1
00:00:00,060 --> 00:00:09,750
Well, gay people, I have decided to do a small project, OK, which is which I think which will be

2
00:00:09,750 --> 00:00:23,910
fun to do in order to understand forward kinematics more better and also put them into practice.

3
00:00:23,910 --> 00:00:33,750
And also how useful is for the kinematics shirtless for candidates will be much more useful than that.

4
00:00:34,160 --> 00:00:39,560
But it is, I think, is a pretty example to do.

5
00:00:39,640 --> 00:00:42,450
Pretty interesting project anyway.

6
00:00:43,830 --> 00:00:52,740
No need to do to speak up on this early and start to see what we will do.

7
00:00:53,160 --> 00:00:57,000
We will try to create our robot simulator.

8
00:00:57,030 --> 00:00:59,490
OK, but not the sophisticated one.

9
00:01:00,420 --> 00:01:02,550
So it will be just this stick.

10
00:01:02,910 --> 00:01:09,510
You know, there is some people can grow human rather can draw just stick humans.

11
00:01:09,510 --> 00:01:14,370
Yeah, like very simple and we will do exactly the same.

12
00:01:14,370 --> 00:01:20,100
We will not simulate robot, but we will try to simulate stick robot attempts.

13
00:01:20,220 --> 00:01:22,880
I mean, in this way, you can see to stick robots.

14
00:01:22,880 --> 00:01:23,130
Yes.

15
00:01:24,270 --> 00:01:25,620
So how do will do that?

16
00:01:25,630 --> 00:01:30,060
So our purpose is to create stick robots simulator.

17
00:01:30,150 --> 00:01:30,660
OK.

18
00:01:30,990 --> 00:01:31,950
This is our purpose.

19
00:01:31,950 --> 00:01:36,480
So what we have to do this one, I will say the steps to you.

20
00:01:36,810 --> 00:01:42,330
OK, so then we will see exactly how to this has been implemented in the code.

21
00:01:42,420 --> 00:01:42,810
OK.

22
00:01:43,740 --> 00:01:48,150
First, we have to write joint centers with respect to base frame.

23
00:01:48,630 --> 00:01:49,080
Why?

24
00:01:49,350 --> 00:01:51,300
So in order to plot them, yes.

25
00:01:51,300 --> 00:01:56,190
Because as you can see what are drawn centers, these are the joint centers.

26
00:01:56,200 --> 00:01:59,520
This is this is this is the joint center.

27
00:01:59,910 --> 00:02:01,270
This is the joint center.

28
00:02:01,290 --> 00:02:02,670
This is the joint center.

29
00:02:02,670 --> 00:02:04,320
And this is the joint center.

30
00:02:04,320 --> 00:02:05,520
And this is a joint center.

31
00:02:05,520 --> 00:02:05,790
OK?

32
00:02:05,850 --> 00:02:07,140
These are the joint centers.

33
00:02:07,350 --> 00:02:10,670
Yeah, this is not joint about this and the factor center, OK?

34
00:02:11,280 --> 00:02:17,550
And we will try to write them with respect to base frame.

35
00:02:17,550 --> 00:02:19,960
Base frame is which one base frame is this one?

36
00:02:19,980 --> 00:02:20,400
OK?

37
00:02:20,850 --> 00:02:23,340
With respect to base frame, why?

38
00:02:23,610 --> 00:02:27,240
In order to be able to put them in mutlak.

39
00:02:27,270 --> 00:02:27,840
OK.

40
00:02:28,440 --> 00:02:38,430
So when we try to plot them in three dimension, we will just give them plot and like X coordinates

41
00:02:38,430 --> 00:02:44,310
XCOR and let's include this X coordinate, you know, include not only one x comunemente x coordinate

42
00:02:44,310 --> 00:02:54,750
for first center x one x two x three four x five OK and x six pull x coordinate of these centers.

43
00:02:55,050 --> 00:02:56,180
We will plot them.

44
00:02:56,250 --> 00:02:57,920
We will write y coordinate.

45
00:02:57,930 --> 00:03:08,370
This will be y one again up to the the the device six and Z coordinate, which will also be Z one to

46
00:03:08,400 --> 00:03:10,830
the Z six.

47
00:03:10,860 --> 00:03:11,340
OK.

48
00:03:11,730 --> 00:03:14,430
So what will then not we'll do what?

49
00:03:14,430 --> 00:03:22,470
What will we take all these points and it will just it will just connect them with each other.

50
00:03:22,470 --> 00:03:30,060
So if the points are like that, OK, let's see in 3D space one two, three four, five and again six.

51
00:03:30,240 --> 00:03:32,100
Now let me do it in this way.

52
00:03:32,130 --> 00:03:34,360
OK, up, up up.

53
00:03:35,160 --> 00:03:37,950
Excuse me like that.

54
00:03:37,950 --> 00:03:39,150
Like that, like that.

55
00:03:39,150 --> 00:03:41,060
Like that and like that, OK?

56
00:03:41,110 --> 00:03:43,080
And this will be our end affected here.

57
00:03:43,380 --> 00:03:51,540
Then if we, for example, say, OK, if we change the angle, Tatooine or for example, here, let's

58
00:03:51,540 --> 00:03:51,900
change.

59
00:03:51,900 --> 00:03:54,000
For example, it change this angle.

60
00:03:54,630 --> 00:03:55,680
Peter, I don't know.

61
00:03:55,680 --> 00:04:03,210
Four or 03:52 then the position of points surely will change if, for example, they will be like that,

62
00:04:03,210 --> 00:04:06,060
like that, like that, like that, for example.

63
00:04:06,060 --> 00:04:09,570
And then we can connect and get another robot configuration.

64
00:04:09,570 --> 00:04:14,400
So we have to first be right.

65
00:04:14,400 --> 00:04:20,340
These joint centers with respect to the base frame so club can plot them OK easily.

66
00:04:20,700 --> 00:04:30,270
So however, in order to obtain these, I mean the center, the points of how, how we will provide

67
00:04:30,270 --> 00:04:31,950
them with respect to the base frame.

68
00:04:31,950 --> 00:04:38,850
First, we will write them in joint centers with respect to their own frame because it's easier for

69
00:04:38,850 --> 00:04:40,920
us to see because we know the link lengths.

70
00:04:40,920 --> 00:04:43,920
Yes, we know this is L1, this is L2.

71
00:04:43,920 --> 00:04:44,970
Yes, we know this.

72
00:04:45,540 --> 00:04:55,980
This is L3, OK, this is L4 or killed four and five and L six.

73
00:04:55,980 --> 00:04:59,820
OK, we know this and this is L6, so we can.

74
00:04:59,990 --> 00:05:05,780
Right, all these center points with respect to each frame is because it will be very easy.

75
00:05:06,020 --> 00:05:07,800
For example, it's still for the first one.

76
00:05:07,970 --> 00:05:12,050
What will be the center points for this center point coordinate?

77
00:05:12,230 --> 00:05:12,620
OK.

78
00:05:13,280 --> 00:05:15,320
With respect, it's on frame zero.

79
00:05:15,440 --> 00:05:17,810
Surely it will be zero zero zero.

80
00:05:17,960 --> 00:05:18,350
OK.

81
00:05:19,700 --> 00:05:21,420
Because it's a concern.

82
00:05:21,590 --> 00:05:22,200
It's frame.

83
00:05:22,550 --> 00:05:24,620
And what's going to happen for the second one?

84
00:05:24,620 --> 00:05:27,350
Surely it will also be zero zero zero?

85
00:05:27,380 --> 00:05:27,890
Yes.

