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Tutorials Lifd
Tutorials Lifd
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Tutorials
The tutorials presented in this section together touch on almost every feature of
LifeMOD to give the user exposure the the modeling methods and procedures used to
create model with a wide range of complexity and application.
By selecting the TUTORIAL button on the LifeMOD panel, a special tutorial control panel
is displayed. Figure 1 displays the function of the control panel. The option menu displays
the selection of the specific example problem. The description button displays information
of the specific example, application, and features addressed. The arrow buttons allow for
stepping through the tutorial. The control panel brings up and fills in the various panels
used to create the model.
Each step of the tutorial is documented in this section. The LifeMOD self-training
method consists of stepping through each example problem while reviewing the
background information for the specific example in this technical manual.
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Model Development
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LifeMOD Tutorials
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Joints
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Soft Tissues
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Create tendons
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Environment
Import external mechanical system from model library
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Analysis
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Animate the model with joint/muscle graphics scaling
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LifeMOD Tutorials
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Sections
Generating the Body Segments, Joints, Posture and Motion
Running the Equilibrium Analysis
Adding the Ground Reaction Force
Running the Inverse-Dynamics Simulation
Preparing the Model for the Forward-Dynamics Simulation
Running the Forward-Dynamics Simulation
Interrogating the Results
Further
Walking
NeckSIM:Whiplash
simulation. They are later removed and replaced with Servo-type torque generators for the "trained"
phase. The parameters of the passive joints are included in the SLF file
After the joints are created on the model the posture of the model may be adjusted, and the model
moved into place. The posture data and the model location are also included in the SLF file.
Finally, the motion data (MOCAP) for the twisting motion e is imported into the model and used to drive
the motion agents created on the model. There are two components to the motion agent. A yellow
sphere designates the location of the data point and the red sphere designates the marker location on
the human model. The yellow sphere is attached to the red sphere via a bushing element with
properties designated below. During the inverse dynamic simulation, the yellow sphere will move
according to the MOCAP data, while influencing the motion of the red sphere attached to the body. It is
during this analysis that muscle contraction histories will be recorded. The motion agent stiffness
properties are entered in the panel in Figure 1. The motion trajectory data is included in the SLF file.
Figure 2: The resulting model with the joints, posture and motion data installed.
Figure 4: Importing of the ground reaction forces from the original SLF filet
With the tracker agent place, and the contractile elements in the muscles of the lower body to include
the motion splines from the inverse-dynamics simulation, the PD-Servo controllers controlling the
torque joints of the body and the ground reaction force on the feet, the forward-dynamics simulation is
ready to be performed.
Figure 11: Joint scaling showing the joint torques as a result of the twisting motion
Figure 12: Plot of the forces the joints are exherting on the model
Further
This model could be used to explore may aspects of the twisting:
Work place injury
Orthopedic implant design
Assembly line ergonomics
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments, Joints, Posture and Motion
Running the Equilibrium Analysis
Adding the Flexible Golf Club
Creating the Foot-Floor Constraints
Running the Inverse-Dynamics Simulation
Preparing the Model for the Forward-Dynamics Simulation
Running the Forward-Dynamics Simulation
Interrogating the Results
Further
Figure 2: The resulting model with the joints, posture and motion data installed.
Figure 3: Model moved into data cloud (left) After static analysis (center) after synchronization
(right)
Figure 6: Discrete flexible link panel used to create golf club shaft
Step 7: Import the club head and grip from the library
Select XCHANGE from the main-menu and IMPORT MECHANICAL ENVIRONMENT from the submenu. Select Mechanical Environment Library and select Golf Club Head from the Model Library
SLF File. Select APPLY to build the grip and club head.
Step 8: Bring up the discrete flexible link panel.
At the top ADAMS/View menu select Build-Flexible Bodies-Discrete Flexible Link, to bring up the
panel pictured in Figure 5.
Step 9: Set the parameters and create the flexible shaft.
Set the flexible shaft parameters as in Figure 5 and select OK to create the flexible link.
Step 10: Attach the club to the hands.
. A
Right-click the forces icon in the Main Toolbox, and select the bushing force icon
bushing is a restraint between two bodies whose stiffnes and damping can be defined in 6 DOF.
Pick SML_Right_Hand as the first body and SML_Club_Grip as the second body. Right-click on the
ground to bring up a location panel under the main toolbox, enter (0.3598247916, 0.697651211,
0.5148486542) and Select APPLY. Modify and set the values as in figure 7. Rename the bushing
.World.Hand_Grip.
Create a new bushing, selecting the first body as SML_Right_Hand, and the second body as
SML_Left_Hand. Select the bushing created prior as the location of the new bushing. Modify the
bushing and set the value as in figure 7. Rename the bushing .World.Rhand_Lhand.
OR
Open a command window by going in "View" in the top ADAMS menu to use the commands
provided.
Create the markers using the following ADAMS/View commands:
marker create marker=.World.Club_Grip.hands location=0.3598247916, 0.697651211, 0.5148486542
orientation=0.0, 0.0, 0.0 rel=.World
marker create marker=.World.SML_Right_Hand.Grip location=0.3598247916, 0.697651211, 0.5148486542
orientation=0.0, 0.0, 0.0 rel=.World
marker create marker=.World.SML_Left_Hand.Grip location=0.3598247916, 0.697651211, 0.5148486542
orientation=0.0, 0.0, 0.0 rel=.World
Connect the club to the right hand using the following command:
Connect the hands together with a bushing element using the following command:
force create element_like bushing bushing=.World.Rhand_Lhand i_mark=.World.SML_Right_Hand.Grip
j_mark=.World.SML_Left_Hand.Grip stiffness=1.0E+012,1.0E+012,1.0E+012
damping=1.0E+0011,1.0E+0011,1.0E+0011 force_preload=0.0,0.0,0.0 tstiffness=1.0E+008,1.0E+008,1.0E+008
tdamping=1.0E+007,1.0E+007,1.0E+007 torque_preload=0.0,0.0,0.0
Figure 9: The kinematic joints between the feet and the floor
Step 11: Create a bushing element between the left foot and the floor.
Create a bushing force, selecting SML_Left_Foot as the first body and the ground as the second
body. Right-click to bring up the location. Set the location to (0.6165542782, 5.5868707173E002, 0.35559667) using the Precision Move panel. See figure 6. Rename the bushing
.World.Left_Foot_GRX.
OR
Use the following ADAMS/View commands to create the markers and bushing element between
the left foot and the floor:
1. Create the markers
marker create marker=.World.SML_Left_Foot.MARKER_2342 location=0.6165542782, 5.5868707173E-002,
0.35559667orientation=0.0, 0.0, 0.0 rel=.World
marker create marker=.World.ground.MARKER_2343 location=0.6165542782, 5.5868707173E-002, .35559667
orientation=0.0, 0.0, 0.0 rel=.World
Step 12: Create a bushing element between the right foot and the floor.
Create a bushing force, selecting SML_Right_Foot as the first body and the ground as the second
body. Select the location as (0.1305656331, 4.257274312E-002, 0.4558554612). The location and
orientation of the bushing is determined by it's markers. In order to modify the orientation of a
bushing, it's markers must the modified. Select the middle of the bushing and look for two
bushings with consecutive numbers. Right-click and modify each of the markers so the
orientations are (266.7096912618, 40.7657878536, 92.5480285278) Select the bushing and
modify it. Set the values as in figure 11. Rename the bushing .World.Right_Foot_GRX.
OR
Use the following ADAMS/View commands to create the markers and bushing force element
between the right foot and the floor:
1. Create the markers:
marker create marker=.World.SML_Right_Foot.MARKER_2344 location=0.1305656331, 4.257274312E-002,
0.4558554612 orientation=266.7096912618, 40.7657878536, 92.5480285278 rel=.World
marker create marker=.World.ground.MARKER_2345 location=0.1305656331, 4.257274312E-002,
0.4558554612 orientation=266.7096912618, 40.7657878536, 92.5480285278 rel=.World
Figure 12: Geometry Modify Shape box info for the floor
OR
Use the following ADAMS/View commands to create the markers and graphics for the ground and
change the color to green:
marker create marker=.World.ground.flr location=-0.4, 0.0, -0.4 orientation=0,0,0 rel=.World
geometry create shape block block_name = .World.ground.floor corner_marker = .World.ground.flr
diag_corner_coords = 1.5, .01, 2
training phase.
OR
Create the data request to output the hand/grip forces generated during the golfing simulation
using the following ADAMS/View command:
output_control create request request_name = REQ_Hand_Grip_Force f5 = "BUSH(.World.hand_grip, 0, 5,
0)"
performed.
Figure 19: Data for thoracic and lumbar twist torques and the frontal plane shoulder torques
Figure 23: Results panel set up to plot the right wrist joint torques
Use the ADAMS/View toolbox to animate the model. Observe the scaling force graphics at the
grip.
Step 31: Bring up the post processor window
Select DATA DISPLAY in the sub-menu. Select the Post Processor button in the results panel to
bring up the ADAMS results post processor window.
Step 32: Plot the thoracic twist torques
Select SML_thoracic for the Joint, Torque for the characteristic Transverse for the component.
Select a low pass butterworth data filter with a cutoff frequency of 5.0 and an order of 5. Check
New Plot and select CREATE FULL PLOT.
Step 33: Plot the lumbar twist torques
Select SML_lumbar for the Joint, Torque for the characteristic Transverse for the component.
Select a low pass butterworth data filter with a cutoff frequency of 5.0 and an order of 5. Check
"New Plot" and select CREATE FULL PLOT.
Step 34: Animate front view
Select ANIMATION from the sub-menu, select front view, divide window and select PLAY.
Step 35: Animate right view
Select right view, divide window and select PLAY.
Step 36: Turn on stick view and joint scaling graphics
In order to view the torques in the model clearly, the graphics are reduced to the stick model
using the display option at the bottom of the main LifeMOD panel. Check "Scale Joint/Tissue
Graphics" select Joints and select Scale Globally. Select the light bulb to turn on the joint bubble
graphics. Select front view, divide window and select PLAY.
Step 37: Plot the left shoulder frontal plane torques
Select DATA DISPLAY from the sub-menu. Select SML_Left_Shoulder for the Joint, Torque for the
characteristic Frontal for the component. Select a low pass butterworth data filter with a cutoff
frequency of 5.0 and an order of 5. Select CREATE FULL PLOT.
Step 38: Plot the right shoulder frontal plane torques
Select SML_Right_Shoulder for the Joint, Torque for the characteristic Frontal for the component.
Select a low pass butterworth data filter with a cutoff frequency of 5.0 and an order of 5. Select
CREATE FULL PLOT.
Step 39: Plot the left wrist frontal plane torques
Select SML_Left_Wrist for the Joint, Torque for the characteristic Frontal for the component.
Select a low pass butterworth data filter with a cutoff frequency of 5.0 and an order of 5. Select
Further
This model could be used to explore may aspects of the golf swing including:
club strain and loading
wear prediction
effects of changing the club parameters on the joint torques
ground reaction forces
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Muscle Recruitment
LifeMOD has a muscle recruitment capability for
situations where multiple muscle activation patterns
are capable of meeting the forward dynamics
kinematic profile. This example demonstrates the
muscle recruitment process using a simple arm
flexion at the elbow.
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Sections
Generating the Body Segments
Reducing the Model
Generating the Joints
Creating the Muscle Forces
Posing the Human Model
Adding Motion Agents to the Human Model
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Figure 3: Arm model with joints (right) and panel to create the passive joints on the right arm.
Figure 4: Muscle groups created on the model. Note that the color of the muscles is "rust" indicating
passive training elements.
Figure 5: Panel set up to create the right arm muscle groups. The default tissue stress is used and the
muscle tone multiplier is set to 200.
the model the posture of the model may be adjusted, and the model
may be adjusted by recalling one of several postures in the posture
joint angles if necessary. The body is moved into place by selecting
changing the location.
Figure 7: Posture modification panel to place the model in the riding posture.
Figure 8: Data for the driving spline for the motion agent. The left column is the simulation time and the
right column is the angle of the lower arm.
Figure 9: Panel set up to create the motion agent to move the lower arm
Step 18: Create a fixed joint between the upper_torso and ground
Select the fixed joint icon from the main toolbox. Select .World.Eric_Upper_Torso as the first body,
and .World.ground as the second body. Right-click and set the location to (5, 9, 3) in the location
panel. Select APPLY.
OR
Use the following ADAMS/View commands to create a fixed joint between the upper_torso and
ground:
marker create marker=.World.Eric_Upper_Torso.ground location=5, 9, 3 rel=.world
marker create marker=.World.ground.Chest location=5, 9, 3 rel=.world
constraint create joint Fixed joint_name=.World.Chest_Ground
i_marker_name=.World.Eric_Upper_Torso.ground j_marker_name=.World.ground.Chest
Figure 12: Panel set to run the analysis. Be sure to disable motion agents.
Figure 13: Model with active "trained" muscle force elements. Note that the color of the muscles is now
red indicating active elements.
Select APPLY.
Step 30: Bring up the analyze panel
Select ANALYZE from the main-menu and DYNAMICS from the sub-menu
Step 31: Disable the motion agent and run the dynamics simulation
Set gravity at -386.0885826772 in the y direction and run the simulation for 4 seconds and 100
time steps using the default integrator settings. Select "Disable motion agents".
Select ANALYZE.
Step 32: Save the analysis
Select SAVE ANALYSIS and enter the name PreOptimization. Select OK.
Step 33: Bring up results plotting
Select RESULTS on the main-menu and DATA DISPLAY on the sub-menu. Select "Results Window"
button to bring up the results processor.
Step 34: Review Recruitment Measures
Right click on the plot window in the Adams/PostProcessor window and select Load Plot. Select the
simulation PreOptimization, source Measures. There are now two measures for each muscle:
_MEA_At measuring the activation of the muscle, and _MEA_DynGain showing the Dynamic Gain
representing the recruitment level.
There is one additional measure called MEA_MinAct2. This represents the goal, which was set to
Power of Exponent 2.0. The measure is the sum squared activation levels for all muscles, divided by
the number of muscles, and then raised to the 1/2.0 power. In other words, for the Power of
Exponent equal to 2.0, the MEA_MinAct2 measure is for the rms Activation level.
Select Surf and review the measures. Note that there are only five muscles with significant
activation levels: _Bic1_Rtiss_1, _Bic2_Rtiss_1, _Brac1_Rtiss_1, _Ecarp1_Rtiss_1, and
_Pron1_Rtiss_1.
Based on the initial evaluation of the muscle activations, the five muscles with significant activation
levels would be good candidates for optimization. To determine if changes in the recruitment levels
for these muscles have any effect on their and any other muscles activation levels, a sensitivity
case will be run.
Select "Modify" under Advance Settings. Set the Perturbation to 10.0, the Baseline Prefix to
Sens_Baseline, and the Analysis Prefix to Sensitivity.
In the response muscles field select all muscles. This means that the change in activation for all
muscles will be calculated for each sensitivity analysis. (if this field is left blank, only the five
muscles in the Muscles field would be calculated).
Step 38: Run & Review Muscle Recruitment Sensitivity
Select APPLY.
Six analysis will be performed: a baseline analysis followed by five sensitivity analysis, one for each
muscle in the Muscles field. Each sensitivity analysis will have the recruitment level for that muscle
increased by the perturbation value. Results will be presented in an external CSV file with name
based on the Analysis Prefix field value. When the analysis are done, a message will indicate where
to find the results (see Figure 19).
Open file Sensitivity.csv in Excel, or alternately a text editor. Values in the file represent rms
(average over time) activation changes, relative to the baseline run, for the muscles. So, for
example, the first row indicates that by changing the recruitment curve from 10.0 (baseline set in
step 29) to 20.0 (by adding the perturbation value of 10.0) for muscle _Bic1_Rtiss_1, the activation
for _Bic1_Rtiss_1 has an rms change of 0.17, with significant changes to _Bic2_Rtiss_1,
_Brac1_Rtiss_1, _Pron1_Rtiss_1, and _Ecarp1_Rtiss_1 - i.e. the same five muscles with significant
activation levels. More important, none of the rest of the muscles have a significant change in
activation (from near zero levels) for a change in recruitment for these five muscles. The conclusion
is that we should perform a recruitment optimization on these five muscles, but we can leave out
the other muscles as not affected.
In the Goal Variable field enter VAR_MinAct2. This is the name of the ADAMS_Variable associated
with the measure previously created.
The objective of the optimization will be based on the objective settings in the optimization setup
panel.
Select APPLY.
Interrogating Results
Results for the optimization objective vs. iteration should be plotted in a measure plot, as shown in
Figure 22. Results for the optimization are stored in analysis Optimize_Run.
Figure 23: Muscle Activation levels pre and post recruitment optimization.
Notice that the minAct2 curve that the optimization objective is calculated from (in this case the
optimization objective is the sum square of the values of the minAct2 measure, summed over time)
was reduced during the optimization. All of the muscle activations were reduced except for muscle
_Bic2_Rtiss_1, which was increased.
Step 43: Create Measure plots of Recruitment Level
Add a second post-processing page in a 2x3 grid of plots. Select simulations PreOptimization and
Optimize_Run. Select Measures. In five of the plot windows, plot _DynGain measures for the five
muscles of interest. For each muscle plot, set the Y axis to range from 0 to 100.0 with 5 tics.
Figure 24: Muscle Recruitment levels pre and post recruitment optimization.
Notice that the dynamic gain, as represented in the _DynGain measures, have been adjusted during
the optimization. The relative recruitment level between the muscles is represented by the ratio
between these curves. Also note that the curves are flat, with a single value for the entire 4
seconds of simulation. That is because only a single stage optimization was performed. It is possible
to optimize further in successive stages, with commensurate simulation time required.
Step 44: DEMO COMPLETE
Further
This model was put forth to demonstrate the muscle recruitment process. The intention with this
model was to show the process with a relatively small model that solved the recruitment sensitivity
and optimization multi-runs in relatively short time frame. The same process can be used on any
model that has multiple trained muscles.
This model may be refined in many areas including:
Including more movements
Including more muscles in the model
Converting the muscles from simple trained to Hill trained
Change the optimization objectives
Optimizing the recruitment levels in smaller stages
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Reducing the Model
Generating the Joints
Creating the Muscle Forces
Posing the Human Model
Adding Motion Agents to the Human Model
Running the Inverse-Dynamics Simulation
Running the Forward-Dynamics Simulation
Replace the Triceps with Hill-Based Muscles
Running the Forward-Dynamics Simulation
Interrogating the Results
Further
Figure 3: Arm model with joints (right) and panel to create the passive joints on the right arm.
Figure 4: Muscle groups created on the model. Note that the color of the muscles is "rust" indicating passive
training elements.
Figure 5: Panel set up to create the right arm muscle groups. The default tissue stress is used and the muscle tone
multiplier is set to 200.
Figure 7: Posture modification panel to place the model in the riding posture.
Figure 8: Data for the driving spline for the motion agent. The left column is the simulation time and the right
column is the angle of the lower arm.
Figure 9: Panel set up to create the motion agent to move the lower arm
Step 18: Create a fixed joint between the upper_torso and ground
Select the fixed joint icon from the main toolbox. Select .World.Eric_Upper_Torso as the first body, and
.World.ground as the second body. Right-click and set the location to (5, 9, 3) in the location panel. Select
APPLY.
OR
Use the following ADAMS/View commands to create a fixed joint between the upper_torso and ground:
marker create marker=.World.Eric_Upper_Torso.ground location=5, 9, 3 rel=.world
marker create marker=.World.ground.Chest location=5, 9, 3 rel=.world
Figure 12: Panel set to run the analysis. Be sure to disable motion agents.
Figure 13: Model with active "trained" muscle force elements. Note that the color of the muscles is now red
indicating active elements.
Figure 14: Replacing the trained triceps muscle elements with the Hill-based muscle elements.
Step 49: Disable motion agent and run the dynamics simulation
Set gravity at -386.0885826772 in the y direction and run the simulation for 4 seconds and 100 time steps
using the default integrator settings.
Step 50: View the simulation results
Use the ADAMS/View main toolbox to animate the model.
Step 51: Save the third analysis.
Select SAVE ANALYSIS and enter the name Antag_2. Select OK.
Figure 18: Strip charts for the elbow force and the biceps force for all three cases. The graphics indicate increasing
elbow joint force and biceps force with increasing triceps activation.
Further
This model was put forth to demonstrate the creation partial body model to examine the effects of muscular
co-contraction. The intention with this example was to touch of the various modeling functions of both the
LifeMOD Biomechanics Modeler and ADAMS/View necessary to create a detailed muscular reactions of this
nature.
This model may be refined in many areas including:
Including more movements
Including more muscles in the model
Creating wrapping functions on the muscles for more accurate line-of-sight.
