yeah, coincide with the original frame one how much we have to do.

304
00:20:56,910 --> 00:21:04,860
As you can see, the X1 direction shows this way, so we have to translate it in the direction of X1

305
00:21:04,860 --> 00:21:06,270
and one amount.

306
00:21:06,270 --> 00:21:08,880
Yeah, in order to match these two centers.

307
00:21:09,150 --> 00:21:11,890
So this has to be L1.

308
00:21:11,910 --> 00:21:13,550
OK, that's perfect.

309
00:21:13,590 --> 00:21:14,970
This has to be L1.

310
00:21:14,970 --> 00:21:15,960
That was easy.

311
00:21:16,950 --> 00:21:24,090
Now let's go with the circle joy into how much we have to translate this center in the direction of

312
00:21:24,090 --> 00:21:31,200
X2, which is to the right X2 in order to match origins OK with each other.

313
00:21:31,200 --> 00:21:36,570
So original frame one with origin of frame two how much we have to do.

314
00:21:36,810 --> 00:21:43,560
As you can see, this is L2 because the offset in the direction of X2, so in the right direction is

315
00:21:43,560 --> 00:21:45,030
nothing but L2.

316
00:21:45,420 --> 00:21:47,730
So this has to be L2.

317
00:21:48,000 --> 00:21:49,350
Let's write it again.

318
00:21:49,350 --> 00:21:50,430
That's perfect.

319
00:21:50,790 --> 00:21:54,270
So then I can make it in this way.

320
00:21:55,350 --> 00:21:56,190
Oh my gosh.

321
00:21:56,570 --> 00:21:58,200
Why you're doing it in this way?

322
00:21:59,580 --> 00:22:03,460
Yeah, it's very, very precise, I think.

323
00:22:03,480 --> 00:22:03,870
Yeah.

324
00:22:05,010 --> 00:22:08,220
Anyway, let's continue.

325
00:22:08,310 --> 00:22:08,580
OK.

326
00:22:09,810 --> 00:22:13,500
So we have done this one.

327
00:22:13,510 --> 00:22:15,750
OK, we will go with the third joint.

328
00:22:15,750 --> 00:22:16,380
OK?

329
00:22:16,440 --> 00:22:27,640
The third one saw how much we have to move the origin of frame two in the direction of X three.

330
00:22:27,680 --> 00:22:30,030
Yes, in the direction of X three.

331
00:22:30,330 --> 00:22:34,770
In order to match X to another to merge these origin.

332
00:22:34,770 --> 00:22:39,360
Three original frame three with, excuse me, ordinal three and two with alternate frames.

333
00:22:39,360 --> 00:22:39,720
Three.

334
00:22:40,140 --> 00:22:46,530
And as you can see, if we don't have to do any translation because X3, the addiction is in this way,

335
00:22:46,770 --> 00:22:51,480
we don't have to translate this in this direction in order to match it, because in this direction,

336
00:22:51,480 --> 00:22:55,090
over this duration, they all rate the match with each other.

337
00:22:55,110 --> 00:22:55,560
OK.

338
00:22:56,070 --> 00:22:57,100
That's very obvious.

339
00:22:57,120 --> 00:23:00,200
So let's let's try it.

340
00:23:00,200 --> 00:23:00,880
It's zero.

341
00:23:00,900 --> 00:23:02,760
We don't have to do any translation.

342
00:23:02,760 --> 00:23:03,900
There is nine offset.

343
00:23:04,230 --> 00:23:11,310
So the last one, how much we have to translate the original frame three in order to match it with the

344
00:23:11,310 --> 00:23:18,990
frame of the original frame forward in the direction of X four, as you can see it again in the direction

345
00:23:18,990 --> 00:23:23,130
of X squared, which is like that, we don't have to do any translation.

346
00:23:23,130 --> 00:23:27,450
There is no offset in that direction, so it will be zero.

347
00:23:27,480 --> 00:23:28,950
Let's write it zero.

348
00:23:29,640 --> 00:23:33,720
So as you can see, the last one became zero.

349
00:23:34,110 --> 00:23:38,160
So now we the last is over.

350
00:23:38,310 --> 00:23:38,730
OK.

351
00:23:38,790 --> 00:23:45,380
The last parameter is alpha, which is how much to rotate along x y axis.

