simulate UAV using simulink and UE

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xd
xd el 7 de Jun. de 2025
Respondida: Nishan Nekoo el 9 de Jun. de 2025
Hello!
Recently I need to simulate a fixed wing UAV using simulink and UE, I already read some guidance about that but I still have not a clear mind. I can I insert a custom UAV model in UE and HOW can I remap parts of this model to the interface that Simulation 3D UAV Vehicle has predifined.
In other words, could you give me an operation process or link that I can follow to complete the import and binding of the UAV model, the customization of simulation scenarios such as terrain, and how to call this model in simulink, THANK YOU.
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xd
xd el 7 de Jun. de 2025
In this link Prepare Custom UAV Vehicle Mesh for the Unreal Editor - MATLAB & Simulink,I know how to create a quadrotor in Blender, But for fixed-wing unmanned aerial vehicles, is there anything that needs to be updated in terms of naming?

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Nishan Nekoo
Nishan Nekoo el 9 de Jun. de 2025
Hi xd,
Are there any parts of this fixed-wing unmanned aerial vehicle that you need to articulate during the simulation?
Then, when you select "Custom" for the Simulation 3D UAV Vehicle "Type", you can provide a 17x3 input Rotation to the "Rotation" port of the Simulation 3D UAV Vehicle. This 17x3 array can be mostly 0s, but you can specify values for the parts that exist on your custom model. E.g. if I customized my mesh to have two parts: UAV_Body, and UAV_Motor1, then your rotation matrix can be:
[RotX1 RotY1 RotZ1
RotX2 RotY2 RotZ2
zeros(15,3)]
Note that naming a part "UAV_Motor1" is just a placeholder, this part could really be anything. The important thing is that the name of the part will correspond to a specific index of the rotation matrix. For e.g. if I have some landing gear, I can name the landing gear "UAV_Motor1" if I need to rotate it during the simulation.
If your custom model has no articulating parts, then following the instructions at the link you provided, and just setting the entire fixed body to be "UAV_Body". Then your rotation matrix will still need to be 17x3 as follows, since you are only using the first "bone".
[RotX1 RotY1 RotZ1
zeros(16,3)]
The following video might be helpful, even though from a different domain:
Finally, i the bone structure, etc is not helpful for your needs, and you can get your model into an FBX file format, you can consider using the Simulation 3D Actor to bring in your custom model instead: https://www.mathworks.com/help/sl3d/simulate-a-quadcoptor.html
Hope that helps,
Nishan

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