visual3d:tutorials:kinematics_and_kinetics:foot_and_ankle_angles
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visual3d:tutorials:kinematics_and_kinetics:foot_and_ankle_angles [2024/07/03 17:31] – removed sgranger | visual3d:tutorials:kinematics_and_kinetics:foot_and_ankle_angles [2025/03/04 19:06] (current) – [Create 3 projected landmarks] wikisysop | ||
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+ | ====== Foot and Ankle Angles | ||
+ | |||
+ | [[Visual3D: | ||
+ | |||
+ | A joint angle is the relative orientation of one segment relative to another segment, and mathematically is often represented as a 3x3 rotation matrix. | ||
+ | |||
+ | The most common way to present the joint angle, however, is to parse this 3x3 rotation matrix into 3 components using an Euler sequence. The conceptual challenge is that there are 16 different Euler sequences by which this 3x3 rotation matrix can be parsed, and each sequence produces 3 different component values for a given 3x3 rotation matrix. | ||
+ | |||
+ | It seems intuitively clear that there must be a standard choice of the correct sequence for a given anatomical joint, but unfortunately, | ||
+ | |||
+ | ===== Preparing for the Tutorial ===== | ||
+ | |||
+ | 1) Ensure that version 3.0 or later of Visual3D has been downloaded and installed.\\ | ||
+ | 2) Download the cmo file with the standing calibration file and model template from the website: [[https:// | ||
+ | 3) Launch the Visual3D program from the Start menu.\\ | ||
+ | The program will open to the main workspace.\\ | ||
+ | |||
+ | |||
+ | ===== Purpose ===== | ||
+ | |||
+ | 1. Discuss the minimal marker placement for a single segment foot: **[[# | ||
+ | |||
+ | 2. Discuss the right-hand rule and its application to defining joint angles: **[[# | ||
+ | |||
+ | 3. Create a simple foot definition which can be used for kinetic calculations: | ||
+ | |||
+ | 3. Use three different methods to define the foot for kinematic calculations: | ||
+ | |||
+ | **[[# | ||
+ | |||
+ | **[[# | ||
+ | |||
+ | **[[# | ||
+ | |||
+ | ===== Discussion ===== | ||
+ | |||
+ | There are many ways to define the foot. With a simple single segment foot, two feet are often used: | ||
+ | |||
+ | 1) The first foot is used for kinetic calculations, | ||
+ | 2) The second foot (often referred to as Virtual Foot) is used for kinematic calculations. The segment coordinate system of the kinematic foot is defined in such a way that the joint angle has a more clinically relevant meaning.\\ | ||
+ | |||
+ | There is no set definition of neutral ankle angle, but neutral is approximately when the foot is flat on the floor and the shank segment is vertical. Since the angle joint and toe target are not parallel to the floor, an initial offset is introduced in the ankle angle. The segment coordinate system of the kinematic foot is defined to remove this initial offset and create a more clinically relevant ankle joint angle. | ||
+ | |||
+ | This tutorial will explain 3 ways to define a kinematic only foot. Keep in mind, there is no default Visual3D foot definition, and the correct definition is dependent on your laboratory' | ||
+ | |||
+ | Note that although segments are defined using different proximal and distal landmarks, all segments are tracked using the same targets (RFT1, RFT2, RFT3). Also, since these feet are kinematic only, the radius is irrelevant and can be set to 0.1. | ||
+ | |||
+ | ===== Foot Segment - Marker Placement ===== | ||
+ | |||
+ | |__**The minimal useful marker set is as follows: | ||
+ | |||
+ | The **placement of the calcaneous marker** is then very important. The height of the calcaneous marker relative to the height of the toe marker defines dorsi-plantar flexion in the standing posture. Medial lateral placement of the calcaneous marker is important because the sagittal plane of the foot is defined by the calcaneous marker, the toe marker, and the virtual ankle center. | ||
+ | |||
+ | CA< | ||
+ | ST< | ||
+ | SMH< | ||
+ | VMH< | ||
+ | VMB< | ||
+ | PM< | ||
+ | FMB< | ||
+ | SMB< | ||
+ | |||
+ | * As previously mentioned, Visual3D does not have a default marker set or segment definition. It is therefore important to keep in mind that the marker set and segment definitions described in this tutorial as solely provided as an example. There are a number of alternatives for marker placement and segment definition. | ||