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Reducing the Model
Generating the Joints
Creating the Soft Tissues
Posing the Human Model
Adding Motion Agents to the Human Model
Running the First Inverse-Dynamics Simulation
Running the First Direct-Dynamics Simulation
Prepare the Model for the Second First Inverse-Dynamics Simulation
Running the Second Inverse-Dynamics Simulation
Running the Second Direct-Dynamics Simulation
Interrogating the Results
Further
Figure 4: Muscle groups created on the model. Note that the color of the muscles is "rust" indicating passive training
elements.
Figure 8: Posture modification panel to place the model in the riding posture.
Figure 9: Data for the driving spline 1 (top) and spline 2 (bottom) for the motion agent
Figure 10: Panel set up to create the motion agent to move the head
Step 17: Create a fixed joint between the lower_torso and ground
Select fixed joint icon from main toolbox. Select .World.Eric_Lower_Torso as the first body, .World.ground as
the second. Right-click to bring up the location panel below the main toolbox. Enter (-1, 3, -3) as the location.
Select APPLY.
OR
Use the following ADAMS/View commands to create a fixed joint between the lowerr_torso and ground:
marker create marker=.World.Jerry_Lower_Torso.ground location=-1,3,-3 rel=.world
marker create marker=.World.ground.body location=-1,3,-3 rel=.world
constraint create joint Fixed joint_name=.World.FIX1 i_marker_name=.World.Jerry_Lower_Torso.ground
j_marker_name=.World.ground.body
Figure 13: Panel set to run the analysis. Be sure to disable motion agents.
Figure 14: Leg model with active "trained" muscle force elements. Note that the color of the muscles is now red
Figure 15: Relocating the gluteus medius pelvic attachment from the original position (left) to the new position
(right).
Figure 16: The panel used to modify the location of the attachment point
Select SOFT TISSUES from the main-menu and TRAINING from the sub-menu.
Step 36: Restore the TRAINING elements in the muscles
Select "Re-Intall Trainable Passive Elements on Muscles".
Figure 17: Anterior and medial gluteus medius forces for both runs.
Figure 18: Three animation frames displaying scaling force muscle graphics
Further
This model was put forth to demonstrate the creation partial body model to examine the effects of relocating a
hip flexor muscle. The resulting force on this muscle as well as the surrounding, load-sharing tissues were
compared for two cases. The intention with this example was to touch of the various modeling functions of
both the LifeMOD Biomechanics Modeler and ADAMS/View necessary to create a detailed joint of this nature.
This model may be refined in many areas including:
Including more movements
Including more muscles in the model
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Reducing the Model
Generating the Joints
Discretize the Hand Segment
Creating the Individual Joints in the Hand
Manipulating the Posture of the Hand
Defining the Extensor Digitorum Musculature
Creating the Extensor Pollicis Longus Muscle Group
Creating the Flexor Digitorum Profundus Muscle Group
Creating the Other Muscles of the Hand
Posing the Arm/Hand Model
Step 1: Bring up segments panel and set fields for the body
Launch the LifeMOD software and select CREATE NEW MODEL to begin a new modeling session.
Select SEGMENTS from the main-menu and CREATE BASE SEGMENT SET from the sub-menu.
Step 2: Create the body
Enter "World" for the world model name and "Thorin" for the human body name. Units are
millimeter-kilogram-newton and the color is set to peach. Hands are set to open and the full body
model is specified. The model is created from an anthropometric database named "GeBOD". The
body will be constructed for a 77 kg person of 1778 mm in height. Select OK to set parameters
and select "Create Body Measurement Table" to create the segment measurement table and
"Create Human Segments" to create the model.
left_upper_arm and the left_scapula. Because the model is built around the Lower_Torso segment
it cannot be deleted, so is hid instead. The left_scapula is then fixed to ground.
Figure 2: Body segment delete panel to remove all segments except for the left hand, lower arm, upper
arm and scapula.
Figure 4: Individual segment creation panel used to discretize the hand segment into the individual bones
Step 11: Bring up the create segment panel and set the bone parameters
Select SEGMENTS from the main menu and CREATE INDIVIDUAL SEGMENT from the sub-menu.
Set the external representation to ellipsoid and the internal representation to skeleton using the
LifeMOD Display Toolbox.
Step 12: Create the individual bones of the hand
Select "Estimate Mass Properties with Eillipsoids." Use the following table to create new segments
for the hand. Use the local shell for the shell entitity not the one located in LifeMOD
New
Segment
CM Location
Phalanx_1DL
171, -185, 68
Phalanx_1PL
metacarpal_1L
Phalanx_2DL
Phalanx_2ML
Phalanx_2PL
metacarpal_2L
Phalanx_3DL
Phalanx_3ML
Phalanx_3PL
metacarpal_3L
Phalanx_4DL
Phalanx_4ML
Phalanx_4PL
177, -162, 61
186, -126, 44
185, -264, 29
188, -242, 28
192, -208, 29
197, -149, 26
187, -275, -6
191, -251, -4
194, -212, 0
197, -151, 6
183, -265, -28
186, -243, -26
190, -206, -21
CM
Ellip X Ellip Y EllipZ
Shell Entity
Orientation
253, 83,
20
35
20 Skel_phalanx1dL
101
161, 16, 0
20
40
20 Skel_phalanx1PL
168, 29, 0
45
70
30
Skel_metacrpL
241, 3, 112
15
25
15 Skel_phalanx2dL
352, 0, 180
17
35
17 Skel_phalanx2ML
353, 1, 180
20
50
20 Skel_phalanx2L
176, 6, 0
30
80
30
Skel_mcarpal2L
333, 5, 24
15
25
15 Skel_phalanx3dL
348, 3, 180
17
35
17 Skel_phalanx3ML
359, 9, 180
20
55
20 Skel_phalanx3PL
355, 3, 180
30
85
30
Skel_mcarpal3L
347, 10, 10
15
25
15 Skel_phalanx4dL
347, 4, 180
17
35
17 Skel_phalanx4ML
357, 8, 180
20
55
20 Skel_phalanx4PL
356, 11,
30
85
30
Skel_mcarpal4L
180
325, 2, 34
15
20
15 Skel_phalanx5dL
351, 8, 180
17
35
17 Skel_phalanx5ML
354, 10,
20
40
20 Skel_phalanx5PL
180
354, 20,
30
75
30
Skel_mcarpal5L
180
z_scale=55
Marker Name
Thorin_Phalanx_2ML.Phalanx_2DL
Thorin_Phalanx_3ML.Phalanx_3DL
Thorin_Phalanx_4ML.Phalanx_4DL
Thorin_Phalanx_5ML.Phalanx_5DL
Thorin_Phalanx_1PL.Phalanx_1DL
Thorin_Phalanx_2PL.Phalanx_2ML
Thorin_Phalanx_3PL.Phalanx_3ML
Thorin_Phalanx_4PL.Phalanx_4ML
Thorin_Phalanx_5PL.Phalanx_5ML
Thorin_metacarpal_1L.Phalanx_1PL
Thorin_metacarpal_2L.Phalanx_2PL
Thorin_metacarpal_3L.Phalanx_3PL
Thorin_metacarpal_4L.Phalanx_4PL
Thorin_metacarpal_5L.Phalanx_5PL
Thorin_Left_Hand.Metacarpal_1L
Thorin_Left_Hand.Metacarpal_2L
Thorin_Left_Hand.Metacarpal_3L
Thorin_Left_Hand.Metacarpal_4L
Thorin_Left_Hand.Metacarpal_5L
Global Location
186.7, -255.8, 28.9
188.1, -267.1, -5.8
183.8, -257.5, -27.5
184, -225.7, -50.6
172.6, -177.3, 66.6
190.2, -229, 29
194.7, -235.6, -3.9
189.9, -229.3, -25
187.7, -202.1, -47.2
182.6, -147.6, 57.1
194.9, -187.1, 30.3
194.8, -189.1, 4.1
191.9, -184.2, -18.4
191.1, -165.1, -40.3
191.1, -104.5, 32.1
199.7, -112.5, 22
200.7, -114.3, 8.2
196.7, -113.7, -3.5
196.4, -110.1, -19.1
Global
241.4
333
347.7
325.6
253.5
271
319.3
316.6
325.1
256
199.3
314.1
344
347
256
199.3
314.1
344
347
Orientation
3.2
112.7
5.1
24.9
10.4
10.3
2.3
34.7
83.1
101.4
3.1
82.5
16.9
20.6
12.5
24.4
10.4
20.9
83.4
114.3
6.8
157.2
4.2
41.3
12.2
11.8
21.2
7
83.4
114.3
6.8
157.2
4.2
41.3
12.2
11.8
21.2
7
Reference Axis
Thorin_Phalanx_1PL.Phalanx_1DL
Thorin_Phalanx_2ML.Phalanx_2DL
Thorin_Phalanx_3ML.Phalanx_3DL
Thorin_Phalanx_4ML.Phalanx_4DL
Thorin_Phalanx_5ML.Phalanx_5DL
Thorin_Metacarpal_1L.Phalanx_1PL
K
1
1
1
1
1
1
C + 10 0
10 0
10 0
10 0
10 0
10 0
1 10
1 10
1 10
1 10
1 200
1 10
1 10
1 10
1 10
1 200
1 200
1 200
1 200
0
0
0
0
0
0
0
0
0
0
0
0
0
15
15
15
20
Figure 6: Hand before the thumb is rotated (left) and after (right) using the panel below.
Figure 8: The extensor digitorum muscle group before slide points are introduced (left) and after (right).
Though LifeMOD 2008.0.0 allows for multiple-origin entries when the muscle set is created, this figure
Origin Part
Insertion Part
Figure 9: The panel used to create individual muscle elements. The origin and origin attachment location
fields now allow for multiple entries at once, therefore allowing the muscles and slide points to be
created at the same time.
Figure 10: This panel may also be used to create slide points for the muscles if they are not created in
the Create Individual Tissue menu.
Step 22A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 22B: Route the tendons through the carpal tunnels
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the wrapping panel. Use the panel above to
create the slide points on the muscles. The table below displays the parts and attachment locations
for each muscle.
Tissue
Thorin_Out_NStiss_1
Thorin_Out_NStiss_1
.Thorin_Metacarpal_2L
Thorin_Out_NStiss_1
.Thorin_Phalanx_2PL
Thorin_Out_NStiss_1
.Thorin_Phalanx_2ML
Thorin_Out_NStiss_2
.Thorin_Left_Hand
Thorin_Out_NStiss_2
.Thorin_Metacarpal_3L
Thorin_Out_NStiss_2
.Thorin_Phalanx_3PL
Thorin_Out_NStiss_2
.Thorin_Phalanx_3ML
Thorin_Out_NStiss_3
.Thorin_Left_Hand
Thorin_Out_NStiss_3
.Thorin_Metacarpal_4L
Thorin_Out_NStiss_3
.Thorin_Phalanx_4PL
Thorin_Out_NStiss_3
.Thorin_Phalanx_4ML
Thorin_Out_NStiss_4
.Thorin_Left_Hand
Thorin_Out_NStiss_4
.Thorin_Metacarpal_5L
Thorin_Out_NStiss_4
.Thorin_Phalanx_5PL
Thorin_Out_NStiss_4
.Thorin_Phalanx_5ML
(loc_rel_to({7,0,0},
Phalanx_5ML))
(loc_rel_to({6,0,0},
Phalanx_5DL))
Figure 11: The extensor pollicis longus muscle group before slide points are introduced (left) and after
(right). Though LifeMOD 2008.0.0 allows for multiple-origin entries when the muscle set is created, this
figure illustrates how slide points function in relation to a muscle group.
Step 28: View the palmar side of the hand and bring up the single soft tissue panel
Select SOFT TISSUES on the main-menu and CREATE SINGLE on the sub-menu. Select Recording
Muscle Tissue Elements. Use the ADAMS/View toolbox to rotate the hand as in the figure above.
Step 29: Create the flexor digitorum profundus
Use the panel above to create the muscles. The table below displays the parts and attachment
locations for each muscle. Use 3834 for pCSA, 1.78 for Maximum Stress and a resting load of .44
Name
Attach Part_1
Attach Part_2
Attach Loc
NStiss_6 Thorin_Left_Lower_Arm Thorin_Phalanx_2DL 197 114
NStiss_7 Thorin_Left_Lower_Arm Thorin_Phalanx_3DL 197 114
NStiss_8 Thorin_Left_Lower_Arm Thorin_Phalanx_4DL 197 114
NStiss_9 Thorin_Left_Lower_Arm Thorin_Phalanx_5DL 197 114
1
-5
-5
-5
-5
Attach Loc 2
183
-264
28
186
-275
-7
182
-267 -30
182
-233 -51
Step 30A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 30B: Route the tendons through the carpal tunnels
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the wrapping panel. Use the panel above to
create the slide points on the muscles. The table below displays the parts and attachment locations
for each muscle.
Tissue
Thorin_Out_NStiss_6
Thorin_Out_NStiss_6_SLIDE_1
Thorin_Out_NStiss_6_SLIDE_1
Thorin_Out_NStiss_6_SLIDE_1
Thorin_Out_NStiss_7
Thorin_Out_NStiss_7_SLIDE_1
Thorin_Out_NStiss_7_SLIDE_1
Thorin_Out_NStiss_7_SLIDE_1
Thorin_Out_NStiss_8
Thorin_Out_NStiss_8_SLIDE_1
Thorin_Out_NStiss_8_SLIDE_1
Thorin_Out_NStiss_8_SLIDE_1
Thorin_Out_NStiss_9
Thorin_Out_NStiss_9_SLIDE_1
Thorin_Out_NStiss_9_SLIDE_1
Thorin_Out_NStiss_9_SLIDE_1
Figure 13: The flexor pollicis brevis, the adductor pollicis and the flexor pollicis longus muscles and
tendons. Though LifeMOD 2008.0.0 allows for multiple-origin entries when the muscle set is created, this
figure illustrates how slide points function in relation to a muscle group.
Attach Part_2
Thorin_Phalanx_1PL
Attach Loc 1
190 -98 21
Attach Loc 2
148
-121
52
Attach Loc 1
199 -145
8
Attach Loc 2
147
-125
55
Attach Loc 1
214
69 23
Attach Loc 2
120
-143
60
Step 36A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 36B: Bring up the slide-point create panel and create slide points on the flexor
pollicis longus tendon
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool.Use
the panel above to create the slide points on the muscles. The table below displays the parts and
Figure 14: Panel used to create the recording muscle elements on the rest of the arm
Figure 15: Completed hand model with slide points, base muscle set, and muscle scaling.
Figure 16: The panel used to adjust the shoulder and elbow angles and the model after posturing
Step 40: Bring up the posture panel to configure the base joints
Select POSTURE on the main-menu and CONFIGURE BASE MODEL on the sub-menu.
Step 41: Load the current joint angles and change the view to left
Select Load Current Joint Angles to bring up the angles for the shoulder, elbow and wrist joints.
Using the ADAMS/View toolbox to rotate the view to the left.
Step 42: Adjust the shoulder and elbow angles in the sagittal plane
Seth the Sagittal angle of the shoulder joint and the elbow joints to be -40 and -90 degrees
respectively.
With the arm/hand model in position, a tennis ball model is imported from the mechanical system
library. Also, a box is created using the geometric boolean operations from ADAMS/View. Contact
properties are created between the fingers and palm of the hand and the ball as well as between
the ball and the box.
Figure 17: Ball positioned in the hand and secured with a lock joint. The hollow box built using boolean
operations.
Either use the ADAMS/View panel to create a fixed joint between the ball and the hand or use the
following commands :
constraint create joint fixed joint_name = .World.ballFix &
i_part_name = .World.ground &
j_part_name = .World.Ball &
location = .World.Ball.cm &
orientation = 0.0, 0.0, 0.0
Step 47: Use box_a to cut box_b to create the hollow box.
Two boxes are created with one a bit larger that the other. the smaller box is to be used as the
"cutting tool" in the boolean operation to create a hollow box to drop the ball in. Use the following
ADAMS/View commands to create the boxes:
geometry create shape csg csg_name=.World.ground.basket &
base_object=.World.ground.box_b &
object=.World.ground.box_a &
type=difference
entity attributes &
entity_name = .World.ground.basket color = .colors.Brown &
transparency = 75
Figure 18: Contact panel used to create the contact force between the flesh of the fingers and palm of
the hand and the ball.
Ball.ellipsoid
Ball.ellipsoid
Ball.ellipsoid
Ball.ellipsoid
Ball.ellipsoid
Ball.ellipsoid
Phalanx_5PL.Ellipsoid
Metacarpal_1L.Ellipsoid
Metacarpal_2L.Ellipsoid
Metacarpal_3L.Ellipsoid
Metacarpal_4L.Ellipsoid
Metacarpal_5L.Ellipsoid
Step 50: Create contact forces between the ball hollow box
Use a contact stiffness of 10, damping of 17, exponent 1.5, depth 10, MU static .8 MU dynamic .8
and Friction Velocity of 254 and stiction velocity of 1. Select the .Ball.Ellipsoid as contact solid 1
and .ground.basket as contact solid 2. Select Apply to create the contact force.
Figure 19: The single motion agents installed on the fingers and thumb of the hand
Body Segment
Thorin_Phalanx_2DL
Thorin_Phalanx_3DL
Thorin_Phalanx_4DL
Thorin_Phalanx_5DL
Thorin_Phalanx_1DL
Location
183 539
186 519
182 497
183 457
105 489
X_dof Y_dof
498x_finger y_finger
532x_finger y_finger
539x_finger y_finger
526x_finger y_finger
384x_thumb FREE
Z_dof
y_finger
y_finger
y_finger
y_finger
z_thumb
Figure 21: Five successive images of the hand grasping the ball with the motion agents.
Step 56: Run the simulation to put the hand in the starting position
Select the Robust integrator settings and run the simulation for 1 second and 100 time steps.
Step 57: Save the current configuration as the starting point for the next analysis
Select Update Model Posture with Equilibrium Results to update the model with the results of the
analysis.
Figure 22: Marker created on the hand to act as a reference for the motion agent on the ball. The marker
will move with the hand.
Figure 23: Panel use to create the single motion agent on the ball
Step 58: Bring up the motion agent delete panel, delete all the motion agents
Select MOTION on the main-menu and DELETE on the sub-menu. Select Delete All to delete all the
motion agents.
Step 59: Bring up the motion agent create single panel
Select MOTION on the main-menu and CREATE SINGLE AGENT on the sub-menu.
Step 60: Create a spline for ball movement
Use the following ADAMS/View command to create the spline:
dat cre spl spl=.World.SPL_ball &
x=0,.25,.5,.75,1,1.7,2.2,2.8,3.3,3.9,4.4,5 &
y=0,0,-10,-50,-133,-200,-300,-400,-400,-400,-400,-400
Figure 24: Three consecutive frames of the inverse dynamics simulation with motion agents active
Figure 25: Successive frames of the ball dropping forward dynamics analysis
Figure 26: Panel use to update the muscles with the data from the inverse dynamics simulation
Select SOFT TISSUES on the main-menu and TRAINING on the sub-menu. Select the light bulb
next to Install Trained Driver Elements.
Step 70: Update the muscles with the inverse dynamics data
Enter 500000.0 for the Controller Gain and 500 for the Derivative Gain of the muscle controllers.
Select Apply to update the muscles with trained driver elements.
Step 71: Bring up the analyze panel
Select ANALYZE in the maine-menu and DYNAMICS in the sub-menu.
Step 72: Turn off the motion agents and run the forward dynamics simulation
Check Disable Motion Agents, and default integrator settings. Run the analysis for 2 seconds and
200 time steps.
Step 73: Reduce the muscle scale, turn off the attachments and animate the results
Use the LifeMOD Display panel to reduce the scale of the muscles to 2 and turn off the
attachment graphics. Use the ADAMS/View toolbox to animate the results of the simulation.
Figure 29: Results panel set up to plot the extensor digitorum muscle forces
Step 75: Turn off ellipsoids and animate the front view
Set the external representation to none in the LifeMOD Display Toolbox. Also turn of the tissue
attachments using the toolbox. Select .Ball.cm as the trace marker. select front view and run the
animation.
Step 76: Turn off the visibility of the box and animate
Select Thorin_Left_Hand.cm as the Fix to Camera Marker, select fix rotations. Select front view and
run the animation.
Step 77: Scale the muscles and run the animation fixing the camera to the lower arm
Select Thorin_Left_Lower_Arm.cm as the Fix to Camera Marker, select fix rotations. Select right
view and run the animation.
Step 78: Animate the left view
Select Thorin_Left_Lower_Arm.cm as the Fix to Camera Marker, select fix rotations. Select right
view and run the animation.
Step 79: Examine the forces in the extensor digitorum muscles
Select DATA DISPLAY in the sub-menu and Soft Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissues
Thorin_Nstiss_1_SLIDE_1
Thorin_Nstiss_2_SLIDE_1
Thorin_Nstiss_3_SLIDE_1
Thorin_Nstiss_4_SLIDE_1
Step 80: Animate the model with scaling muscle graphics
Select ANIMATION in the sub-menu. Turn on the local scaling of the muscle graphics by selecting
Scale Joint/Tissue Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics.
