Difference between revisions of "iPi Biomech Add-on"
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;Euler angles system: Set of rotations which defines Euler angles, see [http://en.wikipedia.org/wiki/Euler_angles#Conventions here] | ;Euler angles system: Set of rotations which defines Euler angles, see [http://en.wikipedia.org/wiki/Euler_angles#Conventions here] | ||
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Revision as of 11:22, 18 March 2015
Note: This article is under construction and will be published in a few days. Meanwhile refer to v2 documentation: http://wiki.ipisoft.com/Biomechanical_Analysis
Introduction
iPi Biomech Add-on is a convenient tool for in-depth biomechanical analysis of human motions. It includes visualization of tracking data and its export to various formats. It can be used for:
- Export of point cloud from multiple Kinect sensors for animation or research
- Gait analysis and rehabilitation
- Sports motion analysis
- Research in 3D human kinematics
Markerless tracking technology does not require clumsy suits, and work in real-life environments like regular office.
With iPi Biomech Add-on you can:
- Get Linear and Angular Quantities for selected joints, including
- Linear coordinate, velocity, acceleration
- Euler angles, angular velocity and angular acceleration
- Quaternions and Rotation matrices
- Select convenient coordinate systems
- Linear: Absolute (relative to floor), Relative to parent joint, Relative to center of mass
- Angular: Absolute (relative to floor), Relative to parent joint
- Select Euler angles system
- Plot values of selected Quantities for selected bones
- Export joints motion data to file
- Tab-separated text format (for Excel)
- MATLAB format
- Export point clouds obtained from depth sensors to file
- MATLAB, PCD, XYZ formats convenient for research
- Krakatoa PRT, PLY, OBJ, Leika PTS formats convenient for animation
Note: iPi Biomech Add-on requires separate license key, which you need to activate in addition to iPi Mocap Studio license key. 30-days free trial provided.
Glossary
- Linear quantities
- Quantities derived from linear coordinate of the joint which connects bone to it's parent bone, including:
- Coordinate
- Velocity
- Acceleration
- Angular quantities
- Quantities derived from bones's Euler angle, including:
- Linear coordinate system
- Coordinate system used for linear quantities, can be:
- Absolute (relative to ground)
- Axes are shown by selecting Move tool;
- Y axis is vertical
- XZ plane is floor
- Center and X, Z axes directions are automatically set during calibration
- Recenter Coordinates on Character button on Scene tab before tracking will align coordinate system with actor in T-pose
- Y is vertical axis passing through center of mass
- XZ plane is floor
- X is directed along left arm in T-pose
- Relative to center of mass
- Axes directions are the same as Absolute coordinate system described above;
- Center is in the actor model's center of mass
- Relative to parent joint
- Axes directions are the same as Absolute coordinate system described above;
- Center coincides with the coordinates of the parent joint
- Absolute (relative to ground)
- Angular coordinate system
- Coordinate system used for angular quantities, can be:
- Absolute (relative to ground) — in this system rotations are defined relative to ground
- Local (Relative to parent bone) — in this system rotations are defined relative to the parent bone
- Euler angles system
- Set of rotations which defines Euler angles, see here
- Unit
- Measurement unit of physical quantity (feet or meter, etc.)