From 61fe6a0356b13c9e30eb59d182e72d95d33f115d Mon Sep 17 00:00:00 2001 From: ipg-sig Date: Wed, 13 Nov 2024 15:05:46 +0100 Subject: [PATCH 01/10] Complete chapter human structure Signed-off-by: Simone Graf --- .../geometry/object-human/human-general.adoc | 7 +- .../object-human/human-model-creation.adoc | 3 - .../object-human/human-model-structure.adoc | 1324 +++++++---------- .../geometry/object-human/human-notes.adoc | 17 +- 4 files changed, 576 insertions(+), 775 deletions(-) delete mode 100644 content/geometry/object-human/human-model-creation.adoc diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 63e460ff..6629d2b5 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -1,3 +1,8 @@ = General -//Add general information about the human structure \ No newline at end of file +A human is any object, which represents a human character. + +The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the next section. The structure starts with a Root node as a parent group for all other nodes in the structure. A separation of object parts into different groups enables animation and exchange of parts, such clothing, hair and accessories. Each node is an empty node representing the coordinate origin of the contained geometry. Meshes are to be placed in the corresponding group node. Not all nodes have to be present in every human 3D model. Additional group nodes may be added to facilitate additional use-cases, but they shall follow the same principle. + +The human 3D geometry is orientated at X as Forward-Axis, Y as Side-Axis and Z as Up-Axis and the default pose is the A-pose. The naming conventions allows to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. + diff --git a/content/geometry/object-human/human-model-creation.adoc b/content/geometry/object-human/human-model-creation.adoc deleted file mode 100644 index 7a77e12b..00000000 --- a/content/geometry/object-human/human-model-creation.adoc +++ /dev/null @@ -1,3 +0,0 @@ -= Model creation - -//Add information about the human structure model creation \ No newline at end of file diff --git a/content/geometry/object-human/human-model-structure.adoc b/content/geometry/object-human/human-model-structure.adoc index 7b5bbb03..13ff5d57 100644 --- a/content/geometry/object-human/human-model-structure.adoc +++ b/content/geometry/object-human/human-model-structure.adoc @@ -2,1213 +2,997 @@ == Structure overview -[plantuml] ---- -legend -Skeleton -|_ [[../geometry/object-classes.html#_root_bone_t Root_Bone (T)]] - |_ [[../geometry/object-classes.html#_hip_t Hip (T)]] - |_ [[../geometry/object-classes.html#_lower_spine_t Lower_Spine (T)]] - |_ [[../geometry/object-classes.html#_upper_spine_t Upper_Spine (T)]] - |_ [[../geometry/object-classes.html#_neck_t Neck (T)]] - |_ [[../geometry/object-classes.html#_head_t Head (T)]] - |_ [[../geometry/object-classes.html#_eye_left_t Eye_Left (T)]] - |_ [[../geometry/object-classes.html#_eye_right_t Eye_Right (T)]] - |_ [[../geometry/object-classes.html#_shoulder_left_t Shoulder_Left (T)]] - |_ [[../geometry/object-classes.html#_upper_arm_left_t Upper_Arm_Left (T)]] - |_ [[../geometry/object-classes.html#_lower_arm_left_t Lower_Arm_Left (T)]] - |_ [[../geometry/object-classes.html#_full_hand_left_t Full_Hand_Left (T)]] - |_ [[../geometry/object-classes.html#_hand_left_t Hand_Left (T)]] - |_ [[../geometry/object-classes.html#_upper_fingers_left_t Upper_Fingers_Left (T)]] - |_ [[../geometry/object-classes.html#_lower_fingers_left_t Lower_Fingers_Left (T)]] - |_ [[../geometry/object-classes.html#_upper_thumb_left_t Upper_Thumb_Left (T)]] - |_ [[../geometry/object-classes.html#_lower_thumb_left_t Lower_Thumb_Left (T)]] - |_ [[../geometry/object-classes.html#_gripping_point_left_t Gripping_Point_Left (T)]] - |_ [[../geometry/object-classes.html#_shoulder_right_t Shoulder_Right (T)]] - |_ [[../geometry/object-classes.html#_upper_arm_right_t Upper_Arm_Right (T)]] - |_ [[../geometry/object-classes.html#_lower_arm_right_t Lower_Arm_Right (T)]] - |_ [[../geometry/object-classes.html#_full_hand_right_t Full_Hand_Right (T)]] - |_ [[../geometry/object-classes.html#_hand_right_t Hand_Right (T)]] - |_ [[../geometry/object-classes.html#_hand_right_t Upper_Fingers_Right (T)]] - |_ [[../geometry/object-classes.html#_lower_fingers_right_t Lower_Fingers_Right (T)]] - |_ [[../geometry/object-classes.html#_upper_thumb_right_t Upper_Thumb_Right (T)]] - |_ [[../geometry/object-classes.html#_lower_thumb_right_t Lower_Thumb_Right (T)]] - |_ [[../geometry/object-classes.html#_gripping_point_right_t Gripping_Point_Right (T)]] - |_ [[../geometry/object-classes.html#_sitting_point_t Sitting_Point (T)]] - |_ [[../geometry/object-classes.html#_upper_leg_right_t Upper_Leg_Right (T)]] - |_ [[../geometry/object-classes.html#_lower_leg_right_t Lower_Leg_Right (T)]] - |_ [[../geometry/object-classes.html#_full_foot_right_t Full_Foot_Right (T)]] - |_ [[../geometry/object-classes.html#_standing_point_right_t Standing_Point_Right (T)]] - |_ [[../geometry/object-classes.html#_upper_leg_left_t Upper_Leg_Left (T)]] - |_ [[../geometry/object-classes.html#_lower_leg_left_t Lower_Leg_Left (T)]] - |_ [[../geometry/object-classes.html#_full_foot_left_t Full_Foot_Left (T)]] - |_ [[../geometry/object-classes.html#_standing_point_left_t Standing_Point_Left (T)]] -|_ [[../geometry/object-classes.html#_body Body]] -|_ [[../geometry/object-classes.html#_clothing Clothing]] -|_ [[../geometry/object-classes.html#_hair Hair]] -end legend +|_ [[../geometry/object-classes.html#_grp_root Grp_Root]] + |_ [[../geometry/object-classes.html#_skeleton Skeleton]] + |_ [[../geometry/object-classes.html#_root Root]] + |_ [[../geometry/object-classes.html#_lower_spine Lower_Spine]] + |_ [[../geometry/object-classes.html#_hip_left Hip_Left]] + |_ [[../geometry/object-classes.html#_hip_right Hip_Right]] + |_ [[../geometry/object-classes.html#_middle_spine Middle_Spine]] + |_ [[../geometry/object-classes.html#_upper_spine Upper_Spine]] + |_ [[../geometry/object-classes.html#_neck Neck]] + |_ [[../geometry/object-classes.html#_head Head]] + |_ [[../geometry/object-classes.html#_eye_left Eye_Left]] + |_ [[../geometry/object-classes.html#_eye_right Eye_Right]] + |_ [[../geometry/object-classes.html#_shoulder_left Shoulder_Left]] + |_ [[../geometry/object-classes.html#_upper_arm_left Upper_Arm_Left]] + |_ [[../geometry/object-classes.html#_lower_arm_left Lower_Arm_Left]] + |_ [[../geometry/object-classes.html#_hand_left Hand_Left]] + |_ [[../geometry/object-classes.html#_full_lingers_left Full_Fingers_Left]] + |_ [[../geometry/object-classes.html#_full_thumb_left Full_Thumb_Left]] + |_ [[../geometry/object-classes.html#_upper_arm_right Upper_Arm_Right]] + |_ [[../geometry/object-classes.html#_lower_arm_right Lower_Arm_Right]] + |_ [[../geometry/object-classes.html#_hand_right Hand_Right]] + |_ [[../geometry/object-classes.html#_full_fingers_right Full_Fingers_Right]] + |_ [[../geometry/object-classes.html#_full_thumb_right Full_Thumb_Right]] + |_ [[../geometry/object-classes.html#_upper_leg_left Upper_Leg_Left]] + |_ [[../geometry/object-classes.html#_lower_leg_left Lower_Leg_Left]] + |_ [[../geometry/object-classes.html#_foot_left Foot_Left]] + |_ [[../geometry/object-classes.html#_full_toes_left Full_Toes_Left]] + |_ [[../geometry/object-classes.html#_upper_leg_right Upper_Leg_Right]] + |_ [[../geometry/object-classes.html#_lower_leg_right Lower_Leg_Right]] + |_ [[../geometry/object-classes.html#_foot_right Foot_Right]] + |_ [[../geometry/object-classes.html#_full_toes_right Full_Toes_Right]] + |_ [[../geometry/object-classes.html#_grp_accessories Grp_Accessories]] + |_ [[../geometry/object-classes.html#_accessorie Accessorie]] + |_ [[../geometry/object-classes.html#_grp_body Grp_Body]] + |_ [[../geometry/object-classes.html#_human Human]] + |_ [[../geometry/object-classes.html#_grp_clothing Grp_Clothing]] + |_ [[../geometry/object-classes.html#_vest Vest]] + |_ [[../geometry/object-classes.html#_grp_hair Grp_Hair]] + |_ [[../geometry/object-classes.html#_hair Hair]] ---- -== Root_Bone (T) -Add a description +== Grp_Root -. -[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Hip (T) - -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Lower_Spine (T) - -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Upper_Spine (T) - -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Neck (T) - -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +This group is used as a parent for all following nodes. It can be used to place the whole asset and select the complete node hierarchy at once. +The origin of the Root group is set at the world origin. -== Head (T) - -Add a description - -.
-[%header, cols="20, 80"] +.Grp_Root +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Grp_Root -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Grp_Accessories -== Eye_Left (T) +This group contains all additional or exchangable accessories of the human. +The origin of the Accessories group is set at the world origin. -Add a description - -.
-[%header, cols="20, 80"] +.Grp_Accessories +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Grp_Accessories -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - +== Grp_Body -== Eye_Right (T) +This group contains the body of the human. +The origin of the Body group is set at the world origin. -Add a description - -.
-[%header, cols="20, 80"] +.Grp_Body +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Grp_Body -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - +== Grp_Clothing -== Shoulder_Left (T) +This group contains all additional or exchangable cloth parts of the human. +The origin of the Clothing group is set at the world origin. -Add a description - -.
-[%header, cols="20, 80"] +.Grp_Clothing +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Grp_Clothing -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Upper_Arm_Left (T) +== Grp_Hair -Add a description +This group contains all additional or exchangable hair parts of the human. +The origin of the Hair group is set at the world origin. -.
-[%header, cols="20, 80"] +.Grp_Hair +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Grp_Hair -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Root -== Lower_Arm_Left (T) +The `Root` bone is the parent bone for all other bones. It can be used to controll the whole skeleton. +The origin of the `Root` bone is set at the world origin. -Add a description - -.
