7e4ef6f98b
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
679 lines
18 KiB
Markdown
679 lines
18 KiB
Markdown
# Add New Robot
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This guide explains how to add a new robot to SPIDER, covering both dexterous hands and humanoid robots.
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## Overview
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Adding a new robot involves:
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1. Converting/preparing robot model (URDF/MJCF)
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2. Configuring default settings
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3. Setting up collision geometry
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4. Adding trace and tracking sites
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5. Configuring actuators
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6. Testing the integration
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## Prerequisites
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- Robot URDF or MJCF model
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- Basic understanding of MuJoCo XML format
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- Robot specifications (joint limits, actuator parameters)
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## Add Dexterous Hand
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### Step 1: Convert URDF to MJCF (Optional)
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If you have a URDF file, convert it to MuJoCo XML:
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```xml
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<!-- Add this snippet to your URDF before conversion -->
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<mujoco>
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<compiler meshdir="assets" balanceinertia="true" discardvisual="false"/>
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</mujoco>
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```
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Then use MuJoCo's compiler:
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```bash
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# Using MuJoCo command-line tool
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python -c "import mujoco; mujoco.MjModel.from_xml_path('robot.urdf').save('robot.xml')"
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```
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### Step 2: Add Default Settings
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Add default simulation parameters to your XML:
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```xml
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<default>
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<!-- Disable all contacts by default, use explicit collision pairs -->
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<geom density="800" condim="1" contype="0" conaffinity="0" />
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<!-- Position controller settings (response time ~1s) -->
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<position kp="300" dampratio="1.0" inheritrange="1" />
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<!-- Joint dynamics -->
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<joint damping="0.0" armature="1.0" frictionloss="0.0" />
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<!-- Trace sites for visualization -->
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<site size="0.01" type="sphere" rgba="1 0 0 1" group="3" />
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</default>
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```
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**Parameter explanations:**
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- `density="800"`: Material density (kg/m³)
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- `kp="300"`: Position controller stiffness
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- `dampratio="1.0"`: Critical damping
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- `armature="1.0"`: Joint inertia
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### Step 3: Add Assets
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Include textures and materials:
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```xml
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<asset>
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<!-- Skybox texture -->
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<texture type="skybox" builtin="gradient"
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rgb1="1 1 1" rgb2="0 0 0"
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width="512" height="3072" />
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<!-- Ground plane texture -->
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<texture type="2d" name="left_groundplane" builtin="checker"
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mark="edge" rgb1="1 1 1" rgb2="1 1 1"
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markrgb="0.8 0.8 0.8" width="300" height="300" />
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<!-- Ground material -->
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<material name="left_groundplane" texture="left_groundplane"
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texuniform="true" texrepeat="5 5" reflectance="0.2" />
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</asset>
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<!-- Camera for tracking -->
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<camera name="left_track" pos="0.868 -0.348 -0.175"
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xyaxes="0.037 0.999 -0.000 0.011 -0.000 1.000" />
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```
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### Step 4: Clean Up Joint Properties
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Remove incompatible joint properties from the URDF-converted file:
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```xml
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<!-- Remove these attributes from joints: -->
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<!-- actuatorfrcrange, damping, frictionloss, armature, etc. -->
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<!-- Before: -->
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<joint name="finger_joint" damping="0.1" armature="0.01" ... />
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<!-- After: -->
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<joint name="finger_joint" ... />
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<!-- Dynamics are now inherited from <default> section -->
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```
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### Step 5: Rename Bodies and Geoms
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Change mesh names to avoid conflicts (especially for bimanual setups):
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```xml
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<!-- Left hand bodies should start with "left_" -->
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<body name="left_palm">
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<geom name="left_palm_visual" type="mesh" mesh="left_palm_mesh" />
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</body>
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<!-- Right hand bodies should start with "right_" -->
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<body name="right_palm">
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<geom name="right_palm_visual" type="mesh" mesh="right_palm_mesh" />
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</body>
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```
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::: tip Naming Convention
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- Bodies: `{side}_{finger}_{part}` (e.g., `left_index_proximal`)
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- Visual geoms: `{side}_{name}_visual`
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- Collision geoms: `collision_hand_{side}_{finger}_{part}`
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:::
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### Step 6: Add Collision Geometry
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Create simplified collision geometry using primitives:
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For each finger, in different parts, the collision index start from 0 and increase in each new body.
