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ZMT zurich med tech

  1. Home
  2. Sim4Life
  3. Anatomical Models
  4. Pose User-Defined Surfaces/Entities

Pose User-Defined Surfaces/Entities

Scheduled Pinned Locked Moved Anatomical Models
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  • brynB Offline
    brynB Offline
    bryn
    ZMT
    wrote on last edited by bryn
    #18

    You can place a local grid on the surface (or multiple). In the video below I first

    • select a triangle on the mesh
    • create a patch
    • extract it as triangle mesh
    • and then place the local grid on this triangle

    I think this may not be necessary, i.e. you could directly place the local grid on the surface. But maybe the procedure above can help to make it more precise.

    An easy way to apply the transform is to get it in Python:

    # assuming you select the WCS and then the electrode
    wcs = XCoreModeling.GetActiveModel().SelectedEntities[0]
    device = XCoreModeling.GetActiveModel().SelectedEntities[1]
    
    device.ApplyTransform(wcs.Transform)
    

    This assumes the "device" was centered at the origin, and aligned with the z-axis. If this is not the case, you should first position the template antenna/device with the z-axis at the origin.

    Youtube Video

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    • V Offline
      V Offline
      VigneshYork
      wrote on last edited by
      #19

      Hello Bryn,

      That looks perfect. Thank you

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      0
      • V Offline
        V Offline
        VigneshYork
        wrote on last edited by
        #20

        Hello Bryn,

        Thank you for your support. I have one question regarding the ViP models:

        1. If you change the properties of bone (cortical, cancellous and marrow) to that of muscle, would they all merge together when you build the voxels? For example, if I apply a microwave imaging algorithm to the leg with all bone properties changed to muscle, would I get scattering due to muscle-bone interface? Is this scattering due to difference in properties or due to the shape ?

        Thanks

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        0
        • brynB Offline
          brynB Offline
          bryn
          ZMT
          wrote on last edited by
          #21

          The solver will treat the bone as muscle tissue,ie the properties matter. There will be no bone muscle interface.

          V 1 Reply Last reply
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          • V Offline
            V Offline
            VigneshYork
            wrote on last edited by
            #22

            Thank you. I have one last question: Are there any tutorials using the FDFD solver?

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            • V Offline
              V Offline
              VigneshYork
              wrote on last edited by
              #23

              Hello Bryn,

              I would like to confirm the difference between the option "distribute along line" in the sources settings.
              Does not choosing the option introduce a time delay/phase delay for the antenna (patch antenna) for example? Is there a method of calculating the time delay for an antenna?

              Thanks
              Vignesh

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              • brynB Offline
                brynB Offline
                bryn
                ZMT
                wrote on last edited by
                #24

                Hi @VigneshYork

                Please open a new topic. The questions about FDFD (yes there are tutorials) / source settings are unrelated to the poser.
                This will help make the forum more useful for others (or you, next time). It also is more likely to get answered by somebody who knows the topic.

                Thanks

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                • V Offline
                  V Offline
                  VigneshYork
                  wrote on last edited by
                  #25

                  Hi Bryn,

                  I apologise.

                  Thanks

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                  • V Offline
                    V Offline
                    VigneshYork
                    wrote on last edited by
                    #26

                    Hi,

                    I have two questions regarding the pose tool:

                    1. In the example stated at the start of this thread regarding drawing a patch on the surface of the skin and posing the patch with the model: would the patch also deform similar to the skin? Is the FEM applied to the patch also?

                    2. I am getting the following issue (figure attached). The bone and muscle are split. I am not sure how to fix this

                    image.png

                    Thanks

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                    • brynB Offline
                      brynB Offline
                      bryn
                      ZMT
                      wrote on last edited by
                      #27
                      1. the FEM model is used to compute a deformation in the entire body. The deformation is applied to all surface entities (and patches defined on those surfaces). A patch on a triangle mesh is actually just a subset of that surface (a list of triangles).

