Virtual Foot
Visual3D Expert BuilderModel Unit 3 Chapter 1: Virtual Foot The ankle angle offset has a significant role in biomechanical modeling […]
Visual3D Expert BuilderModel Unit 3 Chapter 1: Virtual Foot The ankle angle offset has a significant role in biomechanical modeling […]
Chapter 3: Tracking Joint LandmarksJoint landmarks can be very useful references to be used in a variety of ways, regardless […]
Visual3D Expert BuilderModel Unit 1 Chapter 1: Joint Landmarks Joint landmarks can be used in a variety of ways, including […]
Part III: Processing data in Visual3DAs a final part to this introductory workshop, we focus on using Visual3D to process […]
Part II: Collecting and processing dataHaving covered the basics of what a Qualisys system is, in this video we discuss […]
As workspaces become more complex, to properly perform biomechanical calculations, users need to keep organized. In this chapter, we focus on how to open the various motion and static/calibration files and ways to keep them organized using tags as we process the data in them.
The final segment to discuss is the head. Adding the head to the thorax model, we can define the cervical joint. In this tutorial, we show you how to create a useful landmark at the center of the head in order to create this segment. We also show you some best practices to customize the coordinate system and appearance of the model in Visual3D.
Having already defined the arms in chapter 2 and the thorax in chapter 3 of this unit, we can now cheat a bit to define the shoulder. In this tutorial, we show you how to append a model to another one by adding the arms to the thorax. We also discuss how to reason through small modifications that might be necessary when appending models.
The peculiarity of defining a thorax earned this segment it’s own chapter. Due to the technical definition of proximal and distal, picking targets or landmarks can get confusing. Also, the segment coordinate system will most likely need to be rotated to suit your needs. In this chapter, we focus not only on defining the thorax segment, but also on customizing its appearance in the 3D viewer.
The first joint we expand our modeling skills to include in Visual3D Basics is the elbow. Defining the upper arm is not quite a simple as any of the lower body segments. In this tutorial, we show you how to create landmarks in a variety of ways to have full control of each segment both in the static trial and the dynamic trials. We also employ some key concepts regarding joint coordinate systems.