-[%header, cols="20, 80"] +.Root bone +[%header, cols="20, 40, 40"] |=== -2+^|
+3+^| Root -| *Origin* -| ... +| *Axis* +| *World origin* +| *Direction* -| *x-axis* -| ... +| *X* +| 0 +| Forward -| *y-axis* -| ... +| *Y* +| 0 +| Side -| *z-axis* -| ... +| *Z* +| 0 +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Full_Hand_Left (T) +== Lower_Spine -Add a description +The `Lower_Spine` bone represents the lowest parts and bones of the spine. Transferred to a human skeleton, it represents and controlls the Coccyx and Sacrum spine bones. +The origin of the `Lower_Spine` bone should be set at the height of the Coccyx bone and in the middle of the geometry. -.
+.Lower_Spine bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Lower_Spine -| *Origin* -| ... +| *Axis* +| *Direction* -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Up -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Hand_Left (T) +== Middle_Spine -Add a description +The `Middle_Spine` bone represents the mid parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Lumbar spine bones. +The origin of the `Middle_Spine` bone should be set at the height of the first Lumbar spine bone and in the middle of the geometry. -.
+.Middle_Spine bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Middle_Spine -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Upper_Spine -== Upper_Fingers_Left (T) +The `Upper_Spine` bone represents the upper parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Thoracic spine bones. +The origin of the `Upper_Spine` bone should be set at the height of the lowest Thoracic spine bone and in the middle of the geometry. -Add a description - -.
+.Upper_Spine bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Upper_Spine -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Lower_Fingers_Left (T) +== Neck -Add a description +The `Neck` bone represents the most upper parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Cervical spine bones. +The origin of the `Neck` bone should be set at the height of the lowest Cervical spine bone and in the middle of the geometry. -.
+.Neck bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Neck -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Upper_Thumb_Left (T) +== Head -Add a description +The `Head` bone represents the head. Transferred to a human skeleton, it represents and controlls the skull. +The origin of the `Head` bone should be set at the height of the first Cervical spine bone and in the middle of the geometry. -.
+.Head bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Head -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Lower_Thumb_Left (T) +== Eye_Left -Add a description +The `Eye_Left` bone represents the left eye. It is used to represent the left eye and to allow the calculation of the eye level. +The origin of the `Eye_Left` bone should be set at the middle of the (eyeball) geometry. -.
+.Eye_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Eye_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Up -| *y-axis* -| ... +| *Y* +| Forward -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Gripping_Point_Left (T) +== Eye_Right -Add a description +The `Eye_Right` bone represents the left eye. It is used to represent the left eye and to allow the calculation of the eye level. +The origin of the `Eye_Right` bone should be set at the middle of the (eyeball) geometry. -.
+.Eye_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Eye_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Up -| *y-axis* -| ... +| *Y* +| Forward -| *z-axis* -| ... +| *Z* +| Side |=== +//Note: Please add a figure and description. +//[Image Placeholder] -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Shoulder_Right (T) +== Shoulder_Left -Add a description +The `Shoulder_Left` bone represents the upper part of the left shoulder. Transferred to a human skeleton, it represents and controlls the interaction between the clavicle bone and the humerus head. +The origin of the `Shoulder_Left` bone should be set at the height of the clavicle bone and in the middle of the geometry. -.
+.Shoulder_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Shoulder_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Upper_Arm_Right (T) +== Upper_Arm_Left -Add a description +The `Upper_Arm_Left` bone represents the upper part of the left arm. Transferred to a human skeleton, it represents and controlls the humerus head. +The origin of the `Upper_Arm_Left` bone should be set at the height of the humerus head and in the middle of the geometry. -.
+.Upper_Arm_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Upper_Arm_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Lower_Arm_Left -== Lower_Arm_Right (T) +The `Lower_Arm_Left` bone represents the lower part of the left arm. Transferred to a human skeleton, it represents and controlls the elbow. +The origin of the `Lower_Arm_Left` bone should be set at the height of the elbow and in the middle of the geometry. -Add a description - -.
+.Lower_Arm_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Lower_Arm_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +//Note: Please add a figure and description. +//[Image Placeholder] -== Full_Hand_Right (T) +== Hand_Left -Add a description +The `Hand_Left` bone represents the left hand. Transferred to a human skeleton, it represents and controlls the carpal bones. +The origin of the `Hand_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. -.
+.Hand_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Hand_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Hand_Right (T) +== Full_Thumb_Left -Add a description +The `Full_Thumb_Left` bone represents the thumb of the left hand. Transferred to a human skeleton, it represents and controlls the full thumb. +The origin of the `Full_Thumb_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. -.
+.Full_Thumb_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Thumb_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Up -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Full_Fingers_Left -== Upper_Fingers_Right (T) +The `Full_Fingers_Left` bone represents all other fingers of the left hand. Transferred to a human skeleton, it represents and controlls the full index finger, middle finger, ring finger and pinke finger. +The origin of the `Full_Fingers_Left` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. -Add a description - -.
+.Full_Fingers_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Fingers_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Up -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Lower_Fingers_Right (T) +== Shoulder_Right -Add a description +The `Shoulder_Right` bone represents the upper part of the right shoulder. Transferred to a human skeleton, it represents and controlls the interaction between the clavicle bone and the humerus head. +The origin of the `Shoulder_Right` bone should be set at the height of the clavicle bone and in the middle of the geometry. -.
+.Shoulder_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Shoulder_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Upper_Thumb_Right (T) +== Upper_Arm_Right -Add a description +The `Upper_Arm_Right` bone represents the upper part of the right arm. Transferred to a human skeleton, it represents and controlls the humerus head. +The origin of the `Upper_Arm_Right` bone should be set at the height of the humerus head and in the middle of the geometry. -.
+.Upper_Arm_Righ bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Upper_Arm_Righ -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +//Note: Please add a figure and description. +//[Image Placeholder] -== Lower_Thumb_Right (T) +== Lower_Arm_Right -Add a description +The `Lower_Arm_Right` bone represents the lower part of the right arm. Transferred to a human skeleton, it represents and controlls the elbow. +The origin of the `Lower_Arm_Right` bone should be set at the height of the elbow and in the middle of the geometry. -.
+.Lower_Arm_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Lower_Arm_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Hand_Right -== Gripping_Point_Right (T) +The `Hand_Right` bone represents the right hand. Transferred to a human skeleton, it represents and controlls the carpal bones. +The origin of the `Hand_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. -Add a description - -.
+.Hand_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Hand_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +//Note: Please add a figure and description. +//[Image Placeholder] -== Sitting_Point (T) +== Full_Thumb_Right -Add a description +The `Full_Thumb_Right` bone represents the thumb of the right hand. Transferred to a human skeleton, it represents and controlls the full thumb. +The origin of the `Full_Thumb_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. -.
+.Full_Thumb_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Thumb_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Up -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Upper_Leg_Right (T) +== Full_Fingers_Right -Add a description +The `Full_Fingers_Right` bone represents all other fingers of the right hand. Transferred to a human skeleton, it represents and controlls the full index finger, middle finger, ring finger and pinke finger. +The origin of the `Full_Fingers_Right` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. -.
+.Full_Fingers_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Fingers_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Up -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Lower_Leg_Right (T) +== Upper_Leg_Left -Add a description +The `Upper_Leg_Left` bone represents the upper part of the left leg. Transferred to a human skeleton, it represents the tgigh and controlls the hip joint. +The origin of the `Upper_Leg_Left` bone should be set at the height of the hip joint and in the middle of the geometry. -.
+.Upper_Leg_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Upper_Leg_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Full_Foot_Right (T) +== Lower_Leg_Left -Add a description +The `Lower_Leg_Left` bone represents the lower part of the left leg. Transferred to a human skeleton, it represents the leg and controlls the knee. +The origin of the `Lower_Leg_Left` bone should be set at the height of the knee and in the middle of the geometry. -.
+.Lower_Leg_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Lower_Leg_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Standing_Point_Right (T) +== Foot_Left -Add a description +The `Foot_Left` bone represents the left foot without the toes. Transferred to a human skeleton, it represents the foot and controlls the ankle. +The origin of the `Foot_Left` bone should be set at the height of the ankle and in the middle of the geometry. -.
+.Foot_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Foot_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Upper_Leg_Left (T) +== Full_Toes_Left -Add a description +The `Full_Toes_Left` bone represents the all toes of the left foot. Transferred to a human skeleton, it represents and controlls the toes. +The origin of the `Full_Toes_Left` bone should be set at the height of the phalanges and in the middle of the geometry. -.
+.Full_Toes_Left bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Toes_Left -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Up -| *y-axis* -| ... +| *Y* +| Forward -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] +== Upper_Leg_Right -== Lower_Leg_Left (T) +The `Upper_Leg_Right` bone represents the upper part of the right leg. Transferred to a human skeleton, it represents the tgigh and controlls the hip joint. +The origin of the `Upper_Leg_Right` bone should be set at the height of the hip joint and in the middle of the geometry. -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Full_Foot_Left (T) - -Add a description - -.
+.Upper_Leg_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Upper_Leg_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Standing_Point_Left (T) +== Lower_Leg_Right -Add a description +The `Lower_Leg_Right` bone represents the lower part of the right leg. Transferred to a human skeleton, it represents the leg and controlls the knee. +The origin of the `Lower_Leg_Right` bone should be set at the height of the knee and in the middle of the geometry. -.
+.Lower_Leg_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Lower_Leg_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Body +== Foot_Right -Add a description +The `Foot_Right` bone represents the right foot without the toes. Transferred to a human skeleton, it represents the foot and controlls the ankle. +The origin of the `Foot_Right` bone should be set at the height of the ankle and in the middle of the geometry. -.
+.Foot_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Foot_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Forward -| *y-axis* -| ... +| *Y* +| Side -| *z-axis* -| ... +| *Z* +| Up |=== -Add a figure. +//Note: Please add a figure and description. +//[Image Placeholder] -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] -== Clothing +== Full_Toes_Right -Add a description +The `Full_Toes_Right` bone represents the all toes of the right foot. Transferred to a human skeleton, it represents and controlls the toes. +The origin of the `Full_Toes_Right` bone should be set at the height of the phalanges and in the middle of the geometry. -.
+.Full_Toes_Right bone [%header, cols="20, 80"] |=== -2+^|
+2+^| Full_Toes_Right -| *Origin* -| ... +| *Axis* +| Direction -| *x-axis* -| ... +| *X* +| Up -| *y-axis* -| ... +| *Y* +| Forward -| *z-axis* -| ... +| *Z* +| Side |=== -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - -== Hair - -Add a description - -.
-[%header, cols="20, 80"] -|=== - -2+^|
- -| *Origin* -| ... - -| *x-axis* -| ... - -| *y-axis* -| ... - -| *z-axis* -| ... -|=== - - -Add a figure. - -.
-//image::images/Vehicle_Structure_Door_Coord_Frame.svg[width=70%, scalewidth=10cm] - +//Note: Please add a figure and description. +//[Image Placeholder] diff --git a/content/geometry/object-human/human-notes.adoc b/content/geometry/object-human/human-notes.adoc index be0d6877..dddbaf29 100644 --- a/content/geometry/object-human/human-notes.adoc +++ b/content/geometry/object-human/human-notes.adoc @@ -13,7 +13,22 @@ +*The following adjustments have been made to the example model according to the Miroboard:* + +* The second detailed LOD level was set as the default, but simplified +* added bones for foot and toe +* added bones for hand and thumb +* added bones for hip +* added bones for eyes +* added groups for accessories, clothing, hair, body +* Added hip bones as seperate bone to stay compatible between (future) LOD levels. Therefore the bones can all have an unique name +and can be used for the (future) animations as before. +* renamed some bones +* adjusted axis orientation +* adjusted bone orientation, so mirroring would be possible to use for animating the character + +Full_Hand <- Hand -> Hannd (with Upper_Finger and Lower_Finger) +Full_Foot <- Foot -> Foot (with Upper_Toe and Lower_Toe) - From 83dfd4117349a22f7ea6bfdd388a3ae7bbe85ada Mon Sep 17 00:00:00 2001 From: ipg-sig Date: Thu, 21 Nov 2024 16:28:15 +0100 Subject: [PATCH 02/10] Update human chapter due to changes in the hierarchy. Signed-off-by: Simone Graf --- .../geometry/object-human/human-general.adoc | 5 +- .../object-human/human-model-structure.adoc | 66 +++++++++---------- 2 files changed, 33 insertions(+), 38 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 6629d2b5..0a86806a 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -2,7 +2,6 @@ A human is any object, which represents a human character. -The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the next section. The structure starts with a Root node as a parent group for all other nodes in the structure. A separation of object parts into different groups enables animation and exchange of parts, such clothing, hair and accessories. Each node is an empty node representing the coordinate origin of the contained geometry. Meshes are to be placed in the corresponding group node. Not all nodes have to be present in every human 3D model. Additional group nodes may be added to facilitate additional use-cases, but they shall follow the same principle. - -The human 3D geometry is orientated at X as Forward-Axis, Y as Side-Axis and Z as Up-Axis and the default pose is the A-pose. The naming conventions allows to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. +The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the next section. The structure starts with a Root node as a parent group for all other nodes in the structure. A separation of different object parts enables animation and exchange of parts, such as clothing, hair and accessories. Not all nodes have to be present in every human 3D model. Additional object parts may be added to facilitate additional use-cases, but they shall follow the same principle. +The human 3D geometry is orientated at X as Forward-Axis, Y as Side-Axis and Z as Up-Axis and the default pose is the A-pose. The naming conventions allows to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file diff --git a/content/geometry/object-human/human-model-structure.adoc b/content/geometry/object-human/human-model-structure.adoc index 13ff5d57..3113b84a 100644 --- a/content/geometry/object-human/human-model-structure.adoc +++ b/content/geometry/object-human/human-model-structure.adoc @@ -34,21 +34,17 @@ |_ [[../geometry/object-classes.html#_lower_leg_right Lower_Leg_Right]] |_ [[../geometry/object-classes.html#_foot_right Foot_Right]] |_ [[../geometry/object-classes.html#_full_toes_right Full_Toes_Right]] - |_ [[../geometry/object-classes.html#_grp_accessories Grp_Accessories]] - |_ [[../geometry/object-classes.html#_accessorie Accessorie]] - |_ [[../geometry/object-classes.html#_grp_body Grp_Body]] - |_ [[../geometry/object-classes.html#_human Human]] - |_ [[../geometry/object-classes.html#_grp_clothing Grp_Clothing]] - |_ [[../geometry/object-classes.html#_vest Vest]] - |_ [[../geometry/object-classes.html#_grp_hair Grp_Hair]] - |_ [[../geometry/object-classes.html#_hair Hair]] + |_ [[../geometry/object-classes.html#_accessories Accessories_Wristband]] + |_ [[../geometry/object-classes.html#_body Body_Human]] + |_ [[../geometry/object-classes.html#_clothing Clothing_Vest]] + |_ [[../geometry/object-classes.html#_hair Hair_Short]] ---- == Grp_Root This group is used as a parent for all following nodes. It can be used to place the whole asset and select the complete node hierarchy at once. -The origin of the Root group is set at the world origin. +The origin of the `Root` group is set at the center of the bounding box on the ground. .Grp_Root [%header, cols="20, 40, 40"] @@ -57,7 +53,7 @@ The origin of the Root group is set at the world origin. 3+^| Grp_Root | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* @@ -74,19 +70,19 @@ The origin of the Root group is set at the world origin. |=== -== Grp_Accessories +== Accessories_ -This group contains all additional or exchangable accessories of the human. -The origin of the Accessories group is set at the world origin. +This object represents an additional or exchangable accessorie of the human. +The origin of the `Accessorie` is set at the center of the bounding box on the ground. -.Grp_Accessories +.Accessories [%header, cols="20, 40, 40"] |=== -3+^| Grp_Accessories +3+^| Accessorie | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* @@ -103,19 +99,19 @@ The origin of the Accessories group is set at the world origin. |=== -== Grp_Body +== Body_ -This group contains the body of the human. -The origin of the Body group is set at the world origin. +This object represents the body of the human. +The origin of the `Body` is set at the center of the bounding box on the ground. -.Grp_Body +.Body [%header, cols="20, 40, 40"] |=== -3+^| Grp_Body +3+^| Body | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* @@ -132,19 +128,19 @@ The origin of the Body group is set at the world origin. |=== -== Grp_Clothing +== Clothing_ -This group contains all additional or exchangable cloth parts of the human. -The origin of the Clothing group is set at the world origin. +This object represents an additional or exchangable cloth part of the human. +The origin of the `Clothing` is set at the center of the bounding box on the ground. -.Grp_Clothing +.Clothing [%header, cols="20, 40, 40"] |=== -3+^| Grp_Clothing +3+^| Clothing | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* @@ -161,19 +157,19 @@ The origin of the Clothing group is set at the world origin. |=== -== Grp_Hair +== Hair_ -This group contains all additional or exchangable hair parts of the human. -The origin of the Hair group is set at the world origin. +This object represents an additional or exchangable hair part of the human. +The origin of the `Hair` is set at the center of the bounding box on the ground. -.Grp_Hair +.Hair [%header, cols="20, 40, 40"] |=== -3+^| Grp_Hair +3+^| Hair | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* @@ -202,7 +198,7 @@ The origin of the `Root` bone is set at the world origin. 3+^| Root | *Axis* -| *World origin* +| *Transformation* | *Direction* | *X* From dfbc28e6317baa360f7eb62eb4887c3ccb7ecd16 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Fri, 22 Nov 2024 18:24:42 +0100 Subject: [PATCH 03/10] Cleanup Signed-off-by: ClemensLinnhoff --- .../geometry/object-human/human-index.adoc | 3 +- ...el-structure.adoc => human-structure.adoc} | 220 +++++++----------- 2 files changed, 83 insertions(+), 140 deletions(-) rename content/geometry/object-human/{human-model-structure.adoc => human-structure.adoc} (74%) diff --git a/content/geometry/object-human/human-index.adoc b/content/geometry/object-human/human-index.adoc index 8063741f..2b3e13a5 100644 --- a/content/geometry/object-human/human-index.adoc +++ b/content/geometry/object-human/human-index.adoc @@ -1,6 +1,5 @@ = Human structure include::human-general.adoc[leveloffset=+1] -include::human-model-creation.adoc[leveloffset=+1] -include::human-model-structure.adoc[leveloffset=+1] +include::human-structure.adoc[leveloffset=+1] include::human-notes.adoc[leveloffset=+1] diff --git a/content/geometry/object-human/human-model-structure.adoc b/content/geometry/object-human/human-structure.adoc similarity index 74% rename from content/geometry/object-human/human-model-structure.adoc rename to content/geometry/object-human/human-structure.adoc index 3113b84a..677133ed 100644 --- a/content/geometry/object-human/human-model-structure.adoc +++ b/content/geometry/object-human/human-structure.adoc @@ -40,7 +40,6 @@ |_ [[../geometry/object-classes.html#_hair Hair_Short]] ---- - == Grp_Root This group is used as a parent for all following nodes. It can be used to place the whole asset and select the complete node hierarchy at once. @@ -72,14 +71,14 @@ The origin of the `Root` group is set at the center of the bounding box on the g == Accessories_ -This object represents an additional or exchangable accessorie of the human. -The origin of the `Accessorie` is set at the center of the bounding box on the ground. +This object represents an additional or exchangeable accessory of the human. +The origin of the `Accessory` is set at the center of the bounding box on the ground. .Accessories [%header, cols="20, 40, 40"] |=== -3+^| Accessorie +3+^| Accessories | *Axis* | *Transformation* @@ -130,7 +129,7 @@ The origin of the `Body` is set at the center of the bounding box on the ground. == Clothing_ -This object represents an additional or exchangable cloth part of the human. +This object represents an additional or exchangeable clothing part of the human. The origin of the `Clothing` is set at the center of the bounding box on the ground. .Clothing @@ -159,7 +158,7 @@ The origin of the `Clothing` is set at the center of the bounding box on the gro == Hair_ -This object represents an additional or exchangable hair part of the human. +This object represents an additional or exchangeable hair part of the human. The origin of the `Hair` is set at the center of the bounding box on the ground. .Hair @@ -188,7 +187,7 @@ The origin of the `Hair` is set at the center of the bounding box on the ground. == Root -The `Root` bone is the parent bone for all other bones. It can be used to controll the whole skeleton. +The `Root` bone is the parent bone for all other bones. It can be used to control the whole skeleton. The origin of the `Root` bone is set at the world origin. .Root bone @@ -214,14 +213,12 @@ The origin of the `Root` bone is set at the world origin. | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Lower_Spine -The `Lower_Spine` bone represents the lowest parts and bones of the spine. Transferred to a human skeleton, it represents and controlls the Coccyx and Sacrum spine bones. +The `Lower_Spine` bone represents the lowest parts and bones of the spine. +Transferred to a human skeleton, it represents and controls the Coccyx and Sacrum spine bones. The origin of the `Lower_Spine` bone should be set at the height of the Coccyx bone and in the middle of the geometry. .Lower_Spine bone @@ -243,14 +240,12 @@ The origin of the `Lower_Spine` bone should be set at the height of the Coccyx b | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Middle_Spine -The `Middle_Spine` bone represents the mid parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Lumbar spine bones. +The `Middle_Spine` bone represents the mid parts und bones of the spine. +Transferred to a human skeleton, it represents and controls the Lumbar spine bones. The origin of the `Middle_Spine` bone should be set at the height of the first Lumbar