Each revolute joint is a circle ; of them form the -torus.
Topology, not just dimension, is what distinguishes configuration spaces.
Robot kinematics, end to end. Configuration spaces, rigid body motions, forward and inverse kinematics, the Jacobian, statics, and trajectory planning. The matrices and screw theory the exam runs on.
Each revolute joint is a circle ; of them form the -torus.
Topology, not just dimension, is what distinguishes configuration spaces.
A free body in space has 6 dof: three to translate, three to rotate.
In the plane it drops to 3.
for spatial mechanisms, for planar ones.
counts links including ground, the joints, the dof of joint .
A single holonomic constraint between joints removes one dof.
Seen in Practice exam 3872.
A planar robot reaches a 2-D set of positions, no matter how many joints it has.
Extra joints add redundancy, not workspace dimension.
Seen in Practice exam 3872.
The right-handed cyclic order .
Reversing the order flips the sign.
To complete a frame from two orthonormal vectors and , take ; the result is automatically right-handed.
Always verify a cross product with , and . Ten seconds, catches every sign slip.
Seen in Practice exam 3872.
Column is the target frame's -th axis, written in the reference frame's coordinates.
This is not algebra: read the arrows off the drawing, one column at a time.
Easiest method is relative. Ask whether each axis of is parallel or anti-parallel to the matching axis of , rather than judging each against an imagined baseline.
A superscript names the frame the coordinates are expressed in, so is the vector to written in . Never write a bare vector without its frame.
Sanity check: a point further from a frame's origin must have a larger magnitude in that frame. Catches swapped answers instantly.
Write the three axes as columns in any reference you trust, then take the determinant. Works regardless of how the figure is drawn.
Curl rule if you prefer geometry: point the right hand's fingers along , curl them toward ; the thumb gives for a right-handed frame.
To repair a left-handed frame, flip exactly ONE axis. Flipping two is just a rotation and changes nothing.
Counting flips between two frames: an even number means the same handedness, an odd number means opposite.
Every question in 2.1 is this one equation solved for a different slot.
is the point in WORLD coordinates, is the same physical point in BODY coordinates, is the body orientation in world, is the body origin in world.
Point in world: . Point in body: . Body origin or centre of mass: . Pose: state both .
Inverses go on the LEFT, because that is the side sits on. Matrix multiplication does not commute, so you cannot divide across as in scalar algebra.
always multiplies a BODY-frame vector. If sits next to something, that something is in body coordinates.
Label every vector with its frame before starting. Most errors here are a mislabel, not bad algebra.
Seen in Practice exam 3872.
Rotation matrix: 9 numbers, 6 constraints, 3 independent parameters. No singularities, but redundant.
Euler and roll-pitch-yaw: 3 numbers, minimal, but singular at certain angles.
Unit quaternion: 4 numbers, free of singularities.
Exponential coordinates: axis plus angle, compact, singularity-free, with a direct velocity interpretation.
All representations convert into one another.
Rotate about , then about the NEW , then about the NEW .
Three parameters instead of nine, at the cost of singularities.
Singular when : the first and third axes line up and only is recoverable.
The -axis never appears, so a rotation about must be reached indirectly by first rotating a usable axis onto it.
A unit rotation axis paired with the rotation angle : axis-angle.
Invert by negating the axis, , or equivalently by negating the angle.
Example: about is ; about is .
Rotating by undoes a rotation by , so it is the inverse.
Because is orthonormal the inverse is just the transpose. Never invert a rotation matrix by hand.
Sanity check on any transform: rotations preserve length, so a step that changes a distance is wrong.
These two conditions define . Both are needed.
Columns must be mutually orthogonal AND of unit length: , .
is a reflection, not a rotation: it flips handedness.
Orthonormal columns give , so inverting a rotation is free.
has 9 entries and 6 constraints, leaving 3 independent parameters.
Turns the exponential coordinates back into a rotation matrix.
Requires to be a unit vector.
Reads a unit quaternion backwards: is the scalar part, the vector part.
The factor 2 is the whole point. The quaternion stores the HALF angle, so gives and you must double it. Forgetting this is the most common error in both directions.
Normalising recovers the unit axis; the length of is , which carries no axis information.
Every rotation has exactly two unit quaternions, and . Negating all four entries flips both the axis and the angle, which lands on the same rotation. Convention keeps positive.
Worked example: gives and , a rotation about .
A new Greek letter next to something familiar is usually a PIECE of it, not a new object. Ask "is this part of that?" before assuming it is something new.
Quaternion : scalar part (one number), vector part (three numbers). would be meaningless, since is a four-vector; the formula needs the first entry specifically, and that entry is called .
Homogeneous transform : rotation block , translation vector .
Screw axis : angular part , linear part .
The same letter can also mean different things in different sections. is the SCARA tool heading in 2.1 and the rotation angle in 2.2. Always read a symbol from its context, never from memory.
Roll is about , pitch is about , yaw is about .
Two valid readings of the same product. RIGHT to LEFT: successive rotations about the FIXED initial axes. LEFT to RIGHT: successive rotations about the ROTATED axes.
Singular at , where roll and yaw act about the same physical axis. This is gimbal lock.
The rotation axis is untouched by its own rotation, so row 1 and column 1 are the identity.
The minus sign sits in the upper of the two off-diagonal slots, same as .
Row 2 and column 2 are the identity: the -axis is the rotation axis.
is the odd one out. Its minus sign is bottom-left, while and carry theirs top-right, a consequence of the cyclic order .
