Hello again :-)
My quaternion to angle conversion seemed to be completely wrong.
Does anybody know how to convert the Quaternion from Body->GetAngularVel() to 
degrees / second?
I tried a lot of formulas, but they all don't work. The output becomes smaller 
and bigger although I run it with a constant rotation speed.
So the angular velocity also has to be more or less constant, doesn't it?

Thanks in advance

Jonas
-----Ursprüngliche Nachricht-----
Von: Gazebo developers <[email protected]>
Gesendet: 23.10.07 19:46:05
An: "Gazebo developers" <[email protected]>
Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo


Yeah, the drift does seem to be a problem. Are there any mathematical
models for drift, or simple ways to estimate it? If all else fails,
maybe adding a little gaussian noise will do the trick. However, take
that with a grain of salt, I'm no expert on gyroscopes.

-nate

On 10/23/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote:
> Hi,
>
> The object does not have to spin. I only need orientation and drift.
> Orientation seems to be no problem, I got this by converting the Global Pose 
> Quaternion.
> But drift seems to be a problem, doesn't it?
>
> Jonas
>
> -----Ursprüngliche Nachricht-----
> Von: Gazebo developers <[email protected]>
> Gesendet: 22.10.07 23:59:05
>
>
> A gyroscope might be possible. Do you want an actively spinning
> object, or just a sensor that measures/maintains orientation?
>
> -nate
>
> On 10/18/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote:
> > Is there any way (or better a plugin ) to simulate a gyroscope in gazebo?
> >
> > Jonas




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