Well, I always use <scale> for visual section - please check if the
bounding boxes used for collision detection are OK when you use <size>
instead of <scale>. You can do that from gazebo GUI.

I think we need to look into gazebo code to solve this difference;)

2011/6/9 Rein Appeldoorn <rein...@gmail.com>:
> Hi,
>
> Thanks, when I play with kp and kd, I can prevent the ball from sinking. Now
> another thing what is different from my ball model and yours:
>
> Is it right that you set the parameters of a ball with a radius of 0.02 as
> follows:
>
> <size>0.02</size>
> <visual>
>    <size>0.04 0.04 0.04</size>
> </visual>
>
> When I check this in my gazebo-simulation, it seems to be right. But in your
> model you use: <scale> instead of <size>, is this right?
>
> It's really weird because the examples use both (simpleshapes.world /
> pioneer2dx.world).
>
> Thanks,
>
> Rein
>
>
>
> here is a sample ball model I'm using for my simulations. Notice the
>> <kd> and <kp> params and try to play with their values - they control
>> how much force
>> is applied to this specific ball model to prevent it from sinking:
>>
>> <body:sphere name = "ball_body">
>>         <dampingFactor>0.0001</dampingFactor>
>>         <xyz>0 0 0</xyz>
>>        <rpy>0 0 0</rpy>
>>         <geom:sphere name = "ball_geom">
>>                 <xyz>0 0 0.01</xyz>
>>                 <rpy>0 0 0 </rpy>
>>                 <size>0.02</size>
>>                <mu1>0.3</mu1>
>>                <kp>2e6</kp>
>>                <kd>2e6</kd>
>>                <bounce>120</bounce>
>>                <bounceVel>0.5</bounceVel>
>>
>>                <slip1>0.7</slip1>
>>                <slip2>0.7</slip2>
>>
>>                <mass>0.045</mass>
>>                <visual>
>>                        <scale>0.02 0.02 0.02</scale>
>>                        <mesh>unit_sphere</mesh>
>>                        <material>Gazebo/Robocup_orange</material>
>>                </visual>
>>        </geom:sphere>
>> </body:sphere>
>>
>>
>> Also global parameters like step time, erp and cfm does matter, I'm
>> using those values:
>> <stepTime>0.002</stepTime>
>> <erp>0.9</erp>
>> <cfm>0.01</cfm>
>>
>> I hope that will help you,
>>
>> Best regards,
>> Kamil Muszyński
>>
>>
>> 2011/6/9 Rein Appeldoorn <rein...@gmail.com>:
>> > I checked those two parameters but nothing changes. Is this a known fact
>> or
>> > is this just something weird? Here is the world file I'm using:
>> >
>> >
>> -----------------------------------------------------------------------------------
>> >
>> > <?xml version="1.0"?>
>> >
>> > <gazebo:world
>> >    xmlns:xi="http://www.w3.org/2001/XInclude";
>> >    xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
>> "
>> >    xmlns:model="
>> http://playerstage.sourceforge.net/gazebo/xmlschema/#model";
>> >
>> >    xmlns:sensor="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor";
>> >    xmlns:window="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#window";
>> >    xmlns:param="
>> http://playerstage.sourceforge.net/gazebo/xmlschema/#param";
>> >
>> >    xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body
>> "
>> >    xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
>> "
>> >    xmlns:joint="
>> http://playerstage.sourceforge.net/gazebo/xmlschema/#joint";
>> >
>> >    xmlns:interface="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#interface";
>> >    xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui";
>> >    xmlns:rendering="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering";
>> >    xmlns:controller="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#controller";
>> >    xmlns:physics="
>> > http://playerstage.sourceforge.net/gazebo/xmlschema/#physics"; >
>> >
>> >    <verbosity>5</verbosity>
>> >
>> >    <physics:ode>
>> >        <stepTime>0.005</stepTime>
>> >        <gravity>0 0 -9.8</gravity>
>> >        <cfm>0</cfm>
>> >        <erp>0.8</erp>
>> >        <quickStep>true</quickStep>
>> >        <quickStepIters>100</quickStepIters>
>> >        <quickStepW>1.3</quickStepW>
>> >        <contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
>> >        <contactSurfaceLayer>0.0</contactSurfaceLayer>
>> >        <updateRate>0</updateRate>
>> >    </physics:ode>
>> >
>> >    <rendering:gui>
>> >        <type>fltk</type>
>> >        <size>800 600</size>
>> >        <pos>0 0</pos>
>> >    </rendering:gui>
>> >
>> >    <rendering:ogre>