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```xml
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<body name="left_index_tip">
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<!-- Visual mesh -->
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<geom name="left_index_tip_visual" type="mesh" mesh="index_tip"
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contype="0" conaffinity="0" group="0" />
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<!-- Collision geometry (capsule primitive) -->
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<geom name="collision_hand_left_index_0" type="capsule"
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size="0.008 0.015" pos="0.015 0 0" quat="0.707 0 0.707 0"
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contype="1" conaffinity="1" group="3" rgba="0 1 0 1" />
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</body>
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```
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**Naming convention for collision geoms:**
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```
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collision_hand_{side}_{finger}_{part}
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```
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Where:
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- `side`: `left` or `right`
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- `finger`: `thumb`, `index`, `middle`, `ring`, `pinky`, `palm`
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- `part`: `0`, `1`, `2`, `3`, ... (from tip to base)
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**Collision geom guidelines:**
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- Use primitives (`box`, `sphere`, `cylinder`, `capsule`) instead of meshes
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- Set `group="3"` for collision geoms
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- Set `rgba="0 1 0 1"` (green) for visibility
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- Keep collision geoms simple for performance
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### Step 7: Add Trace Sites
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Add trace sites for fingertip visualization:
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```xml
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<body name="left_thumb_tip">
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<!-- Trace site (for trajectory recording) -->
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<site name="trace_hand_left_thumb_tip" pos="0.02 0 0"
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size="0.005" type="sphere" rgba="1 0 0 1" group="3" />
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</body>
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<body name="left_index_tip">
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<site name="trace_hand_left_index_tip" pos="0.02 0 0"
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size="0.005" type="sphere" rgba="1 0 0 1" group="3" />
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</body>
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<!-- Repeat for middle, ring, pinky -->
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```
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**Naming convention:** `trace_hand_{side}_{finger}_tip`
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### Step 8: Add IK Tracking Sites
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Add tracking sites for end-effector control:
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```xml
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<body name="left_palm">
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<site name="left_palm" pos="0 0 0"
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euler="0 0 0" size="0.01" type="sphere" rgba="1 1 0 1" group="3" />
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</body>
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<body name="left_thumb_tip">
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<site name="left_thumb_tip" pos="0.02 0 0"
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size="0.01" type="sphere" rgba="0 1 1 1" group="3" />
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</body>
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<!-- Repeat for all fingertips -->
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```
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**Required sites:**
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- `{side}_palm`: Palm center with proper orientation
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- `{side}_thumb_tip`, `{side}_index_tip`, `{side}_middle_tip`
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- `{side}_ring_tip`, `{side}_pinky_tip`
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**Palm site orientation:**
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- Z-axis: pointing forward (finger direction)
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- X-axis: pointing down (toward ground)
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Optional: Add contact tracking sites for contact tracking.
