visual3d:documentation:modeling:segments:segment_overview
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visual3d:documentation:modeling:segments:segment_overview [2025/03/12 21:53] – Started the clean-up. wikisysop | visual3d:documentation:modeling:segments:segment_overview [2025/05/16 13:03] (current) – Added section for shadow segments. wikisysop | ||
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- Segments are defined by (among other things) their proximal and distal end points, which are located inside the body, but target markers can generally only be placed outside the body. | - Segments are defined by (among other things) their proximal and distal end points, which are located inside the body, but target markers can generally only be placed outside the body. | ||
- | To deal with the first complication, | + | To deal with the first complication, |
To deal with the second complication, | To deal with the second complication, | ||
Line 19: | Line 19: | ||
The Visual3D model-building tool uses standard medical terminology to define the locations and configurations of segments. As a general modelling tool, Visual3D allows for the creation of any rigid segment. Visual3D contains a number of [[[[visual3d: | The Visual3D model-building tool uses standard medical terminology to define the locations and configurations of segments. As a general modelling tool, Visual3D allows for the creation of any rigid segment. Visual3D contains a number of [[[[visual3d: | ||
- | ==== Virtual Segments | + | ==== Segment Coordinate Systems |
- | Kinematic-only segments are also called [[visual3d: | + | Every segment in a model has its own coordinate system |
+ | - define the anatomical (or frontal) plane | ||
+ | - identify the joint centres that lie on the anatomical plane | ||
+ | - align the inferior/ | ||
- | ==== Joints ==== | + | A complete overview of segment definition can be found [[visual3d: |
- | The term [[Visual3D: | + | ==== Segment Properties ==== |
- | In [[Visual3D:Documentation:Kinematics_and_Kinetics:Six_Degrees_of_Freedom|6 DOF]] tracking there is no explicit linkage (or joint) connecting | + | The [[visual3d:documentation:modeling:segments: |
- | ==== Constructing | + | ^ Property ^ Description ^ |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[[[visual3d: | ||
- | An overview of the segment definition rules can be found [[visual3d: | + | ==== Virtual Segments ==== |
- | === Marker Sets === | + | Kinematic-only segments are also called [[visual3d: |
- | Visual3D can create a model from almost any marker set, but there are usually suggestions. | + | ==== Shadow Segments ==== |
- | === Model Metrics | + | |
- | [[visual3d: | + | |
- | Model Metrics are static values that can be used as parameters in the definition of segments | + | Virtual |
- | These metrics | + | |
- | == Using a model metric in an expression == | + | |
- | [[visual3d: | + | Shadow segments resolve this issue by allowing that segment' |
- | Using the distal radius computed from one segment as the proximal radius for another segment. Model metrics can be represented as expressions and are stored | + | Shadow segments were introduced |
- | ==== Segment Properties ==== | + | |
- | [[https:// | + | |
- | The segment properties include the inertial properties of the segment and its decorations: | + | ===== Segment |
- | == Segment | + | |
- | The default segment masses defined | + | There are many ways to define the segments of the human body in Visual3D. The definitions and comments provided below are intended to get you thinking about the variety of definitions available. They should be thought of as a starting point for your own analysis and not iron-clad rules. |
- | == Segment Geometry == | + | |
- | Visual3D models segments as cones, cylinders, spheres, and ellipsoids. VISUAL3D calculates the mass, moments of inertia (IXX, IYY, IZZ) and center of gravity location for each segment | + | ==== Pelvis ==== |
- | (Hanavan E. (1964) A Mathematical Model for the Human Body. Technical Report, Wright-Patterson Air Force Base) | + | |
- | [[https:// | + | There are many ways to define a segment in Visual3D, which means there are many ways to define the Pelvis segment. |
- | == Segment Volume == | + | |
- | [[visual3d: | + | ^ Model Name ^ Description ^ |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
- | Visual3D models segments as cones, cylinders, spheres, and ellipsoids. Visual3D doesn' | + | **NOTE**: the segment coordinate system for the CODA pelvis is the mid-point between the ASIS markers. The anatomical landmarks are actually posterior to the ASIS markers because the motion capture system tracks |
- | == Segment Inertia == | + | |
- | [[visual3d: | + | |