Select divide window, right view and animate.
Step 81: Examine the forces in the flexor digitorum muscles
Select DATA DISPLAY in the sub-menu and Soft Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissues
Thorin_Nstiss_6_SLIDE_1
Thorin_Nstiss_7_SLIDE_1
Thorin_Nstiss_8_SLIDE_1
Thorin_Nstiss_9_SLIDE_1
Step 82: Animate the model with scaling muscle graphics
Select ANIMATION in the sub-menu. Turn on the local scaling of the muscle graphics by selecting
Scale Joint/Tissue Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics.
Select divide window, left view and animate.
Step 83: Examine the finger tip contact forces
Select DATA DISPLAY in the sub-menu and Contacts as the Data Type. Select the Mag Component
Characteristic. Select Create Full Plot for the following soft tissue forces:
Thorin_NScon_7
Thorin_NScon_8
Thorin_NScon_9
Thorin_NScon_10
Step 84: Animate the model with muscle graphics turned off
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle off using the
LifeMOD Display Toolbox. Select divide window, left view and animate.
Step 85: Zoom in on the hand and animate
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle off using the
LifeMOD Display Toolbox. Select zoom with center coordinates of 130, 448, 413 with a scale factor
of 2. Select divide window, left view and animate.
Step 86: DEMO COMPLETE
Further
This model could be used to explore many aspects including:
Various muscle/ligament parameters
Various acceleration profiles
Back To Top
Copyright 2010 LifeModeler, Inc.
FF
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Generating the Joints
Posing the Human Model
Creating Contact Forces
Running the Passive Simulation
Running the Parameter Variation Study
Interrogating the Results
Further
Step 1: Bring up segments panel and set fields for the body
Launch the LifeMOD software and select CREATE NEW MODEL to begin a new modeling
session. Select SEGMENTS from the main-menu and CREATE BASE SEGMENT SET from the
sub-menu.
Step 2: Create the body
Enter "World" for the world model name and "Connor" for the human body name. Units are
Inch-Lbm-Lbf and the color is set to red. Hands are set to grip and the full body model is
specified. The model is created from an anthropometric database named "PeopleSize". The
body will be constructed for a 95th percentile Chinese male. Select APPLY to create the body
segment measurement table, and select APPLY a second time to create create the model.
where:
Figure 5: Contact set creation panel with parameters set for Connor model.
the dynamic analysis will be performed. This simulation is termed "passive," since the human
model will be responding to forces from the environment. Two cases will be performed; each
with varying joint stiffness.
Figure 8: Decreasing the joint stiffness for all the joints in the body model
Tools panel.
Step 29: Display simulation with dummy model
For another method of viewing the animated model, select Dummy as the external
representation and none as the internal on the LifeMOD Display Toolbox and run the
animation.
Step 30: Display simulation with skin/skeletal model
For another method of viewing the animated model, select Skin as the external
representation and Skeleton as the internal on the LifeMOD Display Toolbox and run the
animation.
Step 31: Save the second analysis
Select SAVE ANALYSIS and enter the name Case_2. Select OK.
Figure 10: Head contact forces (top) and Head acceleration (bottom)
Figure10 Settings in the ADAMS post processor panel to superimpose animation for both cases.
(case_1 in red)
Select Compare Cases and .world.case_1 as Case 1 and .world.case_2 as Case 2. Select
PLAY.
Step 38: Bring up Body results panel
Select DATA DISPLAY in the sub-menu and set Body Motion as the Data Type.
Step 39: Plot the head acceleration for case-1
Select y-component of the CM_Acceleration characteristic for the head of the model for
Case_1. Use the same filter settings as above. Select CREATE FULL PLOT to create the data
curve.
Step 40: Plot the head acceleration for case-2
Select y-component of the CM_Acceleration characteristic for the head of the model for
Case_2. Use the same filter settings as above. Select CREATE FULL PLOT to create the data
curve.
Step 41: Animate the skin/skeleton model case_1
Select ANIMATION in the sub-menu. For another method of viewing the animated model,
select Skin as the external representation and Skeleton as the internal on the LifeMOD
Display Toolbox and run the animation.
Step 42: Animate the skin/skeleton model case_2
Set the analysis to .World.Case_2, select PLAY.
Step 43: Animate both cases superimposed
Select none as the external representation and Skeleton as the internal on the LifeMOD
Display Toolbox. Select Compare Cases and .world.case_1 as Case 1 and .world.case_2 as
Case 2. Select PLAY.
Step 44: DEMO COMPLETE
Further
This model was put forth to demonstrate the creation of a passive human model to determine
the physical reactions to a human during a fall. Obviously the model can be further refined
and improved, from the point developed in this example. The intention with this example was
to touch of the various modeling functions of both LifeMOD and ADAMS/View necessary to
create a human model of this nature for this application.
This model may be refined in many areas including:
Creating a more biofidelic spine model to examine local loadings on the vertebrae and
soft tissues (see Section 4: Non-Standard Model Example - Detailed Cervical Spine).
Creating simulations with varying boundary conditions such as fall height, initial
velocity, impact angle, ground compliance, posture, etc.
Adding "human reaction" by adding PD controllers to several joints.
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Sections
Generating the Body Segments
Generating the Joints
Posing the Human Model
Creating the Car Interior Model
Creating Contact Forces
Tennis
Walking
NeckSIM:Whiplash
Figure 1: Body segment creation panel and crash dummy model display
Step 1: Bring up segments panel and set fields for the body
Launch the LifeMOD software. Select CREATE NEW MODEL to start a new modeling session. Select
SEGMENTS from the main-menu and CREATE BASE SEGMENT SET from the sub-menu.
Step 2: Create the body
Specify the human model name as Joe, the units as Inch, Lbm, Lbf, full body, hands "Grip". Select the
PeopleSize Anthropometric database for a 5th percentile UK male. Select "Create Body Measurement
Table" to build the body measurement table, select "Create Human Segments."
Figure 2: Various graphical representations of the model. Crash dummy representation (left), stick figure with
joint graphics (center), stick figure with joint axes (right).
Figure 4: Spinal joint set matrix panel and joint icons on stick model representation
profile.
Step 4: Create Hybrid III strength joints
SELECT ALL body regions and select APPLY. From this six panels will appear to create the joint/torque
sets for each region of the body (spinal, left arm, left leg, right arm, right leg).
Figure 5: Use the Load Posture button to load the riding posture from the library. This will create the posture
for the model as displayed at the top.
OR
Use the ADAMS/View movement panel as displayed in figure 5 or by entering the ADAMS/View
command:
part mod rigid name part=.World.Joe_Lower_Torso location=0.0, -1.1687224256, -1.2047626433 orientation=180.0,
125.0, 90.0 rel=.World
Figure 6: Car interior model with translational joint for crash pulse.
Create markers for the seat bottom using the following commands:
Create the graphics for the seat using the following commands:
geom create shape block block=.World.Sled.Bseat1 corner=.World.Sled.seat1 dia=22.82,-2.43,20.15
geom create shape block block=.World.Sled.Bseat2 corner=.World.Sled.seat2 dia=26.82,-2.66,20.15
geom attributes geom=.World.Sled.Bseat1 color=brown
geom attributes geom=.World.Sled.Bseat2 color=brown
Create the graphics for the floor using the following commands:
geom create shape block block=.World.Sled.Bfloor1 corner=.World.Sled.floor1 dia=14.99,-0.87,20.15
geom create shape block block=.World.Sled.Bfloor2 corner=.World.Sled.floor2 dia=14.99,-0.87,20.15
geom attributes geom=.World.Sled.Bfloor1 color=blue
geom attributes geom=.World.Sled.Bfloor2 color=blue
Step 10: Create a translational joint between the sled and ground
Select the translational joint icon from the Main Toolbox. Select .World.Sled as the first body and the
ground as the second. Right-click the ground to bring up the location panel under the Main Toolbox.
Enter (-0.5, -10.6, 6) as the location. Select APPLY. Change the orienations of both markers in the joint
to (0,0,0). Rename the joint .World.tran.
Create a translational joint between the sled and ground (see Figure 5).
marker create marker=.World.Sled.tran loc=-0.5, -10.6, 6 ori=0,0,0 rel=.world
marker create marker=.World.ground.tran loc=-0.5, -10.6, 6 ori=0,0,0 rel=.world
constraint create joint tran joint=.World.tran i_mark=.World.Sled.tran j_mark=.World.ground.tran
where:
g represents the penetration the ellipsoid into the plate
dg/dt is the penetration velocity at the contact point.
e is a positive real value denoting the force exponent.
dmax is a positive real value specifying the boundary penetration to apply the maximum damping coefficient cmax.
Figure 8: Human model in the equilibrium position (settled into the seat) and the analyze panel.
Step 21: Create the attachment markers between the human model and the sled
Create the following markers:
.World.Sled.belt1 at (12,-10,-9)
.World.Sled.belt2 at (-12,-10,-9)
.World.Sled.belt3 at (12,20,-17)
.World.Joe_Lower_Torso.belt1 at (6.2-2.6.-1.6)
.World.Joe_Lower_Torso.belt2 at (-6.2,-2.6,-1.6)
.World.Joe_Upper_Torso.belt3 at (4.14,5.3.-0.3)
.World.Joe_Upper_Torso.belt4 at (4.3,5.3,-0.3)
Create the seatbelt attachment markers on the sled
marker create marker=.World.Sled.belt1 loc=12, -10, -9 ori=0,0,0 rel=.World
marker create marker=.World.Sled.belt2 loc=-12, -10, -9 ori=0,0,0 rel=.World
marker create marker=.World.Sled.belt3 loc=12, 20, -17 ori=0,0,0 rel=.World
create
create
create
create
.World.Joe_Upper_Torso.belt4 as the second. Modify the force and insert the following function:
step(dm(.world.sled.belt2,.world.Joe_Upper_Torso.belt4), 20,0,21,1e3*(dm(.world.sled.belt2,.world.Joe_Upper_Torso.belt4) -20)1e2*vz(.world.Joe_Upper_Torso.belt4,.world.sled.belt2,.world.sled.belt2))
Rename the force .World.belt4. Create an outline for the belt using the command navigator. Select
geometry-create-curve-outline. Name the outline .World.GRAbelt4. Put in .World.sled.belt2,
.World.Joe_Upper_Torso.belt4 for the Marker Name. Select OK. Right-click the outline and change the
color to black.
force create direct single_component_force type=tran single_component_force = .World.belt4
i_marker=.world.sled.belt2 j_marker=.world.Joe_Upper_Torso.belt4 function =
"step(dm(.world.sled.belt2,.world.Joe_Upper_Torso.belt4), 20,0,21,1e3*(dm(.world.sled.belt2,.world.Joe_Upper_Torso.belt4) -20)1e2*vz(.world.Joe_Upper_Torso.belt4,.world.sled.belt2,.world.sled.belt2))"
geo cre curve out out=.World.GRAbelt4 marker=.World.sled.belt2,
.World.Joe_Upper_Torso.belt4 horiz=clamp vert=clamp close=no
geo att geo=.World.GRAbelt4 color=black
Figure 10: Editing motion to introduce crash pulse into the sled model
Modify the motion statement on the translational joint to include the pulse.
constraint modify motion motion_name = .World.Impulse joint_name=.World.tran function ="AKISPL(time,0,.World.crash_pulse, 0)"
Figure 10: Simulation using the crash pulse representing the vehicle being struck from the front
Figure 11: Simulation using the crash pulse representing the vehicle being hit from the rear
Step 30: Modify the motion statement reverse the crash pulse
Modify the sign of the crash pulse on motion. Right-click the motion and enter
AKISPL(time,0,.World.crash_pulse,0) as the fuction. Select OK.
OR
Modify the function on the motion using the following ADAMS/View command:
constraint modify motion motion_name = .World.Impulse joint_name=.World.tran function =
"AKISPL(time,0,.World.crash_pulse,0)"
Figure 12: Animation sequence and plots of the rearward and forward collisions.
none as the internal on the LifeMOD Display Toolbox and run the animation for the Hit_Rearward case.
Step 37: Display simulation for rearward hit with skeleton
For another method of viewing the animated model, select none as the external representation and
Skeleton as the internal on the LifeMOD Display Toolbox and run the animation for the Hit_Rearward
case.
Step 38: Display simulation for rearward hit skin model
For another method of viewing the animated model, select Skin as the external representation and
Skeleton as the internal on the LifeMOD Display Toolbox and run the animation for the Hit_Rearward
case.
Step 39: Bring up results panel
Select RESULTS on the main-menu and DATA DISPLAY on the sub-menu. Select Body Motion as the
Data Type and select the post processor button.
Step 40: Plot the head acceleration from the rearward crash
Select Joe_Head, the Z-component for the CM_Acceleration characteristic for Hit_Rearwad analysis.
Select a low pass butterworth data filter with a cuttoff frequency of 5.0 and an order of 5. Select
CREATE FULL PLOT to create the data curve.
Step 41: Plot the head acceleration from the forward crash
Select Joe_Head, the Z-component for the CM_Acceleration characteristic for Hit_Forward analysis.
Select CREATE FULL PLOT to create the data curve.
Step 42: Animate iso view for forward hit
Select ANIMATION in the sub-menu. Set the analysis to Hit_Forward and the view to Iso, select Divide
Window and select PLAY.
Step 43: Animate iso view for rearward hit
Set the analysis to Hit_Rearward and the view to Iso and select PLAY.
Step 44: Animate top view for forward hit
Set the analysis to Hit_Forward and the view to top. Select Fix Camera to marker .world.sled.seat1,
select top view and select PLAY.
Step 45: Animate top view for rearward hit
Set the analysis to Hit_Rearward and the view to top. Select Fix Camera to marker .world.sled.seat1,
select top view and select PLAY.
Step 46: Bring up results panel
Select DATA DISPLAY in the sub-menu and Contacts as the Data Type.
Step 47: Plot the head impact forces from the rearward crash
Select Joe_Head_CON_1 and plot the Z-component for the Hit_Rearward analysis using the same filter
settings as above, check "New Plot" and select CREATE FULL PLOT to create the data curve.
Step 48: Plot the head impact forces from the forward crash
Plot the Z-component of the head contact for the Hit_Forward analysis using the same filter settings as
above and select CREATE FULL PLOT to create the data curve.
Step 49: Animate side view for forward hit
Select ANIMATION in the sub-menu. Set the analysis to Hit_Forward and the view to right, select
Divide Window and select PLAY.
Step 50: Animate side view for rearward hit
Set the analysis to Hit_Rearward and the view to Iso and select PLAY.
Step 51: Bring up results panel
Select DATA DISPLAY in the sub-menu and Joints as the Data Type.
Step 52: Plot the neck torque from the rearward crash
Select the sagittal component of torque for the Upper_Neck joint of the Hit_Rearward analysis. Check
"New Plot" and select CREATE FULL PLOT to create the data curve.
Step 53: Plot the neck torque from the forward crash
Select the sagittal component of torque for the Upper_Neck joint of the Hit_Forward analysis .Select
Further
This model was put forth to demonstrate the creation of a passive human model to determine the
physical reactions to a human during a car crash. Also, to demonstrate how to examine the effects of
separate conditions of a crash (i.e., forward vs. rearward collisions).
This model may be refined in many areas including:
Creating a more biofidelic spine model to examine local loadings on the vertebrae and soft tissues
(see Section 4: Non-Standard Model Example - Detailed Cervical Spine).
Creating simulations with varying boundary conditions crash pulse, posture, seatbelt
configurations, airbag forces, etc.
Adding "human reaction" by adding PD controllers to several joints.
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Import the Body Model
Creating the Soft Tissues
Merging the Stepping Machine Model
Adding Motion Agents to the Model
Running the Equilibrium Simulation
Running the Inverse-Dynamics Simulation
Preparing the Model for Direct-Dynamics Simulation
Running the Direct-Dynamics Simulation
Running the Parametric Analysis
Interrogating the Results
Further
Acknowledgement
DOF) which includes angulation stops, stiffness and damping torques. This type of joint is used primarily to
stabilize the body during the inverse-dynamics simulation. The parameters are included in the SLF file. For more
information on the format of the SLF file see appendix.
Figure 1: Resulting model created from the data stored in the SLF file.
Figure 2: Muscle set created on the body. Note that the color of the muscles is "coral" indicating passive training
elements.
Figure 3: Pre built stepping machine model is merged with the human model.
Figure 4: Human model is connected to the stepping machine via ADAMS bushing elements.
Step 6: Import the stepper machine from the mechanical environment library
Select XCHANGE on the main-menu and IMPORT MECHANICAL ENVIRONMENT on the sub-menu. Select Stepper
Machine as the Model Library SLF File and select APPLY to create the model.
Step 7: Create a bushing elements on the left foot
Create a bushing between the left foot and left pedal using the main toolbox. Select the bushing icon from
contraints in the main toolbox. Select .World.Homer_Left_Foot as the first body and .World.CyclePedalL as the
second body. Right-click on the ground to bring up the navigation panel under the main toolbox. Set the
location to be (133, 311, -413) and select OK. Rename .World.BUSH_lfoot. Modify and set the parameters to
those in figure 6.
OR
Use the following ADAMS/View commands to create a new marker on the foot and a marker on the pedal.
marker create marker=.World.Homer_Left_Foot.pedal location=133, 311, -413 ori=0,0,0 rel=.World
marker create marker=.World.CyclePedalL.Lfoot location=133, 311, -413 ori=0,0,0 rel=.World
Use the following ADAMS/View command to create a bushing connecting the markers.
force create element bushing bushing=.World.BUSH_lfoot i_mark=.World.Homer_Left_Foot.pedal
j_mark=.World.CyclePedalL.Lfoot stiffness=1e4,1e4,1e4 damping=1e3,1e3,1e3 force_preload=0.0,0.0,0.0 tstiffness=1e6,1e6,1e6
tdamping=1e5,1e5,1e5 torque_preload=0.0,0.0,0.0
Use the following ADAMS/View command to create a bushing connecting the markers.
force create element bushing bushing=.World.BUSH_rfoot i_mark=.World.Homer_Right_Foot.pedal
j_mark=.World.CyclePedalR.Rfoot stiffness=1e4,1e4,1e4 damping=1e3,1e3,1e3 force_preload=0.0,0.0,0.0 tstiffness=1e6,1e6,1e6
tdamping=1e5,1e5,1e5 torque_preload=0.0,0.0,0.0
Use the following ADAMS/View command to create a bushing connecting the markers.
force create element bushing bushing=.World.BUSH_lhand i_mark=.World.Homer_Left_Hand.handle
j_mark=.World.CycleHandleL.Lhand stiffness=1e4,1e4,1e4 damping=1e3,1e3,1e3 force_preload=0.0,0.0,0.0
tstiffness=1e6,1e6,1e6 tdamping=1e5,1e5,1e5 torque_preload=0.0,0.0,0.0
location to be (-253, 1574, -27) and select OK. Rename .World.BUSH_rhand. Modify and set the parameters to
those in figure 6.
OR
Use the following ADAMS/View commands to create a new marker on the hand and a marker on the machine
arm.
marker create marker=.World.Homer_Right_Hand.handle location= -253, 1574, -27 ori=0,0,0 rel=.World
marker create marker=.World.CycleHandleR.Rhand location=-253, 1574, -27 ori=0,0,0 rel=.World
Use the following ADAMS/View command to create a bushing connecting the markers.
force create element bushing bushing=.World.BUSH_rhand i_mark=.World.Homer_Right_Hand.handle
j_mark=.World.CycleHandleR.Rhand stiffness=1e4,1e4,1e4 damping=1e3,1e3,1e3 force_preload=0.0,0.0,0.0
tstiffness=1e6,1e6,1e6 tdamping=1e5,1e5,1e5 torque_preload=0.0,0.0,0.0
Figure 6: Motion agents are added to the pelvis and head to stabilize the model during the inverse dynamics
simulation.
Figure 10: Deactivate wheel driver and activate wheel resistance torque for forward dynamics analysis
Figure 13: Disable motion agents and run the forward dynamics simulation
Figure 14: Animation frames from the direct-dynamics simulation (machine graphics turned off for clarity). Note that
the color of the muscles is now red indicating active elements.
Select RESULTS on the main-menu and DATA DISPLAY on the sub-menu. Select Soft Tissues as the Data Type.
Step 33: Display right and left leg muscle strip charts
To view a sampling of the forces running through the muscles, select Homer_VasLat_Rtiss_1 as the Soft Tissue,
Tension as the Characteristic and select "Create Strip Chart Measure". Select Homer_Iliac_Ltiss_1 as the Soft
Tissue, Tension as the Characteristic and select "Create Strip Chart Measure".
Step 34: Turn muscle graphics scaling on
Select ANIMATION in the sub-menu. Turn on the global scaling of the muscle graphics by selecting Scale
Joint/Tissue Graphics, Tissues, Scale Globally and the light bulb to scale the muscle graphics.
Step 35: Turn off machine and display animation
For clarity turn off the graphics of the machine using the following Adams/View command:
group att vis=off group=machine
Use the ADAMS/View toolbox to animate the model.Select the right view and play animation.
Step 36: Save the animation curves
On each strip chart, right click on the curve and select "save".
Figure 15: Right leg muscle properties panel used to reduce the contributions of the Vastus Medialis and the Vastus
Lateralis muscles to 25%.
Figure 16: Animation Sequence and Data Display from comparing case 1 (before muscle contribution adjustment) to
case 2 (after reducing the GM and Soleus muscles. The simulation results show how that when the right knee extensors
are reduced, the left hip extensors must compensate.
Figure 18: Left foot interface force with the machine for both cases
Figure 19: Right arm triceps muscle forces case_1 (blue) case_2 (red).
Figure 20: Erectus Spinaes muscle forces for case_1 (blue) and case_2 (red)
Step 48: Plot the left leg biceps femoris muscle force - Case_1
Select DATA DISPLAY from sub-menu. Enter Case_1 as the analysis. Select Homer_Bicfem2_Ltiss_1 for the
muscle force and the tension characteristic. Select a low pass butterworth data filter with a cutoff frequency of
5.0 and an order of 1. Check "New Plot" and select CREATE FULL PLOT to create the curve.
Step 49: Plot the left leg biceps femoris muscle force - Case_2
Enter Case_2 as the analysis. Select Homer_Bicfem2_Ltiss_1 for the muscle force and the tension characteristic.
Select a low pass butterworth data filter with a cutoff frequency of 5.0 and an order of 1. Select CREATE FULL
PLOT to create the curve.
Step 50: Turn muscle graphics scaling on
Turn on the global scaling of the muscle graphics by selecting Scale Joint/Tissue Graphics, Tissues, Scale
Globally and the light bulb to scale the muscle graphics.
Step 51: Animate right view
Select right view, divide window and select PLAY.
Step 52: Plot the right arm medial triceps muscle tension - Case_1
Select Homer_tric3_Rtiss_1 for the muscle force and the tension characteristic. Select a low pass butterworth
data filter with a cutoff frequency of 5.0 and an order of 1. Check "New Plot" and select CREATE FULL PLOT to
create the curve.
Step 53: Plot the right arm medial triceps muscle tension - Case_2
Select Homer_tric3_Rtiss_1 for the muscle force and the tension characteristic. Select a low pass butterworth
data filter with a cutoff frequency of 5.0 and an order of 1. Select CREATE FULL PLOT to create the curve.
Step 54: Animate right view
Select right view, divide window and select PLAY.
Further
This model could be used for:
to determine the controller profile for the machine
to provide human-based loads for structural analysis
to evaluate effects of muscle force weakening
Acknowledgement
A special thanks for furnishing the data for this model to:
Youngaje Song
School of Mechanical & Aerospace Engineering
Seoul National University
www.snu.ac.kr
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments, Joints, Posture and Motion
Importing the Tennis Racket
Apply an Augment Motion Agent Set to the Tennis Racket
Running the Equilibrium Analysis
Adding the Flexible Golf Club
Creating the Foot-Floor Constraints
Running the Inverse-Dynamics Simulation
Preparing the Model for the Forward-Dynamics Simulation
Importing the Tennis Ball
Running the Forward-Dynamics Simulation
Interrogating the Results
Further
Step 2: Import the Connor body, joints, posture and motion agents
Select "Model Library" on the top of the panel (see figure 1) and select "Full Body Tennis " for the
Model Library SLF File. The Body Data, Model Units, and Motion Data panels will then display the
current information in the SLF file. In the Build section, select Body, Joints, Posture and Motion
Agents. Select Apply to create the model displayed in figure 2.
Figure 2: The resulting model after the tennis racket is imported from the model library before it is
moved into position (left) and after moving it into position (right).
Figure 4: Panel used to import MOCAP data for the tennis racket
Figure 5: Reading in the augmented marker set for the tennis racket. The top picture displays the
locations of the MOCAP targets when the video capture was performed. The panel below is used to
assign the imported data to the motion agents.
Figure 7: Panel used to create the ellipsoid-plane contact force formulations between the contact
ellipsoids of the feet and the ground.
the tracker agent in the forward-dynamics simulation. Usually various degrees-of freedom are
specified as "free" to allow for proper dynamical interaction. For this example the freedom in the
direction normal to the floor would be specified as free, to allow for proper ground reaction force
generation between the feet and the steps. For information on selecting specific model parameters
for this section see Choosing Model Parameters.
Figure 11: The resulting model after the tennis ball is imported from the model library and moved into
position.
Figure 13: The panel and parameters used to create the ball to floor contact forces.
Figure 14: The panel and parameters used to create the ball to racket contact forces.
Use the ADAMS/View toolbox to animate the model. Observe the scaling force graphics at the
grip.
Figure 19: Animation with trail frames of the forward dynamics simulation
Further
This model could be used to explore may aspects of the golf swing including:
club strain and loading
wear prediction
effects of changing the club parameters on the joint torques
ground reaction forces
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating of the Body Segments Joints, and Motion Data
Running the Equilibrium Analysis
Creating Passive Muscle Forces
Adding the Hip Replacement Device
Creating the Foot Contact Forces
Running the Inverse-Dynamics Simulation
Preparing the Model for the Forward-Dynamics Simulation
Running the Forward-Dynamics Simulation
Interrogating the Results
Further
Acknowledgement
In this phase, the SLF file is used to create the human body model from measurements, joints
from joint data, posture from posture data and motion from recorded motion data. The body
segments are created using the parameters stored in the SLF file.
This file contains information on the subject name, gender, age, height and weight. LifeMOD
uses this information to extract body segment measurements and mass properties from the
internal anthropometric database.
Passive joints are created for the inverse-dynamics phase of the simulation process. For this
model passive joints will be created for the inverse-dynamics simulation. The passive joint
consists of a tri-axis hinge joint (3 DOF) which includes angulation stops, stiffness and damping
torques. This type of joint is used primarily to stabilize the body during the inverse-dynamics
simulation. The parameters are included in the SLF file
Finally, the motion data (MOCAP) for the walk-sit-walk activity is imported into the model and
used to drive the motion agents created on the model. There are two components to the motion
agent. A yellow sphere designates the location of the data point and the red sphere designates
the marker location on the human model. The yellow sphere is attached to the red sphere via a
bushing element with properties designated below. During the inverse dynamic simulation, the
yellow sphere will move according to the MOCAP data, while influencing the motion of the red
sphere attached to the body. It is during this analysis that muscle contraction histories will be
recorded. The motion agent stiffness properties are entered in the panel in Figure 1. The motion
trajectory data is included in the SLF file.
Figure 1: Exchange panel to import body and joint parameters and motion data
configuration.
Figure 3: Model moved into data cloud (left), after equilibrium analysis (center), after synchronization
(right).
Figure 4: Muscle groups created on the model. Note that the color of the muscles is "coral" indicating
passive recording elements.
Step 20: Create a bushing force between the stem ball and the cup
A bushing force is also used to simulate the interaction between the stem ball and the cup. Select
the bushing icon from the Main Toolbox, select .World.Diego_Cup as the first body and
.World.Diego_Stem as the second body. Select .World.Diego_Cup.cm as the location. Rename
.World.Diego_Stem_cup. Set the parameters to figure 10. Select move icon in the Modify panel.
Move -8 units in the Y direction relative to .World.Diego_Cup.cm. See figure 11. Select the marker
on .World.Diego_Cup created by the bushing and rename .World.Diego_Cup.Stem for future
reference. (To verify what marker to rename, right-click on the bushing and select Info. The
marker will be the I Marker. It will also be the higher of the two numbers under
.World.Diego_Cup.)
OR
Create the bushing enter the following ADAMS/View commands:
marker create marker= .World.Diego_Cup.Stem location = (loc_relative_to({0,0,-8},.world.Diego_cup.cm))
orientation = 0.0, 0.0, 0.0
marker create marker= .World.Diego_Stem.Cup location = (loc_relative_to({0,0,-8},.world.Diego_cup.cm))
orientation = 0.0, 0.0, 0.0
force create element bushing bushing= .World.stem_cup damping = 1e7, 1e7, 1e7 stiffness = 1e8, 1e8, 1e8
force_preload = 0.0, 0.0, 0.0 tdamping = 100,100,100 tstiffness = 0,0,0 torque_preload = 0.0, 0.0, 0.0
i_marker_name = .World.Diego_Cup.Stem j_marker_name = .World.Diego_Stem.cup
Figure 11: Panel set to create the foot contact forces for the floor
Figure 15: Tracker agent at the pelvis center Note that the color of the muscles is now red indicating
active elements.
Figure 18: Data for the foot-floor contact forces, pelvis-stool forces
Figure 20: Data for the motion of a point embedded in the neck of the hip stem with respect to a
coordinate system on the cup
Figure 21: Data for the iliacus muscle force (hip flexor) for right hip (with implant) and left hip (no
implant)
Figure 22: Results panel set up to plot the right foot ground reaction forces.
Select front view, divide window. Check zoom and enter the center as -270,496,0 and the scale
as 1.7. Select PLAY.
Step 49: Plot the stem orientation with respect to the cup
Use the ADAMS/View tools to plot the special request for the stem/hip location. In the bottom
panel scroll to the bottom of the requests and select "REQ_Stem_Cup_Orientation," highlight X
and Y components and select ADD CURVES.
Step 50: Animate side view close up
Use the following ADAMS/View command to turn off the force vectors for the stem/cup
orientation:
mdi graphic_force object=.World.Diego_stem_cup type=0
Select front view, divide window. Check zoom and enter the center as -797,876,0 and the scale
as 6.7. Check camera and enter the lower_torso as the part to fix the camera. Select PLAY
Step 51: Bring up soft tissue results panel
Select DATA DISPLAY in the sub-menu.
Step 52: Plot the right iliacus tension
Select Soft Tissues as the Data Type. Select Diego_Iliac_Rtiss_1 for the soft tissue and "Tension"
for the characteristic. Select a low pass butterworth data filter with a cutoff frequency of 5.0 and
an order of 5. Check "New Plot." Select CREATE FULL PLOT.
Step 53: Plot the left iliacus tension
Select Diego_Iliac_Ltiss_1 for the soft tissue and "Tension" for the characteristic. Select CREATE
FULL PLOT.
Step 54: Turn muscle graphics scaling on and animate side view
Select ANIMATION in the sub-menu. Turn on the global scaling of the muscle graphics by
selecting Tissues, Global and the light bulb under Animation Scaling Graphics in the Results panel.
Select right view, divide screen and select PLAY to animate the model with the plot.
Step 55: Animate side view
Select front view, divide window. Check zoom and enter the center as -270,496,0 and the scale
as 1.7. Select PLAY.
Step 56: Animate side view close up
Select front view, divide window. Check zoom and enter the center as -797,876,0 and the scale
as 6.7. Check camera and enter the lower_torso as the part to fix the camera. Select PLAY.
Step 57: DEMO COMPLETE
Further
This model could be used to explore may involved with the design of total hip replacements
including:
impingement forces
range of motion for various human movement protocols
bone-stem forces evaluation
bone-cup forces evaluation
wear prediction
Acknowledgement
A special thanks for furnishing the data for this model to:
Diego Crovato
eMotion S.r.l\
Italy
www.emotion3d.com/contact.html
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Reducing the Model
Generating the Simple Joints
Importing the TKR Components
Generating the Patello-Femoral and Tibio-Femoral Contact Joints
Generation of the Ligament Forces
Generation of the Tendon Forces
Generation of the Muscle Forces
Generating the Quadriceps Tendon
Generating the Tissue Contact-Based Wrap Elements
Adding Motion Agents to the Model
Running the Equilibrium Simulation
Running the Inverse-Dynamics Simulation
Running the forward-Dynamics Simulation
Running the Parametric Analysis
Interrogating the Results
Further
Figure 3: Left leg joint matrix to create the passive hip and ankle joints. Be sure to unselect the left knee.
Figure 4: Panel to create tibial insert component by importing Parasolids solid geometry.
Figure 6: Location and orientation of the contact marker on the tibial plateau
Figure 7: Leg model with the tibial insert, femoral and patellar components installed.
Step 15: Create a fixed joint between the tibCMP and the tibia
Create another fixed joint with .World.tibCMP as the first body and .World.Ryan_Left_Lower_Leg as the
second body. Select the location of the previous joint as the location. r
OR
Create the fixed joint by issuing the following ADAMS/View commands:
marker create marker=.World.Ryan_tibCMP.MARKER_833 location=3, -17, 0.0 orientation=0.0, 0.0, 0.0
marker create marker=.World.Ryan_Left_Lower_Leg.MARKER_834 location=3, -17, 0.0 orientation=0.0, 0.0, 0.0
constraint create joint Fixed joint_name=.World.Ryan_JOINT_2 i_marker_name=.World.Ryan_tibCMP.MARKER_833
j_marker_name=.World.Ryan_Left_Lower_Leg.MARKER_834
Select solid-solid contact. Select Ryan_patCMP.solid as Contact Solid 1 and Ryan_femCMP as Contact Solid
2. Select Ryan_patCMP.cm as the results reference marker. Select the following contact properties:
stiffness:8.7e6
exponent:2.1
damping:5000
damping depth:1e-3
static friction:.3
dynamic friction:.1
friction transition velocity:40
stiction transition velocity:4
Figure 10: Location of the LCL (left) and MCL (right) ligaments
Figure 13: Panel to create the lateral strand of the patellar tendon
.World.Ryan_left_Lower_Leg with attachment at (2.8, -19.3, 1.0) Set the ligament strain stiffness to
5000.0, the damping to 50.0 and the preload to 0 lbs. Select APPLY.
Figure 14: Muscle groups created on the model. Note that the color of the muscles is "rust" indicating passive
training elements.
Figure 15: Panel set up to create the left leg muscle groups.
Figure 16: Creating of the quadriceps tendon. Medial and lateral strands of the patellar tendon are connected
between the patellar componen part and the tendon dummy part. The quadriceps muscle attachments are
reassigned to the tendon dummy part.
Figure 17: Panel set up to move the quad muscle attachment points.
OR
Create the part using the following commands:
part create rigid_body name part=.World.Tendon
marker create marker=.World.Tendon.cm location=3.1,-13.6,1 rel=.World
part modify rigid mass_properties part_name=.World.Tendon mass = .01
center_of_mass_marker = .World.tendon.cmixx = .01 iyy = .01 izz = .01
Figure 18: Quadriceps tendon and patellar tendon are discretized into contact element to wrap about the femoral
componen and the tibial insert component respectively.
Figure 19: Panel used to create the contact-based tissue wrapping elements.
and 3 as the Number of Segments. Select APPLY to discretize the tissue and create the contact forces.
Step 40: Generate wrap elements between lateral patellar tendon and tibial insert
In the panel displayed in figure 19, enter .World.Ryan_Out_NStiss_3P as the tissue,
.World.Ryan_Left_Lower_Leg.NStiss_3_Mell as the Tissue Attachment, .World.Ryan_tibCMP.solid as the
Wrap Geometry, 1.4 as the Distance from Attachment to Begin Segmentation, .8 as the Segmentation
length, and 3 as the Number of Segments. Select Apply to discretize the tissue and create the contact
forces.
Step 41: Generate wrap elements between medial quad tendon and femoral component
In the panel displayed in figure 19, enter .World.Ryan_Out_NStiss_6P as the tissue,
.World.Ryan_patcmp.NStiss_6_Mell as the Tissue Attachment, .World.Ryan_femCMP.solid as the Wrap
Geometry, 0.1 as the Distance from Attachment to Begin Segmentation, 1.4 as the Segmentation length,
and 5 as the Number of Segments. Select APPLY to discretize the tissue and create the contact forces.
Step 42: Generate wrap elements between lateral quad tendon and femoral component
In the panel displayed in figure 19, enter .World.Ryan_Out_NStiss_5P as the tissue,
.World.Ryan_patcmp.NStiss_5_Mell as the Tissue Attachment, .World.Ryan_femCMP.solid as the Wrap
Geometry, 0.1 as the Distance from Attachment to Begin Segmentation, 1.4 as the Segmentation length,
and 5 as the Number of Segments. Select APPLY to discretize the tissue and create the contact forces.
Figure 20: Motion agent creation panel and knee model with motion agent
Figure 21: Data for the spline driving the motion agent
To produce smooth simulations for both the inverse-dynamics and forward-dynamics simulations, it is
strongly recommended that an equilibrium simulation be performed to equilibrate the forces in the model.
These forces occur due to misplacement of the contact ellipsoids, balancing the preloaded soft tissues,
etc. Before the simulation may be performed the mofdel must be constrained to the environment. This is
done using a joint combination, which will allow the knee to flex in 6 degrees-of-freedom. Following this,
an inverse-dynamics simulation is performed to capture the muscle elongation data for a subsequent
forward-dynamics simulation.
Figure 24: Panel set up for equilibrium simulation. Be sure to check "Freeze Motion Agents for Equilibrium" to
make sure the motion agent does not move and only acts as a stabilizer.
Step 46: Create a fixed joint between the foot and ground
Select the fixed joint icon from main toolbox, selecting .World.Ryan_Left_Foot as the first body and
.World.ground as the second body. Right-click on the ground and enter (6, -36, -0.3) as the location.
Select APPLY.
OR
Use the following ADAMS/View commands to create a fixed joint between the foot and ground:
marker create marker=.World.Ryan_Left_Foot.ground location=6, -36, -0.3 rel=.world
marker create marker=.World.ground.foot location=6, -36, -0.3 rel=.world
constraint create joint Fixed joint_name=.World.Foot_Ground i_marker_name=.World.Ryan_Left_Foot.ground
j_marker_name=.World.ground.foot
Step 47: Constrain the motion of the body by creating a translational joint between pelvis and
ground
from main toolbox. Select .World.Ryan_Lower_Torso as the first
Select the translational joint icon
body and .World.ground as the second. Right-click and set location to (0, 0.6, -0.8) and orientation 0, 90, 0 relative to origin. Select APPLY.
OR
Use the following ADAMS/View commands to create a universal joint between the femur and the pelvis:
marker create marker=.World.Ryan_Lower_Torso.MARKER_860_2 loc=0, 0.6, -0.8 ori=0,-90,0 rel=(none)
marker create marker=.World.ground.MARKER_861_2 loc=0, 0.6, -0.8 ori=0,-90,0 rel=(none)
constraint create joint Translational joint_name=.World.Ryan_JOINT_5
i_marker=.World.Ryan_Lower_Torso.MARKER_860_2 j_marker=.World.ground.MARKER_861_2
Step 52: Uncheck Freeze Motion Agent and run the simulation
Uncheck Freeze Motion Agent in the panel displayed in figure 24. Set gravity at -386.0885826772 in the y
direction and run the simulation for 4 seconds and 200 time steps using the "Contacts Optimized "
integrator settings.
Step 53: Display animation
Use the ADAMS/View toolbox to animate the equilibrium results
Figure 26: Four successive frames of the forward-dynamics simulation. Note the color of the muscle is now deep
red indicating active muscle forces. Also note the scaling muscle graphics indicating force magnitudes thorough
the muscles, tendons and ligaments.
Figure 27: Panel to update muscle formulation with ACTIVE (Trained) contraction elements based on data from
inverse-dynamics analysis
Figure 28: Panel used to reduce the contributions by 50% of the Gluteus Maximus 1, 2 and the Soleus muscles.
Figure 29: Animation Sequence and Data Display from comparing case 1 (before muscle contribution adjustment)
to case 2 (after reducing the GM and Soleus muscles.
Further
This model was put forth to demonstrate the creation of a human joint with a relatively high degree of
biofidelity. Obviously the model can be further refined and improved, from the point developed in this
example. The intention with this example was to touch of the various modeling functions of both the
LifeMOD Biomechanics Modeler and ADAMS/View necessary to create a joint of this nature.
This model may be refined in many areas including:
Performing a sensitivity analysis by examining the effects of repositioning the ligament attachment
points
Adding more ligament, muscle and tendon strands to better represent the nature of these soft
tissue forces
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
Steps
Generating of the Body Segments
Creating the Hybrid III Joints
Posing the Fred Human Model
Creating the Passive Joints on Model Joe
Adding Active Joints to the Human Model
Posing the Joe Human Model
Creating the Environment Contact Forces
Creating Contact Between the Fist and Upper Torso
Running the Dynamics Simulation
Interrogating the Results
NeckSIM:Whiplash
Figure 1: Segments creation panel and both Joe and Fred models
Step 1: Bring up segments panel and set fields for first body
Select SEGMENTS from the main-menu and CREATE BASE SEGMENT SET from the sub-menu. Set the
human model name to Joe and specify the full body. Select "GeBod" as the database with parameters of
"male", height of 70 inches and weight of 170 lbs. Select "Grip hands". Set Units to "Inch Lbm Lbf" and color
to red. Select "Create Body Measurement Table."