352
00:23:45,390 --> 00:23:45,840
OK?

353
00:23:45,870 --> 00:23:50,100
Be careful along x axis in order to match z i minus one to.

354
00:23:50,580 --> 00:23:51,030
I.

355
00:23:51,420 --> 00:23:52,770
So let's do that.

356
00:23:52,780 --> 00:24:03,430
So how much we have to rotate frame zero in the direction of X one?

357
00:24:03,460 --> 00:24:06,900
OK, in the direction of X1 in order to match.

358
00:24:06,900 --> 00:24:08,180
Is it zero bit?

359
00:24:08,190 --> 00:24:09,060
Is it one?

360
00:24:09,360 --> 00:24:10,180
Let's see.

361
00:24:10,200 --> 00:24:12,750
Should we do something like this one?

362
00:24:13,260 --> 00:24:17,700
No, because in this is it zero and this is it.

363
00:24:17,700 --> 00:24:23,730
One way matches with each other, even though there is little one rotation.

364
00:24:23,910 --> 00:24:31,980
This will not affect Z zero or that one because the rotation is about z axis as OK.

365
00:24:32,360 --> 00:24:39,390
And if you watched from the top side, is the for the first after the rotation, this is a zero zero

366
00:24:39,390 --> 00:24:39,870
zero.

367
00:24:39,870 --> 00:24:44,680
This is zero after the rotation of T to one.

368
00:24:44,730 --> 00:24:45,240
OK.

369
00:24:45,480 --> 00:24:47,660
This will be from the top side.

370
00:24:47,670 --> 00:24:49,490
This will be x one.

371
00:24:49,500 --> 00:24:50,790
OK, this x1.

372
00:24:50,790 --> 00:24:55,290
But again, z axis will be like that, OK, because it will not rotate.

373
00:24:55,650 --> 00:24:56,130
OK.

374
00:24:57,150 --> 00:24:58,860
So there is no need.

375
00:24:58,900 --> 00:25:08,280
To rotate a longer election in X One Direction in order to match Z zero with that one, so let's write

376
00:25:08,280 --> 00:25:09,780
it, it will be zero.

377
00:25:09,840 --> 00:25:10,290
Yes.

378
00:25:10,710 --> 00:25:13,590
So the first one is zero for the second joint.

379
00:25:13,590 --> 00:25:20,730
Let's check for the second joint how much we have to rotate in, of how much we have to rotate frame

380
00:25:20,820 --> 00:25:25,230
one in order in the direction of X two.

381
00:25:25,530 --> 00:25:28,380
In order to match Z one.

382
00:25:28,380 --> 00:25:31,650
Read it to look at that one with Z.

383
00:25:31,800 --> 00:25:34,620
Should we have, should or should we rotate?

384
00:25:34,950 --> 00:25:35,760
Indeed, yes.

385
00:25:35,760 --> 00:25:39,120
As you can see, they are opposite to each other.

386
00:25:39,360 --> 00:25:48,010
And again, the rotation as the rotation is with respect is with respect to the z axis, even interpolated

387
00:25:48,180 --> 00:25:54,870
to rotation and the directions of Z one and Z two, even after the rotation will be opposite to each

388
00:25:54,870 --> 00:25:55,260
other.

389
00:25:55,530 --> 00:26:03,240
The ratios of X2 and X3 will change on the X2 will be in this direction and excuse me and extend X1,

390
00:26:03,510 --> 00:26:08,730
X1 will be in this direction, OK, after rotation of the rotation of T2.

391
00:26:09,060 --> 00:26:14,790
However, Z one and Z two are how much we are, how much we have to rotate frame one.

392
00:26:15,570 --> 00:26:24,030
We have to rotate frame one in this direction, OK, if we take in in extra direction, OK, if we take

393
00:26:24,030 --> 00:26:27,390
an external direction, we have to rotate it.

394
00:26:27,630 --> 00:26:28,590
How much degrees?

395
00:26:28,590 --> 00:26:36,360
If you put your put your thumb in the direction of X2, OK and rotated, curl your fingers.

396
00:26:36,560 --> 00:26:41,550
Once the positive direction of rotation surely seen this way, should we?

