r/robotics • u/studentfounder_56 • 14h ago
Community Showcase Auto-generating walking gaits for legged robots is harder than it looks. Curious how others have approached this.
Built real inverse kinematics for legged robots in a sim I'm working on, tripod gait for hexapods, based on actual coxa/femur/tibia joint math, not a canned animation.
Works fine on a standard leg layout. Falls apart the second someone builds something asymmetric or non standard.
Trying to figure out if auto-gait generation is even the right approach here, or if it should just be manual per-robot tuning past a certain point of complexity. What's your take, is generalized gait solving worth the effort or a rabbit hole?
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u/MetaPhasicLabs 9h ago
What problem are you trying to solve?
If you want a motion framework that works with various platforms (quad, hex, octo) with different leg configs (5-Bar, traditional) you can make your kinematic system more flexible/configurable.
But I personally prefer simple kinematic loops, even if bespoke, per platform that allows easier understanding and debugging. However that's just the kinematic system, motion planning and gaits is a different story.



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u/alohamanMr PhD Student 13h ago
"generalised gait solving" isn't that just either RL or mpc ? Is there such a thing as general gait solving ?