On the homogeneous transformation slide you forgot to mention the following: - the three zeros at the bottom represent the perspective transformation vector, which in this case is (0 0 0)t, since there is no such transformation. - the 1 in the lower right corner below the translation vector (last column in the matrix) is actually representing the scaling factor. It equals 1, since there is no scaling in our case
Hi milford, thanks for the videos . Am currently looking to develop a Quadraped with Creep gait. I have no prior experience on Inverse Kinematics. These videos were helpful in getting started :-)....
Hom.transf.matrices are applied in various fields such as computer graphics and digital image processing. In robotics this doesn't make sense (how would you scale a link or a joint in the real world? :D) but in those two it is often used. For more information see the wikipedia article titled Scaling_(geometry)#Using_homogeneous_coordinates . Note that this scaling factor can only then be used, when you scale in all three dimensions (uniform scaling). Otherwise you use the usual scaling matrix.
Very helpful. Could u please explain what is the need to alter the position of the displacement values in the translation matrix? Currently i am facing an issue. I am using current frame method and the translation values are given as Z,X,Y instead of XYZ. Thanks
Can someone help me, I have an exam coming up and I can't understand this transformation matrix. -2 0 0 a 0 1 0 b 0 0 -2 c 0 0 0 1 It's not a pure translation, what is this? What does it do?
On the homogeneous transformation slide you forgot to mention the following:
- the three zeros at the bottom represent the perspective transformation vector, which in this case is (0 0 0)t, since there is no such transformation.
- the 1 in the lower right corner below the translation vector (last column in the matrix) is actually representing the scaling factor. It equals 1, since there is no scaling in our case
You are a great person, sir. Thank you.
Hi milford, thanks for the videos . Am currently looking to develop a Quadraped with Creep gait. I have no prior experience on Inverse Kinematics. These videos were helpful in getting started :-)....
Mageshwaran R B same here!
Very helpful. Thank you.
thanks sir
Hom.transf.matrices are applied in various fields such as computer graphics and digital image processing. In robotics this doesn't make sense (how would you scale a link or a joint in the real world? :D) but in those two it is often used. For more information see the wikipedia article titled Scaling_(geometry)#Using_homogeneous_coordinates . Note that this scaling factor can only then be used, when you scale in all three dimensions (uniform scaling). Otherwise you use the usual scaling matrix.
it helped me. thanks a lot for videos
Excellent! Thank you!
Very helpful. Could u please explain what is the need to alter the position of the displacement values in the translation matrix? Currently i am facing an issue. I am using current frame method and the translation values are given as Z,X,Y instead of XYZ. Thanks
It helped me, thanks.
very good, thank you sir
nice content thanks
Can someone help me, I have an exam coming up and I can't understand this transformation matrix.
-2 0 0 a
0 1 0 b
0 0 -2 c
0 0 0 1
It's not a pure translation, what is this? What does it do?