Abstract:
The invention notably relates to a computer-implemented method for navigating through the hierarchical structure of a three-dimensional modeled assembly of parts. The method comprises the steps of displaying a three-dimensional modeled assembly of parts, exploding, upon user interaction, the three-dimensional modeled assembly into parts, each part of the assembly corresponding to a first hierarchical level, and displaying each part in one cell of a first two-dimensional table.
Abstract:
A computer-implemented method for making a skeleton of a modeled human or animal body take a posture, including obtaining a first and a second skeleton each comprising rotational joints connected by bones, each rotational joint of the second skeleton being associated to a respective joint of the first skeleton, determining a relative configuration of the second skeleton, mapping each joint of the first skeleton to a joint of the second skeleton, making the first skeleton take a posture defined by a rotational state for each joint of the first skeleton, and computing transformation matrices for the joints of the second skeleton such that a change is minimized, said second skeleton further including a prismatic joint on at least one of its bones, and determining rotations of the rotational joints and translation of the prismatic joint or joints of the second skeleton such that change is minimized.
Abstract:
A computer-implemented method for designing an avatar with at least one garment, the method comprising the steps of: S1) providing a digital model of an avatar comprising a skeleton (SN) and a skin (SK) covering the skeleton; S2) providing a digital model of a garment (GT) comprising a mesh having a plurality of vertex (vg1-vg7) connected by edges defining faces, each vertex being associated to at least one bone (B1, B2) of the skeleton of the avatar through a respective weighting coefficient; S3) associating a displacement direction (dd1-dd7) to each vertex of the garment, said displacement direction depending on the skeleton and on said weighting coefficients; and S4) detecting collisions between the skin of the avatar and the garment and, whenever a collision is detected, displacing a vertex of the garment away from the skeleton of the avatar along said displacement direction. A computer program product, a computer-readable data storage means and a Computer Aided Design system for carrying out such a method, and an avatar wearing at least one garment, suitable to be designed by such a method.
Abstract:
A method for locating a center of rotation of an articulated joint connecting two bones or set of bones of an upper or lower limb of a user, including performing a series of repetitive movements of sweeping one of the bones or set of bones around the joint, and simultaneously acquiring 3D positions of the bone or set of bones during said series, thereby obtaining a 3D cloud of points, computing a point referred to as center point, said center point being a searching point of the 3D searching space for which the standard deviation is the lowest considering the set of distances between the searching point and each point of the 3D cloud of points, transforming the 3D cloud of points into a plane, projecting the center point on said plane, thereby obtaining the center of rotation of the joint.
Abstract:
A computer-implemented method for designing an avatar with at least one garment, the method comprising the steps of: S1) providing a digital model of an avatar comprising a skeleton (SN) and a skin (SK) covering the skeleton; S2) providing a digital model of a garment (GT) comprising a mesh having a plurality of vertex (vg1-vg7) connected by edges defining faces, each vertex being associated to at least one bone (B1, B2) of the skeleton of the avatar through a respective weighting coefficient; S3) associating a displacement direction (dd1-dd7) to each vertex of the garment, said displacement direction depending on the skeleton and on said weighting coefficients; and S4) detecting collisions between the skin of the avatar and the garment and, whenever a collision is detected, displacing a vertex of the garment away from the skeleton of the avatar along said displacement direction. A computer program product, a computer-readable data storage means and a Computer Aided Design system for carrying out such a method, and an avatar wearing at least one garment, suitable to be designed by such a method.