visual3d:documentation:modeling:segments:segment_overview
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visual3d:documentation:modeling:segments:segment_overview [2025/03/12 21:53] – Started the clean-up. wikisysop | visual3d:documentation:modeling:segments:segment_overview [2025/04/30 19:26] (current) – Finished clean up of the page - ready for review! wikisysop | ||
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- Segments are defined by (among other things) their proximal and distal end points, which are located inside the body, but target markers can generally only be placed outside the body. | - Segments are defined by (among other things) their proximal and distal end points, which are located inside the body, but target markers can generally only be placed outside the body. | ||
- | To deal with the first complication, | + | To deal with the first complication, |
To deal with the second complication, | To deal with the second complication, | ||
Line 19: | Line 19: | ||
The Visual3D model-building tool uses standard medical terminology to define the locations and configurations of segments. As a general modelling tool, Visual3D allows for the creation of any rigid segment. Visual3D contains a number of [[[[visual3d: | The Visual3D model-building tool uses standard medical terminology to define the locations and configurations of segments. As a general modelling tool, Visual3D allows for the creation of any rigid segment. Visual3D contains a number of [[[[visual3d: | ||
- | ==== Virtual Segments ==== | + | ==== Segment Coordinate |
- | + | ||
- | Kinematic-only segments are also called [[visual3d: | + | |
- | + | ||
- | ==== Joints ==== | + | |
- | + | ||
- | The term [[Visual3D: | + | |
- | + | ||
- | In [[Visual3D: | + | |
- | + | ||
- | ==== Constructing the Segment Coordinate | + | |
- | + | ||
- | An overview of the segment definition rules can be found [[visual3d: | + | |
- | + | ||
- | === Marker Sets === | + | |
- | + | ||
- | Visual3D can create a model from almost any marker set, but there are usually suggestions. | + | |
- | === Model Metrics | + | |
- | [[visual3d: | + | |
- | Model Metrics are static values that can be used as parameters | + | Every segment |
- | These metrics include | + | - define the anatomical (or frontal) plane |
- | == Using a model metric in an expression == | + | - identify the joint centres |
+ | - align the inferior/ | ||
- | [[visual3d: | + | A complete overview of segment definition can be found [[visual3d: |
- | Using the distal radius computed from one segment as the proximal radius for another segment. Model metrics can be represented as expressions and are stored in subject data/ | ||
==== Segment Properties ==== | ==== Segment Properties ==== | ||
- | [[https:// | ||
- | The segment properties include the inertial properties | + | The [[visual3d: |
- | == Segment Mass == | + | |
- | The default | + | ^ Property ^ Description ^ |
- | == Segment Geometry | + | | [[visual3d: |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[[[visual3d: | ||
- | Visual3D models segments as cones, cylinders, spheres, and ellipsoids. VISUAL3D calculates the mass, moments of inertia (IXX, IYY, IZZ) and center of gravity location for each segment | + | ==== Virtual Segments ==== |
- | (Hanavan E. (1964) A Mathematical Model for the Human Body. Technical Report, Wright-Patterson Air Force Base) | + | |
- | [[https://apps.dtic.mil/ | + | Kinematic-only segments are also called |
- | == Segment Volume == | + | |
- | [[visual3d: | + | ===== The Pelvis ===== |
- | Visual3D | + | There are many ways to define a segment in Visual3D, |
- | == Segment Inertia == | + | |
- | [[visual3d: | + | |
- | By default the moment | + | ^ Model Name ^ Description ^ |
- | == Modify Segment Coordinate System == | + | | [[visual3d: |
- | [[visual3d: | + | | [[visual3d: |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
- | The segment coordinate system for all visual3D segments are defined consistently. When a segment is created in Visual3D | + | **NOTE**: the segment coordinate system for the CODA pelvis |
- | == Animation Surface Models == | + | |
- | [[visual3d: | + | |
- | A surface mesh can be associated with each segment. | + | ==== Hip Joint Landmarks ==== |
- | Guidelines for the representation of the surface models can be found [[visual3d: | + | |
- | ==== Pelvis ==== | + | [[visual3d: |