+ | |||
+ | ==== Create a Kinetic Right Foot Segment ==== | ||
+ | This is a simple representation of the foot that is adequate for many of the Kinematic and Kinetic calculations in Visual3D. It is not, however, adequate for the calculation of the ankle joint angle. | ||
+ | |||
+ | If using the **Sample Data** provided in the beginning of this tutorial, the Right Foot is defined in this way: | ||
+ | |||
+ | |**1. Create the Right Foot Segment: | ||
+ | |**2. In the Right Foot tab, Enter these values**|**Define Proximal Joint and Radius Lateral: | ||
+ | |**3. Click on Build Model and Close Tab before proceeding**|A 3D image of a foot will appear distal to the shank.| | ||
+ | |{{: | ||
+ | |||
+ | ===== Virtual Foot Method 1 - Heel to Toe ===== | ||
+ | |||
+ | This method will use the heel and toe targets to define the proximal and distal ends of the foot. | ||
+ | |||
+ | ==== Creating the Ankle and Toe Joint Centers ==== | ||
+ | |||
+ | In this tutorial we consider the Ankle Joint Center to be the distal end of the shank segment: | ||
+ | |||
+ | |**Create Right Ankle Joint Center (RAJC):**| | ||
+ | |Click the **Landmarks** Button and then select **Add New Landmark**|**Landmark Name:** RAJC\\ **Define Orientation Using:** **Existing Segment** - Right Shank\\ Offset using the following **AXIAL** Offset: -1\\ **Check:** Offset by Percent (1.0 = 100%)\\ **Do NOT Check:** Calibration Only Landmark| | ||
+ | |{{: | ||
+ | |||
+ | |**Create Right Toe Joint Center (RTOE) at the same height as the heel marker:**| | ||
+ | |Click **Landmarks** button and then select **Add New Landmark**|**Landmark Name:** RTOE\\ **Define Orientation Using: | ||
+ | |{{: | ||
+ | \\ | ||
+ | Once the Ankle Joint Centers have been created, the Foot segments can now be defined. | ||
+ | |||
+ | ==== Defining the Virtual Foot Segments ==== | ||
+ | |||
+ | Note: This definition assumes that the heel, toe, and ankle center define the sagittal plane of the foot. Care must be taken to place the heel marker carefully. Any medial/ | ||
+ | |||
+ | |**3. Create Right Virtual Foot Segment: | ||
+ | |||
+ | ==== Rotating the Virtual Foot Segments ==== | ||
+ | |||
+ | |\\ **4. Rotate the Segment Coordinate System of the Right Virtual Foot Segment: | ||
+ | |||
+ | ===== Virtual Foot Method 2 - Normalize to Proximal Segment ===== | ||
+ | |||
+ | One method for setting the Ankle Joint Angle to Zero degrees in the standing trial is to define the Segment Coordinate System for the Virtual Foot Segment to be aligned precisely with the Segment Coordinate System for the Shank. | ||
+ | |||
+ | This can be accomplished by using the same proximal and distal targets. | ||
+ | |||
+ | Note: this definition assumes that the posture in the standing trial is to be considered an ankle angle of zero degrees regardless of the actual posture. | ||
+ | |||
+ | |**6. Create Right Virtual Foot Segment: | ||
+ | |||
+ | **NOTE** Since the two segment coordinate systems are perfectly aligned the segments have identical orientation in the standing trial and hence have a joint angle of zero degrees.\\ | ||
+ | \\ | ||
+ | (The segment coordinate system in this section will **not** need to be rotated to follow the convention in the rest of the tutorial) | ||
+ | |||
+ | ===== Virtual Foot Method 3 - Projected landmarks ===== | ||
+ | |||
+ | Note: This definition assumes that the foot segment is parallel to the floor regardless of the actual posture in the standing trial. | ||
+ | |||
+ | ==== Create 3 Laboratory Landmarks ==== | ||
+ | |||
+ | Create 3 landmarks (Lab_Origin, | ||
+ | |||
+ | |**1. Create Lab_Origin: | ||
+ | |||
+ | |**2. Create Lab_X:**\\ \\ < | ||
+ | |||
+ | |**3. Create Lab_Y:**\\ \\ < | ||
+ | |||
+ | ==== Create 3 projected landmarks ==== | ||
+ | |||
+ | Create 3 landmarks (RLA_Floor, RMA_Floor, RFT1_Floor) that are the projection of the 3 markers used to define the foot onto the floor. | ||
+ | |||
+ | |**1. Create RLA_Floor: | ||
+ | |||
+ | |**2. Create RMA_Floor: | ||
+ | |||
+ | |**3. Create RFT1_Floor: | ||
+ | |||
+ | ==== Create the Virtual Foot Segment ==== | ||
+ | |||