86
00:05:28,290 --> 00:05:30,450
What will happen for the soon?

87
00:05:30,770 --> 00:05:35,950
Also, the center coincides with its own fair frame.

88
00:05:35,960 --> 00:05:37,580
It will be zero zero zero.

89
00:05:38,120 --> 00:05:38,960
And what will happen?

90
00:05:39,140 --> 00:05:40,820
OK, let me say that one.

91
00:05:41,060 --> 00:05:47,390
First, we have to assign surely the coordinate frames based on the date frame assignment.

92
00:05:47,390 --> 00:05:49,520
I have done this lot to explain this to you.

93
00:05:49,550 --> 00:05:51,170
You have to know this already.

94
00:05:51,440 --> 00:05:52,670
So you can practice.

95
00:05:52,670 --> 00:06:00,080
Also, I will give this to you that you see that and you can try to validate it that that this is correct.

96
00:06:00,110 --> 00:06:00,560
OK.

97
00:06:01,730 --> 00:06:02,120
OK.

98
00:06:04,910 --> 00:06:05,300
OK.

99
00:06:05,540 --> 00:06:08,420
So what I will say, I was saying yes.

100
00:06:09,380 --> 00:06:11,380
What about for the for this joint?

101
00:06:11,390 --> 00:06:11,700
OK?

102
00:06:11,720 --> 00:06:17,110
This is an interesting it's simple point is here is you can see this is the center point hole.

103
00:06:17,140 --> 00:06:18,290
Where is its frame?

104
00:06:18,470 --> 00:06:19,970
Its frame is here.

105
00:06:20,240 --> 00:06:26,360
So there is an offset and offset is in which direction is in three direction.

106
00:06:26,370 --> 00:06:29,750
Perfect, then it will be zero zero in the tree direction.

107
00:06:29,750 --> 00:06:30,530
But we will ride.

108
00:06:30,890 --> 00:06:33,830
The offset is illusory, so it will be illusory.

109
00:06:34,520 --> 00:06:35,960
OK, perfect.

110
00:06:36,200 --> 00:06:39,140
So what about this frame for this?

111
00:06:39,410 --> 00:06:40,670
What about for this joint?

112
00:06:40,670 --> 00:06:44,270
This joint center coincides with its frame, so it will be zero zero zero.

113
00:06:44,480 --> 00:06:45,980
What about this joint?

114
00:06:45,980 --> 00:06:48,320
Its center is here, but where is its frame?

115
00:06:48,530 --> 00:06:52,130
Its frame is these five and it is here.

116
00:06:52,370 --> 00:06:53,720
There is an offset.

117
00:06:53,720 --> 00:06:56,200
Yes, between its center and its own frame.

118
00:06:56,210 --> 00:06:57,230
And how much is that?

119
00:06:57,230 --> 00:06:58,970
It is L5 amount.

120
00:06:59,210 --> 00:07:04,980
So we will ride zero zero l five amount.

121
00:07:05,000 --> 00:07:06,380
OK, that's perfect.

122
00:07:07,100 --> 00:07:16,030
And for the last one, the last one, for the last one, for the end effector, OK, its frame and center

123
00:07:16,030 --> 00:07:16,630
to coincide.

124
00:07:16,640 --> 00:07:20,330
So it will be zero zero zero.

125
00:07:20,420 --> 00:07:20,880
Yes.

126
00:07:21,410 --> 00:07:22,100
Perfect.

127
00:07:22,640 --> 00:07:26,420
So no, these are nothing.

128
00:07:26,420 --> 00:07:30,700
But let me write for, for example, this is p one one.

129
00:07:30,890 --> 00:07:32,300
OK, p one one.

130
00:07:32,480 --> 00:07:36,380
Because it's on, it's it's on its own three year.

131
00:07:36,620 --> 00:07:38,230
This is P so.

132
00:07:38,480 --> 00:07:41,510
Second point with its own frame.

133
00:07:41,520 --> 00:07:42,280
Second frame.

134
00:07:42,290 --> 00:07:42,960
Yes, indeed.

135
00:07:42,980 --> 00:07:48,410
Let me just not p one one, but p zero zero zero zero.

136
00:07:48,680 --> 00:07:49,730
This is one one.

137
00:07:49,760 --> 00:07:50,990
This is P2 or two.

138
00:07:51,020 --> 00:07:52,900
This is P three three.

139
00:07:52,910 --> 00:07:58,580
Yes, P 44 P five five PS six six.

140
00:07:58,850 --> 00:08:03,480
However, in order to draw, we cannot use these coordinates right?

141
00:08:03,530 --> 00:08:09,380
You cannot use these coordinates because think about that as you can see, if you're right with respect

142
00:08:09,380 --> 00:08:17,630
to its own frame, even the robot moves, the joints will move and they, as their own frame is, stick

143
00:08:19,250 --> 00:08:21,200
in a hard way to it's joined.

144
00:08:21,440 --> 00:08:26,220
The joint joints will move with their frame with their frame.

145
00:08:26,240 --> 00:08:26,570
Yes.

146
00:08:26,810 --> 00:08:36,020
So if with the right points, with respect to their frame, then these coordinates will not change even

147
00:08:36,020 --> 00:08:37,280
if the robot moves.

148
00:08:37,290 --> 00:08:37,730
Yes.

149
00:08:38,330 --> 00:08:39,620
Think about it in this way.

150
00:08:39,620 --> 00:08:41,560
OK, this is our joint.

151
00:08:41,570 --> 00:08:43,010
This is our second joint.

152
00:08:43,010 --> 00:08:46,340
Yes, there is a frame here and there is a frame here.

153
00:08:46,730 --> 00:08:48,320
This is these frames.

154
00:08:48,740 --> 00:08:56,000
Stick to these joints, OK, in a hard way, so it will move with their joint.

155
00:08:56,300 --> 00:08:56,780
OK.

156
00:08:57,140 --> 00:09:03,350
So you might descend to the point of these coordinates, the center point coordinates with respect to

157
00:09:03,360 --> 00:09:10,650
this frame and for this joint, you will right with the expected this frame, which will happen either

158
00:09:11,030 --> 00:09:18,260
after this moves into one, for example, it became like that, OK, it became like that in this way.

159
00:09:18,350 --> 00:09:18,830
OK.

160
00:09:19,160 --> 00:09:20,810
And this joint is here.

161
00:09:21,110 --> 00:09:21,560
OK.

162
00:09:22,880 --> 00:09:24,830
How will be the frames?

163
00:09:24,860 --> 00:09:29,880
Again, the frames will be in the same way, OK, because they stick to their.

164
00:09:31,550 --> 00:09:34,900
They stick to their joints.

165
00:09:34,910 --> 00:09:35,420
OK?

166
00:09:35,840 --> 00:09:36,410
In the hallway.

167
00:09:36,410 --> 00:09:38,360
So they move with respect to them.

168
00:09:39,330 --> 00:09:41,180
Moving with them with joints.

169
00:09:41,210 --> 00:09:41,510
OK.

170
00:09:41,750 --> 00:09:48,310
So if you try to again express the joint center with respect to its own frame, the curtains will look

171
00:09:48,320 --> 00:09:48,780
change.

172
00:09:48,800 --> 00:09:49,280
OK?

173
00:09:49,610 --> 00:09:53,450
Because the joints moved with their own frames.

174
00:09:53,480 --> 00:09:54,430
OK, so we have.

175
00:09:54,470 --> 00:09:55,760
But they will change.

176
00:09:55,760 --> 00:09:59,330
When, if we would, if.