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```xml
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<body name="left_thumb_tip">
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<site name="track_hand_left_thumb_tip" pos="0.02 0 0"
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size="0.01" type="sphere" rgba="0 1 1 1" group="3" />
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</body>
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<!-- Repeat for all fingertips -->
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```
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### Step 9: Add Actuators
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Define position actuators for all joints:
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```xml
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<actuator>
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<!-- Base DOFs (for free-floating hand) -->
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<position name="left_pos_x_position" joint="left_pos_x" kp="1000" />
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<position name="left_pos_y_position" joint="left_pos_y" kp="1000" />
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<position name="left_pos_z_position" joint="left_pos_z" kp="1000" />
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<position name="left_rot_x_position" joint="left_rot_x" kp="1000" />
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<position name="left_rot_y_position" joint="left_rot_y" kp="1000" />
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<position name="left_rot_z_position" joint="left_rot_z" kp="1000" />
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<!-- Thumb joints -->
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<position name="left_thumb_proximal_yaw_position"
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joint="left_thumb_proximal_yaw_joint" />
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<position name="left_thumb_proximal_pitch_position"
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joint="left_thumb_proximal_pitch_joint" />
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<position name="left_thumb_intermediate_position"
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joint="left_thumb_intermediate_joint" />
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<position name="left_thumb_distal_position"
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joint="left_thumb_distal_joint" />
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<!-- Index finger joints -->
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<position name="left_index_proximal_position"
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joint="left_index_proximal_joint" />
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<position name="left_index_intermediate_position"
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joint="left_index_intermediate_joint" />
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<!-- Repeat for middle, ring, pinky -->
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</actuator>
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```
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**Important notes:**
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- Base DOFs use higher `kp` (e.g., 1000) for stability
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- Finger joints inherit `kp` from `<default>` section
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- **Actuator order must match joint order** (SPIDER uses joint positions as control)
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### Step 10: Example Complete Hand XML
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Here's a minimal example structure:
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```xml
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<mujoco model="my_hand">
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<compiler angle="radian" meshdir="assets" autolimits="true"/>
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<option timestep="0.01" iterations="6" solver="CG" jacobian="auto">
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<flag eulerdamp="disable" />
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</option>
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<default>
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<geom density="800" condim="1" contype="0" conaffinity="0" />
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<position kp="300" dampratio="1.0" inheritrange="1" />
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<joint damping="0.0" armature="1.0" frictionloss="0.0" />
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<site size="0.01" type="sphere" rgba="1 0 0 1" group="3" />
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</default>
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<asset>
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<!-- Textures and materials -->
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<texture type="skybox" builtin="gradient" rgb1="0.3 0.5 0.7" rgb2="0 0 0" width="512" height="3072" />
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<material name="metal" rgba="0.7 0.7 0.7 1" />
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<!-- Meshes -->
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<mesh name="left_palm_mesh" file="meshes/palm.obj" />
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<mesh name="left_thumb_tip_mesh" file="meshes/thumb_tip.obj" />
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<!-- ... more meshes -->
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</asset>
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<worldbody>
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<geom name="floor" type="plane" size="0 0 0.05" material="groundplane"/>
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<light pos="0 0 3" dir="0 0 -1" directional="true"/>
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<!-- Hand body -->
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<body name="left_hand" pos="0 0 0.2">
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<!-- Base free joint for 6-DOF -->
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<freejoint name="left_base_joint"/>
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<!-- Palm -->
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<body name="left_palm">
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<geom name="left_palm_visual" type="mesh" mesh="left_palm_mesh" />
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<geom name="collision_hand_left_palm_0" type="box" size="0.04 0.03 0.01" />
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<site name="left_palm" pos="0 0 0" euler="0 0 0"/>
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<!-- Thumb -->
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<body name="left_thumb_proximal">
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<joint name="left_thumb_proximal_yaw_joint" axis="0 0 1" range="-0.5 0.5"/>
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<joint name="left_thumb_proximal_pitch_joint" axis="0 1 0" range="-0.2 1.0"/>
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<!-- ... thumb links ... -->
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<body name="left_thumb_tip">
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<site name="left_thumb_tip" pos="0.02 0 0"/>
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<site name="trace_hand_left_thumb_tip" pos="0.02 0 0"/>
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</body>
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</body>
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<!-- Index, middle, ring, pinky similar structure -->
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</body>
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</body>
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</worldbody>
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<actuator>
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<position name="left_pos_x_position" joint="left_pos_x" kp="1000"/>
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<!-- ... all actuators ... -->
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</actuator>
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<contact>
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<!-- Define collision pairs if needed -->
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</contact>
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</mujoco>
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```
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## Add Humanoid Robot
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Humanoid robots have similar requirements but with additional considerations.