Step 2: Bring up the detailed measurements panel
Select "Edit Body Measurements" to bring up the Body Segment Measurement table.
Step 3: Make adjustments to the geometry of the human model
Make adjustments to the table (See Figure 2) and select APPLY.
Step 4: Create the first body
Select "Create Human Segments" on the segments panel to create the body.
Step 5: Bring up segments panel and set fields for second body
Set the human model name to Fred and specify the full body. Select "GeBod" as the database with
parameters of "male", color to blue, height of 62 inches and weight of 150 lbs. Select "Create Body
Measurement Table."
Step 6: Create the second body
Select "Create Human Segments" on the segments panel to create the body.
Figure 4: Complete set of joints established on the Fred model. Joints can be depicted as spheres (left) and joint
axes (right).
Figure 4: Spinal Joint Matrix panel with HII scale factor set to .6
Figure 5: Left Leg Joint Matrix panel with HIII scale factors set for each joint.
Figure 7: Adjusting the joint angles of the Fred model to change the starting posture
Right Shoulder
Left Shoulder
Lumbar
Neck
Right Elbow
52
-18
-130
0.1
42
-14
-2
-125
0.2
32
-10
74
-4
-120
0.3
22
-8
-6
-100
0.4
-22
-6
-8
-70
0.5
-42
-4
10
-10
-40
0.6
-42
10
-10
-40
0.7
-42
10
-10
-40
0.8
-22
-8
-70
22
-6
-100
32
-4
-120
1.1
42
-2
-125
1.2
52
-130
1.3
52
-2
-130
1.4
52
-4
-130
1.5
52
-6
-130
Figure 10: Right Arm Joint Matrix panel for active/passive combination joints
Figure 11: Left Arm Joint Matrix panel for active/passive combination joints
Figure 12: Spinal Joint Matrix panel for active/passive combination joints
Step 26: Create the right shoulder spline using data from manual
Select Build-Data Elements-Spline-New. Select "Append row to X and Y data" until there are 16 rows. Enter
the Simulation Time from figure 9 into the X column. Enter in the data under the Right Shoulder column in
figure 9 into the Y column. Name .World.Joe_Rshoulder_spline and select OK.
OR
Create the spline function for the right shoulder using the following ADAMS/View command:
data_element create spline spline=.World.Joe_Rshoulder_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4,
1.5 y=52, 42, 32, 22, -22, -42, -42, -42, -22, 22, 32, 42, 52, 52, 52, 52 linear_extrapolate=no units=no_units
Step 27: Create the left shoulder spline using data from manual
Create a new spline using Simulation Time for the X column and Left Shoulder for the Y column from figure
9. Name .World.Joe_Lshoulder_spline and select OK.
OR
Create the spline function for the left should using the following ADAMS/View command:
data_element create spline spline=.World.Joe_Lshoulder_spline x=0.0, 0.1, 0.2, 0.3, .4, .5 y=-18, -14, -10, -8, -6, -4
linear_extrapolate=no units=no_units
Step 28: Create the lumbar spline using data from manual
Create a new spline using Simulation Time for the X column and Lumbar for the Y column from figure 9.
Name .World.Joe_Lumbar_spline and select OK.
OR
Create the spline function for the lumbar spine using the following ADAMS/View command:
data_element create spline spline=.World.Joe_Lumbar_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4,
1.5 y=0,2,4,6,8,10,10,10,8,6,4,2,0,-2,-4,-6 linear_extrapolate=no units=no_units
Step 29: Create the neck spline using data from manual
Create a new spline using Simulation Time for the X column and Neck for the Y column from figure 9. Name
.World.Joe_Neck_spline and select OK.
OR
Create the spline function for the neck using the following ADAMS/View command:
data_element create spline spline=.World.Joe_Neck_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
y=0,-2,-4,-6,-8,-10,-10,-10,-8,-6,-4,-2,0,2,4,6 linear_extrapolate=no units=no_units
Step 30: Create the elbow spline using data from manual
Create a new spline using Simulation Time for the X column and Right Elbow for the Y column from figure 9.
Name .World.Joe_Relbow_spline and select OK.
Create the spline function for the neck using the following ADAMS/View command:
data_element create spline spline=.World.Joe_Relbow_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4,
1.5 y=-130,-125,-120,-100,-70,-40,-40,-40,-70,-100,-120,-125,-130,-130,-130,-130 linear_extrapolate=no units=no_units
Figure 13: Posture modify panel and resulting posture for Joe (puncher) model.
Figure 14: Models before translating and rotating red model (left) and after (right).
Figure 15: Contact panel set up to create right foot contacts on the Fred Model
Step 43: Set active the Fred model and bring up the contacts panel
Contact forces can only be created on one model at a time. Therefore, specify the Fred model as the active
body and first body to generate contacts. Select CONTACTS on the main-menu and CREATE BASE CONTACT
SET on the sub-menu.
Step 44: Create contact between the various segments and the floor
Specify Head, Upper_Torso, Right_Upper_Arm, Right_Lower_Arm, Left_Upper_Arm, Left_Lower_Arm
Right_Lower_Leg, Left_Lower_Leg, Right_Foot_Multiple and Left_Foot_Multiple as the contact segments.
Specify .World.ground.g as the contact surface marker and set the parameters as in Figure 15. Select APPLY
to create the contacts.
Step 45: Set active the Joe model
Set active the Joe model to create contacts.
Step 46: Create a bushing force element between the left foot and the floor
Since the left foot will not move during the punching simulation, it can be considered as fixed to the floor.
Select the bushing icon from the Main Toolbox. Select .World.Joe_Left_Foot as the first body and the ground
as the second. Right-click the ground and set the location to be(26.1083821273,25.9910445258,5.3811277636). Rename .World.Lbush.
OR
Issue the following ADAMS/View to create the fixed joint between the foot and floor:
marker create marker=.World.Joe_Left_Foot.fix location = 26.1083821273, -25.9910445258, 5.3811277636
orientation=0.0, 0.0, 0.0
marker create marker=.World.ground.fix location = 26.1083821273, -25.9910445258, 5.3811277636 orientation=0.0, 0.0,
0.0
force cre element_like bushing bushing=.World.Lbush stiffness=1.0E+004,1.0E+004,1.0E+004
damping=1000.0,1000.0,1000.0 force_preload=0.0,0.0,0.0 tstiffness=1.0E+004,1.0E+004,1.0E+004
tdamping=1000.0,1000.0,1000.0 torque_preload=0.0,0.0,0.0 i_marker_name = .World.Joe_Left_Foot.fix j_marker_name
= .World.ground.fix
Step 47: Create a bushing force element between the right foot and the floor
Since the right foot will not move during the punching simulation, it can be considered as fixed to the floor.
Select the bushing icon from the Main Toolbox. Select .World.Joe_Right_Foot as the first body and the
ground as the second. Right-click the ground and set the location to be(5.2694873594,-29.2027936596,1.5595139056). Rename .World.Rbush.
OR
Issue the following ADAMS/View to create the fixed joint between the foot and floor:
marker create marker=.World.Joe_Right_Foot.fix location = 5.2694873594, -29.2027936596, -1.5595139056
orientation=0.0, 0.0, 0.0
marker create marker=.World.ground.fix2 location = 5.2694873594, -29.2027936596, -1.5595139056 orientation=0.0, 0.0,
0.0
force cre element_like bushing bushing=.World.Rbush stiffness=1.0E+004,1.0E+004,1.0E+004
damping=1000.0,1000.0,1000.0 force_preload=0.0,0.0,0.0 tstiffness=1.0E+004,1.0E+004,1.0E+004
tdamping=1000.0,1000.0,1000.0 torque_preload=0.0,0.0,0.0 i_marker_name = .World.Joe_Right_Foot.fix
j_marker_name = .World.ground.fix2
Figure 16: Contact marker created on the upper torso of the "Fred" model.
Figure 17: Contact panel set up for the contact between the fist of Fred and the chest of Joe
Figure 20: Results panel set up to plot the head acceleration of Fred
Figure 21: Head and chest acceleration plotted for the Fred model
Further
This model was put forth to demonstrate the capability of creating multiple, interacting human models in a
single environment. Obviously the model can be further refined and improved, from the point developed in
this example. This model may be refined in many ways including:
Creating an active reaction from the punched model such as blocking, movement, etc.
Developing different activities such as throwing, tripping,etc.
Creating a feedback controller to have models compensate based on the activities of the other models.
Import motion capture data for the exact punching sequence.
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Sections
Generating the Body Segments
Generating the Joints
Generating the Motion Agents
Running the Equilibrium Analysis
Creating the Foot-Floor Contacts
Running the Inverse Dynamics Simulation
Preparing the Model for the Forward Dynamics Simulation
Running the Forward Dynamics Simulation
Interrogating the Results
Further
Acknowledgement
Tennis
Walking
NeckSIM:Whiplash
Figure 1: Importing the body information for the Britney model. For this example, select only the body to build even
though the model file contains motion information.
Figure 4: Motion agent creation panel set up to generate complete motion agent set.
Figure 5: Data locations when agents are first created (left), after moving into center of data cloud (center) and after
equilibrium simulation (right)
Figure 6: Contact generation panel set to create contacts on the ellipsoids of the feet
Figure 7: Animation sequence for the inverse-dynamics analysis, and close-up view of motion agent activity (right).
Figure 8: Panel to install PD-Servo controllers ("trained" elements) on the joints for forward dynamics simulation.
Figure 10: Animation sequence showing model motion and ground reaction force vectors
Figure 12: Left leg torques (left plot), ground reaction forces (right plot)
Step 38: Plot the ground reaction force for left foot
Select "Britney_GRX_Lfoot_1", magnitude component. Select a low pass butterworth data filter with a cutoff
frequency of 5.0 and an order of 5. Select CREATE FULL PLOT to create the curve.
Step 39: Animate iso view
Select ANIMATION from the sub-menu. Select Divide Window, iso view and select PLAY.
Step 40: Animate front view
Select front view and select PLAY.
Step 41: Animate right view
Select right view and select PLAY.
Step 42: DEMO COMPLETE
Further
This model was put forth to demonstrate the capability of a forward dynamics gait model to assess the
internal reactions and external ground reactions of locomotion.
This model may be refined in many areas including:
Creating the full body
Adding a balance control controller.
Refine the foot further to verify ground reaction results to force plane measurements
Add point-to-point muscle forces instead of torques
Add force-based knee joints to the model.
Acknowledgement
A special thanks for furnishing the data for this model to:
Mike Kocourek
Business Development Manager, Life Sciences Division
Vicon Motion Systems, Inc.
www.vicon.com
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Steps
Generating the Body Segments
Generating the Joints
Generating the Motion Agents
Running the Equilibrium Analysis
Creating the Foot-Floor Contacts
Running the Inverse Dynamics Simulation
Preparing the Model for the Forward Dynamics Simulation
Running the Forward Dynamics Simulation
Interrogating the Results
Further
Acknowledgement
Figure 1: Body segment generation panel for "Connor" model and partial body model
Figure 3: MOCAP data import panel set up to retrieve gait data for the "Connor" model
Figure 4: Motion agent creation panel set up to generate complete motion agent set.
Step 11: Specify the the weights on the motion agents and create
Select "Helen Hayes Lower Body Protocol". If data does not exist for a particular marker, the option
tab will be rendered inactive. Adjust the weights as in Figure 4 to increase the contribution of the
motion agents of these markers where data is considered to be more reliable and artifact-free.
Check "Global" and Data Prefix to Gait_Connor. Select APPLY.
Step 12: Set active the Casey model
Specify the active model (at the top of the panel) to be "Casey".
Step 13: Bring up MOCAP data import panel
Select MOTION on the main-menu and IMPORT MOTION CAPTURE DATA on the sub-menu. Specify
the Motion Library.
Step 14: Read in the motion capture data for the Casey model
Select "Lower Body: Gait Case 1" as the motion library file. Specify the Data Prefix as Gait_Casey
and Use FULL Data Set.
Step 15: Bring up the motion agent create panel
Select MOTION on the main-menu and CREATE BASE MOTION AGENT SET on the sub-menu.
Step 16: Specify the the weights on the motion agents and create
Select "Helen Hayes Lower Body Protocol". If data does not exist for a particular marker, the option
tab will be rendered inactive. Adjust the weights as in Figure 4 to increase the contribution of the
motion agents of these markers where data is considered to be more reliable and artifact-free.Check
"Global" and set the Data Prefix to Gait_Casey.
Figure 5: Data locations when agents first created (left), and during equilibrium analysis (center), final
equilibrium position (right).
Figure 6: Contact generation panel set to create contacts on the ellipsoids of the feet
Figure 8: Panel to install PD-Servo controllers ("trained" elements) on the joints for forward dynamics
simulation.
Figure 10: Animation of the Connor and Casey models with ground reaction force vectors displayed
Step 64: Plot the ground reaction force for Connor right foot
Select DATA DISPLAY in the sub-menu. Select Contacts as the Data Type "Connor_GRX_Rfoot_1",
magnitude component. Select a low pass butterworth data filter with a cuttoff frequency of 5.0 and
an order of 5. Check "New Plot" and select CREATE FULL PLOT.
Step 65: Plot the ground reaction force for Connor left foot
Select "Connor_GRX_Lfoot_1", magnitude component. Select a low pass butterworth data filter with
a cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL PLOT.
Step 66: Plot the ground reaction force for Casey right foot
Select "Casey_GRX_Rfoot_1", magnitude component. Select a low pass butterworth data filter with a
cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL PLOT.
Step 67: Plot the ground reaction force for Casey left foot
Select "Casey_GRX_Lfoot_1", magnitude component. Select a low pass butterworth data filter with a
cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL PLOT.
Figure 15: Right leg flexion angles for both models' hips, knees, and ankles
Further
This model was put forth to demonstrate the creation of a active human model driven using data
from a motion capture system. Obviously the model can be further refined and improved, from the
point developed in this example. The intention with this example was to touch of the various
modeling functions of both the LifeMOD Biomechanics Modeler and ADAMS/View necessary to
create a model of this nature for this application.
This model may be refined in many areas including:
Creating a force-based knee joint to examine local loadings on ligaments and (see ForceBased Knee Joint tutorial ).
Create muscles to drive motion.
Create a detailed foot model to understand the balancing activity of the foot.
Acknowledgement
A special thanks for furnishing the data for this model to:
Diego Crovato
eMotion S.r.l
Italy
www.emotion3d.com/contact.html
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Reducing the Model
Generating the Joints
Using NeckSIM to Discretize the Neck
Creating the Ligaments
Creating the Trapezius Muscle Group
Creating the Semispinalis Capitis Muscle Group
Creating the Semispinalis Cervicis Muscle Group
Creating the Longus Colli Muscle Group
Step 1: Bring up segments panel and set fields for the body
Begin the ADAMS/View modeling session and select the LifeMOD button at the bottom left portion
of the screen. Select SEGMENTS from the main-menu and CREATE BASE SET from the sub-menu.
Step 2: Create the body
Enter "World" for the world model name and "Danny" for the human body name. Units are InchLbm-Llbf and the color is set to red. Hands are set to grip and the full body model is specified. The
model is created from an anthropometric database named "GeBOD". The body will be constructed for
a 170 lb person of 70 inches in height. Select OK to set parameters and select Create Body
Parameter Table to create the segment measurement table and Create Human Model from Parameter
Table to create the model.
Figure 2: Body segment delete panel to remove all segments except for the head, neck and upper_torso
DUMMY STRENGTH CHARACTERISTICS. Enter a scale factor of 1.0 to use the default stiffness of the
crash dummy.
Step 6: Create the base joints on the spine, and arms
Check Spinal, Left Arm and Right Arm and select EXECUTE to build the base joints.
Figure 4: NeckSIM panel used to auto discretize the single neck segment into the vertebrae and disk forces.
Single neck segment is dispersed into c1-c7 vertebrae components. Disks are represented as 6 degree-offreedom springs.
Step 7: Zoom in on the neck and bring up the discretize segment panel
Use the ADAMS/View display tools to rotate the view to the side and zoom in on the neck. Turn of
the Joint Graphics using the LifeMOD Display Toolbox. Select PLUGINS in the main-menu and
NECKSIM in the sub-menu. Select Disks Modeled as Bushing Joints with Averaged DeJager Data as
the Type of Joint.
Step 8: Auto discretize the neck
Select LOAD THE CURRENT JOINT ANGLES. The panel should be filled with all 0's, since the model is
still in the created position. Any new angle entered will be an offset from this position.
Figure 5: Side view showing the interspinous, flaval and anterior longitudinal ligaments
Figure 6: Rear view showing the left and right fact joint capsule ligaments
Origin Part
Insertion Part
NStiss_1
NStiss_2
NStiss_3
NStiss_4
NStiss_5
NStiss_6
NStiss_7
NStiss_8
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_Axis
.Danny_Atlas
.Danny_Head
.Danny_Upper_Torso
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_Axis
.Danny_Atlas
Origin Attachment
Location
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
21.0
22.1
23.1
24.0
24.9
25.8
26.4
26.7
Insertion Attachment
Location
-2.6
-2.5
-2.4
-2.2
-2.0
-1.6
-1.7
-2.5
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
20.6
21.3
22.6
23.5
24.6
25.6
26.3
26.6
-2.7
-2.6
-2.4
-2.4
-2.0
-1.7
-1.5
-2.0
Origin Part
Insertion Part
NStiss_9
NStiss_10
NStiss_11
NStiss_12
NStiss_13
NStiss_113
NStiss_114
NStiss_115
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_axis
.Danny_atlas
.Danny_head
.Danny_Upper_Torso
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_axis
.Danny_atlas
Origin Attachment
Location
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
21.2
22.2
23.0
24.0
25.0
25.9
26.4
26.7
Insertion Attachment
Location
-2.3
-2.1
-2.1
-2.0
-1.7
-1.8
-2.0
-2.6
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
20.7
21.5
22.6
23.6
24.6
25.3
25.9
26.5
-2.5
-2.3
-2.1
-2.0
-1.8
-2.0
-1.8
-2.3
Origin Part
Insertion Part
NStiss_14
NStiss_15
NStiss_16
NStiss_17
NStiss_18
NStiss_19
NStiss_20
NStiss_21
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_Axis
.Danny_Atlas
.Danny_Head
.Danny_Upper_Torso
.Danny_C7
.Danny_C6
.Danny_C5
.Danny_C4
.Danny_C3
.Danny_Axis
.Danny_Atlas
Origin Attachment
Location
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
21.0
22.1
23.1
24.1
25.0
25.9
26.5
27.3
Insertion Attachment
Location
-0.3
0.0
0.0
0.0
0.0
-0.1
-0.2
-0.3
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
20.9
21.7
22.5
23.5
24.5
25.5
26.2
26.9
-0.4
-0.1
0.0
0.0
0.1
0.0
-0.1
-0.2
Tissue
Name
Origin Part
Insertion Part
NStiss_22
NStiss_23
NStiss_24
NStiss_25
NStiss_26
NStiss_27
NStiss_28
NStiss_29
NStiss_30
NStiss_31
NStiss_32
NStiss_33
NStiss_34
NStiss_35
NStiss_36
NStiss_37
.Danny_C7
.Danny_C7
.Danny_C6
.Danny_C6
.Danny_C5
.Danny_C5
.Danny_C4
.Danny_C4
.Danny_C3
.Danny_C3
.Danny_Axis
.Danny_Axis
.Danny_Atlas
.Danny_Atlas
.Danny_Head
.Danny_Head
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_C7
.Danny_C7
.Danny_C6
.Danny_C6
.Danny_C5
.Danny_C5
.Danny_C4
.Danny_C4
.Danny_C3
.Danny_C3
.Danny_Axis
.Danny_Axis
.Danny_Atlas
.Danny_Atlas
Origin Attachment
Location
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
0.7
-0.7
0.6
-0.6
0.9
-0.9
21.4
21.4
22.2
22.2
23.0
23.0
24.0
24.0
25.0
25.0
26.0
26.0
26.2
26.2
26.9
26.9
Insertion Attachment
Location
-2.0
-2.0
-2.1
-2.1
-2.1
-2.1
-2.0
-2.0
-2.0
-2.0
-1.1
-1.1
-1.2
-1.2
-1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
0.8
-0.8
0.7
-0.7
0.7
-0.7
20.9
20.9
21.5
21.5
22.5
22.5
23.4
23.4
24.5
24.5
25.6
25.6
26.6
26.6
26.6
26.6
-2.3
-2.3
-2.2
-2.2
-2.1
-2.1
-2.1
-2.1
-2.0
-2.0
-1.4
-1.4
-1.2
-1.2
-1.2
-1.2
Figure 8: The trapezius muscle group before slide points are introduced (left) and after (right).
