visual3d:tutorials:kinematics_and_kinetics:instrumented_treadmills
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
visual3d:tutorials:kinematics_and_kinetics:instrumented_treadmills [2024/07/16 17:02] – removed sgranger | visual3d:tutorials:kinematics_and_kinetics:instrumented_treadmills [2024/12/09 16:06] (current) – [Force Platform Origin Parameter] wikisysop | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== Instrumented Treadmills ====== | ||
+ | |||
+ | **Before going through this tutorial or collecting instrumented treadmill data, you should review the [[Visual3D: | ||
+ | |||
+ | This tutorial contains basic processing steps that apply to instrumented treadmills, including: | ||
+ | |||
+ | |{{: | ||
+ | |{{: | ||
+ | |||
+ | ===== Force Platform Origin Parameter ===== | ||
+ | Instrumented treadmill data from Vicon Nexus is often stored incorrectly in the C3D file. See: | ||
+ | |||
+ | [[visual3d: | ||
+ | |||
+ | ===== Use Processed Analogs for Ground Reaction Force Calculations ===== | ||
+ | |||
+ | |Specify that ANALOG PROCESSED signals should be used for computing the Ground Reaction Force\\ \\ You want use Processed Targets and Analogs checked, leave Use Processed Forces unchecked. More information about this can be found [[Visual3D: | ||
+ | |||
+ | ===== Set Minimum Force Threshold ===== | ||
+ | |||
+ | Under the Visual3D Force Menu is an option to set a threshold for force platform/ | ||
+ | |||
+ | |**Force -> Modify Minimum Force Platform Value...** | ||
+ | |Set the minimum force platform value. Most force platform manufacturers recommend a minimum of **50 N** for treadmill data. | | ||
+ | |||
+ | \\ | ||
+ | If the computed force is less than the minimum force, the force and freemoment are set to zero, the COP is set to [[Visual3D: | ||
+ | |||
+ | This value can also be set using the pipeline command **[[Visual3D: | ||
+ | |||
+ | ===== Filter the ANALOG signals ===== | ||
+ | |||
+ | |**1. Filter the ANALOG data.**\\ \\ - Expand the data tree in **Signal and Event Processing** mode.\\ - With the **Right Mouse** Button select the **ORIGINAL** folder under the **ANALOG** folder.\\ - With the **Left Mouse** Button select the **lowpass** option.\\ - Select **Done** to execute the command.\\ \\ See [[https:// | ||
+ | |**2. Specify the desired parameters for the Lowpass Filter Command. Example: | ||
+ | |**3. Check that data was filtered: | ||
+ | |Selecting the **History tab** displays the processing history of the signal. | ||
+ | |||
+ | **4. Hit Recalc to update the workspace** No changes will be made to dependent signals until Recalc is hit.\\ | ||
+ | \\ | ||
+ | **NOTE:** These steps can be done using the pipeline using the [[Visual3D: | ||
+ | |||
+ | ===== Analog Signal Baseline Values ===== | ||
+ | |||
+ | For instrumented treadmills, it is critical to set appropriate baselines for the analog signals that compensate for bias in the amplifiers. | ||
+ | |||
+ | For fixed platforms, it is straightforward to a range of frames for which the platform is unloaded. [[Visual3D: | ||
+ | |||
+ | In Visual3D version 6 we have introduced a command [[Visual3D: | ||
+ | |||
+ | [[Visual3D: | ||
+ | ! /FP_NUMBER= | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | **;** | ||
+ | This command does three things: | ||
+ | |||
+ | - Zeros the force signal without having to specify a [[Visual3D: | ||
+ | - Defines the [[Visual3D: | ||
+ | - Looks at the before/ | ||
+ | |||
+ | The [[Visual3D: | ||
+ | |||
+ | |||
+ | ===== Force Assignment ===== | ||
+ | |||
+ | The force assignments to segments should be computed automatically by Visual3D. | ||
+ | |||
+ | it is vitally important that Force Assignments are checked for validity (e.g. complete stance phase, only one foot in contact with a platform at a time, etc) because the [[Visual3D: | ||
+ | |||
+ | In the figure below the presence of the blue arrow displays the combined force vector from the two platforms. | ||
+ | |||
+ | {{: | ||
+ | {{: | ||
+ | ===== Examples ===== | ||
+ | |||
+ | This script below is an example of locating the corners using markers, but it's actually recommended to do this using [[CalTester: | ||
+ | |||
+ | This only needs to be done if your force platforms position changes relative to the motion capture origin - like if you have an inclined treadmill. | ||
+ | |||
+ | | **Locating Corners Using Markers** | ||
+ | |[[Visual3D: | ||
+ | |||
+ | |||
visual3d/tutorials/kinematics_and_kinetics/instrumented_treadmills.1721149366.txt.gz · Last modified: 2024/07/16 17:02 by sgranger