visual3d:documentation:kinematics_and_kinetics:inverse_dynamics
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visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2024/11/20 17:04] – [Inverse Dynamics Calculations in Visual3D] wikisysop | visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2025/06/05 18:54] (current) – Cleaned up page by reorganizing sections and adjusting header-levels. wikisysop | ||
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====== Inverse Dynamics ====== | ====== Inverse Dynamics ====== | ||
- | Kinetics refers to the calculation of the Joint Moment | + | Kinetics refers to the calculation of the [[visual3d: |
- | Inverse | + | ===== Inverse |
- | Biomechanical movement analysis provides a quantitative record of motion, and thereby allows objective comparison of performance across different conditions and patient groups. Biomechanical movement analysis typically involves several discrete steps. First, the motion of tracking targets attached to the subject is recorded using cameras. Second, a biomechanical model is defined to represent selected characteristics of the subject such as the number and type of segments (inertial properties), | + | Biomechanical movement analysis provides a quantitative record of motion and thereby allows objective comparison of performance across different conditions and patient groups. Biomechanical movement analysis typically involves several discrete steps: |
+ | - First, the motion of tracking targets attached to the subject is recorded using cameras; | ||
+ | - Second, a biomechanical model is defined to represent selected characteristics of the subject such as the number and type of segments (inertial properties), | ||
+ | - Third, the kinematics of the model are calculated by determining the transformation from recorded tracking markers to the pose of each segment of the biomechanical model. The definition of the biomechanical model can be a crucial determinant of the reliability of the transformation between tracking markers and model pose and for interpreting specific movement disorders; and | ||
+ | - Fourth, inverse dynamics analysis is applied to the kinematics of the biomechanical model and to the location, magnitude, and direction of externally applied forces (e.g., ground reaction forces acting on the foot). | ||
- | Traditional inverse dynamics methods for analyzing human movement (including those incorporated into Visual3D) compute the net moments generated by muscles crossing a joint leading to the assumption that these moments are the primary controllers of movement at that joint. Inverse dynamics analysis does not provide any indication of the contribution of individual muscles. For example, a small net moment can be the result of (a) one weakly activated agonist muscle, or (b) two strongly activated muscles, one agonist and one antagonist that offset one another. The two cases, each with the same net moment, have very different implications for the efficiency of the movement effort and its stability in the face of perturbations. Researchers and clinicians | + | Traditional inverse dynamics methods for analyzing human movement (including those incorporated into Visual3D) compute the net moments generated by muscles crossing a joint leading to the assumption that these moments are the primary controllers of movement at that joint. Inverse dynamics analysis does not provide any indication of the contribution of individual muscles. For example, a small net moment can be the result of (a) one weakly activated agonist muscle, or (b) two strongly activated muscles, one agonist and one antagonist that offset one another. The two cases, each with the same net moment, have very different implications for the efficiency of the movement effort and its stability in the face of perturbations. Researchers and clinicians |
- | The interpretation of the inverse dynamics | + | The interpretation of inverse dynamics |
- | === Using Processed Input Signals | + | ===== Inverse Dynamics Calculations in Visual3D ===== |
- | In the development of Visual3D | + | Visual3D's inverse dynamics calculations are implemented using the following scheme. One of the features |
- | Note that Visual3D computes the velocity and acceleration signals used for the kinematics internally, and stores the relevant information in the [[Visual3D:Documentation: | + | {{:EquationsOfMotion1.gif}} |
- | There is an option | + | The Proximal Joint Reaction force is computed |
- | If **PROCESSED is selected**, Visual3D does not check the history of the PROCESSED signal, it just uses what it finds. | + | {{: |
- | If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal is used. | + | |
- | === Free Body Diagram === | + | |
- | A free body diagram of two segments, showing | + | The Proximal Couple (moment) computed at the proximal end of a segment is computed in a [[visual3d: |
- | {{:JointForce.gif}}\\ | + | {{:EquationsOfMotion3.gif}} |
+ | The inertial torque is transformed from the segment coordinate system into the global coordinate system using a transformation matrix that is computed from the motion capture data: | ||
