What is Kinematics. Kinematics studies the motion of bodies.

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Presentation transcript:

What is Kinematics

Kinematics studies the motion of bodies

Joints for Robots

An Example - The PUMA 560 The PUMA 560 has SIX revolute joints A revolute joint has ONE degree of freedom ( 1 DOF) that is defined by its angle There are two more joints on the end effector (the gripper) Concepts: -Revolute joint -DOF

Other basic joints Spherical Joint 3 DOF ( Variables -  1,  2,  3 ) Revolute Joint 1 DOF ( Variable -  ) Prismatic Joint 1 DOF (linear) (Variables - d) Concepts: -Prismatic joint -Spherical joint

We are interested in two kinematics topics Forward Kinematics (angles to position) What you are given: The length of each link The angle of each joint What you can find: The position of any point (i.e. it’s (x, y, z) coordinates Inverse Kinematics (position to angles) What you are given:The length of each link The position of some point on the robot What you can find:The angles of each joint needed to obtain that position Concepts: -Forward Kinematics -Inverse Kinematics

Math Review

Review of Vectors and Matrices

Dot Product and Unit Vector Dot Product: Geometric Representation: Unit Vector Vector in the direction of a chosen vector but whose magnitude is 1. Matrix Representation: Concepts: -Dot Product -Unit Vector

More on Dot Product

Matrices Review of Matrices

Quick Matrix Review Matrix Multiplication: An (m x n) matrix A and an (n x p) matrix B, can be multiplied since the number of columns of A is equal to the number of rows of B. Non-Commutative Multiplication AB is NOT equal to BA Matrix Addition: Concepts: -Matrix Multiplication - Matrix Addition

Inversion of Matrices

Translation

Basic Transformations Moving Between Coordinate Frames Translation Along the X-Axis N O X Y V NO V XY PxPx VNVN VOVO P x = distance between the XY and NO coordinate planes P (V N,V O ) Notation: Concepts: -Translation along the X axis

N X V NO V XY P VNVN VOVO Y O  Writing in terms of

X V XY P XY N V NO VNVN VOVO O Y Translation along the X-Axis and Y-Axis Concepts: -Translation along the X axis and Y axis

Unit vector along the N-Axis Unit vector along the O-Axis Magnitude of the V NO vector Using Basis Vectors Basis vectors are unit vectors that point along a coordinate axis N V NO VNVN VOVO O Concepts: -Using planar trigonometry to calculate the vector from projections

Rotation

Rotation (around the Z-Axis) X Y Z X Y N VNVN VOVO O  V VXVX VYVY  = Angle of rotation between the XY and NO coordinate axis Concepts: -Rotation around Z-Axis We rotate around Z and we have two frames of reference for the same vector

X Y N VNVN VOVO O  V VXVX VYVY  Unit vector along X-Axis Can be considered with respect to the XY coordinates or NO coordinates (Substituting for V NO using the N and O components of the vector) Concepts: -Rotation around Z-Axis

Similarly…. So…. Written in Matrix Form Rotation Matrix about the z-axis Concepts: -Rotation around Z-Axis

Rotation together with translation

X1X1 Y1Y1 N O  V XY X0X0 Y0Y0 V NO P (V N,V O ) In other words, knowing the coordinates of a point (V N,V O ) in some coordinate frame (NO) you can find the position of that point relative to your original coordinate frame (X 0 Y 0 ). (Note : P x, P y are relative to the original coordinate frame. Translation followed by rotation is different than rotation followed by translation.) Translation along P followed by rotation by  Concepts: -Rotation around Z-Axis

HOMOGENEOUS REPRESENTATION for robot kinematics 1.One of important representations in robotics 2.Putting it all into a Matrix

HOMOGENEOUS REPRESENTATION Putting it all into a Matrix What we found by doing a translation and a rotation Padding with 0’s and 1’s Simplifying into a matrix form followed by Homogenous Matrix for a Translation in XY plane, followed by a Rotation around the z-axis Concepts: -All transformations can be put into one Matrix Notation.

Rotation Matrices in 3D

How to represent a sequence of translations and rotations, a case common in robot arm design?

Homogeneous Matrices in 3D H is a 4x4 matrix that can describe a translation, rotation, or both in one matrix Translation without rotation P Y X Z Y X Z O N A O N A Rotation without translation Rotation part: Could be rotation around z-axis, x-axis, y-axis or a combination of the three.

Homogeneous Continued Homogeneous Continued…. combining rotation and translation to one matrix The (n,o,a) position of a point relative to the current coordinate frame you are in. The rotation and translation part can be combined into a single homogeneous matrix IF and ONLY IF both are relative to the same coordinate frame.

Finding the Homogeneous Matrix EXAMPLE. Y X Z J I K N O A T P Point relative to the N-O-A frame Point relative to the X-Y-Z frame Point relative to the I-J-K frame Different notation for the same thing

Y X Z J I K N O A T P Substituting for

Product of the two matrices Notice that H can also be written as: H = (Translation relative to the XYZ frame) * (Rotation relative to the XYZ frame) * (Translation relative to the IJK frame) * (Rotation relative to the IJK frame)

The Homogeneous Matrix is a concatenation of numerous translations and rotations Y X Z J I K N O A T P One more variation on finding H: H = (Rotate so that the X-axis is aligned with T) * ( Translate along the new t-axis by || T || (magnitude of T) ) * ( Rotate so that the t-axis is aligned with P) * ( Translate along the p-axis by || P || ) * ( Rotate so that the p-axis is aligned with the O-axis) 1.This method might seem a bit confusing, but it’s actually an easier way to solve our problem given the information we have. 2. Here is an example…

Frames of Reference and transformations: EULER ANGLES

towards Rotation Matrices in 3D - towards homogenous representation Rotation around the Z-Axis Rotation around the Y-Axis Rotation around the X-Axis

The Rotation Matrix (called also Direction Cosine Matrix)