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### Step 1: Performance Optimization
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Reduce solver iterations for faster simulation:
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```xml
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<option timestep="0.02" iterations="2" ls_iterations="10">
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<flag eulerdamp="disable" />
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</option>
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<visual>
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<global azimuth="135" elevation="-25" offwidth="1920" offheight="1080" />
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<quality shadowsize="8192" />
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<headlight ambient="0.3 0.3 0.3" diffuse="0.6 0.6 0.6" specular="0 0 0" />
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<scale forcewidth="0.25" contactwidth="0.4" contactheight="0.15"
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framelength="5" framewidth="0.3" />
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<rgba haze="0.15 0.25 0.35 1" force="1 0 0 1" />
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</visual>
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<custom>
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<numeric data="15" name="max_contact_points" />
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<numeric data="15" name="max_geom_pairs" />
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</custom>
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```
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### Step 2: Default Settings
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```xml
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<default>
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<!-- Disable all contacts by default -->
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<geom contype="0" conaffinity="0" />
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<!-- Position controller (stronger for humanoid) -->
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<position kp="500" dampratio="1" inheritrange="1" />
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<!-- Joint dynamics -->
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<joint damping="0.0" armature="1.0" frictionloss="0.0" />
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</default>
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```
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### Step 3: Add Collision Geoms for Feet
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Add collision spheres to feet (4 contact points per foot):
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```xml
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<body name="left_foot">
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<!-- Visual mesh -->
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<geom name="left_foot_visual" type="mesh" mesh="left_foot_mesh"
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contype="0" conaffinity="0"/>
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<!-- Collision spheres -->
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<geom name="lf0" type="sphere" size="0.02" pos="-0.05 0.025 -0.03"
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priority="1" friction="2.0" condim="3" />
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<geom name="lf1" type="sphere" size="0.02" pos="-0.05 -0.025 -0.03"
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priority="1" friction="2.0" condim="3" />
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<geom name="lf2" type="sphere" size="0.02" pos="0.12 0.03 -0.03"
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priority="1" friction="2.0" condim="3" />
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<geom name="lf3" type="sphere" size="0.02" pos="0.12 -0.03 -0.03"
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priority="1" friction="2.0" condim="3" />
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</body>
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<!-- Similar for right foot: rf0, rf1, rf2, rf3 -->
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```
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### Step 4: Add Collision Geoms for Hands
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```xml
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<body name="left_hand">
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<!-- Visual mesh -->
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<geom name="left_hand_visual" type="mesh" mesh="left_hand_mesh"
