Hi Soren,
As you tell us in the last message, we have turned the turn’s order
in the JointAndDrivers file as you can see here in the GH:
INITIAL FILE
//Glenohumeral joint
AnyKinEqInterPolDriver GHDriverRight={
AnyKinMeasureOrg &ref1
=…HumanModel.Interface.Right.GlenohumeralAbduction;
AnyKinMeasureOrg &ref2
=…HumanModel.Interface.Right.GlenohumeralFlexion;
AnyKinMeasureOrg &ref3
=…HumanModel.Interface.Right.GlenohumeralExternalRotation;
Data=pi/180*{
.JntPos.Right.GlenohumeralAbduction, //GH joint
.JntPos.Right.GlenohumeralFlexion, //GH joint
.JntPos.Right.GlenohumeralExternalRotation //GH joint
};
AFTER CHANGES
//Glenohumeral joint
AnyKinEqInterPolDriver GHDriverRight={
AnyKinMeasureOrg &ref1
=…HumanModel.Interface.Right.GlenohumeralFlexion;
AnyKinMeasureOrg &ref2
=…HumanModel.Interface.Right.GlenohumeralAbduction;
AnyKinMeasureOrg &ref3
=…HumanModel.Interface.Right.GlenohumeralExternalRotation;
Data=pi/180*{
.JntPos.Right.GlenohumeralFlexion, //GH joint
.JntPos.Right.GlenohumeralAbduction, //GH joint
.JntPos.Right.GlenohumeralExternalRotation //GH joint
};
After doing the changes in all body segments, the simulation is the
same,
We haven’t changed the &ref1, 2, 3 because we don’t know what’s the
meaning.
Should we change the ref order too?
And to finish, the GlenoHumeralExternalRotation is the turn of the
bone in the Yglobal axes or is the turn in his rotation direction?
For example we attach a simple case where you can see the impact
about this different order (2 jpeg files Our MOCAP oder and Anybody
oder),
-------------------------------Objects dump--------------------------
Main.Model.Mannequin.Posture.Right.GlenohumeralFlexion = {0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
-------------------------------Objects dump--------------------------
Main.Model.Mannequin.Posture.Right.GlenohumeralAbduction = {70, 70,
70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70,
70};
-------------------------------Objects dump--------------------------
Main.Model.Mannequin.Posture.Right.GlenohumeralExternalRotation = {-
45, -45, -45, -45, -45, -45, -45, -45, -45, -45, -45, -45, -45, -
45, -45, -45, -45, -45, -45, -45};
Thank you very much