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

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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