8. Simul8 Tutorial: Limit Checker¶
Playlist: Simul8 Tutorials
AI Summary
In this Simul8 tutorial, you'll learn how to use the limitChecker node in order to check how fast the rig can perform the animation provided.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, axis limits, import/export, and kinematics, while it also touches on motion smoothing, move programming, robot safety, spline behaviour, and target tracking. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED and PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 36 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:09 — simulator tutorial I will show you how to use the limited checker node
- 01:14 — their script editor there and the graph editor node which is already here
- 01:59 — panel's layout as my solving panels layout as I like right the limit checker
- 02:52 — that you need in order to solve and so for velocity is acceleration and values
- 03:41 — node and what I want to do it's to first
- 04:27 — speed and acceleration based on what
- 05:24 — display icon in the time slider you can access to a playback speed menus or sub
- 06:12 — with that speed or actually hitting one
- 07:07 — the first thing that you want to do after you've selected a limit checker
- 07:56 — moment I'm using only the track because
- 08:42 — you will find under the limit checker
- 09:30 — set the velocity of box velocity of the
- 10:15 — like that so if the velocity of the
- 11:27 — motors so it's dirty as a safety measure so it's more like an
- 12:19 — you look down the channel box the input truck acceleration fps is 19 is 19 frame
- 13:11 — acceleration and deceleration issue that
- 14:04 — to specific basically specific to their own access so truck will have from zero
- 14:52 — compound to our velocity and
- 15:52 — velocities has been computed and acceleration has been computed too so I
- 16:38 — the rail so with one piece of we won the
- 17:49 — locator of the Ren's nose is the zero of the truck so
- 18:37 — the limit values of the limits of my
- 19:23 — warnings about the acceleration of the
- 20:11 — probably check that the value of the rail is now 68 centimeters against the
- 21:01 — velocity rover or acceleration of the
- 22:05 — say take out 10 centimeters from truck trouble still a bit still a bit too fast
- 23:31 — would do in flair about velocities and acceleration per axis the only thing
- 24:24 — for truck red is position Green is the velocities blue is acceleration and what
- 25:09 — for I use more smooth it's blind so it
- 26:00 — they're mathematically speaking is there and the enemy checker node picks it up
- 27:12 — the tangent so I will hide them select it and buffer the queue buffer the curve
- 28:00 — so these values 1 9 1 meter 98 and the original value before the smooth was 1
- 28:49 — the acceleration and deceleration it's
- 29:41 — different mathematics behind the spline
- 30:28 — the viewport in Maya especially with
- 31:17 — check what access are giving you warnings through the limit check it out
