-
Notifications
You must be signed in to change notification settings - Fork 9
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Getting inertia tensor of the human in a different basis #47
Comments
Get rid of existing transform/translate/rotate methods. Worry about what this means for rendering for later releases. |
Can we leave the methods in place for 1.0? And depreciate them later. This is mainly because I use them in the BicycleParameters package and would like that not to break with the 1.0 release unless we have some alternative. |
That sounds fine. On Sun, Jun 16, 2013 at 11:13 PM, Jason Moore [email protected]:
|
Okay just need to finish the test for this now. |
Tested in d65191a |
Okay it's still an issue, but we did what we wanted for the 1.0 milestone. |
Should this be closed with the inertia_transformed method being introduced? |
Perhaps we need to clarify the further work we want to do with transforming inertia. There should still be issues for:
unless we no longer want that functionality. |
We can use some deprecation warnings for the old methods. And I'm not sure we need the other functionality. I added a bike just fine in the example notebook. You just have to draw everything in the Yeadon coordinate system. I don't think that is that big of a deal. But maybe adding some feature to rotate the global axes could be useful. Doesn't seem like a necessity though. |
-We talked about how nice it would be to have an inertia(about=None, in_frame=None) method where the user can get the inertia dyadic about some other frame etc.
-We also want the user to be able to transform the inertia tensor in the GUI, so the user provides a point and a rotation matrix used to transform the inertia tensor in the GUI.
-There's a separate issue of using the current visualization in one's other visualization. So combining yeadon library draw_mayavi() as part of some other code. We could either AVOID modifying yeadon at all, and just set transformations in mayavi itself, but then what does the inertia tensor represent? How do we know its rotation?
The text was updated successfully, but these errors were encountered: