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133 complete chapter human structure 734 #181
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|Grp_Root | ||
|Skeleton | ||
|Root | ||
|Lower_Spine | ||
|Hip_Left | ||
|Hip_Right | ||
|Middle_Spine | ||
|Upper_Spine | ||
|Neck | ||
|Head | ||
|Eye_Left | ||
|Eye_Right | ||
|Shoulder_Left | ||
|Upper_Arm_Left | ||
|Lower_Arm_Left | ||
|Hand_Left | ||
|Full_Fingers_Left | ||
|Full_Thumb_Left | ||
|Upper_Arm_Right | ||
|Lower_Arm_Right | ||
|Hand_Right | ||
|Full_Fingers_Right | ||
|Full_Thumb_Right | ||
|Upper_Leg_Left | ||
|Lower_Leg_Left | ||
|Foot_Left | ||
|Full_Toes_Left | ||
|Upper_Leg_Right | ||
|Lower_Leg_Right | ||
|Foot_Right | ||
|Full_Toes_Right | ||
|Grp_Accessories | ||
|Accessorie | ||
|Grp_Body | ||
|Human | ||
|Grp_Clothing | ||
|Vest | ||
|Grp_Hair | ||
|Hair |
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Links to the sections are missing here. @FKlopfer you assist in adding them back in?
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Added links to structure overview. Some chapters exist only in the overview yet, they need to be created: Skeleton, Human, Vest, Hair, Accessorie.
The order of the chapters also needs to be adjusted when everything is finished.
In the example, there is the Armature as a hierarchy element between Grp_Root and the other Groups (Body, Hair etc.), like this:
I think it needs to be that way, because every mesh that is affected by the skeleton needs to be part of the armature, as far as I know. So do we have to put this in the structure here in the documentation? |
Signed-off-by: Simone Graf <[email protected]>
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Signed-off-by: Simone Graf <[email protected]>
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Signed-off-by: ClemensLinnhoff <[email protected]>
@FKlopfer This is ready for an editorial review. |
We just noticed: shoulder right is missing @ipg-sig |
The coordinate definitions of the bones are not clear all the time. The y-axis should always be along the bone, right? And the x-axis always forward? Then I would define it that way instead of using up, down, side etc. Might make it more clear for bones that are at an angle in the default position. |
We have a few questions regarding consistency between the vehicle, road, and human structure:
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Thanks for the feedback! Another question regarding the tables: The tables for the objects that can move (Hair, Clothing, ...) differ because they list the transformation. Would it be possible to extract that information from the table, rather listing it in the definition to ensure consistency? We would then write something like "This object typically moves in the simulation and therefore has its own transforms." Also, what kinds of transformations are we talking about? Is it only rotation (as mentioned in 7.2.2 Coordinate systems) or also scaling etc.? Maybe we should specify this? |
Hair, Clothing etc. actually don't move independently in the simulation. Their coordinate system stays in the center of the bounding box on the ground, so the object coordinate system. |
In my opinion they could be removed here. @ipg-sig @LudwigFriedmann what do you think? |
@ClemensLinnhoff I think we can remove it, if it is clear, that they shouldn´t have any transformations (Location & Rotation at 0, Scale at 1), to be able to properly use them.
If we want to keep the ability to mirror it properly, it is not always forwards. One side is forwards, the other one backwards. I think images of the bone rotation makes it more clear. But we can also change it or call it otherwise. What or how would you prefer to call it to keep it consistent and clear for the reader? |
About the bones, the y-axis is consistently along the bones, right? So we could define it that way. |
…relevant. Fixed grammar mistakes.
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== Lower_Spine | ||
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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. |
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@ClemensLinnhoff please check whether this definition structure works for you :)
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== Lower_Arm_Left | ||
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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. |
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Is it correct to add the bones here? Please also check for the legs accordingly.
A human is a bipedal being that can be represented by an object in 3D geometry according to the human body's physical representation. |
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@ACMackenthun please review :)
Describe your changes
Added content to the human structure.
Issue: Complete chapter Human structure (7.3.4) #133
@ClemensLinnhoff @LudwigFriedmann @MatthiasThDs @KimuraDIVP Please feel free to review and comment.
Work files can be found in the sharepoint under Documents/03_Development/Work_Files
The following adjustments have been made to the example model and structure according to the Miroboard:
The second detailed LOD level was set as the default, but simplified
Full_Hand ← Hand → Hand (with Upper_Fingers and Lower_Fingers)
Full_Foot ← Foot → Foot (with Upper_Toes and Lower_Toes)