- | There are many ways to define a segment in Visual3D, which means there are many ways to define a Pelvis segment. | + | ==== Pelvis |
- | == Visual3D | + | |
- | [[visual3d: | + | |
- | The Visual3D pelvis refers | + | There are two common obj files used to animate |
- | == V3D_Composite_Pelvis == | + | |
- | [[visual3d: | + | |
- | The Visual3D Composite | + | ==== Normalizing the Pelvis |
- | == Coda Pelvis == | + | The CODA and Helen Hayes pelvis models are tilted forward approximately 20 degrees from the horizontal. In describing the orientation of the pelvis or for describing the hip joint angle, it is often convenient to define a pelvis angle that has a coronal plane parallel to the floor, e.g. a vertical segment with zero tilt. |
- | [[visual3d: | + | |
- | The CODA pelvis refers to a pelvis segment model used by Charnwood Dynamics that they requested that we implement. The pelvis segment | + | A demonstration of this is provided in our example |
- | == Create CODA pelvis relative to anatomical landmarks == | + | |
- | [[visual3d: | + | |
- | The segment coordinate system for the CODA pelvis is the mid-point between the ASIS markers. The anatomical landmarks are actually posterior to the ASIS markers because the motion capture system tracks the center of the marker. | + | ===== Thigh ===== |
- | This is a modest error, but it can be corrected by creating landmarks that are posterior to the ASIS markers by the radius of the motion capture marker. | + | |
- | == Helen Hayes (Davis) Pelvis | + | |
- | [[visual3d: | + | |
- | The Helen Hayes pelvis refers | + | There are several approaches |
- | == Hip_Joint_Landmarks == | + | |
- | [[visual3d: | + | |
- | Regression equations for common | + | ^ Approach ^ Description ^ |
- | == Pelvis Animation Models | + | | Using the Greater Trochanter | A thigh can be [[visual3d: |
+ | | Using Hip Joint Landmarks | A thigh segment can be [[visual3d: | ||
+ | | Using the Knee Alignment Device | A thigh can be [[visual3d: | ||
- | There are two common obj files used to animate the bones of the pelvis. | + | ===== Shank ===== |
- | == Normalizing the Pelvis Angle == | + | |
- | [[visual3d: | + | |
- | Normalizing | + | When modelling |
- | In describing | + | - one to calculate |
- | it is often convenient to define a pelvis angle that has a coronal plane parallel | + | - the other to calculate |
- | ==== Thigh ==== | + | |
- | There are several approaches to create a thigh segment in Visual3D. We have outlined a few for you on the linked pages that are found below. | + | ===== Foot ===== |
- | === Thigh using Greater Trochanter === | + | There are several approaches to creating segments at the foot. |
- | This page shows how to define | + | ^ Model ^ Description ^ |
- | === Thigh using Hip Joint Landmark === | + | | Oxford Foot | Our interpretation of the [[Visual3D: |
+ | | IOR Foot | How to create | ||
+ | | OrthoTrack Foot | OrthoTrack' | ||
- | [[# | ||
- | Another example can be found on [[Visual3D: | ||
- | === Using the Knee Alignment Device === | ||
- | This page will create | + | The [[Visual3D: |
- | ==== Shank ==== | + | - kinetic foot; |
+ | - heel-toe; | ||
+ | - normalized | ||
+ | - using projected landmarks. | ||
- | [[Visual3D: | + | ==== Skeleton doesn' |
- | + | ||
- | This page shows an example of accommodating for tibial torsion by defining two shank segments; using one to calculate the knee joint angles and the other to calculate the ankle joint angles. | + | |
- | ==== Foot ==== | + | |
- | + | ||
- | There are several approaches to creating segments at the foot. We illustrate a few below. The [[Visual3D: | + | |
- | + | ||
- | === Orthotrack Foot === | + | |
- | + | ||
- | This page shows an example of how Orthotrak defines the foot segment coordinate system. | + | |
- | === Oxford Foot === | + | |
- | + | ||
- | [[Visual3D: | + | |
- | === IOR Foot === | + | |
- | + | ||
- | [[Visual3D: | + | |
- | === Skeleton doesn' | + | |
I am guessing that you are estimating where the surface of the force platform should be based on the wire frame bones of the foot segment; you shouldn’t rely on the bones. The bones are defined relative to the segment coordinate system and scaled uniformly in all directions to the length of the segment. | I am guessing that you are estimating where the surface of the force platform should be based on the wire frame bones of the foot segment; you shouldn’t rely on the bones. The bones are defined relative to the segment coordinate system and scaled uniformly in all directions to the length of the segment. | ||