Figure 9: The panel used to read the EMG data from the library
Figure 10: The panel used to create the non-standard hill muscle elements. The origin and origin
attachment location fields now allow for multiple entries at once, therefore allowing the muscles and slide
points to be created at the same time.
Figure 11: This panel may also be used to create slide points for the muscles if they are not created in the
Create Individual Tissue menu.
Use the data from the panel above to create the trapezius muscles. Use the Hill Muscle Element
Properties listed above. Enter .World.EMG_Activations for the Data Spline. The table below displays
the parts and attachment locations for each muscle.
Tissue
Name
Origin Part
Insertion Part
NStiss_38
NStiss_39
NStiss_40
NStiss_41
NStiss_42
NStiss_43
NStiss_44
NStiss_45
NStiss_46
NStiss_47
NStiss_48
NStiss_49
NStiss_50
NStiss_51
NStiss_52
NStiss_53
.Danny_C7
.Danny_C7
.Danny_C6
.Danny_C6
.Danny_C5
.Danny_C5
.Danny_C4
.Danny_C4
.Danny_C3
.Danny_C3
.Danny_axis
.Danny_axis
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_Left_Scapula
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
.Danny_Left_
.Danny_Right_
Origin Attachment
Location
0.2
-0.2
0.2
-0.2
0.2
-0.2
0.2
-0.2
0.2
-0.2
0.0
0.0
0.2
-0.2
1.2
-1.2
21.1
21.1
22.1
22.1
23.0
23.0
24.0
24.0
24.8
24.8
25.8
25.8
26.4
26.4
26.6
26.6
Insertion Attachment
Location
-2.7
-2.7
-2.7
-2.7
-2.6
-2.6
-2.4
-2.4
-2.3
-2.3
-1.6
-1.6
-2.4
-2.4
-2.4
-2.4
3.5
-3.5
3.6
-3.6
3.5
-3.5
3.6
-3.6
3.7
-3.7
3.7
-3.7
3.8
-3.8
3.8
-3.8
16.8
16.8
17.2
17.2
17.6
17.6
18.0
18.0
18.4
18.4
18.8
18.8
19.0
19.0
19.5
19.5
-4.3
-4.3
-4.3
-4.3
-4.1
-4.1
-4.1
-4.1
-4.0
-4.0
-3.6
-3.6
-3.5
-3.5
-3.3
-3.3
Step 21A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
file:///E|/manjunath/LifeMOD%20Tutorials%20%20%20Detailed%20Whiplash%20Analysis.html[06-Jun-15 12:51:30 PM]
Step 21B: Bring up the slide point create panel and create slide points on the trapezius
muscles
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool. Use
the panel above to create the slide points on the trapezius muscles. The table below displays the
parts and attachment locations for each muscle.
Step 22: Reduce the muscle graphical scale to 2
Select Muscles as the Tissues in the LifeMOD Display Toolbox and use the slider to set the scale to 2
to reduce the graphical size of the muscles.
Tissue
.Danny_Out_NStiss_52H
.Danny_Out_NStiss_53H
.Danny_Out_NStiss_50H
.Danny_Out_NStiss_51H
.Danny_Out_NStiss_52H_SLIDE_1
.Danny_Out_NStiss_53H_SLIDE_1
.Danny_Out_NStiss_50H_SLIDE_1
.Danny_Out_NStiss_51H_SLIDE_1
.Danny_Out_NStiss_48H
.Danny_Out_NStiss_49H
.Danny_Out_NStiss_46H
.Danny_Out_NStiss_47H
.Danny_Out_NStiss_52H_SLIDE_1
.Danny_Out_NStiss_53H_SLIDE_1
.Danny_Out_NStiss_50H_SLIDE_1
.Danny_Out_NStiss_51H_SLIDE_1
.Danny_Out_NStiss_48H_SLIDE_1
.Danny_Out_NStiss_49H_SLIDE_1
.Danny_Out_NStiss_46H_SLIDE_1
.Danny_Out_NStiss_47H_SLIDE_1
.Danny_Out_NStiss_44H
.Danny_Out_NStiss_45H
.Danny_Out_NStiss_52H_SLIDE_1
.Danny_Out_NStiss_53H_SLIDE_1
.Danny_Out_NStiss_50H_SLIDE_1
.Danny_Out_NStiss_51H_SLIDE_1
.Danny_Out_NStiss_48H_SLIDE_1
.Danny_Out_NStiss_49H_SLIDE_1
.Danny_Out_NStiss_46H_SLIDE_1
.Danny_Out_NStiss_47H_SLIDE_1
.Danny_Out_NStiss_44H_SLIDE_1
.Danny_Out_NStiss_45H_SLIDE_1
.Danny_Out_NStiss_42H
.Danny_Out_NStiss_43H
.Danny_Out_NStiss_52H_SLIDE_1
.Danny_Out_NStiss_53H_SLIDE_1
.Danny_Out_NStiss_50H_SLIDE_1
.Danny_Out_NStiss_51H_SLIDE_1
.Danny_Out_NStiss_48H_SLIDE_1
.Danny_Out_NStiss_49H_SLIDE_1
.Danny_Out_NStiss_46H_SLIDE_1
.Danny_Out_NStiss_47H_SLIDE_1
.Danny_Out_NStiss_44H_SLIDE_1
.Danny_Out_NStiss_45H_SLIDE_1
.Danny_Out_NStiss_42H_SLIDE_1
.Danny_Out_NStiss_43H_SLIDE_1
.Danny_Out_NStiss_40H
Slide Pont
Anchor
.Danny_C3
.Danny_C3
.Danny_C3
.Danny_C3
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C4
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
.Danny_C7
25.07
25.07
25.07
25.07
24.07
24.07
24.07
24.07
24.07
24.07
24.07
24.07
23.07
23.07
23.07
23.07
23.07
23.07
23.07
23.07
23.07
23.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
22.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
21.07
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.27
-2.37
-2.37
-2.37
-2.37
-2.37
-2.37
-2.37
-2.37
-2.37
-2.37
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.67
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
-2.87
.Danny_Out_NStiss_41H
.Danny_C7
-0.69
21.07
-2.87
Figure 12: The semispinalis capitis muscle group before slide points are introduced (left) and after (right).
Step 23: Bring up the single soft tissue panel and toggle existing muscles off
Select SOFT TISSUES on the main-menu and CREATE SINGLE on the sub-menu. Select Hill-Type
Muscle Elements. Select Muscles and toggle off and select tissue attachments and toggle off using
the LifeMOD Display Toolbox.
Step 24: Create the semispinalis capitis muscles
Use the panel above to create the semispinalis capitis muscles. Use the Hill Muscle Element
Properties listed above. The table below displays the parts and attachment locations for each muscle.
Tissue
Name
Origin Part
Insertion Part
NStiss_54
NStiss_55
NStiss_56
NStiss_57
NStiss_58
NStiss_59
NStiss_60
NStiss_61
NStiss_62
NStiss_63
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_c4
.Danny_c4
.Danny_c5
.Danny_c5
.Danny_c6
.Danny_c6
.Danny_c7
.Danny_c7
.Danny_upper_torso
.Danny_upper_torso
Origin Attachment
Locations
1.6
-1.6
1.6
-1.6
1.6
-1.6
1.6
-1.6
1.6
-1.6
26.9
26.9
26.9
26.9
26.9
26.9
26.9
26.9
26.9
26.9
Insertion Attachment
Locations
-2.2
-2.2
-2.2
-2.2
-2.2
-2.2
-2.2
-2.2
-2.2
-2.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
1.2
-1.2
24.5
24.5
23.5
23.5
22.5
22.5
21.5
21.5
20.5
20.5
-0.9
-0.9
-0.9
-0.9
-0.9
-0.9
-1.0
-1.0
-1.2
-1.2
Step 25A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 25B: Bring up the slide point create panel and create slide points on the semispinalis
capitis muscles
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool. Use
the panel above to create the slide points on the semispinalis capitis muscles. The table below
displays the parts and attachment locations for each muscle.
Tissue
.Danny_Out_NStiss_62H
.Danny_Out_NStiss_63H
.Danny_Out_NStiss_60H
.Danny_Out_NStiss_61H
.Danny_Out_NStiss_62H_slide_2
.Danny_Out_NStiss_63H_slide_2
.Danny_Out_NStiss_60H_slide_2
.Danny_Out_NStiss_61H_slide_2
.Danny_Out_NStiss_58h
.Danny_Out_NStiss_59h
.Danny_Out_NStiss_62H_slide_3
.Danny_Out_NStiss_63H_slide_3
.Danny_Out_NStiss_60H_slide_3
.Danny_Out_NStiss_61H_slide_3
.Danny_Out_NStiss_58h_slide_2
.Danny_Out_NStiss_59h_slide_2
.Danny_Out_NStiss_56h
.Danny_Out_NStiss_57h
.Danny_Out_NStiss_62H_slide_4
.Danny_Out_NStiss_63H_slide_4
.Danny_Out_NStiss_60H_slide_4
.Danny_Out_NStiss_61H_slide_4
.Danny_Out_NStiss_58h_slide_3
.Danny_Out_NStiss_59h_slide_3
.Danny_Out_NStiss_56h_slide_2
.Danny_Out_NStiss_57h_slide_2
.Danny_Out_NStiss_54H
.Danny_Out_NStiss_55H
Slide Pont
Anchor
.Danny_C6
.Danny_C6
.Danny_C6
.Danny_C6
22.38
22.38
22.38
22.38
-1.55
-1.55
-1.25
-1.25
.Danny_C5
1.39
23.28
-1.75
.Danny_C5
-1.39
23.28
-1.75
.Danny_C5
1.39
23.28
-1.45
.Danny_C5
-1.39
23.28
-1.45
.Danny_C5
.Danny_C5
1.39
-1.39
23.28
23.28
-1.15
-1.15
.Danny_C4
1.49
24.28
-1.85
.Danny_C4
-1.49
24.28
-1.85
.Danny_C4
1.49
24.28
-1.65
.Danny_C4
-1.49
24.28
-1.65
.Danny_C4
1.49
24.28
-1.45
.Danny_C4
-1.49
24.28
-1.45
.Danny_C4
.Danny_C4
1.49
-1.49
24.28
24.28
-1.15
-1.15
.Danny_C3
1.59
25.28
-2.05
.Danny_C3
-1.59
25.28
-2.05
.Danny_C3
1.59
25.28
-1.95
.Danny_C3
-1.59
25.28
-1.95
.Danny_C3
1.59
25.28
-1.85
.Danny_C3
-1.59
25.28
-1.85
.Danny_C3
1.59
25.28
-1.65
.Danny_C3
-1.59
25.28
-1.65
.Danny_C3
.Danny_C3
1.59
-1.59
25.28
25.28
-1.35
-1.35
Figure 13: The semispinalis cervicis muscle group before slide points are introduced (left) and after (right).
Step 26: Bring up the single soft tissue panel and toggle existing muscles off
Select SOFT TISSUES on the main-menu and CREATE SINGLE on the sub-menu. Select Hill-Type
Muscle Elements. Select Muscles and toggle off and select tissue attachments and toggle off using
the LifeMOD Display Toolbox.
Step 27: Create the semispinalis cervicis muscles
Use the panel above to create the semispinalis cervicis muscles. Use the Hill Muscle Element
Properties listed above. The table below displays the parts and attachment locations for each muscle.
Tissue
Name
Origin Part
Insertion Part
NStiss_64
NStiss_65
NStiss_66
NStiss_67
NStiss_68
NStiss_69
NStiss_70
NStiss_71
NStiss_72
NStiss_73
NStiss_74
NStiss_75
.Danny_axis
.Danny_axis
.Danny_c3
.Danny_c3
.Danny_c4
.Danny_c4
.Danny_c5
.Danny_c5
.Danny_c6
.Danny_c6
.Danny_c7
.Danny_c7
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
.Danny_Upper_Torso
Origin Attachment
Location
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
25.8
25.8
25.0
25.0
24.2
24.2
23.3
23.3
22.4
22.4
21.2
21.2
Insertion Attachment
Location
-1.6
-1.6
-2.4
-2.4
-2.4
-2.4
-2.7
-2.7
-2.9
-2.9
-3.0
-3.0
1.2
-1.2
1.2
-1.2
1.4
-1.4
1.4
-1.4
1.5
-1.5
1.5
-1.5
20.9
20.9
20.1
20.1
19.3
19.3
18.4
18.4
17.6
17.6
16.4
16.4
-2.3
-2.3
-2.3
-2.3
-2.7
-2.7
-3.4
-3.4
-3.4
-3.4
-3.8
-3.8
Step 28A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 28B: Bring up the slide point create panel and create slide points on the semispinalis
capitis muscles
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool. Use
the panel above to create the slide points on the semispinalis cervicis muscles. The table below
displays the parts and attachment locations for each muscle.
Tissue
.Danny_Out_NStiss_64H
.Danny_Out_NStiss_65H
Slide Pont
Anchor
.Danny_C5
.Danny_C5
22.84
22.84
-2.39
-2.39
.Danny_Out_NStiss_66H
.Danny_Out_NStiss_67H
.Danny_Out_NStiss_68H
.Danny_Out_NStiss_69H
.Danny_C5
.Danny_C5
.Danny_C5
.Danny_C5
0.69
-0.69
0.49
-0.49
22.84
22.84
22.84
22.84
-2.39
-2.39
-2.39
-2.39
.Danny_C7
0.99
21.84
-2.39
.Danny_C7
-0.99
21.84
-2.39
.Danny_C7
0.89
21.84
-2.39
.Danny_C7
-0.89
21.84
-2.39
.Danny_C7
0.78
21.84
-2.39
.Danny_C7
.Danny_Out_NStiss_69H_SLIDE_1
.Danny_Out_NStiss_70H
.Danny_C7
.Danny_Out_NStiss_71H
.Danny_C7
-0.78
21.84
-2.39
0.49
-0.49
21.84
21.84
-2.59
-2.59
.Danny_Out_NStiss_64H_SLIDE_1
.Danny_Out_NStiss_65H_SLIDE_1
.Danny_Out_NStiss_66H_SLIDE_1
.Danny_Out_NStiss_67H_SLIDE_1
.Danny_Out_NStiss_68H_SLIDE_1
Figure 14: The longus colli muscle group before slide points are introduced (left) and after (right).
Step 29: Bring up the single soft tissue panel and toggle existing muscles off
Select SOFT TISSUES on the main-menu and CREATE SINGLE on the sub-menu. Select Hill-Type
Muscle Elements. Select Muscles and toggle off and select tissue attachments and toggle off using
the LifeMOD Display Toolbox.
Step 30: Create the longus colli muscles
Use the panel above to create the longus colli muscles. Use the Hill Muscle Element Properties listed
above. The table below displays the parts and attachment locations for each muscle.
Tissue
Name
Origin Part
Insertion Part
Origin Attachment
Location
Insertion Attachment
Location
NStiss_76
NStiss_77
.Danny_head
.Danny_head
.Danny_Upper_Torso
.Danny_Upper_Torso
0.5
-0.5
28
28
-0.1
-0.1
0.5
-0.5
20.4
20.4
-0.4
-0.4
Step 31A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 31B: Bring up the slide point create panel and create slide points on the semispinalis
capitis muscles
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool. Use
the panel above to create the slide points on the longus colli muscles. The table below displays the
parts and attachment locations for each muscle.
Tissue
.Danny_Out_NStiss_76H
.Danny_Out_NStiss_77H
.Danny_Out_NStiss_76H_SLIDE_1
.Danny_Out_NStiss_77H_SLIDE_1
.Danny_Out_NStiss_76H_SLIDE_1
.Danny_Out_NStiss_77H_SLIDE_1
.Danny_Out_NStiss_76H_SLIDE_1
.Danny_Out_NStiss_77H_SLIDE_1
.Danny_Out_NStiss_76H_SLIDE_1
.Danny_Out_NStiss_77H_SLIDE_1
.Danny_Out_NStiss_76H_SLIDE_1
.Danny_Out_NStiss_77H_SLIDE_1
Slide Pont
Anchor
.Danny_axis
.Danny_axis
26.14
26.14
0.01
0.01
.Danny_c3
0.51
25.14
0.01
.Danny_c3
-0.51
25.14
0.01
.Danny_c4
0.51
24.14
-0.05
.Danny_c4
-0.51
24.14
-0.05
.Danny_c5
0.51
23.14
-0.12
.Danny_c5
-0.51
23.14
-0.12
.Danny_c6
0.51
22.14
-0.22
.Danny_c6
-0.51
22.14
-0.22
.Danny_c7
0.51
21.14
-0.3
.Danny_c7
-0.51
21.14
-0.3
Figure 15: The sternocleidomastoid muscle group before slide points are introduced (left) and after (right).
Step 32: Bring up the single soft tissue panel and toggle existing muscles off
Select SOFT TISSUES on the main-menu and CREATE SINGLE on the sub-menu. Select Hill-Type
Muscle Elements. Select Muscles and toggle off and select tissue attachments and toggle off using
the LifeMOD Display Toolbox.
Step 33: Create the sternocleidomastoid muscles
Use the panel above to create the sternocleidomastoid muscles. Use the Hill Muscle Element
Properties listed above. The table below displays the parts and attachment locations for each muscle.
Tissue
Name
NStiss_78
NStiss_79
NStiss_80
NStiss_81
NStiss_82
NStiss_83
NStiss_84
NStiss_85
NStiss_86
NStiss_87
NStiss_88
NStiss_89
Origin Part
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
.Danny_head
Origin Attachment
Location
.Danny_Upper_Torso
2.1
26.5
.Danny_Upper_Torso
-2.1
26.5
.Danny_Upper_Torso
2.3
26.7
.Danny_Upper_Torso
-2.3
26.7
.Danny_Upper_Torso
2.3
26.8
.Danny_Upper_Torso
-2.3
26.8
.Danny_Left_Scapula
2.1
26.5
.Danny_Left_Scapula
-2.1
26.5
.Danny_Left_Scapula
2.3
26.7
.Danny_Left_Scapula
-2.3
26.7
.Danny_Left_Scapula
2.3
26.8
.Danny_Left_Scapula
-2.3
26.8
Insertion Part
Insertion Attachment
Location
-0.5
0.1
19.5
1.1
-0.5
-0.1
19.5
1.1
-0.9
0.2
19.5
1.1
-0.9
-0.2
19.5
1.1
-1.3
0.3
19.5
1.1
-1.3
-0.3
19.5
1.1
-0.5
2
19.7
1.5
-0.5
-2
19.7
1.5
-0.9
2.2
19.5
1.5
-0.9
-2.2
19.5
1.5
-1.3
2.3
19.5
1.5
-1.3
-2.3
19.5
1.5
Step 34A: Create Slide Points in the Create Individual Tissue panel
Enter the values listed in the table below, with commas separating each value, into the origin and
origin attachment location fields after the first origin value.
Step 34B: Bring up the slide point create panel and create slide points on the semispinalis
capitis muscles
Select SOFT TISSUES on the main-menu and CREATE TISSUE WRAPPING on the sub-menu. Select
the light bulb next to Slide Point Based to bring up the slide point based tissue wrapping tool. Use
the panel above to create the slide points on the sternocleidomastiod muscles. The table below
displays the parts and attachment locations for each muscle.
