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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 Online
    brynB Online
    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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        • 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 Online
              brynB Online
              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
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                • 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 Online
                  brynB Online
                  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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                    • V Offline
                      V Offline
                      VigneshYork
                      wrote on last edited by
                      #38

                      @ofli : sorry but the error happened again with sim4life 7.2. Once I moved the model and tried to pose it, the bones and rest of the model separated

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                      • V Offline
                        V Offline
                        VigneshYork
                        wrote on last edited by
                        #39

                        Hi Bryn,

                        I would like to ask a question regarding posing. My aim is to detect the variation in bone position from the skin in different poses (hypothesis being: as the soft tissues deform, the bone wont always be at the same position wrt the skin). I currently have 8 antennas placed around the skin which are supposed to mimic wearable antennas and I would like to move these antennas along with the pose.

                        But if I link these antennas to the bone using "link-parent tool", the bone is always at the same location wrt to the bone irrespective of the pose. But I cannot link the antennas wrt to the skin as the antennas dont move with the pose.

                        1. How can I do this? I would like the antennas which are placed around the skin to similar to the skin rather than the bone?
                        2. Based on the first video in this chain, triangular meshes can be posed similar to the body. If I convert the antennas to meshes and then pose it, will I be getting the same issue i.e the bone is always at the same location wrt to the antennas?

                        Thanks

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