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contype="0" conaffinity="0"/>
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<!-- Collision sphere -->
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<geom name="lh" type="sphere" size="0.05" pos="0.1 0.0 0.0" />
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</body>
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<!-- Similar for right hand: rh -->
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```
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### Step 5: Add Trace Sites
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```xml
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<body name="pelvis">
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<site name="trace_pelvis" size="0.01" pos="0 0 0" />
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</body>
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<body name="left_foot">
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<site name="trace_left_foot" size="0.01" pos="0 0 0" />
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</body>
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<body name="right_foot">
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<site name="trace_right_foot" size="0.01" pos="0 0 0" />
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</body>
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<body name="left_hand">
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<site name="trace_left_hand" size="0.01" pos="0 0 0" />
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</body>
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<body name="right_hand">
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<site name="trace_right_hand" size="0.01" pos="0 0 0" />
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</body>
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```
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### Step 6: Add Contact Pairs
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Define explicit contact pairs:
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```xml
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<contact>
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<!-- Left foot contacts -->
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<pair name="left_foot_floor0" geom1="lf0" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="left_foot_floor1" geom1="lf1" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="left_foot_floor2" geom1="lf2" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="left_foot_floor3" geom1="lf3" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<!-- Right foot contacts -->
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<pair name="right_foot_floor0" geom1="rf0" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="right_foot_floor1" geom1="rf1" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="right_foot_floor2" geom1="rf2" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="right_foot_floor3" geom1="rf3" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<!-- Hand contacts -->
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<pair name="left_hand_floor" geom1="lh" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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<pair name="right_hand_floor" geom1="rh" geom2="floor"
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solref="0.008 1" friction="1 1" condim="3" />
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</contact>
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```
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### Step 7: Use Position Actuators
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```xml
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<actuator>
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<!-- Legs -->
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<position name="left_hip_pitch" joint="left_hip_pitch_joint" />
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<position name="left_hip_roll" joint="left_hip_roll_joint" />
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<position name="left_hip_yaw" joint="left_hip_yaw_joint" />
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<position name="left_knee" joint="left_knee_joint" />
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<position name="left_ankle_pitch" joint="left_ankle_pitch_joint" />
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<position name="left_ankle_roll" joint="left_ankle_roll_joint" />
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<!-- Arms -->
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<position name="left_shoulder_pitch" joint="left_shoulder_pitch_joint" />
