User Tools

Site Tools


visual3d:documentation:modeling:segments:segment_inertia

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
visual3d:documentation:modeling:segments:segment_inertia [2024/07/16 19:27] – created sgrangervisual3d:documentation:modeling:segments:segment_inertia [2024/09/28 02:10] (current) – Cleaned up page formatting and organization. wikisysop
Line 1: Line 1:
-====== Segment_Inertia ======+===== Segment Inertia =====
  
-By default the moment of inertia of a segment is computed from the segment mass, the proximal and distal radii, and the [[Visual3D:Documentation:Modeling:Segments:Segment_Geometry|Segment Geometry]].+Visual3D computes the moment of inertia of a segment from the segment'mass, proximal and distal radii, and [[Visual3D:Documentation:Modeling:Segments:Segment_Geometry|geometry]]. The default Visual3D segments are treated as [[Visual3D:Documentation:Modeling:Segments:Segment_Geometry|geometric objects]] that have inertial properties based on their shape in accordance with Hanavan's mathematical model of the human body.
  
-The default Visual3D segments are treated as [[Visual3D:Documentation:Modeling:Segments:Segment_Geometry|geometric objects]] that have inertial properties based on their shape.+==== Inertial properties of a Cone (Conical Frustrum) ====
  
-**Hanavan E. (1964) A Mathematical Model for the Human Body. Technical Report, Wright-Patterson Air Force Base.** +Visual3D'**Cone** segment geometry is, to be precisea **conical frustrum.** A **frustra of right cones** is created by cutting the top off of a cone such that the cut is parallel to the base of the cone.
- +
-\\ +
-Please refer to [[Visual3D:Documentation:Modeling:Segments:Transforming_Segment_Moment_of_Inertia|Transforming Segment Moment of Inertia]] for details on transforming moment of inertia from one Coordinate System into another Coordinate System. +
- +
-=== Inertial properties of a Cone (Conical Frustrum) === +
- +
-One of the Visual3D segment geometries is labeled a **Cone.** To be precise the **Cone** refers to a **conical frustrum.** A **frustra of right cones** is created by cutting the top off of a cone such that the cut is parallel to the base of the cone. +
- +
-{{frustraOfRightCones1.gif}}\\ +
- +
- +
-A frustra of right cones is created by cutting the top off of a cone such that the cut is parallel to the base of the cone. +
- +
-\\+
  
 +{{:frustraOfRightCones1.gif}}
  
 For a unit length, the center of mass relative to the proximal end of the segment is located at: For a unit length, the center of mass relative to the proximal end of the segment is located at:
  
-{{frustraOfRightCones2.png}}\\+{{:frustraOfRightCones2.png}}
  
 +A Cone segment with mass M and length L has the following inertial properties:
  
-givenM= segment mass, and L= segment length+{{:FrustraOfRightCones3.jpg}}\\
  
-{{FrustraOfRightCones3.jpg}}\\+==== Inertial properties of an Elliptical Cylinder ====
  
 +Visual3D's **Cylinder** segment geometry is a right elliptical cylinder, which is a cylinder with elliptical cross-sections.
  
-=== Inertial properties of an Elliptical Cylinder ===+{{:Cylinder.gif}}
  
-{{Cylinder.gif}}\\+The distance from the proximal end of the segment to the center of mass of the segment is 
 +<code> 
 +CG_from_proximal_end = 0.5*L 
 +</code>
  
 +In Visual3D's default coordinate system, the moment of inertia of a cylinder is therefore:
  
-The distance from the proximal end of the segment to the center of mass of the segment.+{{:cylinderInertia.gif}}
  
-**CG_from_proximal_end = 0.5*L**+Note that Visual3D uses the radius at the distal end of the segment as the radius of the cylinder.
  
-The moment of inertia of a cylinder. (assuming the default Visual3D coordinate system)+==== Inertial Properties of a Sphere ====
  
-{{cylinderInertia.gif}}\\+For segments modelled as a **Sphere**, Visual3D requires a proximal segment radius and a distal segment radius. The inertial properties of the segment are calculated using only the distal radius, however, the proximal radius is still required to determine the location of the proximal segment end.
  
 +If both a medial and a lateral target are used at one end of a segment during subject calibration, then the radius at that end is determined to be one-half of the distance between these targets. If only a single target is used at the end of a segment then a qualifier, either DIST_RAD or PROX_RAD, must be used.
  
-Visual3D uses the Radius at the distal end of the segment as the Radius of the cylinder.+One notable difference arises in creating spherical segments. Visual3D expects the distal targets to be located at 50% of the distance between segment ends. This allows the distal radius to produce a realistic measure of the dimension of the sphere.
  
