Partially related to this post, suppose I have a robot with both fixed joints and free joints (ex: separate legs and arms), and I only want to solve InverseKinematics for one of the legs while keeping the other leg and arms fixed as obstacles.
My initial attempt to "fix" the other legs/arms was the following:
- Ignore their self-collisions, which assumes their current joint configurations were valid
- AddBoundingBoxConstraint on those joints tightly around their current joint configurations
This works, but significantly increases the runtime. Is there any way to modify the plant/internal tree to do this instead? This should really be speeding up the optimization rather than slowing it down.