So if I just used a torque motor without the PID controllers, there would still be some "wiggling" to the motor joint?

it depends... for example if you set a constant torque to some shaft you may end with a rotating structure with linearly increasing rotational speed (constant angular acceleration), unless you have some nonlinear resisting torque that avoids such increasing unlimited drift.

In general it is unlikely that you will provide a torque to some actuator in a pure "feedforward" mode, ie. without implementing also some type of feedback to correct errors, ex. a PID. Well, this if you want to follow some desired position (or speed) setpoint.

Alessandro


On Tuesday, August 16, 2022 at 8:43:59 AM UTC-4 Alessandro Tasora ([email protected]) wrote:

    Yes, the reason is the one that you quoted.
    Both ChLinkMotorSpeed and ChLinkMotorAngle are Rheonomic (or
    "Rheonomous" in some literature), that is: the position is
    strictly enforced by some function of time, in a "geometric
    sense". Hence they don't allow compliance if they conflict with
    other constraints, and results can be impredictable.

    Only by using force- or torque-based motors like ChLinkMotorTorque
    (and adding PID controllers for keeping approximately the position
    via feedback loops, for instance) you can simulate that hard-stop
    scenario you need. But at the cost of more complication, and some
    compliance and latency and reduced bandwidth - just like realistic
    servo motors, by the way.

    Best regards
    Alessandro Tasora

    ------------------------------------------------------------------------
    *Da:* [email protected] <[email protected]> per
    conto di Alex Teti <[email protected]>
    *Inviato:* martedì 16 agosto 2022, 09:33
    *A:* ProjectChrono
    *Oggetto:* [chrono] Re: Strange Motor Collision Behavior

    "/Note: this is a rheonomic motor, i.e. it generates the
    motion geometrically by strictly enforcing the speed constraint;
    therefore no compliance is allowed and this means that if the
    rotating body hits some hard contact, the solver might give
    unpredictable oscillatory or diverging results because of the
    contradiction./"

    Is THIS the underlying reason? I don't think I can even
    /say/ "rheonomic"!

    On Tuesday, August 16, 2022 at 3:10:33 AM UTC-4 Alex Teti wrote:

        I was wondering what would happen if a motorized object (a
        rectangle) collided with a fixed object (a cube).

        To my surprise, the result was either
        A) The motorized object (rectangle) being pushed away from its
        constrained location
        or
        B) The stationary object (cube) being pushed away from its
        constrained location

        If I made the cube fixed (*cube->SetBodyFixed(true);*) then
        the cube would remain stationary and the rectangle would move.

        If I used a *ChLinkLockLock* link to link the cube and floor,
        the cube would be pushed away (and then slowly drift back).

        Is there a way to make both the objects stationary after they
        collide, like if some metal object got stuck in a turbine and
        jammed it?

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