Tissue
.Danny_Out_NStiss_78H
.Danny_Out_NStiss_79H
.Danny_Out_NStiss_80H
.Danny_Out_NStiss_81H
Slide Pont
Slide Point
Anchor
World.Danny_C7
0.66
World.Danny_C7
-0.66
World.Danny_C7
0.86
World.Danny_C7
-0.86
Location
21.39
21.39
21.39
21.39
1.06
1.06
0.66
0.66
.Danny_Out_NStiss_82H
.Danny_Out_NStiss_83H
.Danny_Out_NStiss_84H
.Danny_Out_NStiss_85H
.Danny_Out_NStiss_86H
.Danny_Out_NStiss_87H
.Danny_Out_NStiss_88H
.Danny_Out_NStiss_89H
.Danny_Out_NStiss_78H_SLIDE_2
.Danny_Out_NStiss_79H_SLIDE_2
.Danny_Out_NStiss_80H_SLIDE_2
.Danny_Out_NStiss_81H_SLIDE_2
.Danny_Out_NStiss_82H_SLIDE_2
.Danny_Out_NStiss_83H_SLIDE_2
.Danny_Out_NStiss_84H_SLIDE_2
.Danny_Out_NStiss_85H_SLIDE_2
.Danny_Out_NStiss_86H_SLIDE_2
.Danny_Out_NStiss_87H_SLIDE_2
.Danny_Out_NStiss_88H_SLIDE_2
.Danny_Out_NStiss_89H_SLIDE_2
.Danny_Out_NStiss_78H_SLIDE_3
.Danny_Out_NStiss_79H_SLIDE_3
.Danny_Out_NStiss_80H_SLIDE_3
.Danny_Out_NStiss_81H_SLIDE_3
.Danny_Out_NStiss_82H_SLIDE_3
.Danny_Out_NStiss_83H_SLIDE_3
.Danny_Out_NStiss_84H_SLIDE_3
.Danny_Out_NStiss_85H_SLIDE_3
.Danny_Out_NStiss_86H_SLIDE_3
.Danny_Out_NStiss_87H_SLIDE_3
.Danny_Out_NStiss_88H_SLIDE_3
.Danny_Out_NStiss_89H_SLIDE_3
.Danny_Out_NStiss_78H_slide_4
.Danny_Out_NStiss_79H_slide_4
.Danny_Out_NStiss_80H_slide_4
World.Danny_C7
World.Danny_C7
World.Danny_C7
World.Danny_C7
World.Danny_C7
World.Danny_C7
World.Danny_C7
World.Danny_C7
1.06
-1.06
1.36
-1.36
1.56
-1.56
1.66
-1.66
21.39
21.39
21.39
21.39
21.39
21.39
21.39
21.39
0.46
0.46
1.06
1.06
0.96
0.96
0.66
0.66
World.Danny_c6
0.91
22.29
0.83
World.Danny_c6
-0.91
22.29
0.83
World.Danny_c6
1.11
22.29
0.33
World.Danny_c6
-1.11
22.29
0.33
World.Danny_c6
1.31
22.29
0.03
World.Danny_c6
-1.31
22.29
0.03
World.Danny_c6
1.41
22.29
0.84
World.Danny_c6
-1.41
22.29
0.84
World.Danny_c6
1.61
22.29
0.64
World.Danny_c6
-1.61
22.29
0.64
World.Danny_c6
1.71
22.29
0.34
World.Danny_c6
-1.71
22.29
0.34
World.Danny_c5
1.21
23.29
0.54
World.Danny_c5
-1.21
23.29
0.54
World.Danny_c5
1.41
23.29
0.04
World.Danny_c5
-1.41
23.29
0.04
World.Danny_c5
1.51
23.29
-0.1
World.Danny_c5
-1.51
23.29
-0.1
World.Danny_c5
1.41
23.29
0.54
World.Danny_c5
-1.41
23.29
0.54
World.Danny_c5
1.61
23.29
0.24
World.Danny_c5
-1.61
23.29
0.24
World.Danny_c5
1.71
23.29
0.04
World.Danny_c5
-1.71
23.29
0.04
World.Danny_c4
1.46
24.34
0.18
World.Danny_c4
-1.46
24.34
0.18
World.Danny_c4
1.66
24.34
-0.23
.Danny_Out_NStiss_81H_slide_4
.Danny_Out_NStiss_82H_slide_4
.Danny_Out_NStiss_83H_slide_4
.Danny_Out_NStiss_84H_slide_4
.Danny_Out_NStiss_85H_slide_4
.Danny_Out_NStiss_86H_slide_4
.Danny_Out_NStiss_87H_slide_4
.Danny_Out_NStiss_88H_slide_4
.Danny_Out_NStiss_89H_slide_4
.Danny_Out_NStiss_78H_slide_5
.Danny_Out_NStiss_79H_slide_5
.Danny_Out_NStiss_80H_slide_5
.Danny_Out_NStiss_81H_slide_5
.Danny_Out_NStiss_82H_slide_5
.Danny_Out_NStiss_83H_slide_5
.Danny_Out_NStiss_84H_slide_5
.Danny_Out_NStiss_85H_slide_5
.Danny_Out_NStiss_86H_slide_5
.Danny_Out_NStiss_87H_slide_5
.Danny_Out_NStiss_88H_slide_5
.Danny_Out_NStiss_89H_slide_5
World.Danny_c4
-1.66
24.34
-0.23
World.Danny_c4
1.76
24.34
-0.43
World.Danny_c4
-1.76
24.34
-0.43
World.Danny_c4
1.46
24.34
0.28
World.Danny_c4
-1.46
24.34
0.28
World.Danny_c4
1.66
24.34
-0.12
World.Danny_c4
-1.66
24.34
-0.12
World.Danny_c4
1.76
24.34
-0.32
World.Danny_c4
-1.76
24.34
-0.32
World.Danny_c3
1.76
25.44
-0.12
World.Danny_c3
-1.76
25.44
-0.12
World.Danny_c3
1.96
25.44
-0.52
World.Danny_c3
-1.96
25.44
-0.52
World.Danny_c3
2.06
25.44
-0.82
World.Danny_c3
-2.06
25.44
-0.82
World.Danny_c3
1.86
25.44
-0.12
World.Danny_c3
-2.06
25.44
-0.12
World.Danny_c3
2.06
25.44
-0.52
World.Danny_c3
-2.06
25.44
-0.52
World.Danny_c3
2.16
25.44
-0.82
World.Danny_c3
-2.16
25.44
-0.82
Figure 16: Translational joint on the model to impose an acceleration on the upper_torso of the model.
Create a ADAMS/View motion generator which steps the acceleration profile on from .15 seconds and
off at .2 seconds using the following command:
constraint create motion_generator motion_name = .World.Mdriver &
joint_name = .World.Driver &
type_of_freedom = translational &
function = "(.World.DV_Gload)*386*(step(time,.1,0,.15,1)-step(time,.15,0,.2,1))" &
time_derivative = acceleration
Running the Simulations for the Frontal, Rear and Side Impacts
With the model fully built and the acceleration mechanism installed, simulations are performed for
the three cases. To change the direction of the impact, the acceleration mechanism (translational
joint) is simply rotated.
Figure 22: Vertical upper_torso acceleration (top) and Muscle activations (bottom) for frontal impact case.
Figure 25: Results panel set up to plot the disk AP shear forces
Step 54: Examine the disk shear strain for the 15g frontal impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select the Force Characteristic
and the AP shear Component. Select Create Full Plot for each disk force from Disk Danny_NSjoint_1
through Danny_NSjoint_8.
Step 55: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle off in the LifeMOD
Display Toolbox. Select Frontal_Impact as the Default Analysis. Select Fix Camera to the
Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3.
Select divide window, right view and animate.
Step 56: Examine the disk bending loads for the 15g frontal impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select the Torque Characteristic
and the Sagittal Component. Select Create Full Plot for each disk force from Disk Danny_NSjoint_1
through Danny_NSjoint_8.
Step 57: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Frontal_Impact as the Default Analysis. Select Fix
Camera to the Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a
scale of 2.3. Select divide window, right view and animate.
Step 58: Examine the interspinous ligament loads for the 15g frontal impact case
Select DATA DISPLAY in the sub-menu and Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_1P
Danny_NStiss_2P
Danny_NStiss_3P
Danny_NStiss_4P
Danny_NStiss_5P
Danny_NStiss_113P
Danny_NStiss_114P
Danny_NStiss_115P
Step 59: Animate the model without muscle graphics
Select ANIMATION in the sub-menu.Turn on the local scaling of the ligament graphics by selecting
Scale Joint/Tissue Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics.
Select Frontal_Impact as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm
marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3. Select divide window,
right view and animate.
Step 60: Examine the extension muscle loads for the frontal impact case
Select DATA DISPLAY in the sub-menu and Soft Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_52H_slide_1
Danny_NStiss_46H_slide_1
Danny_NStiss_38H
Danny_NStiss_70H_slide_1
Danny_NStiss_72H
Danny_NStiss_74H
Step 61: Animate the model with muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle on using the LifeMOD
Display Toolbox. Turn on the local scaling of the muscle graphics by selecting Scale Joint/Tissue
Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics. Select
Frontal_Impact as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm marker.
Select zoom with center coordinates of 0,25,.1 and a scale of 2.3. Select divide window, back view
and animate.
Step 62: Examine the disk shear strain for the 7g rear impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select Rear_Impact as the
default analysis. Select the Force Characteristic and the AP shear Component. Select Create Full Plot
for each disk force from Disk Danny_NSjoint_1 through Danny_NSjoint_8.
Step 63: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle off in the LifeMOD
Display Toolbox. Select Rear_Impact as the Default Analysis. Select Fix Camera to the
Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3.
Select divide window, right view and animate.
Step 64 Examine the disk bending loads for the rear impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select the Torque Characteristic
and the Sagittal Component. Select Create Full Plot for each disk force from Disk Danny_NSjoint_1
through Danny_NSjoint_8.
Step 65: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Rear_Impact as the Default Analysis. Select Fix Camera
to the Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a scale of
2.3. Select divide window, right view and animate.
Step 66: Examine the flaval ligament loads for the rear impact case
Select DATA DISPLAY in the sub-menu and Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_14P
Danny_NStiss_15P
Danny_NStiss_16P
Danny_NStiss_17P
Danny_NStiss_18P
Danny_NStiss_19P
Danny_NStiss_20P
Danny_NStiss_21P
Step 67: Animate the model with ligament graphics
Select ANIMATION in the sub-menu.Turn on the local scaling of the ligament graphics by selecting
Scale Joint/Tissue Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics.
Select Rear_Impact as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm
marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3. Select divide window,
right view and animate.
Step 68: Examine the flexion muscle loads for the rear impact case
Select DATA DISPLAY in the sub-menu and Soft Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_89H_slide_1
Danny_NStiss_79H_slide_1
Danny_NStiss_77H_slide_1
Step 69: Animate the model with muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle on using the LifeMOD
Display Toolbox. Turn on the local scaling of the muscle graphics by selecting Scale Joint/Tissue
Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics. Select Rear_Impact
as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm marker. Select zoom with
center coordinates of 0,25,.1 and a scale of 2.3. Select divide window, front view and animate.
Step 70: Examine the disk shear strain for the 7g lateral impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select Lateral_Impact as the
default analysis. Select the Force Characteristic and the AP shear Component. Select Create Full Plot
for each disk force from Disk Danny_NSjoint_1 through Danny_NSjoint_8.
Step 71: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle off in the LifeMOD
Display Toolbox. Select Lateral_Impact as the Default Analysis. Select Fix Camera to the
Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3.
Select divide window, front view and animate.
Step 72: Examine the disk bending loads for the rear impact case
Select DATA DISPLAY in the sub-menu and Disks as the Data Type. Select the Torque Characteristic
and the Sagittal Component. Select Create Full Plot for each disk force from Disk Danny_NSjoint_1
through Danny_NSjoint_8.
Step 73: Animate the model without muscle graphics
Select ANIMATION in the sub-menu. Select Lateral_Impact as the Default Analysis. Select Fix
Camera to the Danny_Upper_Torso.cm marker. Select zoom with center coordinates of 0,25,.1 and a
scale of 2.3. Select divide window, front view and animate.
Step 74: Examine the facet joint ligament loads for the lateral impact case
Select DATA DISPLAY in the sub-menu and Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_23P
Danny_NStiss_25P
Danny_NStiss_27P
Danny_NStiss_29P
Danny_NStiss_31P
Danny_NStiss_33P
Danny_NStiss_35P
Danny_NStiss_37P
Step 75: Animate the model with ligament graphics
Select ANIMATION in the sub-menu.Turn on the local scaling of the ligament graphics by selecting
Scale Joint/Tissue Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics.
Select Lateral_Impact as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm
marker. Select zoom with center coordinates of 0,25,.1 and a scale of 2.3. Select divide window,
front view and animate.
Step 76: Examine the lateral stabilizing muscle loads for the lateral impact case
Select DATA DISPLAY in the sub-menu and Soft Tissues as the Data Type. Select the Tension
Characteristic. Select Create Full Plot for the following soft tissue forces:
Danny_NStiss_89H_slide_1
Danny_NStiss_79H_slide_1
Danny_NStiss_77H_slide_1
Danny_NStiss_63H_slide_1
Danny_NStiss_53H_slide_1
Step 77: Animate the model with muscle graphics
Select ANIMATION in the sub-menu. Select Muscles as the Tissues and toggle on using the LifeMOD
Display Toolbox. Turn on the local scaling of the muscle graphics by selecting Scale Joint/Tissue
Graphics, Tissues, Scale Locally and the light bulb to scale the muscle graphics. Select
Lateral_Impact as the Default Analysis. Select Fix Camera to the Danny_Upper_Torso.cm marker.
Select zoom with center coordinates of 0,25,.1 and a scale of 2.3. Select divide window, front view
and animate.
Step 78: DEMO COMPLETE
Further
This model could be used to explore many aspects including:
Various muscle/ligament parameters
Various acceleration profiles
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Sections
Generating the Bed Model
Import the Body Model
Creating the Contact Forces
Running the Passive Simulation
Running the Parametric Study
Interrogating the Results
Further
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Patient.slf contains body anthropometric data, joint data and posture data.
Figure 3 Body with joints and posture imported from the model library.
The contact ellipsoids automatically created at the time of segment generation, will now be
used to create the foot-floor contact elements. For information on selecting specific model
parameters for this section see Choosing Model Parameters.
Figure 5: Human model displayed as ellipsoids. The ellipsoids represent contact elements to be used
between the model and the bed.
Step 7: Create the contact forces between the body and the mattress
Check force vectors to create scaled force graphics during animation. Provide the contact
parameters as listed in Figure 6. Select the mattress as the contact solid. Select
right_lower_arm, left_lower_arm, right_hand, left_hand, lower_torso, central_torso,
upper_torso, right_upper_leg, right_lower_leg, right_foot_Single, left_upper_leg,
left_lower_leg, left_foot_Single segments and select APPLY to create the pillow contacts.
Figure 10: Pelvis contact forces for the stiff model and the flexible model
Set the external representation to none and the internal representation to Skeleton using the
LifeMODs Display Toolbox. Select RESULTS on the main-menu and DATA DISPLAY on the submenu. Select Contacts as the Data Type and select the post processor button.
Step 20: Plot the pelvis contact force for stiff model
Select "Diane_Lower_Torso_Con_1", magnitude component. Select the .World.Stiff as the
analysis. Select CREATE FULL PLOT to create the data curve.
Step 21: Plot the pelvis contact force for flexible model
Select "Diane_Lower_Torso_Con_1", magnitude component. Select the .World.Last_Run as the
analysis. Select Create Full Plot to create the data curve.
Step 22: Display simulation in iso view
Set the view to iso, divide window, and Play to view the animation.
Step 23: Animate superimposed models
Select Compare Cases with .world.stiff as case 1 and world.last_run as case 2. Select Play to
animate both cases simultaneously.
Step 24: DEMO COMPLETE
Further
This model was put forth to demonstrate the capability of combining a human model with an
ADAMS model by importing an external file. This model may be refined in many areas
including:
Developing the bed model to include articulations (motorized bed).
Evaluating settling characteristics of various mattress foam types
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Generating the Joints
Creating Soft Tissues
Merging Bicycle Model
Posing the Human Model
Attaching the Human Model to the Bicycle
Running the Inverse Dynamics Simulation
Running the Forward Dynamics Simulation
Interrogating the Results
Further
Figure 1:
Figure 4: Passive stiffness values for joints on left and right legs
Figure 6: Muscle set created on the legs Note that the color of the muscles is "rust" indicating passive
recording elements.
Figure 11: Moving the human model and setting the riding posture
Figure 12: Connecting the human model to the bicycle with bushing elements
Step 19: Create bushing elements between the hands and the grips
from the forces section in the Main Toolbox. Select .World.Joe_Left_Hand
Select the bushing icon
as the first body and .World.Frame as the second body. Right-click on the ground to bring up the
Location panel under the main toolbox. Enter (7.5, 26, 19.5) and select APPLY. Modify and set values to
figure 13.
Create a second bushing selecting .World.Joe_Right_Hand and .World.Frame respectively. Set the
location to be (-7.5, 26, 19.5) and select APPLY. Modify and set values to figure 13.
OR
Use the following ADAMS/View commands to create the bushing forces between the hands and the
grips:
Markers for Left Hand:
marker create marker=.World.Joe_Left_Hand.b1 loc=7.5,26,19.5 ori=0,0,0 rel=.World
marker create marker=.World.Frame.b1 loc=7.5,26,19.5 ori=0,0,0 rel=.World
Step 20: Create bushing elements between the feet and the pedals
Create a bushing using .World.Joe_Left_Foot and .World.Lpedal at (5.7, 0, 7) Modify values to figure 14.
Create a second bushing using .World.Joe_Right_Foot and .World.Rpedal at (-5.7, 0, -7) Modify values
to figure 14.
OR
Use the following ADAMS/View commands to create the bushing forces between the feet and the
pedals:
Markers for Left Foot:
marker create marker=.World.Joe_Left_Foot.b3 loc=5.7,0,7 ori=0,0,0 rel=.World
marker create marker=.World.Lpedal.b3 loc=5.7,0,7 ori=0,0,0 rel=.World
Step 21: Create bushing elements between the pelvis and the seat
Create a bushing using .World.Joe_Lower_Torso and .World.Frame at (0, 25, -9) Modify to figure 15.
OR
Use the following ADAMS/View commands to create the bushing forces between the pelvis and the
seat:
Markers:
marker create marker=.World.Joe_Lower_Torso.b5 loc=0,25,-9 ori=0,0,0 rel=.World
marker create marker=.World.Frame.b5 loc=0,25,-9 ori=0,0,0 rel=.World
Bushing Forces:
force cre ele bush bush=.World.Bush5 i_mark=.World.Joe_Lower_Torso.b5 j_mark=.World.Frame.b5
stiff=1000.0,1000.0,1000.0 damp=100,100,100 force_preload=0.0,0.0,0.0
tstiffness=1.0E+003,1.0E+003,1.0E+003 tdamping=1.0E+002,1.0E+002,1.0E+002
torque_preload=0.0,0.0,0.0
Figure 16: Panel to edit the muscles to include contractile elements. Select the "light bulb" to bring up the
lower panel.
Scale Joint/Tissue Graphics, Tissues, and Scale Globally. Select the light bulb, to turn on the muscle
scaling.
Step 36: Display animation
Use the ADAMS/View toolset to animate the simulation results.
Step 37: Save the muscle strip chart curves
On each strip chart, right click on the curve and select "SAVE".
Step 38: Set the bump height to 3 inches
Modify one of the parameters in the bicycle model to set the bump height to 3 inches going to EditModify in the task bar. In the field right of "Filter" enter *DV_Bump_Height* and hit enter. Double-click
on .World and select DV_Bump_Height and enter 3 as the standard value. Select OK. See figure 19.
OR
Modify the height using the following ADAMS/View command:
variable modify variable_name=.World.DV_Bump_Height real=3
On each strip chart, right click on the curve and select "save".
Step 46: Bring up analyze panel
Select ANALYZE from the main-menu and DYNAMICS from the sub-menu.
Step 47: Set the bump height to 6 inches
Modify the bump height to 6 inches by repeating Step 38 and entering 6 as the the standard value.
OR
Set the bump height to 6 inches using the following ADAMS/View command:
variable modify variable_name=.World.DV_Bump_Height real=6
Figure 20: Successive animation images of model riding over a 6 inch bump.
Figure 21: Vastus Lateralis, Semitendonosis, and Adductor Magnus muscle forces for the Baseline Analysis
Figure 22: Vastus Lateralis, Semitendonosis, and Adductor Magnus muscle forces for the Bump=3 Analysis
Figure 23: Vastus Lateralis, Semitendonosis, and Adductor Magnus muscle forces for the Bump_6 Analysis
Figure 24: Data for the torques on the neck in the different cases
Further
This model could be used to explore may issues including training methods, bicycle suspension design,
riding postures, etc.
This model may be refined in many areas including:
Creating detailed knee joints to examine the soft tissue strain on the knee during certain riding
postures and loads. (see Detailed Knee Joint Application).
Parametric studies of vehicle parameters including: various terrains, speeds, suspension settings,
bicycle dimensions, etc.
Comparing muscle force requirements for various riding styles including standing vs. sitting, etc.
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Sections
Generating the Body Segments
Reducing the Model
Generating the Spinal Joints
Creating Passive Muscle Forces
Refining the Neck Segment
Reassigning Muscle Attachments
Creating the Cervical Spine Joints
Adding Motion Agents to the Human Model
Running the First Inverse-Dynamics Simulation
Tennis
Walking
NeckSIM:Whiplash
Figure 2: Body segment delete panel to remove all segments except for the head, neck and upper_torso
Figure 4: When generating the spinal joints, be sure to deselect the joints for the upper and lower neck
particular muscle. LifeMOD contains a database of pCSA values for each muscle and is scaled
accordingly based on the input body parameters (ht, wt, gender and age). Further, the force output of
the muscle may be scaled from 0% to 200% to change the contributions of each particular muscle. For
information on selecting specific model parameters for this section see Choosing Model Parameters.
Figure 5: Setting the parameters in the muscle generation panel brings up the muscle generation matrix
Figure 6: Muscle set created for the neck. Note that the color of the muscles is "rust" indicating passive
training elements.
