visual3d:documentation:modeling:segments:segment_overview
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visual3d:documentation:modeling:segments:segment_overview [2024/11/03 12:22] – [Constructing the Segment Coordinate System] wikisysop | visual3d:documentation:modeling:segments:segment_overview [2025/05/16 13:03] (current) – Added section for shadow segments. wikisysop | ||
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A Visual3D model consists of a set of rigid segments, each of which corresponds to a body segment (major bone structure) of the subject whose motion is under study. We use the terms model segment and body segment when it is necessary to distinguish between the conceptual/ | A Visual3D model consists of a set of rigid segments, each of which corresponds to a body segment (major bone structure) of the subject whose motion is under study. We use the terms model segment and body segment when it is necessary to distinguish between the conceptual/ | ||
- | The instantaneous position and orientation of all a segment is called the pose of the segment. The central function of Visual3D is translation of the target-marker positions (as reported by the motion-tracking apparatus) into the pose of the corresponding model. Two factors complicate this process: | + | The instantaneous position and orientation of all a segment is called the pose of the segment. The central function of Visual3D is translation of the target-marker positions (as reported by the motion-tracking apparatus) into [[visual3d: |
+ | - The motion-tracking apparatus does not track segments; it tracks target markers attached to various chosen points on or near the subject’s 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. | ||
- | The motion-tracking apparatus | + | To deal with the first complication, |
- | To deal with the first complication, | + | To deal with the second |
- | To deal with the second complication, Visual3D allows you to define the precise spatial relationships between each segment’s | + | The illustration below shows what you might see when defining just one segment: |
+ | {{: | ||
- | The illustration below shows what you might see when defining just one segment—the right thigh. The graphic image, which is zoomed in to the right thigh region, reveals three calibration markers (yellow) which are used to define the thigh segment’s endpoints and dimensions. At the proximal (upper) end, the RHP (right hip) marker’s position is used together with an explicit radius of 0.081m (measured in the laboratory for this subject) to define the proximal endpoint. At the distal end, both medial and lateral knee markers (RMK, RLK) are available, and together define both the distal endpoint and the distal radius of the thigh segment. For mass- and moment-related computations, | + | ===== Segments ===== |
- | {{:AnnotatedModel.gif}}\\ | + | 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: |
- | ==== Segments | + | ==== Segment Coordinate Systems |
- | === Standard Anatomical Conventions === | + | Every segment in a model has its own coordinate system that Visual3D defines according to a reliable set of rules. Briefly, given the distal and proximal end of a segment Visual3D will: |
+ | - define the anatomical (or frontal) plane | ||
+ | - identify the joint centres that lie on the anatomical plane | ||
+ | - align the inferior/ | ||
- | The Visual3D model-building tool uses standard medical terminology to define the locations and configurations | + | A complete overview |
- | === Default Segment Names === | + | |
- | [[visual3d: | + | ==== Segment Properties ==== |
- | Visual3D provides general | + | The [[visual3d: |
- | === Default Joint Names === | + | |
- | [[visual3d: | + | ^ Property ^ Description ^ |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[[[visual3d: | ||
- | Visual3D creates joint names automatically for the default segments. | + | ==== Virtual Segments |
- | Visual3D contains a number of default segment names that are provided for the convenience of the user. These default segments contain geometry, the inertial properties, and the wire frame model. Users that create their own segment names need to add this information in the segment properties tab in Model Builder Mode | + | |
- | === Virtual Segments === | + | |