177
00:09:59,830 --> 00:10:07,390
Express these center points with respect to the base frame, because these frames will change their

178
00:10:07,390 --> 00:10:12,310
orientation or position with respect to base frame at each motion.

179
00:10:12,780 --> 00:10:13,260
OK.

180
00:10:13,630 --> 00:10:18,310
So that's why we have to express them in base frame.

181
00:10:19,300 --> 00:10:19,720
OK.

182
00:10:19,930 --> 00:10:21,410
Harvey will do that then.

183
00:10:21,430 --> 00:10:22,090
OK.

184
00:10:22,240 --> 00:10:25,870
We will just have to multiply these points.

185
00:10:25,870 --> 00:10:33,090
We have to take these points, for example, and multiply it with what age six zero times p zero zero

186
00:10:33,100 --> 00:10:36,340
in order to obtain what piece six zero?

187
00:10:36,760 --> 00:10:42,160
Did you see that we fund and the fact that a position with respect to the base frame?

188
00:10:42,490 --> 00:10:48,160
We can do the same for this one Page Six one times p one firm.

189
00:10:48,160 --> 00:10:52,450
OK, one one cause we get we got word piece six one.

190
00:10:53,110 --> 00:10:53,950
That's perfect.

191
00:10:54,070 --> 00:10:54,460
OK.

192
00:10:55,180 --> 00:11:04,390
As you can see, we have to calculate these at each iteration in order to to be able to express them.

193
00:11:04,420 --> 00:11:04,870
OK.

194
00:11:06,670 --> 00:11:07,120
OK.

195
00:11:09,340 --> 00:11:10,480
That's perfect.

196
00:11:10,660 --> 00:11:14,140
Then what we have to do?

197
00:11:14,440 --> 00:11:14,790
Okay.

198
00:11:16,030 --> 00:11:19,870
So that this is for the oh, excuse me.

199
00:11:19,900 --> 00:11:20,480
OK.

200
00:11:21,250 --> 00:11:27,880
We understood how people express OK and why we have the express with respect to the base frame.

201
00:11:28,180 --> 00:11:40,510
And also consider that this one if, for example, we have to calculate so the motion of this joint,

202
00:11:40,510 --> 00:11:43,570
OK, for example, this joint, let's take this joint again.

203
00:11:44,020 --> 00:11:47,170
The motion of this joint will affect the joints.

204
00:11:47,650 --> 00:11:49,900
It will this affect the base joint?

205
00:11:50,110 --> 00:11:57,430
Surely not because it is not after this joint, but before this joint.

206
00:11:57,640 --> 00:12:03,520
So if this joint moves, it will not affect the joints or leanings before itself.

207
00:12:03,760 --> 00:12:06,790
It will affect only the ones after itself.

208
00:12:07,060 --> 00:12:11,020
So that's why we have to update homogeneous transformation mattress.

209
00:12:11,240 --> 00:12:19,270
If, for example, moving this joint, we have to update only the ones after to it, not the ones before

210
00:12:19,270 --> 00:12:19,960
it's OK.

211
00:12:20,290 --> 00:12:22,270
But also consider this in your mind.

212
00:12:22,810 --> 00:12:23,380
Perfect.

213
00:12:24,820 --> 00:12:27,460
I will make it in this way so you can see everything.

214
00:12:27,760 --> 00:12:32,020
As you can see, this is nothing but our the edge table.

215
00:12:32,020 --> 00:12:35,900
You can again verify that it is correct for yourself.

216
00:12:35,920 --> 00:12:36,430
OK.

217
00:12:36,840 --> 00:12:41,380
Um, so and then one last thing to explain to you.

218
00:12:41,620 --> 00:12:44,590
So you will understand in the code how we will draw.

219
00:12:45,490 --> 00:12:52,420
Let me show you how we will draw the end effector, OK, in the fact that it is easy indeed in order

220
00:12:52,420 --> 00:12:53,110
to drive it.

221
00:12:53,140 --> 00:12:58,600
So in order to drive this shape, how we will drive it, how we will plot in MATLAB.

222
00:12:58,930 --> 00:13:02,970
So what we are doing for this one in order to do this one, I wrote it here.

223
00:13:03,370 --> 00:13:05,710
Also here first, we have to choose an offset.

224
00:13:05,890 --> 00:13:07,510
What does it mean by the offset?

225
00:13:07,510 --> 00:13:11,740
Is this one, for example, how much do you want this offset to be here?

226
00:13:11,980 --> 00:13:13,450
For example, this is all offset.

227
00:13:13,750 --> 00:13:15,790
This is our offset.

228
00:13:15,790 --> 00:13:17,020
OK, offset.

229
00:13:17,110 --> 00:13:17,510
OK.

230
00:13:17,560 --> 00:13:21,370
And this is our offset, and this is our offset.

231
00:13:21,370 --> 00:13:26,560
Why this is called offset, I will show it because this is our end effector center.

232
00:13:26,560 --> 00:13:28,390
Yes, this is the center point.

233
00:13:28,390 --> 00:13:29,410
This is this point.

234
00:13:29,410 --> 00:13:31,090
OK, we know this, OK.

235
00:13:31,510 --> 00:13:33,180
We know it's card in it.

236
00:13:33,190 --> 00:13:34,900
This is nothing but P6.

237
00:13:34,900 --> 00:13:35,380
Zero.

238
00:13:35,530 --> 00:13:36,070
OK.

239
00:13:36,400 --> 00:13:38,790
So if we want to calculate it.

240
00:13:38,860 --> 00:13:43,750
So in order to plot this, we can create four different points.

241
00:13:44,020 --> 00:13:45,670
Let's call these points C.

242
00:13:45,910 --> 00:13:51,590
Let's call this point a let's call this point B, and let's call this point.

243
00:13:52,240 --> 00:13:55,120
Now we can put this in MATLAB.

244
00:13:55,120 --> 00:13:58,450
By using this, we applaud a b.

245
00:13:58,600 --> 00:14:01,360
Yes, this will draw this line.

246
00:14:01,600 --> 00:14:04,960
Then we will do a plot, a c it.

247
00:14:04,960 --> 00:14:12,620
This will draw this line and we will see plot b d, which we applaud this line.

248
00:14:12,640 --> 00:14:15,430
Yes, that's perfect.

249
00:14:16,180 --> 00:14:21,100
So how we will calculate a c b d, it's indeed very easy.

250
00:14:21,460 --> 00:14:22,520
What is there?

251
00:14:22,540 --> 00:14:29,530
Let's first try to express the a point with respect to their sixth frame, OK, its own frame.

252
00:14:29,540 --> 00:14:32,290
So in order to find it, let's write it over the right.

253
00:14:32,290 --> 00:14:33,220
It was offset.

254
00:14:33,490 --> 00:14:34,930
Offset A.

255
00:14:35,290 --> 00:14:35,820
OK.

256
00:14:35,860 --> 00:14:37,000
With respect to which?

257
00:14:37,090 --> 00:14:37,900
Six.

258
00:14:38,680 --> 00:14:39,220
Six.

259
00:14:39,280 --> 00:14:39,710
OK.

260
00:14:39,730 --> 00:14:41,770
So in this one, six is enough.

261
00:14:41,770 --> 00:14:45,280
I think, OK, we write it into its own frame.

262
00:14:45,310 --> 00:14:47,470
I mean, the frame of the last point, OK?

263
00:14:47,800 --> 00:14:48,280
Six.

264
00:14:49,450 --> 00:14:52,250
So let's do that.

