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visual3d:documentation:modeling:segments:animation_surface_models

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visual3d:documentation:modeling:segments:animation_surface_models [2024/06/26 20:23] – created sgrangervisual3d:documentation:modeling:segments:animation_surface_models [2024/07/17 15:45] (current) – created sgranger
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-====== Animation_Surface_Models ======+====== 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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 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}}\\
  
  
visual3d/documentation/modeling/segments/animation_surface_models.1719433414.txt.gz · Last modified: 2024/06/26 20:23 by sgranger