As the scaling function is called within the SkullSeg for the definition of all nodes and the graphics, graphics and nodes should behave like in a rigid body motion.
But although all nodes and the graphics should rotate in the same way, they do not: The nodes are rotated around another axis than the graphics. Please have a look at the attached figures. What could be the reason?
thanks for the speedy reply. In my case there is no Mirror included. I use AB5.3, AMMRV1.5, StandingModel, SkullSeg in SegmentsThoraxWithoutNeck.any, e. g.
The second node has just the z coordinate negative. This should be all right, shouldn’t it?
I assume that something is wrong with my modified scaling law. When i transform (rotate) around x, the nodes rotate around z (rotation on midsagittal plane). The skull anysurf however rotates around x (lateral bending to the right or left).
Therefore there are two points which i do not understand:
1.) Why is the anysurf scaled differently than the nodes although they are scaled by the same scaling function,
2.) why do the nodes sometimes not move as a rigid body (there distance before and after scaling is different). They are only like a rigid body when rotating around x.
Could you please exchange the original scaling law with my modified one to see what i mean?
But the problem is the same that the mirroring happen after you scaled.
I actually found the problem by using your scaling law. I think it may be the same for a few more points - it’s not that frequently used.
aaah, yes, of course. Thanks!
But this only explains why the nodes do not behave like a rigid body.
For rotation around x or z the DrwSurf1 from SkullSeg still performs lateral bending while the nodes do a flexion-extension and vice versa. Only for a rotation around y, DrwSurf1 and nodes behave in the same way.
Any ideas on that?
That’s also an interesting problem. There was a special rotation that was accounted for rotating the STL of the skull, which had 90 degrees of rotations. ARel = {{0,0,-1}, {0,1,0},{1,0,0}}. If we comment this one out - it behaves like it should, but we also need to change the stl of the skull. I have done and it works perfect. What i did i applied this rotation matrix to the STL and this way i could eliminate rotation from the code.