visual3d:documentation:modeling:segments:segment_coordinate_system
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visual3d:documentation:modeling:segments:segment_coordinate_system [2024/06/26 20:04] – removed sgranger | visual3d:documentation:modeling:segments:segment_coordinate_system [2024/07/17 15:45] (current) – created sgranger | ||
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+ | ====== Segment Coordinate System ====== | ||
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+ | **[[Visual3D: | ||
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+ | The Local or Segment Coordinate System is a right handed cartesian coordinate system the defines the position and orientation of a segment. | ||
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+ | === Specifying the Segment Coordinate System === | ||
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+ | The strategy for defining the Local Coordinate System (LCS) for a segment was derived from a strategy developed by Tom Kepple in the Physical Disabilities Branch at the National Institutes of Health and incorporated into the [[Visual3D: | ||
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+ | **6 Degree of Freedom modeling and Inverse Kinematics use the same rules for defining the segment coordinate system.** | ||
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+ | Visual3D requires that there is a static trial that is used to define a local coordinate system for each segment (Segment Coordinate System). | ||
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+ | The original strategy assumed that the user would define 3 or 4 locations that represented the frontal plane of the segment. In the original implementation, | ||
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+ | === Using Markers and/or Landmarks === | ||
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+ | When we refer to locations in this document we mean either motion capture markers or [[Visual3D: | ||
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+ | We do not make a distinction on the definition of the landmark, so we could be referring to [[Visual3D: | ||
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+ | === Option 1 - Specify 4 locations. === | ||
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+ | If 4 locations are specified, the frontal plane (the x-z plane by default) is computed by fitting a plane (in a least squares sense) through the four locations. The least squares fit is computed such that the sum of squares distance between the locations and the frontal plane is minimized. | ||
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+ | Two locations must be provided at each end of the segment. It is not possible to supply 3 locations at one end and 2 locations at the other end. | ||
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+ | The origin is located at the proximal endpoint | ||
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+ | The axial axis (z-axis by default) passes through the segment endpoints, and is directed from the distal endpoint to the proximal endpoint. | ||
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+ | | {{: | ||
+ | | {{: | ||
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+ | === Option 2 - Specify 3 locations === | ||
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+ | Specifying 3 locations allows much more flexibility and control of the resulting segment coordinate system, but also requires additional information that is used to define the [[Visual3D: | ||
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+ | | {{: | ||
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+ | === Option 3 - Specify 2 locations. === | ||
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+ | | {{: | ||
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+ | === Option 4 - Visual3D Enhancements to Options 1&2. === | ||
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+ | Specify 3 or 4 locations, but specifying the segment endpoint (joint center) explicitly is allowed.</ | ||
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+ | | {{: | ||
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+ | < | ||
+ | Specify 2 locations. A third location defines the orientation (frontal or sagittal plane).</ | ||
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+ | | {{: | ||
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+ | === Virtual Markers in MOVE3D and < Version 2 of Visual3D. === | ||
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+ | | {{: | ||
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+ | [[Visual3D: | ||
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+ | * Like Virtual Markers in early versions of Visual3D, Landmarks can be used to specify the segment coordinate system. | ||
+ | * Unlike Virtual markers, Landmarks can be used as tracking markers (e.g. computed locations used to track an object in a movement trial). | ||
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visual3d/documentation/modeling/segments/segment_coordinate_system.1719432267.txt.gz · Last modified: 2024/06/26 20:04 by sgranger