- | * It is assumed that the joint forces are equal and opposite about the joint. | + | {{: |
- | * It is assumed that joint moments are equal and opposite about the joint. | + | |
- | * The distal end of one segment is not assumed to be at the same point as the proximal end of the next segment. This allows movement in the ”joint”. Regardless of the position of the proximal end of the distal segment, we translate the force to the distal end of the proximal segment for the inverse dynamics calculations. | + | |
- | === Internal vs External Joint Moment === | + | The Couple acting on a segment due to the inertial terms is given as: |
- | Visual3D calculates the Internal Moment. | + | {{: |
- | The **external moment** is balanced by the net **internal | + | Expanding |
- | Mathematically, | + | {{: |
- | **Note: The external moment | + | An advantage of this formulation |
- | === Joints | + | === Free Body Diagram |
- | The term [[Visual3D: | + | This free body diagram of two segments illustrates the traditional assumptions for inverse dynamics analysis. |
+ | * It is assumed that the joint forces are equal and opposite about the joint. | ||
+ | * It is assumed that joint moments are equal and opposite about the joint. | ||
+ | * The distal end of one segment | ||
- | In [[Visual3D:Documentation: | + | {{:JointForce.gif}} |
- | ====== Inverse Dynamics | + | ===== Considerations for Inverse Dynamics in Visual3D ===== |
- | Kinetics is the study of the forces and moments that cause motion of a body. For human movement, biomechanics attempt to determine the forces that result from muscle contractions and the torques that are produced, which together bring about the movement of the segments and thus of the whole body. | + | ==== Using Processed Input Signals ==== |
- | Visual3D's inverse dynamics calculations are implemented using the following recursive scheme. One of the features | + | In the development of Visual3D |
+ | * If **PROCESSED is selected**, Visual3D does not check the history of the PROCESSED signal, it just uses what it finds. | ||
+ | * If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal is used. | ||
- | {{:EquationsOfMotion1.gif}}\\ | + | **Note**: Visual3D computes the velocity and acceleration signals used for the kinematics internally, and stores the relevant information in the [[Visual3D: |
+ | ==== Internal vs External Joint Moment ==== | ||
- | The Proximal Joint Reaction force is computed in the Global Coordinate System. The segments attached distally to any segment are identified (e.g. for a conventional lower body gait analysis | + | Visual3D calculates the Internal Moment. |
- | {{:EquationsOfMotion2.gif}}\\ | + | **Note: The external |
- | + | ||
- | + | ||
- | The Proximal Couple (moment) computed at the proximal end of a segment | + | |
- | + | ||
- | {{: | + | |
- | + | ||
- | + | ||
- | Transform the inertial torque from the Segment Coordinate System into the Global (Laboratory) Coordinate System using a transformation matris | + | |
- | + | ||
- | {{: | + | |
- | + | ||
- | + | ||
- | The Couple acting on a segment due to the inertial terms is: | + | |
- | + | ||
- | {{: | + | |
- | + | ||
- | + | ||
- | Expanding the Force terms and reducing the resulting equation yields the proximal moment due to the inertial forces and applied moments at the joint. | + | |
- | {{: | + | ==== Joints ==== |
+ | The term [[Visual3D: | ||
- | An advantage of this recursive formulation | + | In [[Visual3D: |
- | === Sampling Rate === | + | ==== Sampling Rate ==== |
- | Many people collect analog data at a higher rate than their motion capture data, which is the point rate. | + | Many people collect |
- | This is fine, as long as the higher rate is an integer multiple of the point rate. | + | |
- | When force data are applied to a model, the resulting Link_Model_Based data are at point rate. | + | |
- | This is because forces applied to segments cannot be calculated where the segment location is unknown | + | |
- | i.e. there are no target data to generate segment locations for the ‘extra’ analog frames. | + | |
- | However, the FORCE data retain the analog data rate. | + | |
- | These ‘extra’ sample points are displayed as SUB frames | + | |
- | The first subframe is synchronized with the point data, and it is this first subframe that is used for Inverse Dynamics calculations. | + | |
- | Other Link_Model_Based data, which are based on segments, are also sampled at the point rate, since segmental data can only ever be calculated at point rate. | + | |
- | === Center of Mass of the Model === | + | The FORCE data retain |
- | Visual3D calculates the center | + | ==== Centre |
- | The signal representing | + | Visual3D calculates |
- | The center | + | The signal representing the location of the centre of mass of the model at every frame can be found in the KINETIC_KINEMATIC folder in the data tree. The centre |
visual3d/documentation/kinematics_and_kinetics/inverse_dynamics.txt · Last modified: 2025/06/05 18:54 by wikisysop