- | By default the moment of inertia of a segment is computed from the segment mass, the proximal and distal radii, and the Segment Geometry. The default Visual3D segments are treated as geometric objects that have inertial properties based on their shape (Hanavan E. (1964) A Mathematical Model for the Human Body. Technical Report, Wright-Patterson Air Force Base). | + | === Hip Joint Landmarks === |
- | == Modify Segment Coordinate System | + | |
- | [[visual3d: | + | |
- | The segment coordinate system for all visual3D segments are defined consistently. When a segment is created in Visual3D the default segment coordinate system is consistent with the laboratory coordinate system. The segment coordinate system can be modified to suit your preferences. | + | [[visual3d: |
- | == Animation Surface Models == | + | |
- | [[visual3d: | + | |
- | A surface mesh can be associated with each segment. | + | === Pelvis Animation Models (obj, v3g, wrl) === |
- | Guidelines for the representation of the surface models can be found [[visual3d: | + | |
- | ==== Pelvis ==== | + | There are two common obj files used to animate the bones of the pelvis. |
- | There are many ways to define a segment in Visual3D, which means there are many ways to define a Pelvis segment. | + | === Normalizing the Pelvis |
- | == Visual3D | + | |
- | [[visual3d: | + | |
- | The Visual3D | + | The CODA and Helen Hayes pelvis |
- | == V3D_Composite_Pelvis == | + | |
- | [[visual3d: | + | |
- | The Visual3D Composite Pelvis has a local coordinate system that is aligned with many of the traditional | + | A demonstration of this is provided in our example |
- | == Coda Pelvis == | ||
- | [[visual3d: | ||
- | |||
- | The CODA pelvis refers to a pelvis segment model used by Charnwood Dynamics that they requested that we implement. The pelvis segment is defined using the anatomical locations of the ASIS (Anterior Superior Iliac Spine) and the PSIS (Posterior Superior Iliac Spine). These landmarks are bony protuberances on the Pelvis bones that can be palpated on most (but not all) subjects. | ||
- | == Create CODA pelvis relative to anatomical landmarks == | ||
- | [[visual3d: | ||
- | |||
- | The segment coordinate system for the CODA pelvis is the mid-point between the ASIS markers. The anatomical landmarks are actually posterior to the ASIS markers because the motion capture system tracks the center of the marker. | ||
- | This is a modest error, but it can be corrected by creating landmarks that are posterior to the ASIS markers by the radius of the motion capture marker. | ||
- | == Helen Hayes (Davis) Pelvis == | ||
- | [[visual3d: | ||
- | |||
- | The Helen Hayes pelvis refers to a pelvis segment model defined by Davis et. at. (1991) and used by many manufacturers, | ||
- | == Hip_Joint_Landmarks == | ||
- | [[visual3d: | ||
- | |||
- | Regression equations for common hip joint landmarks relative to the pelvis segment coordinate system. | ||
- | == Pelvis Animation Models (obj, v3g, wrl) == | ||
- | |||
- | There are two common obj files used to animate the bones of the pelvis. | ||
- | == Normalizing the Pelvis Angle == | ||
- | [[visual3d: | ||
- | |||
- | Normalizing the Pelvis Segment Angle. The Coda and Helen Hayes pelvis are tilted forward approximately 20 degrees from the horizontal. | ||
- | In describing the orientation of the pelvis or for describing the hip joint angle, | ||
- | it is often convenient to define a pelvis angle that has a coronal plane parallel to the floor (eg a vertical segment with zero tilt). | ||
==== Thigh ==== | ==== Thigh ==== | ||
- | There are several approaches to create a thigh segment in Visual3D. We have outlined | + | There are several approaches to create a thigh segment in Visual3D, a few are outlined |
- | === Thigh using Greater Trochanter | + | ^ Approach ^ Description ^ |
+ | | Using the Greater Trochanter | ||
+ | | Using Hip Joint Landmarks | A thigh segment can be [[visual3d: | ||
+ | | Using the Knee Alignment Device | A thigh can be [[visual3d: | ||
- | This page shows how to define the thigh segment using the greater trochanter as the proximal-lateral marker. | + | ==== Shank ==== |
- | === Thigh using Hip Joint Landmark | + | |
- | [[# | + | When modelling |
- | Another example | + | - one to calculate |
- | === Using the Knee Alignment Device === | + | - the other to calculate the ankle joint angles. |
- | This page will create the thigh segment using a Knee Alignment Device. The Knee Alignment Device (KAD) is manufactured by Motion Lab Systems. The KAD is used to assist in defining the frontal plane of the thigh segment. | + | ==== Foot ==== |
- | ==== Shank ==== | + | |
- | [[Visual3D: | + | There are several approaches to creating segments at the foot. |
- | This page shows an example | + | ^ Model ^ Description ^ |
- | ==== Foot ==== | + | | Oxford Foot | Our interpretation |
+ | | IOR Foot | How to create | ||