397
00:26:42,000 --> 00:26:50,610
And in order to rotate the Z1 in order to rotate frame in order to match that one with the two, we

398
00:26:50,610 --> 00:26:59,040
have to rotate the frame f two with, excuse me, a frame f one with respect to X2 width.

399
00:26:59,760 --> 00:27:00,410
How much?

400
00:27:00,450 --> 00:27:04,680
Um, minus excuse me, plus peak angles.

401
00:27:04,680 --> 00:27:12,540
Yet because they are one hundred eighty degrees from each other and the rotation is a static rotation,

402
00:27:12,540 --> 00:27:13,730
so always will be.

403
00:27:13,740 --> 00:27:20,400
They will be apart from each other by 180 degrees and the rotation is in the positive direction.

404
00:27:20,430 --> 00:27:25,140
OK, we have to rotate in positive directions, so let's right it.

405
00:27:25,980 --> 00:27:28,170
The rotation will be a plus pi.

406
00:27:28,290 --> 00:27:31,610
Let's write it OK, the rotation will be plus pi.

407
00:27:31,620 --> 00:27:35,930
OK, then let's do this one again.

408
00:27:36,150 --> 00:27:42,990
Let's do this one how much we have to rotate, how much we have to rotate.

409
00:27:43,290 --> 00:27:43,830
Yes.

410
00:27:46,470 --> 00:27:51,360
Frame two with respect to Axis X three.

411
00:27:51,600 --> 00:28:00,570
In order to Match Z two with Z three, as you can see Z two and the three already matched each other.

412
00:28:00,570 --> 00:28:08,010
And as this is prismatic joint, there is no rotation that we have to take into account, so we don't

413
00:28:08,010 --> 00:28:10,250
need any rotation.

414
00:28:10,260 --> 00:28:15,120
They will always match with each other.

415
00:28:15,120 --> 00:28:19,950
So we need zero rotation and the last one for the last one.

416
00:28:20,250 --> 00:28:29,580
Again, how much we have to rotate frames three along x in the direction of export in order to match

417
00:28:29,640 --> 00:28:36,730
Z three, we visit for Z three and Z four will always match with each other.

418
00:28:36,780 --> 00:28:37,380
Why?

419
00:28:37,650 --> 00:28:46,530
Because the rotation for the for this joint, OK for the first joint will be always in this direction.

420
00:28:46,530 --> 00:28:46,920
Yes.

421
00:28:47,220 --> 00:28:52,080
So this ring will not change its direction from its launch from top side.

422
00:28:52,350 --> 00:28:53,730
This is extra.

423
00:28:53,810 --> 00:28:56,100
Yes, this is Z three.

424
00:28:56,100 --> 00:28:56,700
Yes.

425
00:28:57,660 --> 00:28:58,680
And the end effector.

426
00:28:58,680 --> 00:29:04,890
Even if this joint rotates, the India factor axis will be the same as this one here.

427
00:29:05,220 --> 00:29:06,150
It will not change.

428
00:29:06,150 --> 00:29:09,810
It will be Z for its x axis will only change.

429
00:29:09,810 --> 00:29:14,820
Yes, this will be X4 will only change by how much to the for.

430
00:29:14,910 --> 00:29:15,400
OK.

431
00:29:15,420 --> 00:29:16,230
Think about it.

432
00:29:16,260 --> 00:29:18,990
Be careful about this.

433
00:29:19,020 --> 00:29:22,560
Okay, so we don't need any rotations.

434
00:29:22,560 --> 00:29:30,390
It's V and Z Fold will anyway coincide with each other, so we need zero degrees of rotation.

435
00:29:30,960 --> 00:29:31,750
That's perfect.

436
00:29:31,770 --> 00:29:40,080
We have finished with the D.H table again, so you can understand it better by.

437
00:29:40,890 --> 00:29:49,140
If you missed something along side, please draw it and by stopping and playing VIDEO again, OK?

438
00:29:49,800 --> 00:29:57,420
Step by step, try to follow me so you can understand and imagine everything it is indeed.

439
00:29:57,420 --> 00:29:58,070
Very easy.

440
00:29:58,110 --> 00:29:58,740
Not that if.

441
00:29:58,880 --> 00:30:01,450
A gold, if you can imagine in 3-D.

442
00:30:01,690 --> 00:30:06,410
Okay, this is over the edge table.

443
00:30:06,470 --> 00:30:07,010
OK.