265
00:14:52,270 --> 00:14:53,050
Let's do that.

266
00:14:53,100 --> 00:14:54,160
How people write this.

267
00:14:54,370 --> 00:14:59,550
If you can see a e um doesn't move in the direct.

268
00:15:00,280 --> 00:15:00,750
OK.

269
00:15:00,910 --> 00:15:02,360
Look at that, look at that.

270
00:15:02,380 --> 00:15:08,950
It is here it moves only in which direction in the direction you're from, right, Andrew.

271
00:15:08,980 --> 00:15:11,740
You can move the direction of why.

272
00:15:11,740 --> 00:15:16,600
Let me throw it for you at the direction of why it is in this way.

273
00:15:16,870 --> 00:15:17,200
Why?

274
00:15:17,200 --> 00:15:21,100
Six You can know it from what?

275
00:15:21,550 --> 00:15:22,620
By using right hand.

276
00:15:23,080 --> 00:15:28,690
OK, as you can see a move upward, which is opposite to devise six.

277
00:15:28,990 --> 00:15:30,790
Which is negative right now.

278
00:15:30,880 --> 00:15:33,880
How much it moves as an offset?

279
00:15:33,940 --> 00:15:37,450
OK, but it doesn't move in the direction of X, or does it?

280
00:15:37,450 --> 00:15:41,170
So what will be its coordinate with respect to the last?

281
00:15:41,560 --> 00:15:43,270
It doesn't move in X.

282
00:15:43,600 --> 00:15:48,010
It did move in as offset on Y, but minus offset.

283
00:15:48,250 --> 00:15:51,460
But it also didn't move in it.

284
00:15:51,490 --> 00:15:51,910
OK.

285
00:15:52,210 --> 00:15:54,490
We can ride for B.

286
00:15:54,490 --> 00:15:58,090
Also, let's check what's b how much be moved.

287
00:15:58,330 --> 00:16:01,960
As you can see, b move to exactly opposite to their A..

288
00:16:02,170 --> 00:16:11,170
It also didn't move in exit, but it moved in positive y direction as an offset amount a offset and

289
00:16:11,230 --> 00:16:14,710
zero, excuse me, zero offset and zero.

290
00:16:15,520 --> 00:16:17,200
What will be about C.

291
00:16:17,920 --> 00:16:18,370
OK?

292
00:16:18,400 --> 00:16:20,590
What about C about C?

293
00:16:20,590 --> 00:16:26,620
You can see it both moved in upward, which is in negative y direction.

294
00:16:26,620 --> 00:16:29,650
And also it moved in the direction of Z six.

295
00:16:29,650 --> 00:16:31,340
How much as an offset again.

296
00:16:31,360 --> 00:16:31,810
OK.

297
00:16:32,200 --> 00:16:40,480
So what we've tried for X is zero, but for in the direction of why it's minus offset in the direction

298
00:16:40,480 --> 00:16:41,500
of is it?

299
00:16:41,500 --> 00:16:42,460
It is offset.

300
00:16:42,760 --> 00:16:47,360
We can ride the same for D, which is the exact opposite of this one.

301
00:16:47,380 --> 00:16:50,320
It moved as an offset to the double.

302
00:16:50,620 --> 00:16:50,990
OK.

303
00:16:51,010 --> 00:16:54,220
As you can see, the first move like that then moved like that.

304
00:16:55,840 --> 00:17:01,510
Both of them are offset among offset amount down in the bi directional offset amount in this positive

305
00:17:01,510 --> 00:17:02,470
Za'atari action.

306
00:17:03,100 --> 00:17:05,800
OK, we have found these points also.

307
00:17:05,800 --> 00:17:09,190
But again, these are with respect to this sixth frame.

308
00:17:09,400 --> 00:17:17,830
So if the robot moves as the last joint will move it its own frame, these cardinals really don't change,

309
00:17:17,830 --> 00:17:20,140
so we have to take into account updates.

310
00:17:20,320 --> 00:17:27,610
We will take this into account by expressing all of these offsets with respect to base frame so that

311
00:17:27,610 --> 00:17:34,380
we will just do this will just take Page Six zero and multiply it with a six.

312
00:17:34,390 --> 00:17:38,140
We will get, excuse me, offset.

313
00:17:38,230 --> 00:17:38,950
OK.

314
00:17:39,280 --> 00:17:40,810
A in zero.

315
00:17:40,960 --> 00:17:41,300
OK.

316
00:17:41,320 --> 00:17:44,590
As you can see now, we can plotted OK.

317
00:17:44,620 --> 00:17:49,810
And now we will take into account the motion of all the joints.

318
00:17:49,840 --> 00:17:50,210
OK.

319
00:17:50,230 --> 00:17:58,420
All these joints will affect the robot manipulator because we take each six zero, which include all

320
00:17:58,420 --> 00:18:02,320
of these points, homogeneous corners of transformation.

321
00:18:02,830 --> 00:18:04,540
We will do the same for this one.

322
00:18:04,540 --> 00:18:08,670
We will do the same for this one and for this one, and we'll just plop them.

323
00:18:08,680 --> 00:18:15,670
And this is the stick simulation of our robot and I make it in this way so you can clearly see everything

324
00:18:15,670 --> 00:18:16,240
from this.

325
00:18:16,630 --> 00:18:17,080
OK.

326
00:18:17,110 --> 00:18:18,490
This is like that.

327
00:18:18,500 --> 00:18:19,990
Let me just put it in this way.

328
00:18:19,990 --> 00:18:20,830
This our robot.

329
00:18:21,130 --> 00:18:25,930
This is our, um uh, homogeneous transfer.

330
00:18:26,200 --> 00:18:31,060
Excuse me, say that the H matrix and this is for the end effector.

331
00:18:31,060 --> 00:18:31,810
OK, no.

332
00:18:31,810 --> 00:18:39,490
I think result we have almost we lose time in way, but we can go to the MATLAB and to see what's happening.

333
00:18:40,480 --> 00:18:41,860
This is our muscle, of course.

334
00:18:41,980 --> 00:18:43,450
So we will use.

335
00:18:44,080 --> 00:18:45,250
Let me see.

336
00:18:45,640 --> 00:18:48,790
We will use what we will use at designers.

337
00:18:48,850 --> 00:18:49,450
OK.

338
00:18:49,880 --> 00:18:58,090
Um, designers, um, for my club, how you can get up designer just right here up designer, designer

339
00:18:58,090 --> 00:19:00,400
and press enter.

340
00:19:00,610 --> 00:19:02,290
You will get up.

341
00:19:02,290 --> 00:19:05,230
Designer, OK, you will get this design view.

342
00:19:05,230 --> 00:19:08,040
Just take and access and put it here.

343
00:19:08,050 --> 00:19:08,920
Drag and drop.

344
00:19:08,950 --> 00:19:09,460
OK.

345
00:19:10,180 --> 00:19:13,540
If you work this, we programming.

346
00:19:13,600 --> 00:19:14,140
OK.

347
00:19:14,290 --> 00:19:15,520
You have to know this.

348
00:19:15,550 --> 00:19:16,030
OK.

349
00:19:16,210 --> 00:19:18,360
Because it's very easy and it's very easy.

350
00:19:18,370 --> 00:19:22,480
Grip programming is at least dragging and dropping section is easy.

351
00:19:22,780 --> 00:19:25,330
Yeah, and you just it.

352
00:19:25,870 --> 00:19:31,600
And then you have to take a slider here, as you can see where it's like, OK, this slider and put

353
00:19:31,600 --> 00:19:32,600
them all here.