- | [[visual3d: | + | Kinematic-only segments are also called |
- | We have grown accustomed to referring to Kinematic Only Segments as Virtual Segments. The defining criterion for distinguishing a Virtual Segment from other segments in Visual3D is that these segments do not get included in the Inverse Dynamics calculations. These segments can not be assigned external forces and will not have Joints created at their proximal end points. | + | ==== Shadow Segments |
- | ==== Joints | + | |
- | The term [[Visual3D:Documentation:Kinematics_and_Kinetics:Joint|Joint]] is used periodically throughout Visual3D, and has several different meanings. This tutorial focuses on a joint that connects two kinetic segments. | + | Virtual segments provide a convenient way to include multiple definitions for a segment within a single model, but these multiple definitions do not easily allow for external constraints (like an [[visual3d:documentation:kinematics_and_kinetics:inverse_kinematics|Inverse Kinematic]] chain) to be applied consistently across all segment definitions. For example, if a Virtual Segment is defined with relation to a segment and then an Inverse Kinematics constraint is applied to the original segment, the changes in the original segment' |
- | In [[Visual3D:Documentation:Kinematics_and_Kinetics:Six_Degrees_of_Freedom|6 DOF]] tracking there is no explicit linkage (or joint) connecting the segments. Visual3D explores the collection of segments and considers any two segments in proximity (the distal end of one segment and the proximal end of another segment within the radius of the segment ends) to be " | + | Shadow segments resolve this issue by allowing that segment' |
- | ==== Constructing | + | Shadow segments were introduced in Visual3D with v2023.11.1. As of v2024.05.1, Visual3D adds shadow segments for the thorax and feet in the automatic models built from Theia3D and [[visual3d: |
- | An overview of the segment definition rules can be found [[visual3d: | + | ===== Segment Definitions ===== |
- | === Marker Sets === | + | There are many ways to define the segments of the human body in Visual3D. The definitions and comments provided below are intended to get you thinking about the variety of definitions available. They should be thought of as a starting point for your own analysis and not iron-clad rules. |
- | Visual3D can create a model from almost any marker set, but there are usually suggestions. | + | ==== Pelvis ==== |
- | === Model Metrics | + | |
- | [[visual3d: | + | |
- | Model Metrics | + | There are many ways to define a segment |
- | These metrics include the MASS and HEIGHT of the subject, segment proximal and distal radius values that are computed during | + | |
- | == Using a model metric in an expression == | + | |
- | Using the distal | + | ^ Model Name ^ Description ^ |
- | ==== Segment Properties ==== | + | | [[visual3d: |
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
+ | | [[visual3d: | ||
- | The segment | + | **NOTE**: the segment |
- | == Segment Mass == | + | |
- | The default segment masses defined in Visual3D are based on [[[https:// | + | === Hip Joint Landmarks === |
- | == Segment Geometry | + | |
- | Visual3D models | + | [[visual3d: |
- | == Segment Volume == | + | |
- | Visual3D models segments as cones, cylinders, spheres, and ellipsoids. Visual3D doesn' | + | === Pelvis Animation Models (obj, v3g, wrl) === |
- | == Segment Inertia | + | |
- | By default | + | There are two common obj files used to animate |
- | == Modify Segment Coordinate System == | + | |
- | The segment coordinate system for all visual3D segments are defined consistently. When a segment is created in Visual3D the default segment coordinate system is consistent with the laboratory coordinate system. The segment coordinate system can be modified to suit your preferences. | + | === Normalizing the Pelvis Angle === |
- | == Animation Surface Models | + | |
- | A surface mesh can be associated with each segment. | + | The CODA and Helen Hayes pelvis models are tilted forward approximately 20 degrees from the horizontal. In describing |
- | Guidelines for the representation | + | |
- | ==== Pelvis ==== | + | A demonstration |
- | + | ||
- | There are many ways to define a segment in Visual3D, which means there are many ways to define a Pelvis segment. | + | |
