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robot kinematics In robotics, robot kinematics applies geometry to the study of the movement of multi-degree of freedom kinematic chains that form the structure of robotic systems. The emphasis on geometry means that the links of the robot are modeled as rig ...
, forward kinematics refers to the use of the
kinematic Kinematics is a subfield of physics, developed in classical mechanics, that describes the motion of points, bodies (objects), and systems of bodies (groups of objects) without considering the forces that cause them to move. Kinematics, as a fie ...
equations of a
robot A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be ...
to compute the position of the end-effector from specified values for the joint parameters. The kinematics equations of the robot are used in
robotics Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrat ...
,
computer games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-dete ...
, and
animation Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most ani ...
. The reverse process, that computes the joint parameters that achieve a specified position of the end-effector, is known as
inverse kinematics In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a ...
.


Kinematics equations

The kinematics equations for the series chain of a robot are obtained using a rigid transformation to characterize the relative movement allowed at each joint and separate rigid transformation to define the dimensions of each link. The result is a sequence of rigid transformations alternating joint and link transformations from the base of the chain to its end link, which is equated to the specified position for the end link, : = _1X_1] _2X_2]\ldots _Z_n],\! where is the transformation locating the end-link. These equations are called the kinematics equations of the serial chain.


Link transformations

In 1955, Jacques Denavit and Richard Hartenberg introduced a convention for the definition of the joint matrices and link matrices to standardize the coordinate frame for spatial linkages.Hartenberg, R. S., and J. Denavit. Kinematic Synthesis of Linkages. New York: McGraw-Hill, 196
on-line through KMODDL
/ref> This convention positions the joint frame so that it consists of a screw displacement along the Z-axis : _i= \operatorname_(d_i) \operatorname_(\theta_i), and it positions the link frame so it consists of a screw displacement along the X-axis, : _i\operatorname_(a_)\operatorname_(\alpha_). Using this notation, each transformation-link goes along a serial chain robot, and can be described by the coordinate transformation, : ^T_ = _iX_i] = \operatorname_(d_i) \operatorname_(\theta_i) \operatorname_(a_) \operatorname_(\alpha_), where ''θi'', ''di'', ''αi,i+1'' and ''ai,i+1'' are known as the Denavit-Hartenberg parameters.


Kinematics equations revisited

The kinematics equations of a serial chain of ''n'' links, with joint parameters ''θi'' are given by : = ^T_n = \prod_^n ^T_i(\theta_i), where ^T_i(\theta_i) is the transformation matrix from the frame of link i to link i-1. In robotics, these are conventionally described by Denavit–Hartenberg parameters.


Denavit-Hartenberg matrix

The matrices associated with these operations are: : \operatorname_(d_i) = \begin 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & d_i \\ 0 & 0 & 0 & 1 \end, \quad \operatorname_(\theta_i) = \begin \cos\theta_i & -\sin\theta_i & 0 & 0 \\ \sin\theta_i & \cos\theta_i & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & 1 \end. Similarly, : \operatorname_(a_) = \begin 1 & 0 & 0 & a_ \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & 1 \end,\quad \operatorname_(\alpha_) = \begin 1 & 0 & 0 & 0 \\ 0 & \cos\alpha_ & -\sin\alpha_ & 0 \\ 0 & \sin\alpha_ & \cos\alpha_ & 0 \\ 0 & 0 & 0 & 1 \end. The use of the Denavit-Hartenberg convention yields the link transformation matrix, 'i-1Ti''as : \operatorname^T_i = \begin \cos\theta_i & -\sin\theta_i \cos\alpha_ & \sin\theta_i \sin\alpha_ & a_ \cos\theta_i \\ \sin\theta_i & \cos\theta_i \cos\alpha_ & -\cos\theta_i \sin\alpha_ & a_ \sin\theta_i \\ 0 & \sin\alpha_ & \cos\alpha_ & d_i \\ 0 & 0 & 0 & 1 \end, known as the '' Denavit-Hartenberg matrix.''


Computer animation

The forward kinematic equations can be used as a method in
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
for animating models. The essential concept of forward kinematic animation is that the positions of particular parts of the model at a specified time are calculated from the position and orientation of the object, together with any information on the joints of an articulated model. So for example if the object to be animated is an arm with the shoulder remaining at a fixed location, the location of the tip of the thumb would be calculated from the angles of the shoulder, elbow, wrist, thumb and knuckle joints. Three of these joints (the shoulder, wrist and the base of the thumb) have more than one degree of freedom, all of which must be taken into account. If the model were an entire human figure, then the location of the shoulder would also have to be calculated from other properties of the model. Forward kinematic animation can be distinguished from inverse kinematic animation by this means of calculation - in inverse kinematics the orientation of articulated parts is calculated from the desired position of certain points on the model. It is also distinguished from other animation systems by the fact that the motion of the model is defined directly by the animator - no account is taken of any
physical law Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narro ...
s that might be in effect on the model, such as gravity or collision with other models.


See also

*
Inverse kinematics In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a ...
*
Kinematic chain In mechanical engineering, a kinematic chain is an assembly of rigid bodies connected by joints to provide constrained (or desired) motion that is the mathematical model for a mechanical system. Reuleaux, F., 187''The Kinematics of Machine ...
* Robot control * Mechanical systems *
Robot kinematics In robotics, robot kinematics applies geometry to the study of the movement of multi-degree of freedom kinematic chains that form the structure of robotic systems. The emphasis on geometry means that the links of the robot are modeled as rig ...
* Kinematic synthesis


References

{{DEFAULTSORT:Forward Kinematics 3D computer graphics Computational physics Robot kinematics