|
|
<position name="left_shoulder_roll" joint="left_shoulder_roll_joint" />
|
|
<position name="left_elbow" joint="left_elbow_joint" />
|
|
<!-- ... -->
|
|
|
|
<!-- Repeat for right side -->
|
|
</actuator>
|
|
```
|
|
|
|
::: warning Important
|
|
Actuator order must match joint order in the model definition!
|
|
:::
|
|
|
|
### Step 8: Setup Scene
|
|
|
|
Add white background and tracking camera:
|
|
|
|
```xml
|
|
<statistic center="1.0 0.7 1.0" extent="0.8"/>
|
|
|
|
<asset>
|
|
<!-- White skybox -->
|
|
<texture type="skybox" builtin="flat" rgb1="1 1 1" rgb2="1 1 1"
|
|
width="800" height="800"/>
|
|
|
|
<!-- White groundplane -->
|
|
<texture type="2d" name="groundplane" builtin="checker" mark="edge"
|
|
rgb1="1 1 1" rgb2="1 1 1" markrgb="0 0 0"
|
|
width="300" height="300"/>
|
|
<material name="groundplane" texture="groundplane" texuniform="true"
|
|
texrepeat="5 5" reflectance="0"/>
|
|
</asset>
|
|
|
|
<worldbody>
|
|
<!-- Floor -->
|
|
<geom name="floor" size="0 0 0.01" type="plane" material="groundplane"
|
|
contype="1" conaffinity="0" priority="1" friction="0.6" condim="3"/>
|
|
|
|
<!-- Directional light -->
|
|
<light pos="0 0 5" dir="0 0 -1" type="directional"/>
|
|
|
|
<!-- Tracking camera -->
|
|
<camera name="track" pos="1.734 -1.135 .35"
|
|
xyaxes="0.552 0.834 -0.000 -0.170 0.112 0.979"
|
|
mode="trackcom"/>
|
|
</worldbody>
|
|
```
|
|
|
|
## Testing Your Robot
|
|
|
|
### Step 1: Visualize in MuJoCo
|
|
|
|
```python
|
|
import mujoco
|
|
import mujoco.viewer
|
|
|
|
# Load model
|
|
model = mujoco.MjModel.from_xml_path('my_robot.xml')
|
|
data = mujoco.MjData(model)
|
|
|
|
# Launch viewer
|
|
mujoco.viewer.launch(model, data)
|
|
```
|
|
|
|
Check:
|
|
- [ ] Model loads without errors
|
|
- [ ] All joints move freely
|
|
- [ ] Collision geometry looks correct (green geoms)
|
|
- [ ] Trace sites are visible
|
|
- [ ] Tracking sites are positioned correctly
|
|
|
|
### Step 2: Test with SPIDER
|
|
|
|
Create a simple test scene:
|
|
|
|
```bash
|
|
# Test IK (for hands)
|
|
uv run spider/preprocess/ik.py \
|
|
--robot-type=my_hand \
|
|
--task=test_task \
|
|
--dataset-name=test \
|
|
--data-id=0 \
|
|
--embodiment-type=right
|
|
|
|
# Test physics optimization
|
|
uv run examples/run_mjwp.py \
|
|
robot_type=my_hand \
|
|
task=test_task \
|
|
max_sim_steps=100
|
|
```
|
|
|
|
### Step 3: Verify Output
|
|
|
|
Check that:
|
|
- [ ] Trajectory is saved successfully
|
|
- [ ] Joint positions are within limits
|
|
- [ ] No collision warnings
|
|
- [ ] Video renders correctly
|
|
|
|
## Common Issues
|
|
|
|
### Issue 1: Model Doesn't Load
|
|
|
|
**Error:** `XML parse error`
|
|
|
|
**Solutions:**
|
|
- Check XML syntax
|
|
- Validate with MuJoCo's `simulate` tool
|
|
- Remove incompatible URDF attributes
|
|
|
|
### Issue 2: Unstable Simulation
|
|
|
|
**Symptoms:** Robot falls through floor, explodes
|
|
|
|
**Solutions:**
|
|
```xml
|
|
<!-- Increase solver iterations -->
|
|
<option iterations="10" ls_iterations="20"/>
|
|
|
|
<!-- Add more collision points -->
|
|
<!-- Adjust contact parameters -->
|
|
<pair solref="0.01 1" friction="2 2"/>
|
|
|
|
<!-- Check mass distribution -->
|
|
<!-- Ensure reasonable inertia values -->
|
|
```
|
|
|
|
### Issue 3: Actuators Don't Work
|
|
|
|
**Symptoms:** Robot doesn't move
|
|
|
|
**Solutions:**
|
|
- Check actuator names match joint names
|
|
- Verify `kp` values are reasonable (100-1000)
|
|
- Ensure joints have proper ranges
|
|
- Check actuator order matches joint order
|
|
|
|
### Issue 4: Poor IK Results
|
|
|
|
**Symptoms:** IK fails or produces bad poses
|
|
|
|
**Solutions:**
|
|
- Check tracking site orientations (especially palm)
|
|
- Verify joint limits are correct
|
|
- Add more trace sites for debugging
|
|
- Tune IK weights in config
|
|
|
|
## Robot Configuration Files
|
|
|
|
### Directory Structure
|
|
|
|
```
|
|
spider/assets/robots/
|
|
├── my_hand/
|
|
│ ├── left.xml # Left hand only
|
|
│ ├── right.xml # Right hand only
|
|
│ ├── bimanual.xml # Both hands
|
|
│ ├── meshes/
|
|
│ │ ├── palm.obj
|
|
│ │ ├── thumb_tip.obj
|
|
│ │ └── ...
|
|
│ └── textures/
|
|
│ └── hand_texture.png
|
|
```
|
|
|
|
### Register Robot
|
|
|
|
Add robot to SPIDER's config:
|
|
|
|
```python
|
|
# In spider/config.py or appropriate config file
|
|
|
|
ROBOT_TYPES = {
|
|
"allegro": "spider/assets/robots/allegro",
|
|
"inspire": "spider/assets/robots/inspire",
|
|
"my_hand": "spider/assets/robots/my_hand", # Add your robot
|
|
# ...
|
|
}
|
|
```
|
|
|
|
## Next Steps
|
|
|
|
After adding your robot:
|
|
|
|
1. **Test thoroughly** with multiple tasks
|
|
2. **Document** robot-specific parameters
|
|
3. **Tune** IK and optimization parameters
|
|
4. **Share** your robot configuration (PR welcome!)
|