How to Add a Deformable Object Underneath a Humanoid Foot to Simulate Foot Padding? #2435
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IntroI am a Masters Student using MuJoCo for academic purposes My setupMuJoCo version 3.2.7. Using Python architecture. OS Ubuntu (WSL). Version 24.04 My questionHi, I am currently working on a humanoid simulation project, and I am facing a challenge related to simulating foot padding. Specifically, I am trying to add a deformable object underneath the foot of the humanoid to improve the accuracy of the foot's motion, especially the rolling motion as it interacts with the ground. Could anyone advise on how to approach this in a way that allows the deformable object to behave correctly in the simulation, especially in terms of interacting with the foot and the ground? Any suggestions or insights on how to implement this would be greatly appreciated! Thank you! Minimal model and/or code that explain my questionNo response Confirmations
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Replies: 2 comments 3 replies
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Hello! It depends a bit on the scale of your simulation. Are you also simulating the rest of the body in e.g., a locomotion setting? Or just the foot itself as it is being loaded? If it is on the body scale: A simple approach you could do is to segment the foot into a handful of segments (even if you don't add articulation between them) and cover each segment with a collision primitive shape. The simplest case would be adding three small spheres in the plane of the foot, but you can scale up the complexity as needed. Then you can adjust the collision parameters with these geoms, making them softer or more rigid as needed. Check out the solver section of the documentation for more info on how to configure this in your model: https://mujoco.readthedocs.io/en/stable/modeling.html#csolver Here's an example from the skeletal frame of MyoSuite's leg model: The collision primitives covering it: Labelling the joints of the 2 DoF ankle and the MTP joint: If you need even finer grain I suppose you could try it using the elasticity plugin for higher resolution, deformable finite element-style model. |
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Look at the video at the top of the latest changelog, (as of today, this will obviously change soon), I suspect this is what you want? (fast deformables with limited dofs) |
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Yes of course, just like those finger pads are pinned to the fingers.