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andypugh wrote: kinematics is certainly one way.
An alternative, for small offsets, would be a simple HAL component that has inputs for X Y and Z and outputs an offset value for Z.
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andypugh wrote: It would look a bit like this:
Code:component wobbly_table; pin in float x-in; pin in float y-in; pin in float z-in; pin out float z-out; function _; ;; FUNCTION(_){ zout = z_in + 0.1 * x_in + 0.2 * y_in + 0.01 * x_in * y_in; }
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