Difference between revisions of "iPi Biomech Add-on"
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{{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.}} | {{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: | ||
| + | ::* [http://en.wikipedia.org/wiki/Euler_angles Euler angle] | ||
| + | ::* [http://en.wikipedia.org/wiki/Angular_velocity Angular velocity] | ||
| + | ::* [http://en.wikipedia.org/wiki/Angular_acceleration Angular acceleration] | ||
| + | ::* [http://en.wikipedia.org/wiki/Quaternion Quaternions] | ||
| + | ::* [http://en.wikipedia.org/wiki/Rotation_matrix Rotation matrices] | ||
| + | |||
| + | ;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 are shown by selecting Move tool; center is in the actor model's center of mass | ||
| + | ::* Relative to parent joint — axes are shown by selecting Move tool; center coincides with the coordinates of the parent bone | ||
| + | |||
| + | ;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 [http://en.wikipedia.org/wiki/Euler_angles#Conventions here] | ||
| + | |||
| + | ;Unit: Measurement unit of physical quantity | ||
Revision as of 12:13, 18 March 2015
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
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 are shown by selecting Move tool; center is in the actor model's center of mass
- Relative to parent joint — axes are shown by selecting Move tool; center coincides with the coordinates of the parent bone
- 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