spine bone and in the middle of the geometry. .Middle_Spine bone @@ -272,13 +267,12 @@ The origin of the `Middle_Spine` bone should be set at the height of the first L | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Upper_Spine -The `Upper_Spine` bone represents the upper parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Thoracic spine bones. +The `Upper_Spine` bone represents the upper parts und bones of the spine. +Transferred to a human skeleton, it represents and controls the Thoracic spine bones. The origin of the `Upper_Spine` bone should be set at the height of the lowest Thoracic spine bone and in the middle of the geometry. .Upper_Spine bone @@ -300,14 +294,11 @@ The origin of the `Upper_Spine` bone should be set at the height of the lowest T | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Neck -The `Neck` bone represents the most upper parts und bones of the spine. Transferred to a human skeleton, it represents and controlls the Cervical spine bones. +The `Neck` bone represents the most upper parts und bones of the spine. Transferred to a human skeleton, it represents and controls the Cervical spine bones. The origin of the `Neck` bone should be set at the height of the lowest Cervical spine bone and in the middle of the geometry. .Neck bone @@ -329,14 +320,11 @@ The origin of the `Neck` bone should be set at the height of the lowest Cervical | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Head -The `Head` bone represents the head. Transferred to a human skeleton, it represents and controlls the skull. +The `Head` bone represents the head. Transferred to a human skeleton, it represents and controls the skull. The origin of the `Head` bone should be set at the height of the first Cervical spine bone and in the middle of the geometry. .Head bone @@ -358,14 +346,12 @@ The origin of the `Head` bone should be set at the height of the first Cervical | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Eye_Left -The `Eye_Left` bone represents the left eye. It is used to represent the left eye and to allow the calculation of the eye level. +The `Eye_Left` bone represents the left eye. +It is used to represent the left eye and to allow the calculation of the eye level. The origin of the `Eye_Left` bone should be set at the middle of the (eyeball) geometry. .Eye_Left bone @@ -387,10 +373,7 @@ The origin of the `Eye_Left` bone should be set at the middle of the (eyeball) g | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Eye_Right @@ -416,13 +399,11 @@ The origin of the `Eye_Right` bone should be set at the middle of the (eyeball) | Side |=== -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Shoulder_Left -The `Shoulder_Left` bone represents the upper part of the left shoulder. Transferred to a human skeleton, it represents and controlls the interaction between the clavicle bone and the humerus head. +The `Shoulder_Left` bone represents the upper part of the left shoulder. Transferred to a human skeleton, it represents and controls the interaction between the clavicle bone and the humerus head. The origin of the `Shoulder_Left` bone should be set at the height of the clavicle bone and in the middle of the geometry. .Shoulder_Left bone @@ -444,14 +425,11 @@ The origin of the `Shoulder_Left` bone should be set at the height of the clavic | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Upper_Arm_Left -The `Upper_Arm_Left` bone represents the upper part of the left arm. Transferred to a human skeleton, it represents and controlls the humerus head. +The `Upper_Arm_Left` bone represents the upper part of the left arm. Transferred to a human skeleton, it represents and controls the humerus head. The origin of the `Upper_Arm_Left` bone should be set at the height of the humerus head and in the middle of the geometry. .Upper_Arm_Left bone @@ -473,13 +451,11 @@ The origin of the `Upper_Arm_Left` bone should be set at the height of the humer | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Lower_Arm_Left -The `Lower_Arm_Left` bone represents the lower part of the left arm. Transferred to a human skeleton, it represents and controlls the elbow. +The `Lower_Arm_Left` bone represents the lower part of the left arm. Transferred to a human skeleton, it represents and controls the elbow. The origin of the `Lower_Arm_Left` bone should be set at the height of the elbow and in the middle of the geometry. .Lower_Arm_Left bone @@ -501,13 +477,12 @@ The origin of the `Lower_Arm_Left` bone should be set at the height of the elbow | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Hand_Left -The `Hand_Left` bone represents the left hand. Transferred to a human skeleton, it represents and controlls the carpal bones. +The `Hand_Left` bone represents the left hand. +Transferred to a human skeleton, it represents and controls the carpal bones. The origin of the `Hand_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. .Hand_Left bone @@ -529,14 +504,12 @@ The origin of the `Hand_Left` bone should be set at the height of the beginning | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Full_Thumb_Left -The `Full_Thumb_Left` bone represents the thumb of the left hand. Transferred to a human skeleton, it represents and controlls the full thumb. +The `Full_Thumb_Left` bone represents the thumb of the left hand. +Transferred to a human skeleton, it represents and controls the full thumb. The origin of the `Full_Thumb_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. .Full_Thumb_Left bone @@ -558,13 +531,12 @@ The origin of the `Full_Thumb_Left` bone should be set at the height of the begi | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Full_Fingers_Left -The `Full_Fingers_Left` bone represents all other fingers of the left hand. Transferred to a human skeleton, it represents and controlls the full index finger, middle finger, ring finger and pinke finger. +The `Full_Fingers_Left` bone represents all other fingers of the left hand. +Transferred to a human skeleton, it represents and controls the full index finger, middle finger, ring finger and pinkie finger. The origin of the `Full_Fingers_Left` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. .Full_Fingers_Left bone @@ -586,14 +558,12 @@ The origin of the `Full_Fingers_Left` bone should be set at the height of the be | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Shoulder_Right -The `Shoulder_Right` bone represents the upper part of the right shoulder. Transferred to a human skeleton, it represents and controlls the interaction between the clavicle bone and the humerus head. +The `Shoulder_Right` bone represents the upper part of the right shoulder. +Transferred to a human skeleton, it represents and controls the interaction between the clavicle bone and the humerus head. The origin of the `Shoulder_Right` bone should be set at the height of the clavicle bone and in the middle of the geometry. .Shoulder_Right bone @@ -615,21 +585,19 @@ The origin of the `Shoulder_Right` bone should be set at the height of the clavi | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Upper_Arm_Right -The `Upper_Arm_Right` bone represents the upper part of the right arm. Transferred to a human skeleton, it represents and controlls the humerus head. +The `Upper_Arm_Right` bone represents the upper part of the right arm. +Transferred to a human skeleton, it represents and controls the humerus head. The origin of the `Upper_Arm_Right` bone should be set at the height of the humerus head and in the middle of the geometry. -.Upper_Arm_Righ bone +.Upper_Arm_Right bone [%header, cols="20, 80"] |=== -2+^| Upper_Arm_Righ +2+^| Upper_Arm_Right | *Axis* | Direction @@ -644,13 +612,12 @@ The origin of the `Upper_Arm_Right` bone should be set at the height of the hume | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Lower_Arm_Right -The `Lower_Arm_Right` bone represents the lower part of the right arm. Transferred to a human skeleton, it represents and controlls the elbow. +The `Lower_Arm_Right` bone represents the lower part of the right arm. +Transferred to a human skeleton, it represents and controls the elbow. The origin of the `Lower_Arm_Right` bone should be set at the height of the elbow and in the middle of the geometry. .Lower_Arm_Right bone @@ -672,13 +639,11 @@ The origin of the `Lower_Arm_Right` bone should be set at the height of the elbo | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Hand_Right -The `Hand_Right` bone represents the right hand. Transferred to a human skeleton, it represents and controlls the carpal bones. +The `Hand_Right` bone represents the right hand. Transferred to a human skeleton, it represents and controls the carpal bones. The origin of the `Hand_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. .Hand_Right bone @@ -700,14 +665,12 @@ The origin of the `Hand_Right` bone should be set at the height of the beginning | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Full_Thumb_Right -The `Full_Thumb_Right` bone represents the thumb of the right hand. Transferred to a human skeleton, it represents and controlls the full thumb. +The `Full_Thumb_Right` bone represents the thumb of the right hand. +Transferred to a human skeleton, it represents and controls the full thumb. The origin of the `Full_Thumb_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. .Full_Thumb_Right bone @@ -729,14 +692,12 @@ The origin of the `Full_Thumb_Right` bone should be set at the height of the beg | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Full_Fingers_Right -The `Full_Fingers_Right` bone represents all other fingers of the right hand. Transferred to a human skeleton, it represents and controlls the full index finger, middle finger, ring finger and pinke finger. +The `Full_Fingers_Right` bone represents all other fingers of the right hand. +Transferred to a human skeleton, it represents and controls the full index finger, middle finger, ring finger and pinkie finger. The origin of the `Full_Fingers_Right` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. .Full_Fingers_Right bone @@ -758,14 +719,12 @@ The origin of the `Full_Fingers_Right` bone should be set at the height of the b | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Upper_Leg_Left -The `Upper_Leg_Left` bone represents the upper part of the left leg. Transferred to a human skeleton, it represents the tgigh and controlls the hip joint. +The `Upper_Leg_Left` bone represents the upper part of the left leg. +Transferred to a human skeleton, it represents the thigh and controls the hip joint. The origin of the `Upper_Leg_Left` bone should be set at the height of the hip joint and in the middle of the geometry. .Upper_Leg_Left bone @@ -787,14 +746,12 @@ The origin of the `Upper_Leg_Left` bone should be set at the height of the hip j | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Lower_Leg_Left -The `Lower_Leg_Left` bone represents the lower part of the left leg. Transferred to a human skeleton, it represents the leg and controlls the knee. +The `Lower_Leg_Left` bone represents the lower part of the left leg. +Transferred to a human skeleton, it represents the leg and controls the knee. The origin of the `Lower_Leg_Left` bone should be set at the height of the knee and in the middle of the geometry. .Lower_Leg_Left bone @@ -816,14 +773,12 @@ The origin of the `Lower_Leg_Left` bone should be set at the height of the knee | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Foot_Left -The `Foot_Left` bone represents the left foot without the toes. Transferred to a human skeleton, it represents the foot and controlls the ankle. +The `Foot_Left` bone represents the left foot without the toes. +Transferred to a human skeleton, it represents the foot and controls the ankle. The origin of the `Foot_Left` bone should be set at the height of the ankle and in the middle of the geometry. .Foot_Left bone @@ -845,14 +800,12 @@ The origin of the `Foot_Left` bone should be set at the height of the ankle and | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Full_Toes_Left -The `Full_Toes_Left` bone represents the all toes of the left foot. Transferred to a human skeleton, it represents and controlls the toes. +The `Full_Toes_Left` bone represents the all toes of the left foot. +Transferred to a human skeleton, it represents and controls the toes. The origin of the `Full_Toes_Left` bone should be set at the height of the phalanges and in the middle of the geometry. .Full_Toes_Left bone @@ -874,13 +827,12 @@ The origin of the `Full_Toes_Left` bone should be set at the height of the phala | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. == Upper_Leg_Right -The `Upper_Leg_Right` bone represents the upper part of the right leg. Transferred to a human skeleton, it represents the tgigh and controlls the hip joint. +The `Upper_Leg_Right` bone represents the upper part of the right leg. +Transferred to a human skeleton, it represents the thigh and controls the hip joint. The origin of the `Upper_Leg_Right` bone should be set at the height of the hip joint and in the middle of the geometry. .Upper_Leg_Right bone @@ -902,14 +854,12 @@ The origin of the `Upper_Leg_Right` bone should be set at the height of the hip | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Lower_Leg_Right -The `Lower_Leg_Right` bone represents the lower part of the right leg. Transferred to a human skeleton, it represents the leg and controlls the knee. +The `Lower_Leg_Right` bone represents the lower part of the right leg. +Transferred to a human skeleton, it represents the leg and controls the knee. The origin of the `Lower_Leg_Right` bone should be set at the height of the knee and in the middle of the geometry. .Lower_Leg_Right bone @@ -931,14 +881,12 @@ The origin of the `Lower_Leg_Right` bone should be set at the height of the knee | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Foot_Right -The `Foot_Right` bone represents the right foot without the toes. Transferred to a human skeleton, it represents the foot and controlls the ankle. +The `Foot_Right` bone represents the right foot without the toes. +Transferred to a human skeleton, it represents the foot and controls the ankle. The origin of the `Foot_Right` bone should be set at the height of the ankle and in the middle of the geometry. .Foot_Right bone @@ -960,14 +908,12 @@ The origin of the `Foot_Right` bone should be set at the height of the ankle and | Up |=== - -//Note: Please add a figure and description. -//[Image Placeholder] - +NOTE: Please add a figure and description. == Full_Toes_Right -The `Full_Toes_Right` bone represents the all toes of the right foot. Transferred to a human skeleton, it represents and controlls the toes. +The `Full_Toes_Right` bone represents the all toes of the right foot. +Transferred to a human skeleton, it represents and controls the toes. The origin of the `Full_Toes_Right` bone should be set at the height of the phalanges and in the middle of the geometry. .Full_Toes_Right bone @@ -989,6 +935,4 @@ The origin of the `Full_Toes_Right` bone should be set at the height of the phal | Side |=== - -//Note: Please add a figure and description. -//[Image Placeholder] +NOTE: Please add a figure and description. From c6ba57e8cef6f3af4c0247ecbfd8e3fbf9365763 Mon Sep 17 00:00:00 2001 From: "mette.lilienthal" Date: Wed, 4 Dec 2024 12:56:01 +0100 Subject: [PATCH 04/10] Harmonized language + table structure. Added bone names where deemed relevant. Fixed grammar mistakes. --- .../object-human/human-structure.adoc | 687 ++++++++---------- .../object-vehicle/vehicle-structure.adoc | 2 +- 2 files changed, 306 insertions(+), 383 deletions(-) diff --git a/content/geometry/object-human/human-structure.adoc b/content/geometry/object-human/human-structure.adoc index 677133ed..63b16091 100644 --- a/content/geometry/object-human/human-structure.adoc +++ b/content/geometry/object-human/human-structure.adoc @@ -42,184 +42,153 @@ == Grp_Root -This group is used as a parent for all following nodes. It can be used to place the whole asset and select the complete node hierarchy at once. -The origin of the `Root` group is set at the center of the bounding box on the ground. +This group is used as a parent for all following nodes. It can be used to place the whole asset and select the complete node hierarchy at once. The transformation is set to 0 for all axes. .Grp_Root -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Grp_Root +2+^| Grp_Exterior -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| Center of the bounding box on the ground -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| 0 -| Up +| *z-axis* +| Pointing upwards |=== == Accessories_ This object represents an additional or exchangeable accessory of the human. -The origin of the `Accessory` is set at the center of the bounding box on the ground. .Accessories -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Accessories +2+^| Accessories -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| Center of the bounding box on the ground -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards + +| *z-axis* +| Pointing upwards -| *Z* -| 0 -| Up |=== == Body_ This object represents the body of the human. -The origin of the `Body` is set at the center of the bounding box on the ground. .Body -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Body +2+^| Body -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| Center of the bounding box on the ground -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| 0 -| Up +| *z-axis* +| Pointing upwards |=== == Clothing_ This object represents an additional or exchangeable clothing part of the human. -The origin of the `Clothing` is set at the center of the bounding box on the ground. .Clothing -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Clothing +2+^| Clothing -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| Center of the bounding box on the ground -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| 0 -| Up +| *z-axis* +| Pointing upwards |=== == Hair_ This object represents an additional or exchangeable hair part of the human. -The origin of the `Hair` is set at the center of the bounding box on the ground. .Hair -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Hair +2+^| Hair -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| Center of the bounding box on the ground -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| 0 -| Up +| *z-axis* +| Pointing upwards |=== == Root The `Root` bone is the parent bone for all other bones. It can be used to control the whole skeleton. -The origin of the `Root` bone is set at the world origin. .Root bone -[%header, cols="20, 40, 40"] +[%header, cols="20, 80"] |=== -3+^| Root +2+^| Root -| *Axis* -| *Transformation* -| *Direction* +| *Origin* +| World coordinate system -| *X* -| 0 -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| 0 -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| 0 -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Lower_Spine -The `Lower_Spine` bone represents the lowest parts and bones of the spine. -Transferred to a human skeleton, it represents and controls the Coccyx and Sacrum spine bones. -The origin of the `Lower_Spine` bone should be set at the height of the Coccyx bone and in the middle of the geometry. +The `Lower_Spine` bone represents the lowest parts and bones of the spine, that is, the Coccyx and Sacrum spine bones of the human skeleton. .Lower_Spine bone [%header, cols="20, 80"] @@ -227,26 +196,24 @@ The origin of the `Lower_Spine` bone should be set at the height of the Coccyx b 2+^| Lower_Spine -| *Axis* -| *Direction* +| *Origin* +| At the height of the Coccyx bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Up +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Middle_Spine -The `Middle_Spine` bone represents the mid parts und bones of the spine. -Transferred to a human skeleton, it represents and controls the Lumbar spine bones. -The origin of the `Middle_Spine` bone should be set at the height of the first Lumbar spine bone and in the middle of the geometry. +The `Middle_Spine` bone represents the middle parts und bones of the spine, that is, the Lumbar spine bones of the human skeleton. .Middle_Spine bone [%header, cols="20, 80"] @@ -254,26 +221,24 @@ The origin of the `Middle_Spine` bone should be set at the height of the first L 2+^| Middle_Spine -| *Axis* -| Direction +| *Origin* +| At the height of the first Lumbar spine bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Upper_Spine -The `Upper_Spine` bone represents the upper parts und bones of the spine. -Transferred to a human skeleton, it represents and controls the Thoracic spine bones. -The origin of the `Upper_Spine` bone should be set at the height of the lowest Thoracic spine bone and in the middle of the geometry. +The `Upper_Spine` bone represents the upper parts und bones of the spine, that is, the Thoracic spine bones of the human skeleton. .Upper_Spine bone [%header, cols="20, 80"] @@ -281,25 +246,24 @@ The origin of the `Upper_Spine` bone should be set at the height of the lowest T 2+^| Upper_Spine -| *Axis* -| Direction +| *Origin* +| At the height of the lowest Thoracic spine bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Neck -The `Neck` bone represents the most upper parts und bones of the spine. Transferred to a human skeleton, it represents and controls the Cervical spine bones. -The origin of the `Neck` bone should be set at the height of the lowest Cervical spine bone and in the middle of the geometry. +The `Neck` bone represents the most upper parts und bones of the spine, that is, the Cervical spine bones of the human skeleton. .Neck bone [%header, cols="20, 80"] @@ -307,25 +271,24 @@ The origin of the `Neck` bone should be set at the height of the lowest Cervical 2+^| Neck -| *Axis* -| Direction +| *Origin* +| At the height of the lowest Cervical spine bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Head -The `Head` bone represents the head. Transferred to a human skeleton, it represents and controls the skull. -The origin of the `Head` bone should be set at the height of the first Cervical spine bone and in the middle of the geometry. +The `Head` bone represents the head, that is, the skull of the human skeleton. .Head bone [%header, cols="20, 80"] @@ -333,26 +296,24 @@ The origin of the `Head` bone should be set at the height of the first Cervical 2+^| Head -| *Axis* -| Direction +| *Origin* +| At the height of the first Cervical spine bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Eye_Left -The `Eye_Left` bone represents the left eye. -It is used to represent the left eye and to allow the calculation of the eye level. -The origin of the `Eye_Left` bone should be set at the middle of the (eyeball) geometry. +The `Eye_Left` bone represents the left eye of the human body. It is used to calculate the eye level. .Eye_Left bone [%header, cols="20, 80"] @@ -360,25 +321,24 @@ The origin of the `Eye_Left` bone should be set at the middle of the (eyeball) g 2+^| Eye_Left -| *Axis* -| Direction +| *Origin* +| At the middle of the (eyeball) geometry -| *X* -| Up +| *x-axis* +| Pointing forwards -| *Y* -| Forward +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Eye_Right -The `Eye_Right` bone represents the left eye. It is used to represent the left eye and to allow the calculation of the eye level. -The origin of the `Eye_Right` bone should be set at the middle of the (eyeball) geometry. +The `Eye_Right` bone represents the right eye of the human body. It is used to calculate the eye level. .Eye_Right bone [%header, cols="20, 80"] @@ -386,25 +346,24 @@ The origin of the `Eye_Right` bone should be set at the middle of the (eyeball) 2+^| Eye_Right -| *Axis* -| Direction +| *Origin* +| At the middle of the (eyeball) geometry -| *X* -| Up +| *x-axis* +| Pointing forwards -| *Y* -| Forward +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Shoulder_Left -The `Shoulder_Left` bone represents the upper part of the