At the cosines vanish, leaving only the two off-diagonal entries and the axis row.
Row 3 and column 3 are the identity: the -axis is the rotation axis.
This is also the planar rotation, , padded out to three dimensions.
The matrix turns a cross product into a matrix product.
Needed to write Rodrigues' formula and the screw matrices.
A rotation by angle about unit axis , as a four-vector of unit length.
Remember the HALF angle. It is the single most missed detail here.
Inverse: gives . Negate the vector part only, which flips the axis direction.
For the scalar part vanishes and .
and describe the same rotation, so every orientation has two unit quaternions.
Free of singularities, which is why game engines store rotations this way.
Seen in Practice exam 3872.
Packs rotation and translation into one matrix that composes by multiplication.
Rotation block top-left, translation vector top-right, bottom row always .
16 entries, 12 of them variable (parameters), 6 degrees of freedom once the 6 orthonormality conditions are applied.
Vectors are right-multiplied, so a chain of transforms is read RIGHT to LEFT for the vector and left to right for the frames.
Not the plain transpose. The rotation block transposes, but the translation becomes .
Same structure as from 2.1, written as one matrix.
ALWAYS check the rotation block first. That single check picks the branch, and picking the wrong one is the main way these questions go wrong.
Translation branch (prismatic joints, ): , so carries the unit-length condition. is the length of the displacement and is its normalised direction.
Rotation branch (revolute joints): is the normalised rotation axis, is the LENGTH of the un-normalised angular velocity vector, and comes from the cross product with any point on the rotation axis.
Why is not simply : the screw axis is a direction in six dimensions, not a position. A rotation about an axis that misses the origin induces a linear velocity at the origin, and is exactly that.
Any point on the axis works for ; coordinates along the axis direction cancel in the cross product.
The equation is the SAME formula with a term kept for a body that also translates. With the two are identical; and both just mean a point given in the world frame.
Either branch: stack , six entries, angular part on top. The answer is always the pair .
Worked example (rotation branch): with gives , , , so .
is a screw axis; is the distance travelled around and along it.
Either has unit length (general motion), or for a PURE TRANSLATION and has unit length.
Pure translation example: displacement of 1 along is .
Interpretation: apply the velocities in for seconds and you get the rigid transformation.
Both split a motion into a unit direction and a scalar amount, which is why they look related. They are not the same object.
Quaternion: is a rotation ANGLE, entries are cosines and sines of the HALF angle, 4 numbers, orientation only.
Screw: is a DISTANCE travelled, entries are a raw unit direction with no trigonometry at all, 6 numbers, rotation AND translation.
Quick tell: if there is no trig in what you wrote, it is not a quaternion.
is the DIRECTION (the screw axis) and is the AMOUNT (how far you travel around and along it). Same split as in 2.2: a unit direction times a scalar.
Look at the rotation block FIRST. If there is no rotation, so and the motion is a pure translation.
Pure translation: and , where is the translation vector.
Example: with and gives , , so .
Check: multiplying by must return the original translation in the lower three entries.
Two cases, and the exam asks for both. General motion: the angular part is the unit one. Pure translation: is zero and cannot be normalised, so the job passes to .
Something must be unit length so that carries the magnitude unambiguously. Otherwise the same motion could be written with infinitely many pairs.
Geometric reading: is the bolt, is how far you drive it in.
Velocity reading: apply the velocities packed into for seconds and you get the rigid transformation.
Four parameters per joint: twist , length , offset , angle .
With , a pure rotation sits in the top-left block and shifts along .
Seen in Practice exam 3872.
Maps joint coordinates to the end-effector pose .
Always single-valued: one configuration gives one pose.
Seen in Practice exam 3872.
One screw axis per joint, no chain of link frames needed.
is the home configuration of the end-effector, at .
Seen in Practice exam 3872.
Angular part on top, linear part below.
For a pure rotation about an axis through point , .
Turns a desired end-effector pose into joint coordinates.
For an -joint arm the solution lives in ; it may have many or no solutions.
Seen in Practice exam 3872.
Iterate the Jacobian until the pose error shrinks below tolerance.
Uses the pseudo-inverse when is not square.
Joint velocities needed to deliver a wanted end-effector velocity.
Blows up near singularities, where does not exist.
Seen in Practice exam 3872.
A square Jacobian loses rank; the arm cannot move in some direction.
Rows or columns become linearly dependent (e.g. one is a multiple of another).
Seen in Practice exam 3872.
How far the configuration is from a singularity; zero at one.
It is the volume of the manipulability ellipsoid.
Forward differential kinematics: joint velocities map to end-effector velocity.
Each column is the partial derivative of the pose with respect to one joint.
Seen in Practice exam 3872.
The transposed Jacobian maps an end-effector force to joint torques at rest.
It is the duality partner of .
Seen in Practice exam 3872.
Four coefficients match position and velocity at both ends.
Smooth velocity, but the acceleration jumps at the endpoints.
The rate of change of acceleration; high jerk stresses actuators and wastes energy.
It affects smoothness, not the maximum velocity.
Seen in Practice exam 3872.
Two position boundary conditions need a degree-one polynomial, so two coefficients.
Plug in and to solve for and .
Seen in Practice exam 3872.
The linear part of the screw for a body rotating about an axis through .
It is the velocity of the body point momentarily at the world origin.
Seen in Practice exam 3872.
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