- | == Visual3D Pelvis == | + | |
- | + | ||
- | The Visual3D pelvis refers to a pelvis segment defined as a default Visual3D segments. Markers on the Iliac Crest specify the proximal end of the segment. Markers on the Greater Trochanter specify the distal end of the segment. The length of the Pelvis segment is defined as the distance from the proximal end to the distal end. | + | |
- | == V3D_Composite_Pelvis == | + | |
- | + | ||
- | The Visual3D Composite Pelvis has a local coordinate system that is aligned with many of the traditional pelvis definitions (Coda, Helen Hayes, Plugin-Gait), | + | |
- | + | ||
- | == Coda Pelvis == | + | |
- | + | ||
- | The CODA pelvis refers to a pelvis segment | + | |
- | == Create CODA pelvis relative to anatomical landmarks == | + | |
- | + | ||
- | 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. | + | |
- | 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 == | + | |
- | + | ||
- | The Helen Hayes pelvis refers to a pelvis segment model defined by Davis et. at. (1991) and used by many manufacturers, | + | |
- | == Hip_Joint_Landmarks == | + | |
- | + | ||
- | Regression equations for common hip joint landmarks relative to the pelvis segment coordinate system. | + | |
- | == Pelvis Animation Models (obj, v3g, wrl) == | + | |
- | + | ||
- | There are two common obj files used to animate the bones of the pelvis. | + | |
- | == Normalizing the Pelvis Angle == | + | |
- | Normalizing the Pelvis Segment Angle. The Coda and Helen Hayes pelvis 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 (eg a vertical segment with zero tilt). | ||
==== Thigh ==== | ==== Thigh ==== | ||
- | There are several approaches to create a thigh segment in Visual3D. We have outlined | + | There are several approaches to create a thigh segment in Visual3D, a few are outlined |
- | === Thigh using Greater Trochanter | + | ^ Approach ^ Description ^ |
+ | | Using the Greater Trochanter | ||
+ | | Using Hip Joint Landmarks | A thigh segment can be [[visual3d: | ||
+ | | Using the Knee Alignment Device | A thigh can be [[visual3d: | ||
- | This page shows how to define the thigh segment using the greater trochanter as the proximal-lateral marker. | + | ==== Shank ==== |
- | === Thigh using Hip Joint Landmark | + | |
- | [[# | + | When modelling |
- | Another example | + | - one to calculate |
- | === Using the Knee Alignment Device === | + | - the other to calculate the ankle joint angles. |
- | This page will create the thigh segment using a Knee Alignment Device. The Knee Alignment Device (KAD) is manufactured by Motion Lab Systems. The KAD is used to assist in defining the frontal plane of the thigh segment. | + | ==== Foot ==== |
- | ==== Shank ==== | + | |
- | [[Visual3D: | + | There are several approaches to creating segments at the foot. |
- | This page shows an example | + | ^ Model ^ Description ^ |
- | ==== Foot ==== | + | | Oxford Foot | Our interpretation |
+ | | IOR Foot | How to create | ||
+ | | OrthoTrack | ||
- | There are several approaches to creating segments at the foot. We illustrate a few below. The [[Visual3D: | ||
- | === Orthotrack | + | The [[Visual3D: |
+ | - kinetic foot; | ||
+ | - heel-toe; | ||
+ | - normalized to the proximal segment; and | ||
+ | - using projected landmarks. | ||
- | This page shows an example of how Orthotrak defines the foot segment coordinate system. | ||
- | === Oxford Foot === | ||
- | |||
- | [[Visual3D: | ||
- | === IOR Foot === | ||
- | |||
- | [[Visual3D: | ||
=== Skeleton doesn' | === Skeleton doesn' | ||
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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 | + | The torso presents |
- | - one motion tracking marker has been attached | + | The [[Visual3D: |
- | - the box will not rotate when it is raised by the subject. | + | |
- | - the box was omitted from the standing trial | + | |
- | ==== Examples | + | ==== Upper Arm ==== |
- | === Rotate a segment coordinate system | + | Defining the segment coordinate system |
- | Rotating a segment coordinate system about its long axis. | + | ==== Forearm ==== |
- | === Example: Missing Tracking Marker in Static Trial === | + | |
- | 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.1730636554.txt.gz · Last modified: 2024/11/03 12:22 by wikisysop