+ | | OrthoTrack | ||
- | There are several approaches to creating segments at the foot. We illustrate a few below. The [[Visual3D: | ||
- | === Orthotrack | + | The [[Visual3D: |
+ | - kinetic foot; | ||
+ | - heel-toe; | ||
+ | - normalized to the proximal segment; and | ||
+ | - using projected landmarks. | ||
- | This page shows an example of how Orthotrak defines the foot segment coordinate system. | ||
- | === Oxford Foot === | ||
- | |||
- | [[Visual3D: | ||
- | === IOR Foot === | ||
- | |||
- | [[Visual3D: | ||
=== Skeleton doesn' | === Skeleton doesn' | ||
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For segment coordinate systems that are collinear with the long axis of the segment, the scaling works quite well. For the foot, however, the segment coordinate system is usually defined from the mid point of the ankle markers to the mid point of the distal metatarsals. As the length of the segment changes the orientation of the foot model will change, so that the model looks good for some subjects and not good for other subjects. The wireframe model is not data, so you can modify the orientation of the wire frame model, so that the animation "looks better" | For segment coordinate systems that are collinear with the long axis of the segment, the scaling works quite well. For the foot, however, the segment coordinate system is usually defined from the mid point of the ankle markers to the mid point of the distal metatarsals. As the length of the segment changes the orientation of the foot model will change, so that the model looks good for some subjects and not good for other subjects. The wireframe model is not data, so you can modify the orientation of the wire frame model, so that the animation "looks better" | ||
- | ==== Trunk ==== | + | ==== Trunk ==== |
- | + | ||
- | The [[Visual3D: | + | |
- | + | ||
- | ==== Upper Arm ==== | + | |
- | + | ||
- | Defining the segment coordinate system for the humerus is particularly difficult because there are no bony landmarks to assist in determining the glenohumeral joint center, and medial and lateral markers on the epicondyles are close together and often do not represent the axis of rotation of the elbow. The explanation on [[Visual3D: | + | |
- | + | ||
- | ==== Forearm ==== | + | |
- | + | ||
- | There are several challenges to defining the Forearm segment coordinate system because the Forearm is treated as a rigid segment model; supination/ | + | |
- | + | ||
- | ==== Other Objects ==== | + | |
- | + | ||
- | === Construct a Box === | + | |
- | + | ||
- | - one motion tracking marker has been attached to a box. | + | |
- | - the box will not rotate when it is raised by the subject. | + | |
- | - the box was omitted from the standing trial | + | |
- | ==== Examples ==== | + | The torso presents a challenge for modelling because of the choice in defining which end is considered proximal and which end is considered distal. It is straightforward to decide that the feet are distal to the pelvis and the hands are distal to the pelvis. The trunk is less clear. In order to have a “joint” created at the shoulders it is necessary to define the trunk to have the proximal end at the pelvis and the distal end at the shoulders. |
- | === Rotate a segment coordinate system === | + | The [[Visual3D: |
- | Rotating a segment coordinate system about its long axis. | + | ==== Upper Arm ==== |
- | === Example: Missing Digitizing Pointer Markers=== | + | Defining the segment coordinate system for the humerus is particularly difficult because there are no bony landmarks to assist in determining the glenohumeral joint center, and medial and lateral markers on the epicondyles are close together and often do not represent the axis of rotation of the elbow. The [[Visual3D: |
- | [[visual3d:tutorials:modeling:introduce_missing_digitizing_pointer_markers]] | + | |
- | === Example: Missing Tracking Marker in Static Trial === | + | ==== Forearm ==== |
- | The following example is contrived, but it does happen. | + | There are several challenges |
- | Consider the following right thigh segment constructed using static markers RPPT, RAPT, RPDT, RADT. These tracking markers | + | |
- | The obvious solution to this problem is to simply remove the RAPT marker as a tracking marker, but there may be an occasion where one of the remaining 3 markers is missing for much of the movement trials because of occlusion. The solution is to replace the missing tracking target with a landmark that is placed at the expected location. | + | |
+ | ===== Examples ===== | ||
+ | - Rotating a segment coordinate system about its long axis (under construction) | ||
+ | - [[visual3d: | ||
+ | - [[visual3d: |
visual3d/documentation/modeling/segments/segment_overview.1741816438.txt.gz · Last modified: 2025/03/12 21:53 by wikisysop