Hi all,
I'm looking at modifying the KinematicsBase in MoveIt! to allow the inverse kinematics of trees (not just a chain) kinematic structures to be solved. The biggest limitation I see so far is the assumption that each IK solver has just one tip, but instead I believe this needs to be represented as an optional vector of tips. There will also probably need to be some changes in how MoveIt reasons about default end effectors for robots that have not explicitly defined their end effectors in the Setup Assistant/SRDF.
This change is necessary for applications such as biped robots that need to take into account IK of the whole body for stability constraints. The JSK lab at UTokyo has such an IK solver that we're trying to integrate in.
I'm just trying to get some feedback before I go too far down this path.