-=== Inertial Properties of a Sphere ===+{{:sphere.gif}}
  
-== Defining a Spherical Segment ==+The distance from the proximal end of the segment to the center of mass of the spherical segment is 
  
-For segments modeled as spheres, Visual3D requires a proximal segment radius and a distal segment radius. The inertial properties of the segment are calculated using only the distal radius. However, the proximal radius is still required to determine the location of the proximal segment end. If both a medial and a lateral target are used at one end of a segment during subject calibration, then the radius at that end is determined to be one-half of the distance between these targets. If only a single target is used at the end of a segment then a qualifier, either DIST_RAD or PROX_RAD, must be used. One notable difference arises in creating spherical segments. Visual3D expects the distal targets to be located at 50% of the distance between segment ends. This allows the distal radius to produce a realistic measure of the dimension of the sphere.+<code> 
 +CG_from_proximal_end = L 
 +</code>
  
-{{sphere.gif}}\\+Within Visual3D's default coordinate system, then, the moment of inertia of a sphere is:
  
 +{{:SphereInertia.gif}}
  
-The distance from the proximal end of the segment to the center of mass of the segment.+Note that Visual3D uses the radius at the distal end of the segment as the radius of the sphere. The length of the sphere is determined from the distance between the segment's proximal and distal ends.
  
-**CG_from_proximal_end L**+==== Inertial Properties of an Ellipsoid ====
  
-The moment of inertia of an sphere. (assuming the default Visual3D coordinate system)+Visual3D also allows segments to be defined as an **Ellipsoid**, or deformed sphere.
  
-{{SphereInertia.gif}}\\+{{:ellipsoid.gif}}
  
 +The distance from the proximal end of the segment to the center of mass of an ellipsoid segment is given by:
 +<code>
 +CG_from_proximal_end = L
 +</code>
  
-Visual3D uses the Radius at the distal end of the segment as the Radius of the Sphere. The Length of the Sphereis from the Proximal End to the Distal End of the segment.+Within Visual3D's default coordinate system, the moment of inertia of an ellipsoid is:
  
-=== Inertial Properties of an Ellipsoid ===+{{:EllipsoidInertia.gif}}
  
-{{ellipsoid.gif}}\\+Visual3D uses the radius at the distal end of the segment as the radius of the ellipsoid. The length of the ellipsoid is calculated as tghe distance between the sgement's proximal and distal ends.
  
 +==== Alternative Approaches ====
  
-The distance from the proximal end of the segment to the center of mass of the segment.+The user is free to modify segment characteristics away from Visual3D's defaults for both inertial parameters and coordinate systems.
  
-**CG_from_proximal_end L**+=== Adjusted Zatsiorsky-Seluyanov's segment inertia parameters ===
  
-The moment of inertia of an ellipsoid. (assuming the default Visual3D coordinate system)+It is possible to use the [[visual3d:documentation:definitions:adjusted_zatsiorsky-seluyanov_s_segment_inertia_parameters|Adjusted Zatsiorsky-Seluyanov's segment inertia parameters]] in Visual3D instead of the default parameters from Dempster and Hanavan.
  
-{{EllipsoidInertia.gif}}\\+These inertial parameters adjust the original Zatsiorsky-Seluyanov segment inertia parameters from using bony landmarks as reference points to  using joints centres instead since these more commonly used in biomechanics.
  
 +=== Entering Inertial Values Using Expressions ===
  
-Visual3D uses the Radius at the distal end of the segment as the Radius of the Ellipsoid. The Length of the Ellipsoid is from the Proximal End to the Distal End of the segment.+Visual3D allows the user to put [[visual3d:documentation:pipeline:expressions:expressions_overview|expressions]] into the edit boxes, which means that any mathematical expression or regression equation can be used to express a segment's inertial properties and center of mass.
  
-=== Entering Inertial Values Using Expressions ===+See the page covering [[Visual3D:Documentation:Pipeline:Force_Commands:Entering_Inertial_Values_Using_Expressions|entering inertial values using expressions]] for more details.
  
-It is possible to include any regression equations for the inertia and center of mass because Visual3D allows the user to put expressions into the edit boxes. Refer to [[Visual3D:Documentation:Pipeline:Force_Commands:Entering_Inertial_Values_Using_Expressions|Entering Inertial Values Using Expressions]] for more details. +=== Coordinate System Transformations ===
- +
-=== Adjusted Zatsiorsky-Seluyanov's segment inertia parameters ===+
  
-Using the Adjusted Zatsiorsky-Seluyanov'segment inertia parameters in Visual3D instead of the default Dempter's and Hanavan's.+Visual3D allows users to flexibly express a segment'moment of inertia in any coordinate system. See the page on [[Visual3D:Documentation:Modeling:Segments:Transforming_Segment_Moment_of_Inertia|transforming segment moments of inertia]] for complete details.
  
 +==== References ====
  
 +   * Hanavan E. (1964) A Mathematical Model for the Human Body. Technical Report, Wright-Patterson Air Force Base
  
visual3d/documentation/modeling/segments/segment_inertia.1721158043.txt.gz · Last modified: 2024/07/16 19:27 by sgranger