left shoulder. Transferred to a human skeleton, it represents and controls the interaction between the clavicle bone and the humerus head. -The origin of the `Shoulder_Left` bone should be set at the height of the clavicle bone and in the middle of the geometry. +The `Shoulder_Left` bone represents the upper part of the left shoulder, that is, the interaction between the clavicle bone and the humerus head of the human skeleton. .Shoulder_Left bone [%header, cols="20, 80"] @@ -412,25 +371,24 @@ The origin of the `Shoulder_Left` bone should be set at the height of the clavic 2+^| Shoulder_Left -| *Axis* -| Direction +| *Origin* +| At the height of the clavicle bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Upper_Arm_Left -The `Upper_Arm_Left` bone represents the upper part of the left arm. Transferred to a human skeleton, it represents and controls the humerus head. -The origin of the `Upper_Arm_Left` bone should be set at the height of the humerus head and in the middle of the geometry. +The `Upper_Arm_Left` bone represents the upper part of the left arm, that is, the humerus head of the human skeleton. .Upper_Arm_Left bone [%header, cols="20, 80"] @@ -438,25 +396,24 @@ The origin of the `Upper_Arm_Left` bone should be set at the height of the humer 2+^| Upper_Arm_Left -| *Axis* -| Direction +| *Origin* +| At the height of the humerus head and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Lower_Arm_Left -The `Lower_Arm_Left` bone represents the lower part of the left arm. Transferred to a human skeleton, it represents and controls the elbow. -The origin of the `Lower_Arm_Left` bone should be set at the height of the elbow and in the middle of the geometry. +The `Lower_Arm_Left` bone represents the lower part of the left arm, that is, the left elbow and Radius and Ulna of the human skeleton. .Lower_Arm_Left bone [%header, cols="20, 80"] @@ -464,26 +421,24 @@ The origin of the `Lower_Arm_Left` bone should be set at the height of the elbow 2+^| Lower_Arm_Left -| *Axis* -| Direction +| *Origin* +| At the height of the elbow and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Hand_Left -The `Hand_Left` bone represents the left hand. -Transferred to a human skeleton, it represents and controls the carpal bones. -The origin of the `Hand_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. +The `Hand_Left` bone represents the left hand, that is, the left carpal bones of the human skeleton. .Hand_Left bone [%header, cols="20, 80"] @@ -491,26 +446,24 @@ The origin of the `Hand_Left` bone should be set at the height of the beginning 2+^| Hand_Left -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Full_Thumb_Left -The `Full_Thumb_Left` bone represents the thumb of the left hand. -Transferred to a human skeleton, it represents and controls the full thumb. -The origin of the `Full_Thumb_Left` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. +The `Full_Thumb_Left` bone represents the thumb of the left hand, that is, the full thumb of the human skeleton. .Full_Thumb_Left bone [%header, cols="20, 80"] @@ -518,26 +471,24 @@ The origin of the `Full_Thumb_Left` bone should be set at the height of the begi 2+^| Full_Thumb_Left -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Up +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Full_Fingers_Left -The `Full_Fingers_Left` bone represents all other fingers of the left hand. -Transferred to a human skeleton, it represents and controls the full index finger, middle finger, ring finger and pinkie finger. -The origin of the `Full_Fingers_Left` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. +The `Full_Fingers_Left` bone represents all other fingers of the left hand, that is, the full index finger, middle finger, ring finger, and pinkie finger of the human skeleton. The middle finger position and length are used to place the bone correctly. .Full_Fingers_Left bone [%header, cols="20, 80"] @@ -545,26 +496,24 @@ The origin of the `Full_Fingers_Left` bone should be set at the height of the be 2+^| Full_Fingers_Left -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the hand geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Up +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Shoulder_Right -The `Shoulder_Right` bone represents the upper part of the right shoulder. -Transferred to a human skeleton, it represents and controls the interaction between the clavicle bone and the humerus head. -The origin of the `Shoulder_Right` bone should be set at the height of the clavicle bone and in the middle of the geometry. +The `Shoulder_Right` bone represents the upper part of the right shoulder, that is, the interaction between the clavicle bone and the humerus head of the human skeleton. .Shoulder_Right bone [%header, cols="20, 80"] @@ -572,26 +521,24 @@ The origin of the `Shoulder_Right` bone should be set at the height of the clavi 2+^| Shoulder_Right -| *Axis* -| Direction +| *Origin* +| At the height of the clavicle bone and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Upper_Arm_Right -The `Upper_Arm_Right` bone represents the upper part of the right arm. -Transferred to a human skeleton, it represents and controls the humerus head. -The origin of the `Upper_Arm_Right` bone should be set at the height of the humerus head and in the middle of the geometry. +The `Upper_Arm_Right` bone represents the upper part of the right arm, that is, the humerus head of the human skeleton. .Upper_Arm_Right bone [%header, cols="20, 80"] @@ -599,26 +546,24 @@ The origin of the `Upper_Arm_Right` bone should be set at the height of the hume 2+^| Upper_Arm_Right -| *Axis* -| Direction +| *Origin* +| At the height of the humerus head and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Lower_Arm_Right -The `Lower_Arm_Right` bone represents the lower part of the right arm. -Transferred to a human skeleton, it represents and controls the elbow. -The origin of the `Lower_Arm_Right` bone should be set at the height of the elbow and in the middle of the geometry. +The `Lower_Arm_Right` bone represents the lower part of the right arm, that is, the right elbow and Radius and Ulna of the human skeleton. .Lower_Arm_Right bone [%header, cols="20, 80"] @@ -626,25 +571,24 @@ The origin of the `Lower_Arm_Right` bone should be set at the height of the elbo 2+^| Lower_Arm_Right -| *Axis* -| Direction +| *Origin* +| At the height of the elbow and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Hand_Right -The `Hand_Right` bone represents the right hand. Transferred to a human skeleton, it represents and controls the carpal bones. -The origin of the `Hand_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. +The `Hand_Right` bone represents the right hand, that is, the right carpal bones of the human skeleton. .Hand_Right bone [%header, cols="20, 80"] @@ -652,26 +596,24 @@ The origin of the `Hand_Right` bone should be set at the height of the beginning 2+^| Hand_Right -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing upwards -| *Z* -| Up +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Full_Thumb_Right -The `Full_Thumb_Right` bone represents the thumb of the right hand. -Transferred to a human skeleton, it represents and controls the full thumb. -The origin of the `Full_Thumb_Right` bone should be set at the height of the beginning carpal bones and in the middle of the geometry. +The `Full_Thumb_Right` bone represents the thumb of the right hand, that is, the full thumb of the human skeleton. .Full_Thumb_Right bone [%header, cols="20, 80"] @@ -679,26 +621,24 @@ The origin of the `Full_Thumb_Right` bone should be set at the height of the beg 2+^| Full_Thumb_Right -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Up +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Full_Fingers_Right -The `Full_Fingers_Right` bone represents all other fingers of the right hand. -Transferred to a human skeleton, it represents and controls the full index finger, middle finger, ring finger and pinkie finger. -The origin of the `Full_Fingers_Right` bone should be set at the height of the beginning carpal bones and in the middle of the hand geometry. The middle finger position and length should be used to place the bone correctly. +The `Full_Fingers_Right` bone represents all other fingers of the right hand, that is, the full index finger, middle finger, ring finger, and pinkie finger. The middle finger position and length are used to place the bone correctly. .Full_Fingers_Right bone [%header, cols="20, 80"] @@ -706,26 +646,24 @@ The origin of the `Full_Fingers_Right` bone should be set at the height of the b 2+^| Full_Fingers_Right -| *Axis* -| Direction +| *Origin* +| At the height of the beginning carpal bones and in the middle of the hand geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Up +| *y-axis* +| Pointing upwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Upper_Leg_Left -The `Upper_Leg_Left` bone represents the upper part of the left leg. -Transferred to a human skeleton, it represents the thigh and controls the hip joint. -The origin of the `Upper_Leg_Left` bone should be set at the height of the hip joint and in the middle of the geometry. +The `Upper_Leg_Left` bone represents the upper part of the left leg, that is, the thigh of the human skeleton. It controls the hip joint. .Upper_Leg_Left bone [%header, cols="20, 80"] @@ -733,53 +671,48 @@ The origin of the `Upper_Leg_Left` bone should be set at the height of the hip j 2+^| Upper_Leg_Left -| *Axis* -| Direction +| *Origin* +| At the height of the hip joint and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Lower_Leg_Left -The `Lower_Leg_Left` bone represents the lower part of the left leg. -Transferred to a human skeleton, it represents the leg and controls the knee. -The origin of the `Lower_Leg_Left` bone should be set at the height of the knee and in the middle of the geometry. - +The `Lower_Leg_Left` bone represents the lower part of the left leg, that is, the Tibula and Fibula of the human skeleton. It controls the knee. .Lower_Leg_Left bone [%header, cols="20, 80"] |=== 2+^| Lower_Leg_Left -| *Axis* -| Direction +| *Origin* +| At the height of the knee and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Foot_Left -The `Foot_Left` bone represents the left foot without the toes. -Transferred to a human skeleton, it represents the foot and controls the ankle. -The origin of the `Foot_Left` bone should be set at the height of the ankle and in the middle of the geometry. +The `Foot_Left` bone represents the left foot of the human skeleton without the toes. It controls the ankle. .Foot_Left bone [%header, cols="20, 80"] @@ -787,26 +720,24 @@ The origin of the `Foot_Left` bone should be set at the height of the ankle and 2+^| Foot_Left -| *Axis* -| Direction +| *Origin* +| At the height of the ankle and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Full_Toes_Left -The `Full_Toes_Left` bone represents the all toes of the left foot. -Transferred to a human skeleton, it represents and controls the toes. -The origin of the `Full_Toes_Left` bone should be set at the height of the phalanges and in the middle of the geometry. +The `Full_Toes_Left` bone represents all toes of the left foot of the human skeleton. .Full_Toes_Left bone [%header, cols="20, 80"] @@ -814,26 +745,24 @@ The origin of the `Full_Toes_Left` bone should be set at the height of the phala 2+^| Full_Toes_Left -| *Axis* -| Direction +| *Origin* +| At the height of the phalanges and in the middle of the geometry -| *X* -| Up +| *x-axis* +| Pointing upwards -| *Y* -| Forward +| *y-axis* +| Pointing forewards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. == Upper_Leg_Right -The `Upper_Leg_Right` bone represents the upper part of the right leg. -Transferred to a human skeleton, it represents the thigh and controls the hip joint. -The origin of the `Upper_Leg_Right` bone should be set at the height of the hip joint and in the middle of the geometry. +The `Upper_Leg_Right` bone represents the