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 Post subject: Biomechanical analysis
PostPosted: Sun Feb 10, 2013 8:53 am 

Joined: Sun Feb 10, 2013 8:16 am
Posts: 3
Hello i have been analyzing the system for educational purposes in the health field, biomechanic, and the first i would ask is, if somebody have made it before and how was the results, i have encountered that the first problems its with the rig, for example the knee only have one axis of movement, the X axis, and that you cant move it in others, even in the x axis it can only be moved from the foot , The knee can have anormal rotation in Z axis what is call varo or valgus. Have ipisoft any option to register this data for later analysis. Does somebody know any way to do biomechanical analysis of the exported files ?
Thank you in advance for any help.


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PostPosted: Mon Feb 11, 2013 11:57 pm 
iPi Soft

Joined: Thu Apr 09, 2009 6:44 am
Posts: 203
Hello, we know that some customers are using our system for biomechanical analysis, but we do not have detailed reports from them. So there's not much we can help at the moment. We are considering to create special version of our system for biomechanical analysis. So we are interested to invite users who want to use the system for this purpose, to share their experience with current system, and requirements what features we need to add and what to improve to make the system suitable for biomechanical analysis.

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PostPosted: Tue Feb 12, 2013 10:36 am 

Joined: Sun Feb 10, 2013 8:16 am
Posts: 3
Thanks Pas for your answer i would love to share experiences about the system inthe biomechanical field, what i could suggest it is the possibility to change the default character to a custom one whit the option to increase the range of move of some joints in the different axis, is it that possible now? , other feature could be the option to change the size of some limbs, exportation to a standard c3d file would be excellent.


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PostPosted: Tue Feb 12, 2013 4:22 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I agree. Even for the type of work I'm doing, if I had the ability to shorten the actor's arms and legs I think it could improve my tracking accuracy quite a bit.

G.

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PostPosted: Wed Feb 13, 2013 3:52 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
virtualofice wrote:
Thanks Pas for your answer i would love to share experiences about the system inthe biomechanical field, what i could suggest it is the possibility to change the default character to a custom one whit the option to increase the range of move of some joints in the different axis, is it that possible now? , other feature could be the option to change the size of some limbs, exportation to a standard c3d file would be excellent.

Advanced customization of actor's model, like changing proportions of the limbs, is planned for v3.
Thank you for other suggestions, we will consider them also.


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PostPosted: Wed Feb 13, 2013 10:03 am 

Joined: Wed Aug 22, 2012 11:05 am
Posts: 22
Why the option to change proportions of the limbs will be released only on v3? Why customers should pay for something that will fix issues with the software? Once the model never fit exactly the proportions of the actor, and it results in some tracking problems.


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PostPosted: Wed Feb 13, 2013 10:21 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
3dcont wrote:
Why the option to change proportions of the limbs will be released only on v3? Why customers should pay for something that will fix issues with the software? Once the model never fit exactly the proportions of the actor, and it results in some tracking problems.

FYI, 'adjustable actor limbs' was never a feature promised for v. 2.0 and I'm sure their development budget was meant to cover only previously announced features. Thus, newly announced features are likely to go into a future product. These guys do need to make money you know. :)

That said, I think iPi has been pretty generous in that they have added many nice interface and workflow enhancements along the way. Fully adjustable actors, however, will be a much bigger deal to implement.

Besides, while slightly mismatched limb lengths may be less than optimal for certain poses, it generally doesn't prevent you from achieving good tracking results.

G.

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PostPosted: Tue Oct 29, 2013 8:28 am 

Joined: Sun Oct 13, 2013 6:56 pm
Posts: 9
Well, I plan to use it for such purpose - kind of ergonomic analysis.

I only have one question. Do I have to activate some option within IPI Mocap Studio to get the following situation analysed correctly or is it just impossible right now?

One person stands on the ground, only the upper body (from hip upwards) is rotating around 90 degrees (height axis).
Currently after the calculation is done the avatar completely rotates around 90 degrees - bottom parts (legs, feet) as well.


Regards
Andy


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PostPosted: Tue Oct 29, 2013 9:01 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
That's curious--I don't think I've ever seen that. How are you capturing the body? It kinda sounds like the lower portion wasn't tracked, only the upper, and if the lower body has no tracking data it probably just 'follows' the upper portion's rotation. Was the full body visible when you recorded your mocap or just the upper portion? If you want the lower body locked to the ground, it needs to be visible in the recorded data.

If you did record full body data, I'm stumped. Hopefully, an iPi tech will jump in on the discussion.

G.

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PostPosted: Tue Oct 29, 2013 10:31 am 

Joined: Sun Oct 13, 2013 6:56 pm
Posts: 9
I use the 3 kinect setup. But I guess - even though it's beta currently - that's not the reason. It's doing a fantastic job.
Your hint that maybe the legs aren't tracked and so causing that behavior seems to be reasonable.
I'll give it another try.

So, generally it IS possible to get that motion (i.e. only upper body rotation) out of IPI Mocap Studio, right?

Also, is there a way to check if the tracking got lost (on specific body parts)?


Regards
Andy


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