                      2. I have never observed this issue. Did you use the move tool before/after/while using the poser? Can you explain the steps to reproduce this issue?

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                      • V Offline
                        V Offline
                        VigneshYork
                        wrote on last edited by
                        #28

                        Hi Bryn,

                        Thanks for your clarifications.

                        1. If I extrdue the patch to make a cloth or band around the leg. Would that deform too?
                        2. The way to reproduce the issue is to move the model to a different location and then pose it.

                        Thanks

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                        0
                        • brynB Offline
                          brynB Offline
                          bryn
                          ZMT
                          wrote on last edited by
                          #29

                          ok,

                          1. if the extrusion layer is thin enough it may deform reasonably. Deformation of surfaces outside the body is based on nearest neighbor extrapolation. You could also extrude the patch after posing.
                          2. Thanks, I will create a bug report so we can address it. I guess a workaround is to move after posing. Sorry for the inconvenience.
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                          • ofliO Offline
                            ofliO Offline
                            ofli
                            ZMT
                            wrote on last edited by
                            #30

                            @VigneshYork Which Sim4Life version are you using?

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                            1
                            • V Offline
                              V Offline
                              VigneshYork
                              wrote on last edited by
                              #31

                              Hi, I am using version 7.0.1.8169

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                              0
                              • ofliO Offline
                                ofliO Offline
                                ofli
                                ZMT
                                wrote on last edited by
                                #32

                                Please download and install the latest version of Sim4Life (V7.2.4) with which you should not experience this issue.

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                                • brynB bryn

                                  The solver will treat the bone as muscle tissue,ie the properties matter. There will be no bone muscle interface.

                                  V Offline
                                  V Offline
                                  VigneshYork
                                  wrote on last edited by
                                  #33

                                  @bryn I have a follow up question to this. If I draw a cylinder over the bone and provide it properties of muscle, do I need to subtract the bone from the cylinder?

                                  For example: When I observe the voxels in the ViP model for muscle only (without the presence of bone or anything), there is a hole where the bone is suppoed to be (which makes sense) (Figure attached).
                                  ab4c0994-a2d5-4db2-802f-cc03d6ecc7e0-image.png

                                  Do I need to do the same with a custom cylinder i.e subtract the bone from the cylinder? The voxels with the cylinder with bone shows the presence of the bone (Figure attached) but not for all cases.

                                  5a7bb8cd-3ecc-4385-84de-933d95563f5d-image.png

                                  Thanks

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                                  • brynB Offline
                                    brynB Offline
                                    bryn
                                    ZMT
                                    wrote on last edited by
                                    #34

                                    you can, but it is easier to simply use the priorities. if you set the cylinder to a higher priority than bone it will be voxeled over the bone. a voxel can only represent one material, so what ever has higher priority wins.

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                                    • V Offline
                                      V Offline
                                      VigneshYork
                                      wrote on last edited by
                                      #35

                                      Thank you. What happens when all elements are given the same priority and you do not subtract the bone from the muscle? What would a voxel at the location of the bone present?

                                      @ofli : Thank you. Installing the new version removed the error.

                                      brynB 1 Reply Last reply
                                      0
                                      • V VigneshYork

                                        Thank you. What happens when all elements are given the same priority and you do not subtract the bone from the muscle? What would a voxel at the location of the bone present?

                                        @ofli : Thank you. Installing the new version removed the error.

                                        brynB Offline
                                        brynB Offline
                                        bryn
                                        ZMT
                                        wrote on last edited by
                                        #36

                                        @VigneshYork it will seem like a random ordering. If I remember correctly, the ordering will depend on the unique identifier of the entities (entity.Id). If you need to ensure a specific ordering you have to use the priorities (OR do the boolean subtraction). The priority approach is very robust though.

                                        28c3c739-490d-4c24-a72d-4dfd768e62e8-image.png

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                                        • V Offline
                                          V Offline
                                          VigneshYork
                                          wrote on last edited by
                                          #37

                                          Thank you

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