>> >        <ambient>0.8 0.8 0.8 1.0</ambient>
>> >        <sky>
>> >            <material>Gazebo/CloudySky</material>
>> >        </sky>
>> >        <grid>false</grid>
>> >        <shadowTechnique>stencilModulative</shadowTechnique>
>> >    </rendering:ogre>
>> >
>> >    <!-- The Ground Plane -->
>> >    <model:physical name="groundplane_model">
>> >        <xyz>0 0 0</xyz>
>> >        <rpy>0 0 0</rpy>
>> >        <static>true</static>
>> >
>> >        <body:plane name="ground_plane_body">
>> >            <geom:plane name="ground_plane_geom">
>> >                <normal>0 0 1</normal>
>> >                <size>1000 1000</size>
>> >                <segments>100 100</segments>
>> >                <uvTile>100 100</uvTile>
>> >                <material>Gazebo/GrassFloor</material>
>> >                <mu1>109999.0</mu1>
>> >                <mu2>1000.0</mu2>
>> >            </geom:plane>
>> >        </body:plane>
>> >    </model:physical>
>> >    <!-- End Ground Plane -->
>> >
>> >    <!-- The Ball Model -->
>> >    <model:physical name="ball_model">
>> >        <xyz>0.025 0 1</xyz>
>> >        <static>false</static>
>> >
>> >        <body:sphere name="ball_body">
>> >            <geom:sphere name="ball_geom">
>> >                <xyz>0 0 0</xyz>
>> >                <size>0.015</size>
>> >                <mass>0.02</mass>
>> >
>> >                <visual>
>> >                    <size>0.03 0.03 0.03</size>
>> >                    <mesh>unit_sphere</mesh>
>> >                    <material>Gazebo/White</material>
>> >                </visual>
>> >                <mu1>109999.0</mu1>
>> >            </geom:sphere>
>> >        </body:sphere>
>> >    </model:physical>
>> >    <!-- End Ball Model -->
>> >
>> >
>> >    <!-- The White Point light -->
>> >    <model:renderable name="point_white">
>> >        <xyz>-3 0 5</xyz>
>> >        <static>true</static>
>> >        <light>
>> >            <type>point</type>
>> >            <diffuseColor>0.8 0.8 0.8</diffuseColor>
>> >            <specularColor>0.1 0.1 0.1</specularColor>
>> >            <range>20</range>
>> >
>> >            <!-- Constant(0-1) Linear(0-1) Quadratic -->
>> >            <attenuation>0.3 0.01 0</attenuation>
>> >        </light>
>> >    </model:renderable>
>> >    <!-- End White Point light -->
>> >
>> > </gazebo:world>
>> >
>> >
>> -----------------------------------------------------------------------------------
>> >
>> > Do you guys get the same behavior? If so, is there any fix or a way to
>> get
>> > rid of this?
>> >
>> > Thanks in advance!
>> >
>> > Rein
>> >
>> > On Wed, Jun 8, 2011 at 8:33 PM, John Hsu <john...@willowgarage.com>
>> wrote:
>> >
>> >> Hi,
>> >>
>> >> you can check to see if contactSurfaceLayer is small, e.g.
>> >>
>> >> <contactSurfaceLayer>0</contactSurfaceLayer>
>> >>
>> >> in addition, you might want to make sure <CFM> is 0.
>> >>
>> >> hope this helps.
>> >>
>> >> John
>> >>
>> >> On Wed, Jun 8, 2011 at 11:00 AM, Rein Appeldoorn <rein...@gmail.com>
>> >> wrote:
>> >>
>> >> > Hi,
>> >> >
>> >> > I'm working on a simulation of an autonomous football table. When I
>> model
>> >> > the ball, it's sinking through the floor. Because the geometry of the
>> >> ball
>> >> > is quite small (radius of 0.015), this sinking is not acceptable.
>> Strange
>> >> > enough, when I check the other objects, they're all sinking a little
>> bit.
>> >> > Does anybody have an explanation for this?
>> >> >
>> >> > A thing I can do is scale up all models, this makes the relative
>> errors
>> >> > much
>> >> > less. Does anybody got experience with this fact? Is scaling a good
>> >> > solution?
>> >> >
>> >> > Thanks in advance!
>> >> >
>> >> > Regards,
>> >> >
>> >> > Rein
>> >> >
>> >> >
>> >>
>> ------------------------------------------------------------------------------
>> >> > EditLive Enterprise is the world's most technically advanced content
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>> >> > _______________________________________________
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>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >> John Hsu, Ph.D.
>> >> Senior Research Engineer
>> >> Willow Garage Inc.
>> >> +1-650-475-2809
>> >>
>> >>
>> ------------------------------------------------------------------------------
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>> >>
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