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#1
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skeleton relationship
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. |
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#2
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Hi,
Here is the bone hierarchy for the standard Vizard avatars: Code:
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
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? |
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#3
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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 |
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#4
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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. |
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#5
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Thanks.
Where can I find the information such as length of upper arm, fore arm? |
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#6
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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. |
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#7
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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/liv...ers/index.html |
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