Wim, I'm not sure I understand this rationale. Somewhere someone is chaining all the transforms and computing the shallow tree. Why not just publish a more "natural" tree, along with the pre-computed transforms that go into the shallow tree? To the user, the tree would make more sense, and computational efficiency would be preserved. Cheers --Kurt Wim Meeussen wrote: >> Also, I noticed that, at least for the PR2 simulator, the PR2's tf >> tree is very shallow with base_footprint being the parent frame to >> a large number of frames. I would have thought that tf tree would >> closely mimic the physical degree of freedom heirarchy in the PR2 >> (i.e. base->torso->upper_arm->lower_arm, etc.) Is there a reason >> for the PR2s shallow tf tree? > > The shallow tree allows you to compute the pose between any two links > of the pr2, by chaining only two transforms. If the tf tree would > mimic the physical degree of freedom heirarchy in the pr2, you'd > often have to chain 10+ transforms to get the pose between two links. > So this is a performance optimization. > > Wim > >