visual3d:documentation:modeling:segments:animation_surface_models
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visual3d:documentation:modeling:segments:animation_surface_models [2024/06/18 13:29] – sgranger | visual3d:documentation:modeling:segments:animation_surface_models [2024/07/17 15:45] (current) – created sgranger | ||
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+ | ====== Animation Surface Models ====== | ||
+ | |||
A surface mesh can be associated with each segment. If the user selects a default segment name, a default mesh that is associated with that segment name will be chosen. For example, if you create the "Right Thigh" segment (e.g. RTH), a right thigh skeletal mesh is chosen by default. | A surface mesh can be associated with each segment. If the user selects a default segment name, a default mesh that is associated with that segment name will be chosen. For example, if you create the "Right Thigh" segment (e.g. RTH), a right thigh skeletal mesh is chosen by default. | ||
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The skeletal model file associated with a segment can be reassigned by the user in the **Segment Properties** dialog. Each mesh is scaled to unit length in the model file, and then scaled to the segment length in the Visual3D animation view. If you want to create your own custom skeletal meshes, please contact C-Motion for assistance. | The skeletal model file associated with a segment can be reassigned by the user in the **Segment Properties** dialog. Each mesh is scaled to unit length in the model file, and then scaled to the segment length in the Visual3D animation view. If you want to create your own custom skeletal meshes, please contact C-Motion for assistance. | ||
- | ===== Wavefront_obj_file_format | + | ==== Wavefront_obj_file_format ==== |
A full description of the Wavefront obj file format can be found [[http:// | A full description of the Wavefront obj file format can be found [[http:// | ||
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[[http:// | [[http:// | ||
- | ===== Position and Orientation of the surface model ===== | + | ==== Position and Orientation of the surface model ==== |
Visual3D will import models that are stored in either the Wavefront (obj) or VRML (wrl) formats | Visual3D will import models that are stored in either the Wavefront (obj) or VRML (wrl) formats | ||
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Step 1. The segment endpoints are calculated. As described in the Visual3D documentation elsewhere, there are many ways to calculate the segment endpoint. The relevance to the calculation is that the markers that are used to define the segment endpoints also determine the frontal plane of the segment coordinate system. In this illustration the three red markers are used to calculate the blue segment endpoints | Step 1. The segment endpoints are calculated. As described in the Visual3D documentation elsewhere, there are many ways to calculate the segment endpoint. The relevance to the calculation is that the markers that are used to define the segment endpoints also determine the frontal plane of the segment coordinate system. In this illustration the three red markers are used to calculate the blue segment endpoints | ||
- | {{wireframe1.gif}}\\ | + | {{:wireframe1.gif}}\\ |
Step 2. The z-axis is defined by the vector from the distal segment endpoint to the proximal segment endpoint. | Step 2. The z-axis is defined by the vector from the distal segment endpoint to the proximal segment endpoint. | ||
- | {{wireframe2.gif}}\\ | + | {{:wireframe2.gif}}\\ |
Step 3. The frontal plane (x-z) plane is defined by the markers. | Step 3. The frontal plane (x-z) plane is defined by the markers. | ||
- | {{wireframe3.gif}}\\ | + | {{:wireframe3.gif}}\\ |
Step 4. The y-axis is project forward in the anterior posterior direction. | Step 4. The y-axis is project forward in the anterior posterior direction. | ||
- | {{wireframe4.gif}}\\ | + | {{:wireframe4.gif}}\\ |
Step 5. The x-axis is then calculated perpendicular to the y-z plane. | Step 5. The x-axis is then calculated perpendicular to the y-z plane. | ||
- | {{wireframe5.gif}}\\ | + | {{:wireframe5.gif}}\\ |
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**Warning!!** Visual3D assumes 6 degree of freedom segments which means that joint properties are not defined. The point at which a segment rotates is therefore not necessarily about the segment endpoint. You may have to play with the origin of your wireframe model to make the segment look right in the animation. | **Warning!!** Visual3D assumes 6 degree of freedom segments which means that joint properties are not defined. The point at which a segment rotates is therefore not necessarily about the segment endpoint. You may have to play with the origin of your wireframe model to make the segment look right in the animation. | ||
- | ===== Example - Transforming an obj file for a Visual3D segment | + | ==== Example - Transforming an obj file for a Visual3D segment ==== |
The following is a very simple obj file that described the polygons for a cone. | The following is a very simple obj file that described the polygons for a cone. |
visual3d/documentation/modeling/segments/animation_surface_models.1718717344.txt.gz · Last modified: 2024/06/18 13:29 by sgranger