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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. |
#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? |
#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 |
#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. |
#5
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Thanks.
Where can I find the information such as length of upper arm, fore arm? |
#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. |
#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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