444
00:30:07,250 --> 00:30:15,440
And we will use each of these entries, OK in order to calculate a homogeneous transformation mattresses.

445
00:30:15,800 --> 00:30:16,310
OK.

446
00:30:16,550 --> 00:30:26,720
And then to get final, how can I say a final relation between the base frame and in the fact that a

447
00:30:26,720 --> 00:30:27,080
frame?

448
00:30:27,350 --> 00:30:29,000
Let's see how we can do that.

449
00:30:29,570 --> 00:30:35,610
We have seen the formula for the M between H and H by minus one.

450
00:30:35,630 --> 00:30:35,960
Yes.

451
00:30:36,260 --> 00:30:39,650
You just think this is c t de I.

452
00:30:40,520 --> 00:30:42,100
Maybe I have to write it.

453
00:30:42,110 --> 00:30:43,220
I forgot to say it.

454
00:30:43,230 --> 00:30:52,520
C Tita I means question Tita to yeah, if it is also I, this means question for I.

455
00:30:52,760 --> 00:30:53,210
OK.

456
00:30:53,750 --> 00:30:58,810
And s tita I means the same thing, but with seamless theta pi.

457
00:30:58,820 --> 00:30:59,480
OK?

458
00:30:59,750 --> 00:31:03,560
And if it is alpha I, this is since I I.

459
00:31:04,410 --> 00:31:05,450
OK, perfect.

460
00:31:06,530 --> 00:31:08,960
So you just need to take Tita.

461
00:31:08,960 --> 00:31:19,310
I I for I am a I and D and just plug in this in this formula.

462
00:31:19,400 --> 00:31:23,870
Yes, and you will get H I and I mine this one, for example.

463
00:31:23,930 --> 00:31:24,770
We will not do it.

464
00:31:25,190 --> 00:31:28,970
We will not plug it because you can do it easily in MATLAB.

465
00:31:29,000 --> 00:31:29,450
OK.

466
00:31:29,840 --> 00:31:35,180
But I will show you the the procedure for the first one.

467
00:31:35,180 --> 00:31:41,270
You take it and you've what you've given I for the first one by putting these parameter, these each

468
00:31:41,270 --> 00:31:49,850
of these parameters in the h i i minus one, if I equals to one.

469
00:31:49,850 --> 00:31:53,280
Yeah, for the first one, but we will get we will get h one zero.

470
00:31:53,300 --> 00:32:03,120
OK, this will give by just plugging in these yeah, these OK parameters you will get in this formula.

471
00:32:03,140 --> 00:32:06,620
OK, in this final formula, you will get H.

472
00:32:06,750 --> 00:32:07,950
Well, zero.

473
00:32:08,030 --> 00:32:08,480
OK.

474
00:32:08,540 --> 00:32:10,730
As you can see how easily you get it.

475
00:32:11,180 --> 00:32:14,060
This procedure can be automated easily.

476
00:32:14,190 --> 00:32:14,690
OK.

477
00:32:15,270 --> 00:32:15,420
Yeah.

478
00:32:15,470 --> 00:32:21,950
If you take the second one, so I equals the two, what you will get, you will get h two one four.

479
00:32:21,980 --> 00:32:23,270
I equals to three.

480
00:32:23,270 --> 00:32:26,150
You will get h three, two and four.

481
00:32:26,150 --> 00:32:27,380
Pi equals four.

482
00:32:27,380 --> 00:32:29,890
You will get h for three.

483
00:32:29,900 --> 00:32:35,520
As you can see, you have the relation between each frame.

484
00:32:35,540 --> 00:32:36,050
OK.

485
00:32:36,350 --> 00:32:38,010
Between each consecutive frame.

486
00:32:38,030 --> 00:32:38,450
OK.

487
00:32:38,600 --> 00:32:46,970
For example, no, you want to know what will be the position of and affect the position and orientation

488
00:32:46,970 --> 00:32:55,760
of and the vector with respect to the vote, with respect to that base frame so that you want to frame

489
00:32:55,760 --> 00:33:02,230
the you run to find four zero, what each four zero will give for is our and the vector frame of is

490
00:33:02,240 --> 00:33:03,590
zero is our base frame.

491
00:33:03,760 --> 00:33:06,480
This is, as you can see, four is in the vector frame.

