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visual3d:documentation:kinematics_and_kinetics:external_forces:force_platforms

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visual3d:documentation:kinematics_and_kinetics:external_forces:force_platforms [2025/09/12 18:45] – [Filtering Force Signals] wikisysopvisual3d:documentation:kinematics_and_kinetics:external_forces:force_platforms [2025/09/12 18:51] (current) – [C3D Channels] wikisysop
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 1. Filter the ANALOG signals and select the option to use PROCESSED ANALOGS. In this case you will not need to filter the resulting FORCE, COFP, and FREEMOMENT signals. 1. Filter the ANALOG signals and select the option to use PROCESSED ANALOGS. In this case you will not need to filter the resulting FORCE, COFP, and FREEMOMENT signals.
  
-{{:Visual3D_Filtering_Analog_Force_Signals.png?500x}}+{{:Visual3D_Filtering_Analog_Force_Signals.png?800x}}
  
 In order to use PROCESSED ANALOGS, verify in the settings menu that the option **Use Processed Anglogs for Ground Reaction Force Calculations** is checked. If this is the case, then Visual3D will calculate the FORCE, COFP, and FREEMOMENT signals using the signals found in ANALOG::PROCESSED. If the PROCESSED folder does not exist, then Visual3D will default to using the ORIGINAL folder instead. In order to use PROCESSED ANALOGS, verify in the settings menu that the option **Use Processed Anglogs for Ground Reaction Force Calculations** is checked. If this is the case, then Visual3D will calculate the FORCE, COFP, and FREEMOMENT signals using the signals found in ANALOG::PROCESSED. If the PROCESSED folder does not exist, then Visual3D will default to using the ORIGINAL folder instead.
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 2. Filter the FORCE signals directly. In this case you should also filter the COFP and FREEMOMENT signals. 2. Filter the FORCE signals directly. In this case you should also filter the COFP and FREEMOMENT signals.
  
-{{:Visual3D_Filtering_Force_Signals.png?500x}}+{{:Visual3D_Filtering_Force_Signals.png?800x}}
  
 In order to use these PROCESSED signals, verify in the settings menu that the option **Use Processed Targets for Model/Segment/LinkModelBased items** is checked. If this is the case, then Visual3D will calculate any [[Visual3D:Documentation:Visual3D_Signal_Types:KINETIC_KINEMATIC_Data_Type|kinetic and kinematic]] signals using the signals in the PROCESSED folder of the TARGETS, FORCE, COFP, and FREEMOMENT signal types. Again, if the PROCESSED folder does not exist, then Visual3D will default to using the respective ORIGINAL folders instead. In order to use these PROCESSED signals, verify in the settings menu that the option **Use Processed Targets for Model/Segment/LinkModelBased items** is checked. If this is the case, then Visual3D will calculate any [[Visual3D:Documentation:Visual3D_Signal_Types:KINETIC_KINEMATIC_Data_Type|kinetic and kinematic]] signals using the signals in the PROCESSED folder of the TARGETS, FORCE, COFP, and FREEMOMENT signal types. Again, if the PROCESSED folder does not exist, then Visual3D will default to using the respective ORIGINAL folders instead.
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 The number of channels associated with a force platform and the information carried by each channel varies with the force platform manufacturer (usually represented as a force platform [[Visual3D:Documentation:Pipeline:Force_Commands:FP_TYPE|TYPE]] in the C3D format). The specifics of each force platform type can be found on the associated page: The number of channels associated with a force platform and the information carried by each channel varies with the force platform manufacturer (usually represented as a force platform [[Visual3D:Documentation:Pipeline:Force_Commands:FP_TYPE|TYPE]] in the C3D format). The specifics of each force platform type can be found on the associated page:
  
-[[visual3d:documentation:pipeline:force_commands:fp_type_1|FP_TYPE 1]] [[visual3d:documentation:pipeline:force_commands:fp_type_2|FP_TYPE 2]] [[visual3d:documentation:pipeline:force_commands:fp_type_3|FP_TYPE 3]] [[visual3d:documentation:pipeline:force_commands:fp_type_4|FP_TYPE 4]] [[visual3d:documentation:pipeline:force_commands:fp_type_5|FP_TYPE 5]] [[visual3d:documentation:pipeline:force_commands:fp_type_6|FP_TYPE 6]] [[visual3d:documentation:pipeline:force_commands:fp_type_7|FP_TYPE 7]] |+  * [[visual3d:documentation:pipeline:force_commands:fp_type_1|FP_TYPE 1]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_2|FP_TYPE 2]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_3|FP_TYPE 3]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_4|FP_TYPE 4]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_5|FP_TYPE 5]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_6|FP_TYPE 6]] 
 +  * [[visual3d:documentation:pipeline:force_commands:fp_type_7|FP_TYPE 7]]
  
 ==== Computing Force, COP, and Free Moment ==== ==== Computing Force, COP, and Free Moment ====
visual3d/documentation/kinematics_and_kinetics/external_forces/force_platforms.1757702701.txt.gz · Last modified: 2025/09/12 18:45 by wikisysop