upper part of the right leg, that is, the thigh of the human skeleton. It controls the hip joint. .Upper_Leg_Right bone [%header, cols="20, 80"] @@ -841,26 +770,24 @@ The origin of the `Upper_Leg_Right` bone should be set at the height of the hip 2+^| Upper_Leg_Right -| *Axis* -| Direction +| *Origin* +| At the height of the hip joint and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Lower_Leg_Right -The `Lower_Leg_Right` bone represents the lower part of the right leg. -Transferred to a human skeleton, it represents the leg and controls the knee. -The origin of the `Lower_Leg_Right` bone should be set at the height of the knee and in the middle of the geometry. +The `Lower_Leg_Right` bone represents the lower part of the right leg, that is, the Tibula and Fibula of the human skeleton. It controls the knee. .Lower_Leg_Right bone [%header, cols="20, 80"] @@ -868,26 +795,24 @@ The origin of the `Lower_Leg_Right` bone should be set at the height of the knee 2+^| Lower_Leg_Right -| *Axis* -| Direction +| *Origin* +| At the height of the knee and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Foot_Right -The `Foot_Right` bone represents the right foot without the toes. -Transferred to a human skeleton, it represents the foot and controls the ankle. -The origin of the `Foot_Right` bone should be set at the height of the ankle and in the middle of the geometry. +The `Foot_Right` bone represents the right foot of the human skeleton without the toes. It controls the ankle. .Foot_Right bone [%header, cols="20, 80"] @@ -895,26 +820,24 @@ The origin of the `Foot_Right` bone should be set at the height of the ankle and 2+^| Foot_Right -| *Axis* -| Direction +| *Origin* +| At the height of the ankle and in the middle of the geometry -| *X* -| Forward +| *x-axis* +| Pointing forwards -| *Y* -| Side +| *y-axis* +| Pointing sidewards -| *Z* -| Up +| *z-axis* +| Pointing upwards |=== NOTE: Please add a figure and description. == Full_Toes_Right -The `Full_Toes_Right` bone represents the all toes of the right foot. -Transferred to a human skeleton, it represents and controls the toes. -The origin of the `Full_Toes_Right` bone should be set at the height of the phalanges and in the middle of the geometry. +The `Full_Toes_Right` bone in a human skeleton represents all toes of the right foot of the human skeleton. .Full_Toes_Right bone [%header, cols="20, 80"] @@ -922,17 +845,17 @@ The origin of the `Full_Toes_Right` bone should be set at the height of the phal 2+^| Full_Toes_Right -| *Axis* -| Direction +| *Origin* +| At the height of the phalanges and in the middle of the geometry -| *X* -| Up +| *x-axis* +| Pointing upwards -| *Y* -| Forward +| *y-axis* +| Pointing forwards -| *Z* -| Side +| *z-axis* +| Pointing sidewards |=== NOTE: Please add a figure and description. diff --git a/content/geometry/object-vehicle/vehicle-structure.adoc b/content/geometry/object-vehicle/vehicle-structure.adoc index 7a68f4cb..421935f1 100644 --- a/content/geometry/object-vehicle/vehicle-structure.adoc +++ b/content/geometry/object-vehicle/vehicle-structure.adoc @@ -89,7 +89,7 @@ end legend This group contains all parts of the vehicle's exterior. -Typically, this group do not move in the simulation and therefore do not have their own transforms. +Typically, this group does not move in the simulation and therefore does not have its own transforms. .Grp_Exterior [%header, cols="20, 80"] From 28944673a3160a8505c5480a9becabed1d5a67b9 Mon Sep 17 00:00:00 2001 From: "mette.lilienthal" Date: Fri, 6 Dec 2024 08:14:09 +0100 Subject: [PATCH 05/10] Reviewed human-general --- content/geometry/object-human/human-general.adoc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 0a86806a..190f55c2 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -1,7 +1,7 @@ = General -A human is any object, which represents a human character. +A human is a bipedal being that can be represented by an object in 3D geometry according to the human body's physical representation. -The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the next section. The structure starts with a Root node as a parent group for all other nodes in the structure. A separation of different object parts enables animation and exchange of parts, such as clothing, hair and accessories. Not all nodes have to be present in every human 3D model. Additional object parts may be added to facilitate additional use-cases, but they shall follow the same principle. +The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the <>. The structure starts with a Root node as a parent group for all other nodes in the structure. Splitting different object parts, such as clothing, hair, and accessories enables the animation and exchange of parts. Not all nodes have to be present in every human 3D model. Additional object parts may be added to facilitate and better visualize additional use cases. They should adhere to the same structure principle. -The human 3D geometry is orientated at X as Forward-Axis, Y as Side-Axis and Z as Up-Axis and the default pose is the A-pose. The naming conventions allows to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file +The human 3D geometry is orientated at x as the axis facing forwards, y as the axis facing sidewards, and z as the axis facing upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file From 8d73d9a2357ae80ae48d62f04fcb84551dfb8d94 Mon Sep 17 00:00:00 2001 From: Ann-Cathrin Mackenthun <147054846+ACMackenthun@users.noreply.github.com> Date: Mon, 9 Dec 2024 08:34:12 +0100 Subject: [PATCH 06/10] Apply suggestions from linguistic review --- content/geometry/object-human/human-general.adoc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 190f55c2..0250d15e 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -1,7 +1,7 @@ = General -A human is a bipedal being that can be represented by an object in 3D geometry according to the human body's physical representation. +A human is a bipedal being that can be represented by an object in 3D geometry. -The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the <>. The structure starts with a Root node as a parent group for all other nodes in the structure. Splitting different object parts, such as clothing, hair, and accessories enables the animation and exchange of parts. Not all nodes have to be present in every human 3D model. Additional object parts may be added to facilitate and better visualize additional use cases. They should adhere to the same structure principle. +The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the <>. The structure starts with a Root node as a parent group for all other nodes in the structure. Splitting the object into different parts, such as clothing, hair, and accessories, enables the animation and exchange of parts. Not all nodes have to be present in every human 3D model. Custom object parts may be added to facilitate and better visualize additional use cases, but all custom parts shall adhere to the specified structure principle. -The human 3D geometry is orientated at x as the axis facing forwards, y as the axis facing sidewards, and z as the axis facing upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file +In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file From 7f91bad7e3fed3c68fcaa769ea13cf66c8dd2fa5 Mon Sep 17 00:00:00 2001 From: Simone Graf Date: Fri, 13 Dec 2024 11:04:56 +0100 Subject: [PATCH 07/10] Implemented changes from reviews. Signed-off-by: Simone Graf --- .../geometry/object-human/human-general.adoc | 2 +- .../geometry/object-human/human-notes.adoc | 6 +- .../object-human/human-structure.adoc | 97 +++++++------------ 3 files changed, 37 insertions(+), 68 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 0250d15e..b0543a8d 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -4,4 +4,4 @@ A human is a bipedal being that can be represented by an object in 3D geometry. The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the <>. The structure starts with a Root node as a parent group for all other nodes in the structure. Splitting the object into different parts, such as clothing, hair, and accessories, enables the animation and exchange of parts. Not all nodes have to be present in every human 3D model. Custom object parts may be added to facilitate and better visualize additional use cases, but all custom parts shall adhere to the specified structure principle. -In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bone orientation allows (future) animations to be mirrored an both sides. \ No newline at end of file +In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. \ No newline at end of file diff --git a/content/geometry/object-human/human-notes.adoc b/content/geometry/object-human/human-notes.adoc index dddbaf29..947f0bc1 100644 --- a/content/geometry/object-human/human-notes.adoc +++ b/content/geometry/object-human/human-notes.adoc @@ -18,11 +18,11 @@ * The second detailed LOD level was set as the default, but simplified * added bones for foot and toe * added bones for hand and thumb -* added bones for hip +* added bones for hip => Removed, since OSI only supports one hip, lower and upper spine * added bones for eyes -* added groups for accessories, clothing, hair, body +* added groups for accessories, clothing, hair, body => removed and replaced with prefixes of the mesh names * Added hip bones as seperate bone to stay compatible between (future) LOD levels. Therefore the bones can all have an unique name -and can be used for the (future) animations as before. +and can be used for the (future) animations as before => Removed, since OSI only supports one hip, lower and upper spine * renamed some bones * adjusted axis orientation * adjusted bone orientation, so mirroring would be possible to use for animating the character diff --git a/content/geometry/object-human/human-structure.adoc b/content/geometry/object-human/human-structure.adoc index 63b16091..ed95c0c8 100644 --- a/content/geometry/object-human/human-structure.adoc +++ b/content/geometry/object-human/human-structure.adoc @@ -6,10 +6,8 @@ |_ [[../geometry/object-classes.html#_grp_root Grp_Root]] |_ [[../geometry/object-classes.html#_skeleton Skeleton]] |_ [[../geometry/object-classes.html#_root Root]] - |_ [[../geometry/object-classes.html#_lower_spine Lower_Spine]] - |_ [[../geometry/object-classes.html#_hip_left Hip_Left]] - |_ [[../geometry/object-classes.html#_hip_right Hip_Right]] - |_ [[../geometry/object-classes.html#_middle_spine Middle_Spine]] + |_ [[../geometry/object-classes.html#_hip Hip]] + |_ [[../geometry/object-classes.html#_lower_spine Lower_Spine]] |_ [[../geometry/object-classes.html#_upper_spine Upper_Spine]] |_ [[../geometry/object-classes.html#_neck Neck]] |_ [[../geometry/object-classes.html#_head Head]] @@ -48,7 +46,7 @@ This group is used as a parent for all following nodes. It can be used to place [%header, cols="20, 80"] |=== -2+^| Grp_Exterior +2+^| Grp_Root | *Origin* | Center of the bounding box on the ground @@ -178,23 +176,22 @@ The `Root` bone is the parent bone for all other bones. It can be used to contro | Pointing forwards | *y-axis* -| Pointing sidewards +| Pointing upwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. -== Lower_Spine +== Hip -The `Lower_Spine` bone represents the lowest parts and bones of the spine, that is, the Coccyx and Sacrum spine bones of the human skeleton. +The `Hip` bone represents the lowest parts and bones of the spine, that is, the Hip, Coccyx and Sacrum spine bones of the human skeleton. -.Lower_Spine bone +.Hip bone [%header, cols="20, 80"] |=== -2+^| Lower_Spine +2+^| Hip | *Origin* | At the height of the Coccyx bone and in the middle of the geometry @@ -209,17 +206,16 @@ The `Lower_Spine` bone represents the lowest parts and bones of the spine, that | Pointing sidewards |=== -NOTE: Please add a figure and description. -== Middle_Spine +== Lower_Spine -The `Middle_Spine` bone represents the middle parts und bones of the spine, that is, the Lumbar spine bones of the human