492
00:33:06,800 --> 00:33:08,540
And this is our base frame.

493
00:33:08,690 --> 00:33:12,590
You want to know what is the what is this distance between them?

494
00:33:12,620 --> 00:33:14,260
Yeah, this is distance.

495
00:33:14,270 --> 00:33:14,870
What is this?

496
00:33:15,080 --> 00:33:16,250
For example, let's see.

497
00:33:16,250 --> 00:33:18,050
This is the s.

498
00:33:18,080 --> 00:33:19,880
We are interested for this one.

499
00:33:20,120 --> 00:33:25,600
And what is the OK orientation difference between these two?

500
00:33:25,610 --> 00:33:30,320
OK, so and what we want to know are four is zero.

501
00:33:30,380 --> 00:33:30,830
Yes.

502
00:33:30,980 --> 00:33:33,260
What is the orientation difference between?

503
00:33:33,380 --> 00:33:38,000
What is the orientation of the vector frame with respect to the base frame, we want to know of these

504
00:33:38,000 --> 00:33:40,670
two things how we can calculate it.

505
00:33:40,680 --> 00:33:48,200
Surely it's very easily, uh, we will do it by just multiplying what homogeneous transformation methods

506
00:33:48,290 --> 00:33:57,230
in each other h one zero with each h two one with h as well and with age four three.

507
00:33:57,530 --> 00:34:00,500
And this will give you age for zero.

508
00:34:00,800 --> 00:34:01,160
OK.

509
00:34:01,790 --> 00:34:06,620
The end effector frame with respect to their base frame.

510
00:34:06,860 --> 00:34:07,310
OK.

511
00:34:07,490 --> 00:34:09,800
And then it will have in this.

512
00:34:10,100 --> 00:34:14,090
It will have this kind of shape.

513
00:34:14,120 --> 00:34:16,760
This will be R four to zero.

514
00:34:17,030 --> 00:34:17,540
Yes.

515
00:34:17,720 --> 00:34:22,250
Zero and D s and one.

516
00:34:22,280 --> 00:34:22,820
OK.

517
00:34:23,090 --> 00:34:24,900
This is three by one vector.

518
00:34:24,920 --> 00:34:25,290
OK.

519
00:34:25,310 --> 00:34:30,890
This is three by one vector, which is x y z saw.

520
00:34:31,340 --> 00:34:42,020
So it will show this OK in how much the distance between this origin and this origin occurs or and the

521
00:34:42,020 --> 00:34:47,630
vector and the base frame in x y z axis is yes, that's perfect.

522
00:34:47,900 --> 00:34:52,160
And this will show this is four by four matrix.

523
00:34:52,310 --> 00:34:53,660
Excuse me this for my foot.

524
00:34:53,960 --> 00:34:58,730
Well, three by three matrix, which shows us the orientation.

525
00:34:58,850 --> 00:35:03,620
Of falls in the sector of rain with respect to their base frame.

526
00:35:03,860 --> 00:35:04,730
That's perfect.

527
00:35:04,970 --> 00:35:11,720
So but what we have said, we have also said that we can find that any fraying the relation between

528
00:35:11,720 --> 00:35:17,450
any frames so we can find what is, for example, the joint tools.

529
00:35:18,060 --> 00:35:21,980
Yeah, for example, these joint tools orientation.

530
00:35:21,980 --> 00:35:28,700
And but this does with respect to a base frame, you can find it, you can find it easily.

531
00:35:28,730 --> 00:35:35,840
So what we want to find, we want to fight age to zero, how we can find by multiplying just age one

532
00:35:35,840 --> 00:35:37,490
zero with age two one.

533
00:35:37,700 --> 00:35:45,440
As you can see, you can find the relation between any two frames, any two frames, and that is the

534
00:35:45,440 --> 00:35:48,890
best the perfect site of forward kinematics.

535
00:35:49,160 --> 00:35:56,360
And you can complete it using the age correlation D.H method very easily.

536
00:35:56,390 --> 00:36:04,970
I hope that you have understand we will do one more example in order to solidify the concept to make

537
00:36:04,970 --> 00:36:06,710
it more robust for you.

538
00:36:07,850 --> 00:36:10,160
So let's solve.

539
00:36:10,220 --> 00:36:12,320
One more example also.