354
00:19:32,620 --> 00:19:33,130
OK?

355
00:19:33,670 --> 00:19:34,390
Slide them.

356
00:19:35,590 --> 00:19:39,640
Now, after doing this one, you can go to the code section.

357
00:19:39,850 --> 00:19:41,500
This will be automatically created.

358
00:19:41,500 --> 00:19:46,210
This great sections are automatically created and you cannot change them.

359
00:19:46,540 --> 00:19:50,110
The MATLAB doesn't allow for this one in the way of the blah blah.

360
00:19:50,120 --> 00:19:53,200
Let's go to the code and see what we will do.

361
00:19:53,530 --> 00:19:57,940
First, we will add some, uh, some.

362
00:20:00,170 --> 00:20:06,110
Callbacks, OK, let me make it OK, I can make it bigger, OK, let me make it bigger for you, OK?

363
00:20:06,530 --> 00:20:07,700
We will add callbacks.

364
00:20:08,000 --> 00:20:09,290
What are callbacks?

365
00:20:09,500 --> 00:20:17,600
Callbacks is this one, for example, you tried to take this slider zero and slide it to its slider.

366
00:20:17,600 --> 00:20:17,950
OK?

367
00:20:19,140 --> 00:20:22,640
How you will know that this changed.

368
00:20:22,640 --> 00:20:23,060
OK?

369
00:20:23,630 --> 00:20:26,940
You want to grab this change and read the slide there as well?

370
00:20:26,960 --> 00:20:27,900
You will be.

371
00:20:28,100 --> 00:20:30,470
You will do this using sliders.

372
00:20:30,710 --> 00:20:33,530
So you just come to the code view.

373
00:20:33,710 --> 00:20:35,980
You choose your slider from here.

374
00:20:35,990 --> 00:20:38,900
OK, competent browser Cube zero slider.

375
00:20:38,900 --> 00:20:43,730
You come, you just right click OK and callbacks.

376
00:20:43,730 --> 00:20:52,300
And there you are, adding go, you are adding here's shows go to about a because I have already added,

377
00:20:52,310 --> 00:21:00,050
but you will see add value changing, not value changed because you want to have a callback while the

378
00:21:00,050 --> 00:21:04,200
value is changing in order to change the robot in real time manner.

379
00:21:04,220 --> 00:21:07,430
OK, go to zero slider changing.

380
00:21:08,270 --> 00:21:16,040
You will have add value changing callback OK, and add this for each of these joints in for each of

381
00:21:16,040 --> 00:21:20,270
these sliders of these sliders will control the joint of the robot manipulator.

382
00:21:20,270 --> 00:21:21,830
OK, joins a little bit manipulated.

383
00:21:22,250 --> 00:21:32,540
So and in each slider value changing callback what we will do even read the value of the slider.

384
00:21:32,810 --> 00:21:38,370
OK, then the four in each of them, and we will then draw our robot.

385
00:21:38,390 --> 00:21:38,750
OK.

386
00:21:38,930 --> 00:21:43,130
Because we have changed joined, we have to update the plot of the robot.

387
00:21:43,130 --> 00:21:45,290
We will draw robot again and again.

388
00:21:45,500 --> 00:21:49,080
The robot takes what function drone robot takes for.

389
00:21:49,490 --> 00:21:56,290
First of all, the joint value because we changed and get new joint value.

390
00:21:56,300 --> 00:22:04,580
I am sorry and we then pass from which, no, the joint, which joint changed.

391
00:22:05,150 --> 00:22:10,790
But we know this half by looking at, for example, choose zero controls the first joint.

392
00:22:10,790 --> 00:22:11,120
Yes.

393
00:22:11,330 --> 00:22:16,880
So if it changes cues zero slider change, then we know that joint one is change.

394
00:22:16,880 --> 00:22:21,470
So the pass, it's no this will help us in order to do some calculations, OK?

395
00:22:21,680 --> 00:22:24,770
As you can see, we are doing the same for each of this slider.

396
00:22:24,860 --> 00:22:27,200
OK, now let's see.

397
00:22:27,200 --> 00:22:29,820
What's our draw robot function?

398
00:22:29,840 --> 00:22:30,170
OK?

399
00:22:30,320 --> 00:22:32,360
This is our start-up function, OK?

400
00:22:32,540 --> 00:22:34,100
We will seat, as you can see.

401
00:22:34,100 --> 00:22:35,750
Let me explain this one for an example.

402
00:22:35,990 --> 00:22:44,140
This is in order to put the limits for the to put the limits for the robot manipulator.

403
00:22:44,240 --> 00:22:44,750
OK.

404
00:22:45,050 --> 00:22:46,820
Excuse me for this slide.

405
00:22:46,820 --> 00:22:56,600
This, you know, because it has to change between what a minus p or p or minus two p i.

406
00:22:56,600 --> 00:23:02,000
Just say that because its angle OK generally change from minus P2P.

407
00:23:02,300 --> 00:23:06,920
So we we can put only the integer for the slide that it limits.

408
00:23:06,920 --> 00:23:08,540
So I put minus three.

409
00:23:08,810 --> 00:23:09,350
OK.

410
00:23:10,700 --> 00:23:18,410
In order to be as much, you know, how can I say as much?

411
00:23:19,250 --> 00:23:22,010
Uh, close to a pi lets.

412
00:23:22,010 --> 00:23:23,000
You can do also.

413
00:23:23,000 --> 00:23:29,320
You can do a minus four to four, but not eat to the minus three point minus PI two Pi.

414
00:23:29,330 --> 00:23:29,610
OK?

415
00:23:29,750 --> 00:23:32,360
By mapping, you can do this.

416
00:23:32,720 --> 00:23:41,810
But I didn't do that because I want to do that just simply to withdraw the robot.

417
00:23:42,290 --> 00:23:45,560
The other things are just accessories, and you can do it by yourself.

418
00:23:45,570 --> 00:23:47,870
It's very easy to do these kind of things.

419
00:23:48,140 --> 00:23:48,500
OK?

420
00:23:48,530 --> 00:23:55,730
You can even look for the limits of the robot on the blade rocket, for example, I didn't take into

421
00:23:55,730 --> 00:23:57,080
account the limits of the joint.

422
00:23:57,080 --> 00:23:59,210
I just write minus pipeline.

423
00:23:59,420 --> 00:24:05,000
OK, you can move it if it's minus Pi Pi, the robot, the manipulator, even though it's links or joints

424
00:24:05,000 --> 00:24:06,320
are cold anyway.

425
00:24:06,860 --> 00:24:09,740
Um, we we change it in this way.

426
00:24:10,160 --> 00:24:10,650
OK.

427
00:24:10,680 --> 00:24:20,600
And then we just put the limits for the axis OK x limited by the Medsafe limit for our this graph.

428
00:24:20,960 --> 00:24:21,530
OK.

429
00:24:22,040 --> 00:24:23,720
Then what we are doing?

430
00:24:23,730 --> 00:24:28,530
OK, let's go to the code section, which is Draw Robot.

431
00:24:28,560 --> 00:24:28,970
OK.

432
00:24:29,210 --> 00:24:31,100
OK, let me just show you this one.

433
00:24:31,400 --> 00:24:34,690
Also, this is this is link lengths, OK?

434
00:24:34,700 --> 00:24:37,430
We have seen for the robot manipulator this link lengths.

435
00:24:37,430 --> 00:24:39,590
You can change link legs here, OK?

436
00:24:39,650 --> 00:24:40,840
These are emitters.

437
00:24:40,850 --> 00:24:43,700
OK, just put arbitrary numbers.

