Difference: BiomechanicalBipeds (4 vs. 5)

Revision 52009-03-11 - PhilippeBeaudoin

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META TOPICPARENT name="CharacterAnimationHome"

Real-time Control of Walking for Biomechanical Models of Bipeds

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Discussion

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Discovering muscle activation from torque-based simbicon

One idea I have for this would be to linearize the torque-->muscle function around the steady state of a torque-based simbicon controller. Then we can simply run our torque-based controller (given the current character state) and use our linear relationship to get muscle activations. Since linearization is around steady-state, it can be precomputed. Some remaining questions are:
  • What to do outside steady state?
  • How far can we take our linear model?
  • Do we have to linearize on-the-fly when the character state is far from what we know?
  • Do we want to skip the "torque" stage and directly get muscle activations (or forces?) from the target angles (i.e. some kind of muscle-PD-controller)?

Also note that the "character state" is higher dimensional here than in torque-based Simbicon. This is because muscles are generally modeled as dynamical systems (using an ODE), so the "past state" of the muscle has an influence on the activation-->force function. Linearizing around steady-state eschew this problem, but it can appear again during perturbations. Can we build a simple model of the force-->activation function? Then we still have the problem of torque-->force, but this requires a lower-dimensional character state (only angles? or angular velocities too?).

  -- PhilippeBeaudoin - 04 Feb 2009
 
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