+ | The following method creates a foot coordinate system that is aligned with the laboratory coordinate system (as established by the 3 landmarks created above). Since the landmarks are projected onto the floor, the Segment Coordinate System for the Virtual Foot will be parallel to the floor. | ||
+ | |||
+ | This orientation is convenient for describing the angle of the foot segment relative to a surface. In this example, the ankle joint angle will be close to zero in the standing posture (if the shank is vertical, the angle will be zero). | ||
+ | |||
+ | |**1. Create the Right Virtual Foot Segment: | ||
+ | |||
+ | ==== Rotate the Virtual Foot Segments ==== | ||
+ | |||
+ | |\\ **2. Rotate the Segment Coordinate System of the Right Virtual Foot Segment: | ||
+ | |||
+ | ===== Rotate Segment Coordinate System ===== | ||
+ | |||
+ | Note that the segment coordinate system is parallel to the floor but the z-axis lies in the plane of the floor rather than vertical (e.g. aligned more-or-less with the shank coordinate system). To resolve this: | ||
+ | |||
+ | \\ | ||
+ | |||
+ | |||
+ | |**Rotate the foot coordinate system:**\\ \\ 1. In the **Segment Properties** tab, select //Right Virtual Foot// in the Segment Name box.\\ \\ 2. Click the **Modify Segment Coordinate System** button. | ||
+ | |||
+ | \\ | ||
+ | |||
+ | |||
+ | |3. In the **Segment Orientation** dialog box, enter these values:\\ \\ | **A/ | ||
+ | |||
+ | ===== Ankle Joint Angle ===== | ||
+ | |||
+ | A final example of this tutorial can be seen in this [[https:// | ||
+ | \\ | ||
+ | |||
+ | |||
+ | Once this tutorial complete, a total of four foot segments have been defined:\\ | ||
+ | **Right Foot** was defined using [[# | ||
+ | **RFT_2** was defined using [[# | ||
+ | **RFT_3** was defined using [[# | ||
+ | **RFT_4** was defined using [[# | ||
+ | \\ | ||
+ | |||
+ | |||
+ | The Ankle Joint Angle can be defined using the Virtual Foot relative the Shank segment. The joint angle created by each foot definition can be plotted and compared to see which is the most ideal definition for your specific task. | ||
+ | |||
+ | ===== Ankle Angle Explained ===== | ||
+ | |||
+ | === Understanding the Ankle Angle Signal === | ||
+ | |||
+ | This section will explain a little more about the definition of the ankle and the right hand rule.\\ | ||
+ | The graphs in this section are saved in a cmo file which can be downloaded [[https:// | ||
+ | |||
+ | |||
+ | === Right Hand Rule === | ||
+ | |||
+ | |{{: | ||
+ | |||
+ | === Define the Ankle Angle (Following the Right Hand Rule for both sides) === | ||
+ | |||
+ | **Define the Left and Right Ankle Angles in Compute Model Based:**\\ | ||
+ | |||
+ | |||
+ | 1. Go to the **Model** drop down menu\\ | ||
+ | |||
+ | 2. Select **Compute Model Based Data**\\ | ||
+ | |||
+ | 3. Define the ankle angle using the following convention\\ | ||
+ | |||
+ | | {{: | ||
+ | |||
+ | **NOTE:** RFT_2 and LFT_2 are virtual feet which were created using [[# | ||
+ | \\ | ||
+ | |||
+ | |||
+ | === Graph the Ankle Angle (without consistent sign convention) === | ||
+ | |||
+ | **Graph the X Y and Z components of the Ankle Angle:**\\ | ||
+ | The signals can be graphed as an [[Visual3D: | ||
+ | \\ | ||
+ | |||
+ | |||
+ | | {{: | ||
+ | |||
+ | **As per the above description, | ||
+ | |||
+ | === Define the Ankle Angle (Sign convention using the Right Hand Rule from the Right side only) === | ||
+ | |||
+ | Define the Left and Right Ankle Angles in Compute Model Based: | ||
+ | |||
+ | | **Negate the Y and Z components of the Left Ankle Angle**\\ {{: | ||
+ | |||
+ | **Negating a component simply multiplies the signal by -1, to change its sign convention.** | ||
+ | |||
+ | === Graph the Ankle Angle (with consistent sign convention) === | ||
+ | |||
+ | \\ | ||
+ | **Graph the X Y and Z components of the Ankle Angle:**\\ | ||
+ | |||
+ | |||
+ | | {{: | ||
+ | |||
+ | \\ | ||
+ | The resulting rotations about the y-axis/ | ||
+ | The resulting rotations about the z-axis/ | ||
+ | |||
+ | |||
+ | ===== Foot Progression Angle ===== | ||
+ | |||
+ | The foot progression angle is a measure often used in clinical settings, to assess toe-in/ | ||
+ | |||
+ | Please note that neither of the proposed methods in this tutorial is the method used by Vicon in Nexus and referred as Foot Progression Angle. | ||
