visual3d:documentation:modeling:segments:segment_overview
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visual3d:documentation:modeling:segments:segment_overview [2025/04/30 19:26] – Finished clean up of the page - ready for review! wikisysop | visual3d:documentation:modeling:segments:segment_overview [2025/05/16 13:03] (current) – Added section for shadow segments. wikisysop | ||
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Kinematic-only segments are also called [[visual3d: | Kinematic-only segments are also called [[visual3d: | ||
- | ===== The Pelvis | + | ==== Shadow Segments |
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+ | Virtual segments provide a convenient way to include multiple definitions for a segment within a single model, but these multiple definitions do not easily allow for external constraints (like an [[visual3d: | ||
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+ | Shadow segments resolve this issue by allowing that segment' | ||
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+ | Shadow segments were introduced in Visual3D with v2023.11.1. As of v2024.05.1, Visual3D adds shadow segments for the thorax and feet in the automatic models built from Theia3D and [[visual3d: | ||
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+ | ===== Segment Definitions ===== | ||
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+ | There are many ways to define the segments of the human body in Visual3D. | ||
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+ | ==== Pelvis | ||
There are many ways to define a segment in Visual3D, which means there are many ways to define the Pelvis segment. | There are many ways to define a segment in Visual3D, which means there are many ways to define the Pelvis segment. | ||
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**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 the center of the marker. This is a modest error, but it can be corrected by [[visual3d: | **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 the center of the marker. This is a modest error, but it can be corrected by [[visual3d: | ||
- | ==== Hip Joint Landmarks | + | === Hip Joint Landmarks === |
[[visual3d: | [[visual3d: | ||
- | ==== Pelvis Animation Models (obj, v3g, wrl) ==== | + | === Pelvis Animation Models (obj, v3g, wrl) === |
There are two common obj files used to animate the bones of the pelvis. | There are two common obj files used to animate the bones of the pelvis. | ||
- | ==== Normalizing the Pelvis Angle ==== | + | === Normalizing the Pelvis Angle === |
The CODA and Helen Hayes pelvis models 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, e.g. a vertical segment with zero tilt. | The CODA and Helen Hayes pelvis models 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, e.g. a vertical segment with zero tilt. | ||
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A demonstration of this is provided in our example of [[visual3d: | A demonstration of this is provided in our example of [[visual3d: | ||
- | ===== Thigh ===== | + | ==== Thigh ==== |
There are several approaches to create a thigh segment in Visual3D, a few are outlined below. | There are several approaches to create a thigh segment in Visual3D, a few are outlined below. | ||
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| Using the Knee Alignment Device | A thigh can be [[visual3d: | | Using the Knee Alignment Device | A thigh can be [[visual3d: | ||
- | ===== Shank ===== | + | ==== Shank ==== |
When modelling the shank it is possible to encounter difficulties related to tibial torsion. This can be [[[[Visual3D: | When modelling the shank it is possible to encounter difficulties related to tibial torsion. This can be [[[[Visual3D: | ||
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- the other to calculate the ankle joint angles. | - the other to calculate the ankle joint angles. | ||
- | ===== Foot ===== | + | ==== Foot ==== |
There are several approaches to creating segments at the foot. | There are several approaches to creating segments at the foot. | ||
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- using projected landmarks. | - using projected landmarks. | ||
- | ==== Skeleton doesn' | + | === Skeleton doesn' |
I am guessing that you are estimating where the surface of the force platform should be based on the wire frame bones of the foot segment; you shouldn’t rely on the bones. The bones are defined relative to the segment coordinate system and scaled uniformly in all directions to the length of the segment. | I am guessing that you are estimating where the surface of the force platform should be based on the wire frame bones of the foot segment; you shouldn’t rely on the bones. The bones are defined relative to the segment coordinate system and scaled uniformly in all directions to the length of the segment. | ||
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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 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. | 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. | ||
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The [[Visual3D: | The [[Visual3D: | ||
- | ===== Upper Arm ===== | + | ==== 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 [[Visual3D: | 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: | ||
- | ===== Forearm | + | ==== Forearm ==== |
There are several challenges to defining the Forearm segment coordinate system because the Forearm is treated as a rigid segment model; supination/ | There are several challenges to defining the Forearm segment coordinate system because the Forearm is treated as a rigid segment model; supination/ |
visual3d/documentation/modeling/segments/segment_overview.1746041166.txt.gz · Last modified: 2025/04/30 19:26 by wikisysop