visual3d:documentation:definitions:right_hand_rule
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
visual3d:documentation:definitions:right_hand_rule [2024/06/19 12:47] – sgranger | visual3d:documentation:definitions:right_hand_rule [2025/04/14 13:21] (current) – Added links and reformatted example. wikisysop | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | {{{{{{{{{{{{{{{{visual3d always follows the right hand rule. the direction of positive rotation about the axis u (red arrow aligned with the right thumb) in the above figure is in the direction of curl of the fingers (blue arrow). | + | ====== Right Hand Rule ====== |
- | righthandrule.gif\\ | + | Visual3D always follows |
- | \\ | + | |
- | in order to determine the sign of the joint angle or moment, the user must visualize the segment coordinate system that the joint angle or moment is resolved into, then follow | + | |
- | the buttons for negating the signal are available for users that don't want to use the visual3d right hand rule convention. for example, some users prefer that flexion of the hip, knee, and ankle have the same sign; the right hand rule would dictate that the knee flexion is opposite in sign to the hip and ankle flexion. selecting to negate the x-component of the joint moment will cause the flexion moment to have a consistent sign. | + | {{: |
- | \\ | + | In order to determine the sign of the [[visual3d: |
+ | Users can negate signals if they don't want to use the Visual3D Right Hand Rule convention. For example, some users prefer that flexion of the hip, knee, and ankle have the same sign when the Right Hand Rule would dictate that the knee flexion is opposite in sign to the hip and ankle flexion. Negating the x-component of the [[visual3d: | ||
- | ===== example: knee angle ===== | ||
- | |it's important to understand what is meant by using the right hand rule to determine the sign - because the sign will be dependent on the model definition (x along the mediolateral axis or along the ap or along the axial - or x to the right or the left, etc).\\ \\ this is just a sample to try and walk you through understanding the signal convention for this specific example. in this example, we're looking at the knee angle, where x is pointing to the right, y is anterior and z is axial. below is a posterior image of the subject and segment coordinate systems.\\ \\ remember when trying to determine the right hand rule - it's typically easiest to imagine the coordinate system on yourself and align your right thumb with where the coordinate system would be, then curl your fingers to determine the positive direction. | + | ===== Example: Knee Angle ===== |
- | ==== for the x axis (mediolateral): ==== | + | It's important to understand what is meant by using the right hand rule to determine the sign - because the sign will be dependent on the model definition |
- | | righthandrule_rightx.png | righthandrule_leftx.png | | + | Here we consider the knee angle, where the X-axis is pointing to the right, the Y-axis points anterior and the Z-axis is axial. Remember when trying to determine the right hand rule - it's typically easiest to imagine the coordinate system on yourself and align your right thumb with where the coordinate system would be, then curl your fingers to determine the positive direction. |
- | ==== for the y axis (anterior/posterior): ==== | + | ^ Axis ^ Right Side ^ Left Side |
+ | | X-Axis | ||
+ | | Y-Axis (Anterior/Posterior) | {{: | ||
+ | | Z-Axis (Axial) | {{: | ||
- | | righthandrule_righty.png | ||
- | ==== for the z axis (axial): ==== | ||
- | | righthandrule_rightz.png | ||
- | |||
- | |||
- | }}}}}}}}}}}}}}}} |
visual3d/documentation/definitions/right_hand_rule.1718801243.txt.gz · Last modified: 2024/06/19 12:47 by sgranger