438
00:24:43,700 --> 00:24:47,900
Don't judge me because of this, then this is nothing.

439
00:24:47,900 --> 00:24:54,920
But these are initial values for our, um, joint centers.

440
00:24:54,920 --> 00:24:55,160
OK?

441
00:24:55,190 --> 00:24:57,050
I mean, these are our joint centers.

442
00:24:57,050 --> 00:24:59,390
As we have said before, these are our joints.

443
00:25:00,020 --> 00:25:03,350
With respect to its own flame, OK, we have seen this.

444
00:25:03,680 --> 00:25:07,820
These are the joint centers with respect to their own reference frame.

445
00:25:08,630 --> 00:25:11,880
This will, however, this will take this will.

446
00:25:12,050 --> 00:25:21,620
This P will stop the joint values with respect, not with respect to its own frame, but each joint

447
00:25:21,630 --> 00:25:24,770
center calls with respect to the base frame.

448
00:25:24,980 --> 00:25:31,520
But first, I will make it equal to the be equal to this one, but we will update it.

449
00:25:31,700 --> 00:25:32,150
Yes.

450
00:25:32,150 --> 00:25:32,680
Okay.

451
00:25:34,840 --> 00:25:38,410
This is our homogeneous transformation mattresses, OK?

452
00:25:39,140 --> 00:25:44,510
This is a four by four because homogeneous transformation matrix is four by four and four six because

453
00:25:44,670 --> 00:25:45,780
for each of the joints.

454
00:25:45,800 --> 00:25:46,160
OK.

455
00:25:46,340 --> 00:25:50,690
It will hold a homogeneous transformation between two subsequent.

456
00:25:50,840 --> 00:25:51,230
OK.

457
00:25:51,260 --> 00:25:56,600
Be careful between two subsequent frames, not between the base frame and the given frame.

458
00:25:56,930 --> 00:25:57,290
OK.

459
00:25:57,450 --> 00:26:02,910
And this is all your did node heartwarming parameter table.

460
00:26:02,930 --> 00:26:06,110
OK, well then what we are doing, we have to first.

461
00:26:06,530 --> 00:26:08,570
At the first time, we have to draw.

462
00:26:09,130 --> 00:26:12,620
Um, we have to draw the robot moments later.

463
00:26:12,650 --> 00:26:13,000
Yes.

464
00:26:13,260 --> 00:26:20,060
At initial time versus startup, we have to draw the robot because if you don't draw, then we will

465
00:26:20,450 --> 00:26:21,280
see the robot.

466
00:26:21,290 --> 00:26:25,640
We will throw the robot on the after moving the slide sliders.

467
00:26:25,850 --> 00:26:27,840
And we don't want this, OK?

468
00:26:27,860 --> 00:26:32,870
We have to we want to know the robot in initial position first, OK?

469
00:26:33,140 --> 00:26:38,300
And we are doing what in order to do that we are, we have to create a homogeneous transformation.

470
00:26:38,300 --> 00:26:40,960
Methodists, we send it there.

471
00:26:41,570 --> 00:26:42,350
This is nothing.

472
00:26:42,680 --> 00:26:46,130
This is this is abbreviated since OK.

473
00:26:46,160 --> 00:26:47,900
I will not go deep into this one.

474
00:26:48,080 --> 00:26:54,560
But if you know C++ because the here classes are used, you know you have to know this easily.

475
00:26:55,610 --> 00:26:56,030
OK.

476
00:26:56,060 --> 00:26:58,190
These are language related things.

477
00:26:58,190 --> 00:26:59,990
So I have a lot go into these details.

478
00:26:59,990 --> 00:27:01,970
OK, your vpas.

479
00:27:01,970 --> 00:27:09,560
First of all the teacher angle, I will assume the teacher angle at zero, OK, because at first we

480
00:27:09,560 --> 00:27:10,610
are zero.

481
00:27:10,910 --> 00:27:11,360
OK?

482
00:27:11,780 --> 00:27:14,870
The slider will be in zero position, so it will read zero.

483
00:27:15,110 --> 00:27:22,970
Then we I have said I send a D and I four parameters in order to calculate homogeneous transformation

484
00:27:22,970 --> 00:27:27,960
matrix for each of the joints, and I stored the tommasini homogeneous transformation mattresses.

485
00:27:27,980 --> 00:27:35,480
OK, then I'm doing what I'm doing just after I have initialized this adjacency mattresses, I draw

486
00:27:35,720 --> 00:27:36,950
my robot manipulator.

487
00:27:37,190 --> 00:27:41,810
Don't I just say zero here?

488
00:27:42,020 --> 00:27:44,900
Zero, because this is our joint value.

489
00:27:44,910 --> 00:27:48,740
One is the joint number.

490
00:27:48,740 --> 00:27:56,750
But this is not needed actually, because this draw robot draw the whole robot's structure.

491
00:27:57,890 --> 00:28:06,750
Because as I assign parameter input parameters like that for the draw robot, I have to send some value

492
00:28:06,800 --> 00:28:08,750
and I just send zero and one.

493
00:28:08,760 --> 00:28:16,070
But for now, I mean, for this step, it is not important what you have put inside because you didn't

494
00:28:16,070 --> 00:28:17,660
even changed the slider.

495
00:28:17,810 --> 00:28:23,510
However, this shows how much is the slider changed, how its value and which slider is changed.

496
00:28:23,810 --> 00:28:28,370
But we didn't change even any slider, so I just put random numbers zero and one.

497
00:28:28,430 --> 00:28:28,770
OK.

498
00:28:29,160 --> 00:28:30,110
And there's no need

499
00:28:33,050 --> 00:28:35,240
to stick that here to make it the problem.

500
00:28:35,660 --> 00:28:41,360
OK, if we do our robot now, let's see what's our true robot function?

501
00:28:41,390 --> 00:28:41,930
OK.

502
00:28:44,000 --> 00:28:45,380
Here is our draw.

503
00:28:46,220 --> 00:28:50,210
First of all, this is calculate homogeneous transformation matrix, which return homogeneous transformation

504
00:28:50,210 --> 00:28:50,570
matrix.

505
00:28:50,570 --> 00:28:53,420
I just put the formula of this.

506
00:28:53,420 --> 00:28:54,500
I will make it like that.

507
00:28:54,500 --> 00:28:58,850
OK, as you can see, this is nothing but the formula for the calculation of homogeneous transformation

508
00:28:58,850 --> 00:29:04,820
matrix from the given the parameters and in the draw robot, we get the teeter angle.

509
00:29:04,880 --> 00:29:09,740
OK, Hall, what if the fear, if we change, for example, a slider tool?

510
00:29:09,890 --> 00:29:11,480
What's its key to now?

511
00:29:12,080 --> 00:29:12,390
OK.

512
00:29:12,410 --> 00:29:14,740
Because we have to know what it's T to yes.

513
00:29:14,990 --> 00:29:21,320
Um, then which slider is changed and the changing slider is number two.

514
00:29:21,890 --> 00:29:27,950
OK, then we are calculating the homogeneous transformation matrix.

515
00:29:27,950 --> 00:29:30,950
OK for this joint only.

516
00:29:31,100 --> 00:29:33,110
OK, because this join changed.

517
00:29:33,110 --> 00:29:33,670
OK?

518
00:29:33,980 --> 00:29:35,720
These joints join changed.

519
00:29:35,720 --> 00:29:41,130
So it's a homogeneous transformation matrix has to change also, because for others, it doesn't change.

520
00:29:41,510 --> 00:29:42,460
D doesn't change.

