Great! Thank you for your reply!
Kind regards,
Thomas Overbergh
Search found 13 matches
- Mon Jun 08, 2020 2:51 am
- Forum: OpenSim
- Topic: Kinematics after altered body refence frame
- Replies: 2
- Views: 612
- Thu Jun 04, 2020 7:44 am
- Forum: OpenSim
- Topic: Kinematics after altered body refence frame
- Replies: 2
- Views: 612
Kinematics after altered body refence frame
Hi, I am trying to evaluate the sensitivity of the kinematics to error in the modeling of the vertebral alignment. Therefore I would like to check if the following reasoning is correct: In reference to the figure below, if I would be able to move body B without changing the absolute position or orie...
- Thu Jun 04, 2020 7:21 am
- Forum: OpenSim
- Topic: Joint constraints and Euler angles
- Replies: 8
- Views: 1607
Re: Joint constraints and Euler angles
We have concluded that two the reviewer was confused by an ambiguous term in our manuscript: "Total angle", which would have been correcter as "individually summed angles".
Thank you all for your help.
Thomas
Thank you all for your help.
Thomas
- Thu May 14, 2020 1:37 am
- Forum: OpenSim
- Topic: Joint constraints and Euler angles
- Replies: 8
- Views: 1607
Re: Joint constraints and Euler angles
Hi Chris! Thanks for taking a look! If the coefficients of the linear function would have been set as shown in tabel A1.4. A , then I indeed would have had to set the only remaining independent degrees of freedom to 30, 20, 10 degrees. However, I expressed the dependent coordinates relative to this ...
- Mon May 11, 2020 12:49 am
- Forum: OpenSim
- Topic: Joint constraints and Euler angles
- Replies: 8
- Views: 1607
Re: Joint constraints and Euler angles
Dear Ton, Thank your for taking the time to look at my issue! Although I agree with the math behind the addition of Euler angles, I believe that this is not the way OpenSim is doing the rotations when joint constraints are applied. As you suggested I applied larger angles (almost the maximum of the ...
- Fri May 08, 2020 7:59 am
- Forum: OpenSim
- Topic: Joint constraints and Euler angles
- Replies: 8
- Views: 1607
Joint constraints and Euler angles
Hi, I am hoping to get some help on a question regarding the way joint constraints are being used in relation to Euler angles. I have a thoracolumbar spine model in which the intervertebral (IV) joints are modeled as ball-and-socket joints (3 rotational degrees of freedom, no translations, red spher...
- Mon Feb 27, 2017 2:38 am
- Forum: OpenSim
- Topic: Relative to Absolute transform for visualization in VTK
- Replies: 4
- Views: 1722
Re: Relative to Absolute transform for visualization in VTK
Dear Ayman, Thank you! This worked very well! I used the following line to transform my assembly relative to the world reference system: transform = _osimModel.getSimbodyEngine().getTransform(si, bodyTemp); assembly.SetUserTransform(ConvertTransformFromSim2VTK(transform)); However, when I afterwards...
- Thu Feb 09, 2017 2:43 am
- Forum: OpenSim
- Topic: Relative to Absolute transform for visualization in VTK
- Replies: 4
- Views: 1722
Re: Relative to Absolute transform for visualization in VTK
Dear Ayman, Thank you for your reply. This is indeed the kind of method I am looking for. I am using the API from OpenSim 3.3. Could you point me to the method I need use, in the doxygen? (Because there exist a lot of methods such as Transform, TransformAxis, TransformPosition,...) Or maybe even wri...
- Wed Feb 08, 2017 10:27 am
- Forum: OpenSim
- Topic: Relative to Absolute transform for visualization in VTK
- Replies: 4
- Views: 1722
Relative to Absolute transform for visualization in VTK
Hi, I am working on some research software to make image-based personalizations to a generic musculoskeletal model. As you can see in the attachment, I have already created a pilot version in which I reconstruct this generic model in a VTK render window. Thereafter, I can manually adjust the positio...
- Thu Jan 05, 2017 5:35 am
- Forum: OpenSim
- Topic: OpenSim 3.3 very slow
- Replies: 2
- Views: 477
Re: OpenSim 3.3 very slow
This works!
Thank you!
Thank you!