visual3d:documentation:modeling:segments:segment_overview
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visual3d:documentation:modeling:segments:segment_overview [2025/03/13 20:38] – Continued clean up. Currently working on the Thigh. wikisysop | visual3d:documentation:modeling:segments:segment_overview [2025/05/16 13:03] (current) – Added section for shadow segments. 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, | ||
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==== Segment Properties ==== | ==== Segment Properties ==== | ||
- | [[https:// | ||
The [[visual3d: | The [[visual3d: | ||
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Kinematic-only segments are also called [[visual3d: | Kinematic-only segments are also called [[visual3d: | ||
- | ===== The Pelvis, a segment of note ===== | + | ==== Shadow 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: | ||
+ | |||
+ | Shadow segments resolve this issue by allowing that segment' | ||
+ | |||
+ | 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: | ||
+ | |||
+ | ===== Segment Definitions ===== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | ==== Pelvis | ||
There are many ways to define a segment in Visual3D, which means there are many ways to define the Pelvis segment. | There are many ways to define a segment in Visual3D, which means there are many ways to define the Pelvis segment. | ||
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**NOTE**: 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 [[visual3d: | **NOTE**: 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 [[visual3d: | ||
- | ==== Hip_Joint_Landmarks ==== | + | === Hip Joint Landmarks |
[[visual3d: | [[visual3d: | ||
- | == Pelvis Animation Models (obj, v3g, wrl) == | + | === Pelvis Animation Models (obj, v3g, wrl) === |
There are two common obj files used to animate the bones of the pelvis. | There are two common obj files used to animate the bones of the pelvis. | ||
- | == Normalizing the Pelvis Angle == | ||
- | [[visual3d: | ||
- | Normalizing the Pelvis | + | === Normalizing the Pelvis Angle === |
- | 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 ===== | + | 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. |
- | There are several approaches to create a thigh segment | + | A demonstration of this is provided |
- | ==== Thigh using Greater Trochanter | + | ==== Thigh ==== |
- | This page shows how to define the thigh segment | + | There are several approaches |
- | ==== Thigh using Hip Joint Landmark ==== | + | |
- | [[# | + | ^ Approach ^ Description ^ |
- | Another example can be found on [[Visual3D: | + | | Using the Greater Trochanter | A thigh can be [[visual3d: |
- | ==== Using the Knee Alignment Device | + | | Using Hip Joint Landmarks | A thigh segment |
+ | | Using the Knee Alignment Device | ||
- | 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. | + | ==== Shank ==== |
- | ===== Shank ===== | + | |
- | [[Visual3D: | + | When modelling the shank it is possible to encounter difficulties related to tibial torsion. This can be [[[[Visual3D: |
+ | - one to calculate the knee joint angles; and | ||
+ | - the other to calculate the ankle joint angles. | ||
- | 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 ==== |
- | ===== Foot ===== | + | |
- | There are several approaches to creating segments at the foot. We illustrate a few below. The [[Visual3D: | + | There are several approaches to creating segments at the foot. |
- | ==== Orthotrack | + | ^ Model ^ Description ^ |
+ | | Oxford | ||
+ | | IOR Foot | How to create the multi-segment [[[[Visual3D: | ||
+ | | OrthoTrack Foot | OrthoTrack' | ||
- | This page shows an example of how Orthotrak defines the foot segment coordinate system. | ||
- | ==== Oxford Foot ==== | ||
- | [[Visual3D: | + | The [[Visual3D: |
- | ==== IOR Foot ==== | + | - kinetic foot; |
+ | - heel-toe; | ||
+ | - normalized to the proximal segment; and | ||
+ | - using projected landmarks. | ||
- | [[Visual3D: | + | === Skeleton doesn' |
- | ==== 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: | + | 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 |
- | ===== Upper Arm ===== | + | The [[Visual3D: |
- | 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: | + | ==== Upper Arm ==== |
- | ===== Forearm | + | 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: |
- | There are several challenges to defining the Forearm | + | ==== Forearm |
- | ===== Other Objects ===== | + | There are several challenges |
- | + | ||
- | ==== Construct a Box ==== | + | |
- | + | ||
- | - one motion tracking marker has been attached | + | |
- | - the box will not rotate when it is raised by the subject. | + | |
- | - the box was omitted from the standing trial | + | |
===== Examples ===== | ===== Examples ===== | ||
- | ==== Rotate a segment coordinate system ==== | + | - Rotating a segment coordinate system about its long axis (under construction) |
- | + | | |
- | Rotating a segment coordinate system about its long axis. | + | - [[visual3d:documentation: |
- | + | ||
- | ==== Example: Missing Digitizing Pointer Markers==== | + | |
- | [[visual3d: | + | |
- | + | ||
- | ==== Example: Missing Tracking Marker in Static Trial ==== | + | |
- | + | ||
- | The following example is contrived, but it does happen. | + | |
- | Consider the following right thigh segment constructed using static markers RPPT, RAPT, RPDT, RADT. These tracking markers are saved to a model template, but for the next subject the static trial is missing the RAPT marker. If the model template is applied to this trial, the right thigh segment cannot be built. | + | |
- | 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. | + | |
- | + |
visual3d/documentation/modeling/segments/segment_overview.1741898287.txt.gz · Last modified: 2025/03/13 20:38 by wikisysop