521
00:29:42,470 --> 00:29:45,920
It doesn't change all photos and changed anyway.

522
00:29:46,640 --> 00:29:48,800
There is, therefore the homogeneity is homogeneous.

523
00:29:48,800 --> 00:29:52,070
Photo with a homogeneous transformation matters.

524
00:29:52,070 --> 00:29:58,640
In this case, the only changing available will be theta, and this variable is changed for only.

525
00:29:59,530 --> 00:30:01,300
MS joins, OK.

526
00:30:01,370 --> 00:30:08,000
The M.S. here, for example, if this is the second slider, then for the second joint it is changed.

527
00:30:08,020 --> 00:30:08,320
OK?

528
00:30:08,980 --> 00:30:19,030
It's for the searching joint because we started from two zero, then we will just update this and homogeneous

529
00:30:19,030 --> 00:30:24,250
transformation matrix in our mattresses of homogeneous transformation matrix.

530
00:30:24,640 --> 00:30:32,060
OK, then what we are doing, we are just initializing our values again.

531
00:30:32,080 --> 00:30:41,440
I mean, you know, you know what I have said, I have said that during the was we were watching the

532
00:30:41,440 --> 00:30:43,110
picture of the robot manipulator.

533
00:30:43,120 --> 00:30:49,630
We have said that if ends joined changes, then which links has to change, not the previous ones,

534
00:30:49,630 --> 00:30:51,940
because they are not affected, but after a while.

535
00:30:51,950 --> 00:30:55,070
So we are starting from an up to the end.

536
00:30:55,090 --> 00:30:55,540
Six.

537
00:30:55,720 --> 00:31:01,300
And we update the positions of all the if a phrase.

538
00:31:01,600 --> 00:31:10,100
First of all, we are not updating but resetting the positions of these points.

539
00:31:10,120 --> 00:31:10,630
OK.

540
00:31:10,990 --> 00:31:19,390
Then after we have done this, OK, uh, what we are doing, we are just

541
00:31:21,820 --> 00:31:24,050
taking this.

542
00:31:25,780 --> 00:31:26,360
OK?

543
00:31:26,710 --> 00:31:31,240
Because below you can see why we are doing this one.

544
00:31:31,240 --> 00:31:40,840
Because if we don't do it in this way, then this the links lengths will be increase increase increase

545
00:31:41,080 --> 00:31:45,130
because this will save as this is global variable.

546
00:31:45,130 --> 00:31:45,970
I mean, global.

547
00:31:46,210 --> 00:31:47,920
This is not global.

548
00:31:48,160 --> 00:31:57,280
It's not correct term in terms of programming, but as it is the parameter for the know, not parodied

549
00:31:57,610 --> 00:31:58,870
this class property.

550
00:31:58,870 --> 00:32:09,220
OK, it's a private variable and belong to the class and of what will be its value will be will be the

551
00:32:09,220 --> 00:32:11,210
same throughout the class instance.

552
00:32:11,230 --> 00:32:11,770
OK.

553
00:32:12,070 --> 00:32:19,000
So that's why it's value as we multiply it with the homogeneous transformation matrix, it will be always

554
00:32:19,000 --> 00:32:21,160
updated and it will always increase.

555
00:32:21,340 --> 00:32:24,880
So we have to reset it at each iteration in order to avoid this.

556
00:32:25,630 --> 00:32:28,360
Then what we are doing again, we are starting.

557
00:32:28,360 --> 00:32:30,970
As we have said, the changes happen.

558
00:32:31,480 --> 00:32:42,220
If the endpoint is changed, the change must be done for the for the joints after the change.

559
00:32:42,220 --> 00:32:42,770
The joint.

560
00:32:42,790 --> 00:32:43,210
OK.

561
00:32:44,410 --> 00:32:48,350
So what we are doing first, we are calculating, uh, the H.

562
00:32:48,370 --> 00:32:50,440
For example, if the force joined is change.

563
00:32:50,440 --> 00:32:53,500
If we are calculating what is the transformation matrix h four zero?

564
00:32:53,740 --> 00:32:55,420
Well, OK with respect to the base frame.

565
00:32:55,600 --> 00:33:01,420
And then we apply this to our um point.

566
00:33:01,450 --> 00:33:02,020
OK.

567
00:33:02,680 --> 00:33:10,870
Because our transformation mattresses in mattresses, sheets of our all the uh, they are multiplication.

568
00:33:10,870 --> 00:33:12,100
We also change.

569
00:33:12,610 --> 00:33:22,060
Uh, so the so that we are, then we when we applied this homogeneous transformation matrix to the UM

570
00:33:23,230 --> 00:33:29,520
to the each point in order to obtain it to each of the joint centers in order to obtain new points.

571
00:33:29,530 --> 00:33:29,920
OK?

572
00:33:29,950 --> 00:33:36,540
After the angle has been changed, if you will get the updated values for the Joint Centers, OK, then

573
00:33:36,930 --> 00:33:38,140
this this.

574
00:33:38,380 --> 00:33:39,160
This is nothing.

575
00:33:39,160 --> 00:33:45,820
But this is for just in order to obtain the joint, um, central values.

576
00:33:45,820 --> 00:33:54,220
OK, because we will draw, uh, this is by this way, we are just obtaining the joint values, OK,

577
00:33:54,220 --> 00:33:56,080
because we will plot them in.

578
00:33:56,440 --> 00:33:57,880
You can do without this one.

579
00:33:57,880 --> 00:34:02,860
Also by making note making this x y z body, it is make life.

580
00:34:03,220 --> 00:34:08,860
It makes life easier during the plot using plot three function because plot summary function weights

581
00:34:08,860 --> 00:34:14,320
all the X in one vector, all the YS in one vector add all the assets in one vector.

582
00:34:14,330 --> 00:34:23,980
OK, and if you say that y we have started from two and seven because as you can see, I have we have

583
00:34:24,340 --> 00:34:28,180
six points, OK, including the in the affected.

584
00:34:28,330 --> 00:34:34,450
But in order to take into account the Bayes joint, OK?

585
00:34:34,480 --> 00:34:38,560
The base one, which is zero, which is always zero zero zero, doesn't change.

586
00:34:38,890 --> 00:34:49,180
I have made it the seven and I started to apply changes only after only, including second and the joints

587
00:34:49,180 --> 00:34:50,020
after the second.

588
00:34:50,020 --> 00:34:52,330
OK, because base preview will never change.

589
00:34:52,330 --> 00:34:54,940
It will be always position will be zero zero zero.

590
00:34:55,180 --> 00:34:58,420
OK, so it will be the first one will be always zero zero zero.

591
00:34:58,720 --> 00:34:59,050
So.

592
00:34:59,760 --> 00:35:06,210
When we applaud, the robots will be corrected, never will be plotted correctly, then we are doing

593
00:35:06,210 --> 00:35:08,490
the joint positions as a circle.

594
00:35:08,730 --> 00:35:13,080
We are throwing for the first joint, OK, which is zero zero zero b's joint.

595
00:35:13,080 --> 00:35:16,440
OK, and we are then dropping the other joints also.

596
00:35:16,710 --> 00:35:17,190
OK.

597
00:35:18,480 --> 00:35:27,660
Here, as the last joint is as the last frame is not joint, but in the fact that I have stopped at

598
00:35:27,660 --> 00:35:28,610
51, OK?

599
00:35:29,570 --> 00:35:30,220
And doesn't.

600
00:35:30,240 --> 00:35:32,570
They didn't throw a circle in the last joint.