skeleton. +The `Lower_Spine` bone represents the middle parts und bones of the spine, that is, the Lumbar spine bones of the human skeleton. -.Middle_Spine bone +.Lower_Spine bone [%header, cols="20, 80"] |=== -2+^| Middle_Spine +2+^| Lower_Spine | *Origin* | At the height of the first Lumbar spine bone and in the middle of the geometry @@ -234,7 +230,6 @@ The `Middle_Spine` bone represents the middle parts und bones of the spine, that | Pointing sidewards |=== -NOTE: Please add a figure and description. == Upper_Spine @@ -259,7 +254,6 @@ The `Upper_Spine` bone represents the upper parts und bones of the spine, that i | Pointing sidewards |=== -NOTE: Please add a figure and description. == Neck @@ -284,7 +278,6 @@ The `Neck` bone represents the most upper parts und bones of the spine, that is, | Pointing sidewards |=== -NOTE: Please add a figure and description. == Head @@ -309,7 +302,6 @@ The `Head` bone represents the head, that is, the skull of the human skeleton. | Pointing sidewards |=== -NOTE: Please add a figure and description. == Eye_Left @@ -325,16 +317,15 @@ The `Eye_Left` bone represents the left eye of the human body. It is used to cal | At the middle of the (eyeball) geometry | *x-axis* -| Pointing forwards +| Pointing upwards | *y-axis* -| Pointing upwards +| Pointing forwards | *z-axis* | Pointing sidewards |=== -NOTE: Please add a figure and description. == Eye_Right @@ -350,16 +341,15 @@ The `Eye_Right` bone represents the right eye of the human body. It is used to c | At the middle of the (eyeball) geometry | *x-axis* -| Pointing forwards +| Pointing upwards | *y-axis* -| Pointing upwards +| Pointing forwards | *z-axis* | Pointing sidewards |=== -NOTE: Please add a figure and description. == Shoulder_Left @@ -384,7 +374,6 @@ The `Shoulder_Left` bone represents the upper part of the left shoulder, that is | Pointing sidewards |=== -NOTE: Please add a figure and description. == Upper_Arm_Left @@ -409,7 +398,6 @@ The `Upper_Arm_Left` bone represents the upper part of the left arm, that is, th | Pointing sidewards |=== -NOTE: Please add a figure and description. == Lower_Arm_Left @@ -434,7 +422,6 @@ The `Lower_Arm_Left` bone represents the lower part of the left arm, that is, th | Pointing sidewards |=== -NOTE: Please add a figure and description. == Hand_Left @@ -459,7 +446,6 @@ The `Hand_Left` bone represents the left hand, that is, the left carpal bones of | Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Thumb_Left @@ -484,7 +470,6 @@ The `Full_Thumb_Left` bone represents the thumb of the left hand, that is, the f | Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Fingers_Left @@ -509,7 +494,6 @@ The `Full_Fingers_Left` bone represents all other fingers of the left hand, that | Pointing sidewards |=== -NOTE: Please add a figure and description. == Shoulder_Right @@ -534,7 +518,6 @@ The `Shoulder_Right` bone represents the upper part of the right shoulder, that | Pointing sidewards |=== -NOTE: Please add a figure and description. == Upper_Arm_Right @@ -559,7 +542,6 @@ The `Upper_Arm_Right` bone represents the upper part of the right arm, that is, | Pointing sidewards |=== -NOTE: Please add a figure and description. == Lower_Arm_Right @@ -584,7 +566,6 @@ The `Lower_Arm_Right` bone represents the lower part of the right arm, that is, | Pointing sidewards |=== -NOTE: Please add a figure and description. == Hand_Right @@ -609,7 +590,6 @@ The `Hand_Right` bone represents the right hand, that is, the right carpal bones | Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Thumb_Right @@ -634,7 +614,6 @@ The `Full_Thumb_Right` bone represents the thumb of the right hand, that is, the | Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Fingers_Right @@ -659,9 +638,6 @@ The `Full_Fingers_Right` bone represents all other fingers of the right hand, th | Pointing sidewards |=== -NOTE: Please add a figure and description. - -== Upper_Leg_Left The `Upper_Leg_Left` bone represents the upper part of the left leg, that is, the thigh of the human skeleton. It controls the hip joint. @@ -678,17 +654,17 @@ The `Upper_Leg_Left` bone represents the upper part of the left leg, that is, th | Pointing forwards | *y-axis* -| Pointing sidewards +| Pointing upwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Lower_Leg_Left The `Lower_Leg_Left` bone represents the lower part of the left leg, that is, the Tibula and Fibula of the human skeleton. It controls the knee. + .Lower_Leg_Left bone [%header, cols="20, 80"] |=== @@ -702,13 +678,12 @@ The `Lower_Leg_Left` bone represents the lower part of the left leg, that is, th | Pointing forwards | *y-axis* -| Pointing sidewards +| Pointing upwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Foot_Left @@ -724,16 +699,15 @@ The `Foot_Left` bone represents the left foot of the human skeleton without the | At the height of the ankle and in the middle of the geometry | *x-axis* -| Pointing forwards +| Pointing upwards | *y-axis* -| Pointing sidewards +| Pointing forwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Toes_Left @@ -752,13 +726,12 @@ The `Full_Toes_Left` bone represents all toes of the left foot of the human skel | Pointing upwards | *y-axis* -| Pointing forewards +| Pointing forwards | *z-axis* | Pointing sidewards |=== -NOTE: Please add a figure and description. == Upper_Leg_Right @@ -777,13 +750,12 @@ The `Upper_Leg_Right` bone represents the upper part of the right leg, that is, | Pointing forwards | *y-axis* -| Pointing sidewards +| Pointing upwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Lower_Leg_Right @@ -802,13 +774,12 @@ The `Lower_Leg_Right` bone represents the lower part of the right leg, that is, | Pointing forwards | *y-axis* -| Pointing sidewards +| Pointing upwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Foot_Right @@ -824,16 +795,15 @@ The `Foot_Right` bone represents the right foot of the human skeleton without th | At the height of the ankle and in the middle of the geometry | *x-axis* -| Pointing forwards +| Pointing upwards | *y-axis* -| Pointing sidewards +| Pointing forwards | *z-axis* -| Pointing upwards +| Pointing sidewards |=== -NOTE: Please add a figure and description. == Full_Toes_Right @@ -858,4 +828,3 @@ The `Full_Toes_Right` bone in a human skeleton represents all toes of the right | Pointing sidewards |=== -NOTE: Please add a figure and description. From 2d9f43a62a110ad308fc24fff5676b783b6ddd33 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Fri, 13 Dec 2024 17:03:55 +0100 Subject: [PATCH 08/10] minor formatting Signed-off-by: ClemensLinnhoff --- content/geometry/object-human/human-general.adoc | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index b0543a8d..e1acc54e 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -2,6 +2,12 @@ A human is a bipedal being that can be represented by an object in 3D geometry. -The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the <>. The structure starts with a Root node as a parent group for all other nodes in the structure. Splitting the object into different parts, such as clothing, hair, and accessories, enables the animation and exchange of parts. Not all nodes have to be present in every human 3D model. Custom object parts may be added to facilitate and better visualize additional use cases, but all custom parts shall adhere to the specified structure principle. +The human 3D geometry is generically structured into the node structure and skeleton (also often called armature) defined in the xref:../geometry/object-human/human-index.adoc#_model_structure[Model structure]. +The structure starts with a Root node as a parent group for all other nodes in the structure. +Splitting the object into different parts, such as clothing, hair, and accessories, enables animation and exchange of parts. +Not all nodes have to be present in every human 3D model. +Custom object parts may be added to facilitate and better visualize additional use cases, but all custom parts shall adhere to the specified structure principle. -In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. \ No newline at end of file +In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. +The default pose is the A-pose. +The naming convention makes it possible to mirror one side of the skeleton to the other. \ No newline at end of file From 2a49d9de66463ddd6cf36580ebb5be1d52960531 Mon Sep 17 00:00:00 2001 From: mettelilienthal <108519172+mettelilienthal@users.noreply.github.com> Date: Mon, 16 Dec 2024 12:47:07 +0100 Subject: [PATCH 09/10] Update bone orientation --- content/geometry/object-human/human-general.adoc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index e1acc54e..205890ae 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -10,4 +10,5 @@ Custom object parts may be added to facilitate and better visualize additional u In the coordinate system for human 3D geometry, the x-axis points forwards, the y-axis points sidewards, and the z-axis points upwards. The default pose is the A-pose. -The naming convention makes it possible to mirror one side of the skeleton to the other. \ No newline at end of file +The naming convention makes it possible to mirror one side of the skeleton to the other. +The bones follow a specific bone orientation: The y-axis of a bone always follows the bone direction, regardless of whether it points sidewards, upwards, or forwards. The x-axis usually faces forwards accordingly. \ No newline at end of file From 2a39cbf043a626b888adfa05f7934b85d3054009 Mon Sep 17 00:00:00 2001 From: Simone Graf Date: Tue, 17 Dec 2024 08:54:04 +0100 Subject: [PATCH 10/10] Corrected node hierarchy and renamed "Skeleton" to "Armature". Added a short description for the "Armature". Signed-off-by: Simone Graf --- .../object-human/human-structure.adoc | 36 ++++++++++++++++--- 1 file changed, 31 insertions(+), 5 deletions(-) diff --git a/content/geometry/object-human/human-structure.adoc b/content/geometry/object-human/human-structure.adoc index 54e86660..215f55e5 100644 --- a/content/geometry/object-human/human-structure.adoc +++ b/content/geometry/object-human/human-structure.adoc @@ -6,7 +6,7 @@ ---- legend |_ [[../geometry/object-classes.html#_grp_root Grp_Root]] - |_ [[../geometry/object-classes.html#_skeleton Skeleton]] + |_ [[../geometry/object-classes.html#_armature Armature]] |_ [[../geometry/object-classes.html#_root Root]] |_ [[../geometry/object-classes.html#_hip Hip]] |_ [[../geometry/object-classes.html#_lower_spine Lower_Spine]] @@ -34,10 +34,10 @@ legend |_ [[../geometry/object-classes.html#_lower_leg_right Lower_Leg_Right]] |_ [[../geometry/object-classes.html#_foot_right Foot_Right]] |_ [[../geometry/object-classes.html#_full_toes_right Full_Toes_Right]] - |_ [[../geometry/object-classes.html#_accessories Accessories_Wristband]] - |_ [[../geometry/object-classes.html#_body Body_Human]] - |_ [[../geometry/object-classes.html#_clothing Clothing_Vest]] - |_ [[../geometry/object-classes.html#_hair Hair_Short]] + |_ [[../geometry/object-classes.html#_accessories Accessories_Wristband]] + |_ [[../geometry/object-classes.html#_body Body_Human]] + |_ [[../geometry/object-classes.html#_clothing Clothing_Vest]] + |_ [[../geometry/object-classes.html#_hair Hair_Short]] end legend ---- @@ -65,6 +65,32 @@ This group is used as a parent for all following nodes. It can be used to place |=== +== Armature_ + +This object or group represents the armature (skeleton) of the object and contains all bones. It is needed to ensure that the bone hierarchy can be exported and imported correctly. +Depending on the 3D software, the armature is a separate object type (for example in Blender) or represented by a group (for example in Maya). + + +.Armature +[%header, cols="20, 80"] +|=== + +2+^| Armature + +| *Origin* +| Center of the bounding box on the ground + +| *x-axis* +| Pointing forwards + +| *y-axis* +| Pointing sidewards + +| *z-axis* +| Pointing upwards +|=== + + == Accessories_ This object represents an additional or exchangeable accessory of the human.