The problem Is that because of the excessive rotation of the foot, the foot penetrates the force plate and at some points, especially at the end of the previously attached animations, there are no GRF applied to the foot and there are mistakes in the muscle calculation as can been in the following:
What I did so far:
1- I changed the subtalar DOF from Eversion-Inversion to axial rotation (I changed the axis of rotation for the revolute joint). It improved the marker tracking a lot and solved the problem of the disapearing GRF. However, I received overloaded muscle problems, strange ankle and subtalar joint moment curves and strange muscle wrapping route (visible in the model view).
2- I changed back the subtalar DOF to its original format and once again I played around with the marker tracking parameters such as marker weights and optimization directions and I could solve the problem of disapearing GRF, as well as overloaded muscles. However, still there exist a huge deviation between blue and red markers for the foot.
Compared to the gait, golf is a highly complex motion and axial rotation of the lower limbs plays an important role in properly simulating the motion. I compared the result of the simulated motion using Anybody and Visual 3d (with the same C3d file):
Unlike AnyBody, Visual3d has 3 DOF for each lower limb joint. Therefore, as it is shown in the top right figure, Hip external rotation DOF in Anybody model needs to compensate the lack of axial rotation DOF in other joints (knee and ankle).
Therefore, I concluded that at least one DOF should be added to the knee or ankle. However, I think it is better to apply it to the knee.
Question: How can I change anyscript of the LowerExtremity model, to add axial rotation DOF to the knee or in the best case, is it possible to integrate the detailed knee model in the LowerExtremity model?