+ | |||
+ | ==== Using a Virtual Lab ==== | ||
+ | |||
+ | When using a model that includes a Pelvis segment, it is recommended to create a Virtual Laboratory that will change with the direction of walking. This allows to compute consistent Pelvic angle, without being affected by the direction of walking. | ||
+ | |||
+ | The same also applies to the Foot Progression Angle. To compute the progression angle relative to the lab, it is important that the reference coordinate system used is consistent with the direction of walking. | ||
+ | |||
+ | === Create a Virtual Lab === | ||
+ | |||
+ | First, create a [[Visual3D: | ||
+ | |||
+ | === Define the Foot Progression Angle === | ||
+ | |||
+ | Compute the Foot Progression Angle using Compute Model Based Data: | ||
+ | |||
+ | | {{: | ||
+ | |||
+ | === Graph the Foot Progression Angles === | ||
+ | |||
+ | Considering that the Foot Progression Angle is a measure of Toe-In/ | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ==== Using the General Pelvis Direction ==== | ||
+ | |||
+ | Another method to compute Foot Progression Angle is to use the general direction of the pelvis as the main direction of progression. | ||
+ | |||
+ | A vector is created using the position of the Pelvis' | ||
+ | |||
+ | === Pipeline Script === | ||
+ | |||
+ | This pipeline script is markerset dependent. The user will need to modify the marker names accordingly in order for it to work correctly. The changes should be made in the Evaluate_Expression, | ||
+ | |||
+ | < | ||
+ | Event_Explicit | ||
+ | / | ||
+ | /FRAME=1 | ||
+ | ! /TIME= | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Event_Explicit | ||
+ | / | ||
+ | /FRAME=EOF | ||
+ | ! /TIME= | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Find Pelvis at start | ||
+ | ! | ||
+ | Metric_Signal_Value_At_Event | ||
+ | / | ||
+ | ! / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Find Pelvis at start | ||
+ | ! | ||
+ | Metric_Signal_Value_At_Event | ||
+ | / | ||
+ | ! / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Convert metric signal by grabbing an arbitrary signal multiplied by zero and add metric | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Convert metric signal by grabbing an arbitrary signal multiplied by zero and add metric | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | (DERIVED:: | ||
+ | (0*(DERIVED:: | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Signal_Magnitude | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Compute right-side unit vector | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | (TARGET:: | ||
+ | (0.0*(TARGET:: | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Signal_Magnitude | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Compute left-side unit vector | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | (TARGET:: | ||
+ | (0.0*(TARGET:: | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Signal_Magnitude | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Steps left is to find unit vector of two landmarks on the right virtual foot Y | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Multiply_Signals_By_Constant | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | / | ||
+ | ! / | ||
+ | / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | ! | ||
+ | ! Steps left is to find unit vector of two landmarks on the left virtual foot Y | ||
+ | ! | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Evaluate_Expression | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | < | ||
+ | Multiply_Signals_By_Constant | ||
+ | / | ||
+ | / | ||
+ | / | ||
+ | ! / | ||
+ | ! / | ||
+ | ! / | ||
+ | / | ||
+ | ! / | ||
+ | / | ||
+ | ; | ||
+ | </ | ||
+ | |||
+ | === Graph the Foot Progression Angles === | ||
+ | |||
+ | This method created a derived signal, make sure to select DERIVED in the Signal Type dropdown list, in the Y Axis Properties in the Add / Modify Graph window. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ===== References ===== | ||
+ | |||
+ | - ↑ < | ||
+ | - ↑ < | ||
+ | |||
+ | |||
+ | |||
visual3d/tutorials/kinematics_and_kinetics/foot_and_ankle_angles.1720027869.txt.gz · Last modified: 2024/07/03 17:31 by sgranger