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For segment coordinate systems that are collinear with the long axis of the segment, the scaling works quite well. For the foot, however, the segment coordinate system is usually defined from the mid point of the ankle markers to the mid point of the distal metatarsals. As the length of the segment changes the orientation of the foot model will change, so that the model looks good for some subjects and not good for other subjects. The wireframe model is not data, so you can modify the orientation of the wire frame model, so that the animation "looks better" | For segment coordinate systems that are collinear with the long axis of the segment, the scaling works quite well. For the foot, however, the segment coordinate system is usually defined from the mid point of the ankle markers to the mid point of the distal metatarsals. As the length of the segment changes the orientation of the foot model will change, so that the model looks good for some subjects and not good for other subjects. The wireframe model is not data, so you can modify the orientation of the wire frame model, so that the animation "looks better" | ||
- | ==== Trunk ==== | + | ===== Trunk ===== |
- | + | ||
- | The [[Visual3D: | + | |
- | + | ||
- | ==== Upper Arm ==== | + | |
- | + | ||
- | Defining the segment coordinate system for the humerus is particularly difficult because there are no bony landmarks to assist in determining the glenohumeral joint center, and medial and lateral markers on the epicondyles are close together and often do not represent the axis of rotation of the elbow. The explanation on [[Visual3D: | + | |
- | + | ||
- | ==== Forearm ==== | + | |
- | + | ||
- | There are several challenges to defining the Forearm segment coordinate system because the Forearm is treated as a rigid segment model; supination/ | + | |
- | + | ||
- | ==== Other Objects ==== | + | |
- | + | ||
- | === Construct a Box === | + | |
- | + | ||
- | - one motion tracking marker has been attached to a box. | + | |
- | - the box will not rotate when it is raised by the subject. | + | |
- | - the box was omitted from the standing trial | + | |
- | ==== Examples ==== | + | The torso presents a challenge for modelling because of the choice in defining which end is considered proximal and which end is considered distal. It is straightforward to decide that the feet are distal to the pelvis and the hands are distal to the pelvis. The trunk is less clear. In order to have a “joint” created at the shoulders it is necessary to define the trunk to have the proximal end at the pelvis and the distal end at the shoulders. |
- | === Rotate a segment coordinate system === | + | The [[Visual3D: |
- | Rotating a segment coordinate system about its long axis. | + | ===== Upper Arm ===== |
- | === Example: Missing Digitizing Pointer Markers=== | + | Defining the segment coordinate system for the humerus is particularly difficult because there are no bony landmarks to assist in determining the glenohumeral joint center, and medial and lateral markers on the epicondyles are close together and often do not represent the axis of rotation of the elbow. The [[Visual3D: |
- | [[visual3d:tutorials:modeling:introduce_missing_digitizing_pointer_markers]] | + | |
- | === Example: Missing Tracking Marker in Static Trial === | + | ===== Forearm ===== |
- | The following example is contrived, but it does happen. | + | There are several challenges |
- | Consider the following right thigh segment constructed using static markers RPPT, RAPT, RPDT, RADT. These tracking markers | + | |
- | The obvious solution to this problem is to simply remove the RAPT marker as a tracking marker, but there may be an occasion where one of the remaining 3 markers is missing for much of the movement trials because of occlusion. The solution is to replace the missing tracking target with a landmark that is placed at the expected location. | + | |
+ | ===== Examples ===== | ||
+ | - Rotating a segment coordinate system about its long axis (under construction) | ||
+ | - [[visual3d: | ||
+ | - [[visual3d: |
visual3d/documentation/modeling/segments/segment_overview.1741816438.txt.gz · Last modified: 2025/03/12 21:53 by wikisysop