View Full Version : skeleton relationship
ruddle
06-20-2007, 03:10 PM
Hey,
In my vizard, there are 27 skel_xxx under the Bones. I'd like to know the parent child relationship of all these bones. Where can I find this information?
Now I use censor to get the position of the hands. Is there any simple way to figure out the position of arms based on the position of hands?
Thanks.
farshizzo
06-22-2007, 10:20 AM
Hi,
Here is the bone hierarchy for the standard Vizard avatars:skel_Center
skel_Pelvis
skel_Spine
skel_Spine1
skel_Spine2
skel_Spine3
skel_Neck
skel_Head
skel_Jaw
skel_ShoulderL
skel_ArmLU
skel_ArmLL
skel_HandL
skel_HandLF
skel_ShoulderR
skel_ArmRU
skel_ArmRL
skel_HandR
skel_HandRF
skel_LegLU
skel_LegLL
skel_FootL
skel_FootLToe
skel_LegRU
skel_LegRL
skel_FootR
skel_FootRToe
In Vizard 3.0, you can determine this at run-time.
Vizard does not come with any inverse kinematics (IK) features. You will have to calculate this manually. Does your sensor only provide the position of the hand, or the orientation as well?
ruddle
06-22-2007, 12:48 PM
My sensor only provide the position of the hand.
If I move the parent bone, does the child bone automatically move along with it? BTW, what's skel_HandLF? Finger?
Thanks.
ruddle
farshizzo
06-22-2007, 02:55 PM
Hi,
The avatar skeleton is a hierarchical structure, so moving a bone will affect all children of that bone. The 'skel_HandLF' is the bone for the left hand fingers.
ruddle
06-26-2007, 08:52 AM
Thanks.
Where can I find the information such as length of upper arm, fore arm?
farshizzo
06-26-2007, 09:29 AM
Hi,
If you want to know the length of the upper arm you need to compute the distance between the shoulder bone and the elbow bone. For the forearm you will need to find the distance between the elbow bone and hand bone.
ruddle
06-26-2007, 12:02 PM
Hi, I'm not sure how to calculate the distance between bones. I also want to calculate the distance from the elbow rotation axis to the shoulder, and the distance from the elbow rotation axis to the wrist. Do you have any code sample?
Thanks.
farshizzo
06-26-2007, 12:18 PM
Hi,
You should be able to compute the distance between the bone positions to get the arm length. For example:pos1 = shoulderBone.getPosition()
pos2 = elbowBone.getPosition()
length = vizmat.Distance(pos1,pos2)
ruddle
06-26-2007, 12:37 PM
Thank you so much.
ruddle
06-26-2007, 05:05 PM
Sorry, two problems when I use your code.
1. I guess shoulderBone comes from getbone('skel_ShoulderL'). Then where is elbowBone from? I don't see a elbow bone in the skeleton.
2. If shoulderBone and elbowBone are from getbone(), maybe because my Vizard is only 2.17a, it doesn't support <bone>.getPosition command. Is there any substitute?
More question about version 2.17a:
It seems <bone>.setEuler doesn't work in this version too. Any substitute for setting the rotation of the bone?
Thanks,
ruddle
farshizzo
06-26-2007, 05:19 PM
Hi,
Sorry, the code I posted was for Vizard 3.0. In 2.17, I believe the syntax for getting a bone position/rotation is the following:pos = bone.get(viz.POSITION)
euler = bone.get(viz.EULER)If you want the length of the upper/lower arm, then I believe you should be interested in the following bones:skel_ArmLU
skel_ArmLL
skel_HandL
ruddle
06-26-2007, 05:45 PM
This time it works. Thank you.
The results are:
The distance between skel_ShoulderL and skel_ArmLU is 0.144409524884.
The distance between skel__ArmLU and skel_ArmLL is 0.159618362784.
The distance between skel__ArmLL and skel_HandL is 0.00597032904628.
So I guess the length of upper arm is 0.14, and the lower arm is 0.15. Right?
farshizzo
06-26-2007, 06:09 PM
Hi,
Actually that's incorrect. You need to get the absolute world position of the bone:bone.get(viz.POSITION,viz.ABSOLUTE_WORLD)This should give you the following results:skel_ArmLU -> skel_ArmLL = 0.284790087668
skel_ArmLL -> skel_HandL = 0.290760380194
ruddle
06-27-2007, 08:47 AM
Many thanks. Two more questions about viz.ABSOLUTE_WORLD:
1. Given the angle between shoulder and upper arms, and the angle between upper and lower arms, Can I set the arm like this:
LowArmBone.rotate(0,-90,0)
UpArmBone.rotate(0,-60,30)
What do I need to use: viz.ABSOLUTE_WORLD or viz.ABSOLUTE_LOCAL?
2. Given the position of hand, Can I set the hand like this:
HandBone.translate(x,y,z,viz.ABSOLUTE_WORLD)
Why only viz.ABSOLUTE_LOCAL works?
ruddle
farshizzo
06-27-2007, 05:14 PM
Hi,
viz.ABSOLUTE_LOCAL will perform the rotation in the bones local coordinate system. viz.ABSOLUTE_WORLD will perform the rotation in the world coordinate system. There were some bugs with performing manual bone rotations in Vizard 2.x. I would recommend upgrading to Vizard 3.0 if possible.
Translating the hand with viz.ABSOLUTE_WORLD should work. Are you locking the bone before performing the translation?
ruddle
06-28-2007, 01:17 PM
Yes. I locked all bones from shoulder to finger.
Thanks,
ruddle
mspusch
09-05-2007, 07:30 AM
It might be irrelevant, but Vizard R3 now can interface with Motionbuilder, which allows flawless and real-time integration of Mocap data from any Mocap system with the Vizard avatars. there are a bunch of videoclips at
http://www.worldviz.com/products/livecharacters/index.html
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