We created a robot infusion 360, which was a CAG software when we extracted files from our CAD software.
We had in this order the base first and then the caster and the V.
Now all of these were and still file, which is a format for a mesh 3D file.
All of these are going to be exported one by one, as I have shown you.
Then to bring it into wrath.
If you don't have a street, but there are plug ins that export directly to RDF.
But I want you to understand the basic concept of creating a robot accustomed to RDF.
So you can take a look into people's idea of the packages provided online and you can learn from them.
You can use their models and edit them and add your files in to them.
So the basic concept is you must know the idea of creating your own you ideas, coming to the point
of using an SDL file in your view RDF.
We are going to face some issues when we extract our model from a CAD software and bring it into wrath.
The first issue that we face is the size issue I always faces when I work with this deal with a lot
of other don't face it.
We have options in cross to solve this by using a tag a size deck, but we are not going to do that.
We are going to use blend it to solve this issue and resize it into a smaller part.
For example, if a body is this big, we are going to reduce it into this size because simulation requires
physical properties and smaller bodies are going to be a better representation for view solving robot.
Otherwise, we have to create a huge, huge, huge maze to be solved and simulation is going to get
heavy on our system.
So we are going to avoid that coming to the next thing you are d of creation is going to be very easy
for us when we are defining the links and the joints with the help of blender using parent and child
concept in Blender, using the meshes that we have created, we will bring them in blender, create
parent and child relations offset them and things are going to get easy.
But how it is going to work, if this is a box which is set to be updated and we have a child V currently
when we set parent and child, both of them were at zero zero origin.
Okay, X, Y, Z, whatever, zero.
But this was the parent, this was the child.
When I move the parent from zero zero to let's say zero one, one and X, Y, Z, the child also moves.
Okay.
This relation that is being created with each ADD that is going to affect the movement from each child
and parent.
When the parent moves, child moves.
But for the child there has not any translation because parent was moved, child was not move.
They had a relation that caused the movement of the child, but child itself did not move.
So this is the basic concept we need when we are building our parent and child relation in Blender.
So let's take a look.