Skip to main content

What a movement is

A movement is an ordered walk between saved poses. It stores no joint angles of its own — it names poses and says how long to take getting between them. Playback reads the angles off each named pose and interpolates. That means a movement is only as good as the poses it points at. Save the poses first (see Saved poses), then build a movement over them from the Movements section of the twin’s right-hand panel.

Scopes

Like poses, a movement is saved at asset, twin, or environment scope, and is listed under a scope badge. A movement can reference poses from its own scope and from wider ones — an environment movement can use an asset pose.

”N movements can’t be played”

Movements the browser cannot preview are grouped under a collapsed N movements can’t be played row at the bottom of the list, so they stay out of the way of working ones. That is any movement with fewer than two steps, or with even one step whose pose no longer exists — unless its start and end poses both still exist, which is enough to play it. Expand it to see each one, why it cannot play, and to edit or delete it. Their Play button stays disabled. Common reasons: To fix one, edit it and point its steps at poses that exist — or delete it if it was never a real motion. The Control Agent is only offered movements that can actually execute, so it will not suggest most of the movements in this group. The exception is a movement with a single step: the browser needs two poses to preview a movement, but the robot can still be commanded to that one pose, so the Control Agent can run it.