Step 11: Bring up the soft tissues create base set panel panel
Select SOFT TISSUES on the main-menu and CREATE BASE TISSUE SET on the sub-menu.
Step 12: Set the fields for the muscle generation
Select "Prepare Model with Recording Muscle Elements (To be trained in an inverse-dynamics
simulation)" to bring up the panel displayed in figure 5. Set the passive stiffness and damping to 0,1,
muscle resting load to 0, and set the muscle tone multiplier to 100%.
Step 13: Generate the spinal muscle set
Check Head/Truck only and select APPLY to create the spinal muscle set as seen in Figure 6.
this example the axis and the atlas bones are not used. The skull is joined directly to the C3 vertebrae.
For this simulation the user will go through the exercise of creating kinematic joints, however, bushings
or other force elements could be used to create the relationship between the bones. For more complex
interaction representing disc physics, bushing forces could be used to represent the compliant
relationship between the vertebrae via the disk.
Figure 12: Panel to create the joint between the head and the C3 vertebrae
OR
Create the markers using the following ADAMS/View commands:
marker
marker
marker
marker
marker
marker
crea
crea
crea
crea
crea
crea
Figure 13: Data for the driving spline for the motion agent
Figure 14: Panel set up to create the motion agent to move the head
Step 43: Create a fixed joint between the upper_torso and ground
from the main toolbox. Select .World.Casey_Upper_Torso as the first
Select the fixed joint icon
body and .World.ground as the second. Right-click on the ground to bring up the location panel under
the main toolbox. Enter
(-1.2086648665, 13.1644132682, -3.3323534021) as the location. Select OK.
OR
Use the following ADAMS/View commands to create a fixed joint between the upper_torso and ground:
marker create marker=.World.Casey_Upper_Torso.MARKER_878 loc=-1.2086648665, 13.1644132682, -3.3323534021
ori=270.0, 90.0, 90.0
marker create marker=.World.ground.MARKER_879 loc=-1.2086648665, 13.1644132682, -3.3323534021 ori=270.0,
90.0, 90.0
Figure 17: Panel set to edit muscles to set up as a driver based on contraction history recorded from the
inverse-dynamics simulation
Figure 18: Model with active "trained" muscle force elements. Note that the color of the muscles is now brick
red indicating active elements.
Figure 19: Second simulation case with the side to side motion
Figure 20: Panel set to create motion agent on the head for the second simulation case
Figure 21: Panel set to edit muscles to set up as a driver based on contraction history recorded from the
inverse-dynamics simulation
Figure 23: Neck Muscle Forces and Vertebrae Joint Rotations Data.
Further
This model was put forth to demonstrate the creation of a detailed human spine model. Obviously the
model can be further refined and improved, from the point developed in this example. The intention with
this example was to touch of the various modeling functions of both the LifeMOD Biomechanics
Modeler and ADAMS/View necessary to create a detailed joint of this nature.
This model may be refined in many areas including:
Creating disk-compression forces between the vertebrae
Creating more stabilizing ligaments
Including more muscles in the model
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating of the Body Segments, Joints, and Motion Data
Running the Equilibrium Analysis
Create Foot/Floor Attachments
Merging the Objects Model with the Human Model
Running the Inverse-Dynamics Simulation for the Leg_lift Lift
Preparing the Model for Forward-Dynamics for the Leg_lift Lift
Running the Forward-Dynamics Simulation
Set up the Mode for the Back_lift Lift
Running the Inverse-Dynamics Simulation for the Back_lift Lift
Preparing the Model for the Forward-Dynamics Simulation for the Back_lift Lift
Running the Forward-Dynamics Simulation for the Back_lift Lift
Interrogating the Results
Further
Acknowledgement
this information to extract body segment measurements and mass properties from the internal
anthropometric database.
Passive joints are created for the inverse-dynamics phase of the simulation process. For this model
passive joints will be created for the inverse-dynamics simulation. The passive joint consists of a triaxis hinge joint (3 DOF) which includes angulation stops, stiffness and damping torques. This type of
joint is used primarily to stabilize the body during the inverse-dynamics simulation. The parameters
are included in the SLF file
Finally, the motion data (MOCAP) for the Leg_lift lifting activity is imported into the model and used
to drive the motion agents created on the model. There are two components to the motion agent. A
yellow sphere designates the location of the data point and the red sphere designates the marker
location on the human model. The yellow sphere is attached to the red sphere via a bushing element
with properties designated below. During the inverse dynamic simulation, the yellow sphere will move
according to the MOCAP data, while influencing the motion of the red sphere attached to the body. It
is during this analysis that muscle contraction histories will be recorded. The motion agent stiffness
properties are entered in the panel in Figure 1. The motion trajectory data is included in the SLF file.
Figure 1: Exchange panel to import body and joint parameters and motion data
Figure 3: Imported model (left) After static analysis (center) after synchronization (right).
Figure 4: Attaching the feet of the model to ground using bushing elements
Figure 8: Panel to create a grip force between the hands and dumbells
Preparing the Model for Forward Dynamics Simulation for the Leg_lift Lift
After the inverse-dynamics simulation is performed the joint angle histories are now recorded from
the learning elements each joint. The training elements are then replaced with active elements
utilizing the recorded angle histories for the forward-dynamics simulation. For information on
selecting specific model parameters for this section see Choosing Model Parameters.
Figure 10: Panel to update the passive learning joint elements with active elements
Figure 11: Disable motion agents and run the forward dynamics simulation
Figure 12: Update the joint formulations with passive (TRAINABLE) elements
With the passive (recording) elements installed on the joints, an inverse-dynamics simulation may be
performed. In this phase, the motion agents will drive the model while the trainable elements in the
joints record the joint angle histories. The recordable elements will be replaced with trained active
elements in a subsequent forward dynamics simulation. Also, the position of the objects to be lifted
must be adjusted due to minor inconsistencies between both sets of motion data.
Figure 14: Moving the weights into place for the new motion capture data
Preparing the Model for Forward Dynamics Simulation for the Back_lift Lift
After the inverse-dynamics simulation is performed the joint angle histories are now recorded from
the trainable elements each joint. The trainable elements are then replaced with trained active
elements utilizing the recorded angle histories for the forward-dynamics simulation.
Figure 15: Panel to update the passive learning joint elements with active elements
Figure 16: Disable motion agents and run the forward dynamics simulation
Figure 17: Thoracic torque for both Leg_lift and Back_lift lifts
Figure 19: Right shoulder sagittal plane torque for both lifts
Figure 22: Animation frames displaying the scaling joint torque graphics
Figure 23: Results panel and location of the button to toggle between the model window and the post
processor.
Further
This model could be further refined:
to examine the effects on full-body muscles
to model grasping in greater detail
to evaluate effects of muscle force weakening
Acknowledgement
A special thanks for furnishing the data for this model to:
John Jolly
University of Pittsburgh
Neuromuscular Research Laboratory
http://www.pitt.edu/~neurolab
Back To Top
Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Tennis
Walking
NeckSIM:Whiplash
Sections
Generating the Body Segments
Generating the Joints
Posing the Human Model
Importing the Environment Model
Attach Human Model to the Environment
Creating the Bungee Cord
Running the Passive Simulation
Running the Parameter Variation Study
Interrogating the Results
Further
Figure 3: Joint panel set to create the right leg joint set. Use same settings for left leg.
Figure 4: Joint panel set to create the right arm joint set. Use the same settings for the left arm.
Enter -80 for the right and left shoulder, sagittal joint angle. Enter 60 for the right shoulder transverse
angle and 60 for the left shoulder transverse angle. Enter -50 for the right shoulder frontal joint angle
and 50 for the left shoulder frontal joint angle. Then select the SHOULDER button for both arms.
Step 12: Update the left/right elbow joints
Enter -70 for the right and left elbow, sagittal joint angle. Then select the ELBOW button for both arms.
Step 13: Update the left/right hip joints
Enter -20 for the right and left hip, sagittal joint angle. Enter -7 for the right hip frontal joint angle and
7 for the left hip frontal joint angle. Then select the HIP button for both legs.
Step 14: Update the left/right knee joints
Enter 40 for the right and left knee, sagittal joint angle. Then select the KNEE button for both legs.
Step 15: Update the upper neck joint
Enter 10 for the upper neck sagittal joint angle. Then select the UPPERNECK button for both legs.
Step 16: Update the lower neck joint
Enter 10 for the lower neck sagittal joint angle. Then select the LOWERNECK button for both legs.
Step 17: Update the thoracic joint
Enter 20 for the thoracic sagittal joint angle. Then select the THORACIC button to update the joint
angle.
Step 18: Update the lumbar joint
Enter 20 for the lumbar sagittal joint angle. Then select the LUMBAR button to update the joint angle.
Step 19: Rotate and reposition model
Reposition the model by modifying the location of the Lower_Torso segment. Right-click on the
Lower_Torso segment and select Modify. Enter orientation as (180, 60, 90)
OR
Repostion the model by entering the following ADAMS/View command:
part mod rigid name part=.World.Cartman_Lower_Torso orientation=180, 60, 90 rel=.World
where:
g represents the penetration the ellipsoid into the plate
dg/dt is the penetration velocity at the contact point.
e is a positive real value denoting the force exponent.
dmax is a positive real value specifying the boundary penetration to apply the maximum damping coefficient cmax
Figure 9:Foot/arch contact forces created between foot ellipsoids and the contact marker.
Figure 10: Contact set creation panel with parameters set for foot/ground contact.
Step 22: Create a contact marker on the arch for the feet
Create a marker on the arch with the z-axis pointing in the normal direction by selecting creating a
marker from Main Toolbox named .World.Arch.con at (0.2102175202, -33.9943704309, 12.0834111607) with an orientation of (0, -90, 0) Or create using following ADAMS/View command:
marker create marker=.World.Arch.con location=0.2102175202, -33.9943704309, -12.0834111607 ori=180,90,180
rel=.World
Figure 11: Bungee cord and anchors built into the stone arch.
create
create
create
create
Step 27: Create the bungee force between the right leg and the anchor
Create bungee spring force using the Command Navigator. Go to Variable, Create. Set name to
DV_Stiffness, Set name to DV_Stiffness and Real Value to 0.4. Select OK.
OR
Create bungee spring force using the following ADAMS/View commands:
var create var=DV_Stiffness real=.4
Step 28: Create the bungee force between the left leg and the anchor
Use Command Navigator to create the bungee force. Go to Force, Create, Direct,
Single_Component_Force. Set parameters to those in figure 12, using the following function.
step(dm(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1), 120,0,125,1)*
(-.World.DV_Stiffness*dm(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1)(step(vr(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1),0,0,1,1)*
.4*.World.DV_Stiffness*vr(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1)))
To create the geometrical outline of force use the Command Navigator. Go Geometry, Create, Curve,
Outline. Set name to .World.O_Bungee_1 and Marker Name to
.World.Cartman_Left_Lower_Leg.Left_Foot, .World.Arch.anchor1. Select OK. Right-click on the outline
and select Appearence. Change color to black.
OR
Create the force using the following ADAMS/View commands:
force create direct single_component_force single_component_force_name = .World.Bungee_1
type_of_freedom = translational action_only = off function =
"step(dm(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1), 120,0,125,1)*",
"(.World.DV_Stiffness*dm(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1)-",
"(step(vr(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1),0,0,1,1)*",
".4*.World.DV_Stiffness*vr(.World.Cartman_Left_Lower_Leg.Left_Foot,.World.Arch.anchor1)))"
i_marker_name = .World.Cartman_Left_Lower_Leg.Left_Foot j_marker_name = .World.Arch.anchor1
The first command above generates the force. The force is an ADAMS/View single component force with
a function which provides a free length transition (ramping the force on from a length of 120 to a length
of 125). The stiffness design variable (DV_Stiffness) is applied against the magnitude of the
displacement between a marker in the ankle and a the anchor marker. Damping is applied using a step
function to make sure the force is only applied in tension with a coefficient of .4 times the stiffness
design variable. The second command generates the outline graphics for the force.
Step 29: Create the bungee force between the right leg and the anchor
Create bungee spring force using the Command Navigator to create a Single_Component_Force. Set the
name to .World.Bungee_2 and use the rest of the parameters from figure 12 using the following
function:
step(dm(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2),126,0,131,1)*
(-.World.DV_Stiffness*dm(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2)(step(vr(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2),0,0,1,1)*
.4*.World.DV_Stiffness*vr(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2)))
Create the geometrical outline for the force using the Command Navigator. Name the outline
.World.O_Bungee_2 Marker Name to .World.Cartman_Right_Lower_Leg.Right_Foot, .World.Arch.anchor2.
Select OK. Right-click on outline and select Appearence. Change color to black.
OR
Create the force using thefollowing ADAMS/View commands:
force create direct single_component_force single_component_force_name = .World.Bungee_2 type_of_freedom =
translational action_only = off function =
step(dm(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2),126,0,131,1)*",
"(.World.DV_Stiffness*dm(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2)-",
"(step(vr(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2),0,0,1,1)*",
".4*.World.DV_Stiffness*vr(.World.Cartman_Right_Lower_Leg.Right_Foot,.World.Arch.anchor2)))"
i_marker_name = .World.Cartman_Right_Lower_Leg.Right_Foot j_marker_name = .World.Arch.anchor2
Figure 12: Setting the initial velocity of the upper and lower torso segments
Step 30: Bring up the analyze, Body Velocity Initial Conditions panel
Select ANALYZE from the main-menu and BODY VELOCITY INITIAL CONDITIONS from the sub-menu.
Figure 14: Animation sequences and plots of the human responses to the fall.
Set the analysis to .World.Case_2, check zoom with center coordinates of (36,-13,4) and a scale of 7
and select PLAY.
Step 51: Animate both cases simultaneously - front view
Check Compare Cases. Select .World.Case_1 as Case 1 and .World.Case_2 as Case 2. Run the
animation for the front view to examine the global effects of the cable with varying stiffness.
Step 52: Animate both cases simultaneously - right view
Use the ADAMS/View tools to divide the window and load the animation for each case in a separate
window. Run the animation for the front view to examine the global effects of the cable with varying
stiffness.
Step 53: Animate both cases simultaneously - close up view
Use the ADAMS/View tools to zoom in to the human model. Set the camera to follow the lower_torso
segment.
Step 54: Animate skeleton model
Use the LifeMOD panel to set the model to skeleton display. Run the animations using the methods
above to gain greater insights to the behavior of the model.
Step 55: Animate skeleton skin model
Use the LifeMOD panel to set the model to skeleton-skin display. Run the animations using the
methods above to gain greater insights to the behavior of the model.
Step 56: Animate dummy model
Use the LifeMOD panel to set the model to dummy display. Run the animations using the methods
above to gain greater insights to the behavior of the model.
Step 57: DEMO COMPLETE
Further
This model was put forth to demonstrate the creation of a passive human model to determine the
physical reactions to a human during a recreational bungee cord jump. Obviously the model can be
further refined and improved, from the point developed in this example. The intention with this example
was to touch of the various modeling functions of both LifeMOD and ADAMS/View necessary to create
a human model of this nature for this application.
This model may be refined in many areas including:
Creating a more biofidelic spine model to examine local loadings on the vertebrae and soft
tissues(see Detailed Cervical Spine).
Creating simulations with varying boundary conditions such as fall height, initial velocity, jump
angle, cable stiffness, joint stiffness, posture, etc.
Adding "human reaction" by adding PD controllers to several joints.
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Copyright 2010 LifeModeler, Inc.
Tutorials
Antagonistic Muscles
Bed Settling
Bike
Bungee Jump
Car Crash
Dancing
Detailed Knee
Detailed Spine
Fall
Fighting
Gait Analysis
Golfing
Grasping
Ground Reaction Force
Hip Replacement
Lifting Styles
Muscle Recruitment
Muscle Relocation
Rehabilitation Machine
Sections
Generating the Body Segments, Joints and Motion
Running the Equilibrium Analysis
Creating the Foot-Floor Contacts
Running the Inverse Dynamics Simulation
Preparing the Model for the Forward Dynamics Simulation
Running the Forward Dynamics Simulation
Interrogating the Results
Further
Acknowledgement
Tennis
Walking
NeckSIM:Whiplash
simulation. The passive joint consists of a tri-axis hinge joint (3 DOF) which includes angulation
stops, stiffness and damping torques. This type of joint is used primarily to stabilize the body
during the inverse-dynamics simulation. They are later removed and replaced with Servo-type
torque generators for the "trained" phase. The parameters of the passive joints are included in
the SLF file
Finally, the motion data (MOCAP) for the dancing maneuver is imported into the model and used
to drive the motion agents created on the model. There are two components to the motion
agent. A yellow sphere designates the location of the data point and the red sphere designates
the marker location on the human model. The yellow sphere is attached to the red sphere via a
bushing element with properties designated below. During the inverse dynamic simulation, the
yellow sphere will move according to the MOCAP data, while influencing the motion of the red
sphere attached to the body. It is during this analysis that joint rotation histories will be
recorded. The motion agent stiffness properties are entered in the panel in Figure 1. The motion
trajectory data is included in the SLF file.
Figure 1: Segment creation panel set up for the Jenn model. In this case, it is assumed that the first .5
seconds of the data is unusable.
Figure 2: The resulting model with the joints, posture and motion data installed.
fixed, while finding the minimum energy configuration in the springs of the motion agents. The
motion agents with the higher weights will have more influence on the model and the initial
configuration.
Figure 3: Data locations when agents first created (left), after moving into center of data cloud
(center) and after equilibrium simulation (right)
to create the foot-floor contact elements. For information on selecting specific model arresters for
this section see Choosing Model Parameters.
Figure 4: Contact generation panel set to create contacts on the ellipsoids of the feet
As a product of the inverse-dynamics simulation or the "training" phase, the rotations of the
joints are recorded to be used in the following forward-dynamics simulation.
Figure 5: Animation sequence for the inverse-dynamics analysis, and close-up view of motion agent
activity (right).
Figure 6: Panel to install PD-Servo controllers ("trained" elements) on the joints for forward dynamics
simulation.
Figure 8: Animation sequence showing model motion and ground reaction force vectors
Figure 10: Left leg torques (top plot), ground reaction forces (middle plot), and head acceleration
(bottom plot)
and Skeleton as the internal on the LifeMOD Display Toolbox and run the animation.
Step 26: Bring up results panel
Select RESULTS on the main-menu and DATA DISPLAY on the sub-menu. Select Joints as the
data type. Select "Results Window" button to bring up the post processor.
Step 27: Plot the right hip sagittal torque
Select "Jenn_Right_Hip", torque characteristic and sagittal component. Check "Filter Data" and
select a low pass butterworth data filter with a cuttoff frequency of 5.0 and an order of 5. Select
CREATE FULL PLOT.
Step 28: Plot the right knee joint torques
Select "Jenn_Right_Knee", torque characteristic and sagittal component. Select a low pass
butterworth data filter with a cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL
PLOT.
Step 29: Plot the right ankle joint torques
Select "Jenn_Right_Ankle", torque characteristic and sagittal component. Select a low pass
butterworth data filter with a cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL
PLOT.
Step 30: Animate side view
Select ANIMATION on the sub-menu. Select front view and select PLAY.
Step 31: Animate front view
Select right view and select PLAY.
Step 32: Animate iso view
Select iso view and select PLAY.
Step 33: Bring up contact results panel
Select DATA DISPLAY in the sub-menu. Select CONTACTS as the data type.
Step 34: Plot the ground reaction force for right foot
Select "Jenn_GRX_Rfoot_1", magnitude component. Select a low pass butterworth data filter with
a cuttoff frequency of 5.0 and an order of 5. Check "New Plot" and select CREATE FULL PLOT.
Step 35: Plot the ground reaction force for left foot
Select "Jenn_GRX_Lfoot_1", magnitude component. Select a low pass butterworth data filter with
a cuttoff frequency of 5.0 and an order of 5. Select CREATE FULL PLOT.
Step 36: Animate iso view
Select ANIMATION on the sub-menu. Select iso view and select PLAY.
Step 37: Animate front view
Select front view and select PLAY.
Step 38: Bring up body motion results panel
Select DATA DISPLAY on the sub-menu. Select BODY MOTION as the data type.
Step 39: Plot the head acceleration
Select "Jenn_Head", Y component and CM_ Acceleration characteristic. Select a low pass
butterworth data filter with a cuttoff frequency of 5.0 and an order of 5. Check New Plot and
select CREATE FULL PLOT.
Step 40: Animate right view
Select ANIMATION from sub-menu. Select right view and select PLAY.
Step 41: DEMO COMPLETE
Further
This model was put forth to demonstrate the capability of a forward dynamics gait model to
Acknowledgement
A special thanks for furnishing the data for this model to:
Mike Kocourek
Business Development Manager, Life Sciences Division
Vicon Motion Systems, Inc.
www.vicon.com
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Copyright 2010 LifeModeler, Inc.