601
00:35:32,580 --> 00:35:36,660
OK, because it is not a joint, it's in the filter and then we throw gripper.

602
00:35:36,900 --> 00:35:39,500
And this is our true gripper function.

603
00:35:39,510 --> 00:35:40,020
OK?

604
00:35:40,050 --> 00:35:41,340
Here is the gripper.

605
00:35:41,580 --> 00:35:43,170
We choose our offset.

606
00:35:43,380 --> 00:35:47,290
Then we calculated again, as I have said, H6 zero.

607
00:35:47,310 --> 00:35:53,340
OK, then what we are doing, we just apply transformation to our point.

608
00:35:53,520 --> 00:35:55,470
This is our homogeneous transformation matrix.

609
00:35:55,710 --> 00:35:57,650
This is our offset values.

610
00:35:57,660 --> 00:36:01,830
OK, what is a b c d in its own frame?

611
00:36:01,830 --> 00:36:08,200
But we are converted to them using this h matrix to base frame?

612
00:36:08,250 --> 00:36:10,380
OK, and then we just plotted them.

613
00:36:11,700 --> 00:36:12,090
OK.

614
00:36:13,500 --> 00:36:13,810
OK.

615
00:36:13,830 --> 00:36:15,410
This is transfer point function.

616
00:36:15,420 --> 00:36:19,470
It is nothing but takes the transformation matrix.

617
00:36:19,470 --> 00:36:21,990
This homogeneous transformation metric takes point.

618
00:36:22,020 --> 00:36:22,470
OK.

619
00:36:22,500 --> 00:36:23,540
The coordinates point.

620
00:36:23,550 --> 00:36:23,900
OK.

621
00:36:24,150 --> 00:36:26,790
This is three by one x y z.

622
00:36:26,970 --> 00:36:30,140
But we have to make it in homogeneous coordinates point.

623
00:36:30,150 --> 00:36:34,650
OK, so we add one in order to transform it using a homogeneous transformation matrix.

624
00:36:34,650 --> 00:36:40,530
Because homogeneous transformation matrix is four by four, but petty when it's four, it was given

625
00:36:40,530 --> 00:36:41,340
is three by one.

626
00:36:41,340 --> 00:36:44,760
So we add one in order to make it homogeneous.

627
00:36:44,760 --> 00:36:46,030
OK, coordinate.

628
00:36:46,030 --> 00:36:47,490
Then we multiply it v.

629
00:36:47,910 --> 00:36:52,560
So by this way, we are transforming it, and then we take the first three ones.

630
00:36:52,560 --> 00:36:56,600
OK, because this is x y z and the last one was one v.

631
00:36:57,660 --> 00:37:04,170
We threw out the one convert a homogeneous corner to the normal coordinates and sent them back.

632
00:37:04,860 --> 00:37:06,660
OK, perfect.

633
00:37:06,660 --> 00:37:08,250
You know the plot in MATLAB.

634
00:37:09,000 --> 00:37:13,530
So let's run this after so much time.

635
00:37:13,560 --> 00:37:22,200
OK, now first of all, let me say to you that when I make this go like this meager, I don't know why

636
00:37:22,200 --> 00:37:24,570
I couldn't figure go to how it has been done.

637
00:37:25,830 --> 00:37:32,820
But the last one, this fifth one is separated from these others and I don't care about it too much

638
00:37:33,120 --> 00:37:36,600
because the robot is working as intended as a robot.

639
00:37:36,660 --> 00:37:43,070
It seems very small because you can correct it by changing these limits.

640
00:37:43,080 --> 00:37:43,620
OK?

641
00:37:44,580 --> 00:37:46,260
I will not do that, but you can.

642
00:37:47,100 --> 00:37:48,030
Maybe let's do that.

643
00:37:49,020 --> 00:37:49,770
Let me just.

644
00:37:50,550 --> 00:37:53,490
No, let me just to run.

645
00:37:53,880 --> 00:37:56,940
OK, go one.

646
00:37:57,180 --> 00:37:58,120
Okay.

647
00:37:58,150 --> 00:38:01,740
Uh, one and one.

648
00:38:01,890 --> 00:38:03,120
Let me see what will happen.

649
00:38:03,120 --> 00:38:03,840
No.

650
00:38:04,320 --> 00:38:06,480
It should show it a bit bigger.

651
00:38:06,990 --> 00:38:07,530
No.

652
00:38:09,630 --> 00:38:10,200
Yeah.

653
00:38:10,410 --> 00:38:18,210
As our robot is small, it again shows it like that.

654
00:38:18,210 --> 00:38:20,220
But you can see it's a bit bigger.

655
00:38:20,490 --> 00:38:24,480
Yeah, you can buy a, uh, your mouse.

656
00:38:24,480 --> 00:38:26,730
You can make it closer and I will use this one.

657
00:38:26,760 --> 00:38:31,920
No need to make it to change the limits, but you can change a game to 0.5.

658
00:38:31,920 --> 00:38:33,930
It will, I think, show much better way.

659
00:38:34,200 --> 00:38:34,530
OK.

660
00:38:34,650 --> 00:38:39,570
Let's now, as you can see, these these are our joints.

661
00:38:39,600 --> 00:38:40,020
OK.

662
00:38:40,320 --> 00:38:44,610
These are our joints, these circles and this are in the sector at the end.

663
00:38:45,060 --> 00:38:46,930
And these are all realistic robots.

664
00:38:46,930 --> 00:38:49,560
So let's change the first journal and see what's happening.

665
00:38:49,560 --> 00:38:51,090
As you can see, it rotates.

666
00:38:51,330 --> 00:38:52,200
Oh, OK.

667
00:38:52,740 --> 00:38:54,330
It rotates as expected.

668
00:38:54,900 --> 00:38:57,870
Let's change this joint, OK?

669
00:38:57,960 --> 00:39:02,160
This is the same way it goes out because of this one.

670
00:39:02,160 --> 00:39:03,720
If you make it like that, OK?

671
00:39:03,900 --> 00:39:05,840
Zoom out, we will see the robot again.

672
00:39:05,850 --> 00:39:07,560
OK, it moves as expected.

673
00:39:07,560 --> 00:39:08,040
Perfect.

674
00:39:08,370 --> 00:39:10,220
Then let's change this joint.

675
00:39:10,260 --> 00:39:10,740
OK?

676
00:39:11,130 --> 00:39:13,330
This also moves as expected.

677
00:39:13,350 --> 00:39:15,830
OK, then let's change this.

678
00:39:15,840 --> 00:39:19,390
As you can see, look at the end effector see and the factor is rotating.

679
00:39:19,410 --> 00:39:20,220
OK.

680
00:39:20,670 --> 00:39:23,310
This is also working correctly.

681
00:39:23,490 --> 00:39:23,940
OK.

682
00:39:24,270 --> 00:39:25,920
Let's change this one.

683
00:39:25,920 --> 00:39:30,720
Also, OK, if this works correctly, and let's change this one.

684
00:39:30,720 --> 00:39:34,530
Also, as you can see the amount of play that rotates again and the factor?

685
00:39:35,100 --> 00:39:35,560
OK.

686
00:39:36,600 --> 00:39:44,580
I think we have finished with our robot manipulator and you can see how you can create your robot manipulator.

687
00:39:44,820 --> 00:39:46,350
Uh, OK.

688
00:39:47,490 --> 00:39:48,340
In 3D.

689
00:39:48,360 --> 00:39:50,700
Here is your 3D robot manipulator.

690
00:39:51,330 --> 00:39:52,160
That's perfect.
