Movable 3D Human Model
(last updated 240531)
This page explains how to do some of the basic operations in KineBody Pro Movable 3D Human Model, such as identifying bones, selecting joints, and moving the body or individual joints. The instructions apply to all editions and platforms, except where noted otherwise.
The instructions differ somewhat for mouse & keyboard input vs. touch screens.
Select the type of input you’re using via the tabs shown:
How to: | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Start KineBody Pro (Webapp) | |||||||||||||||||
This section presumes you've registered to use the Webapp. If you haven't, you can register here. For more info about registration, click here.
To use KineBody Pro Webapp: open a compatible browser, and then load the KineBody Pro Webapp page, by any of these methods:
(Of course, after your 1st visit, you can save the link to the webapp as a bookmark for faster access next time). Before the app loads, you may be asked to log in. Use the username & password you selected when you registered. You may also be presented with a panel that requests your agreement with our Terms of Service. If you agree, press the 'I Agree' button to open the app. Troubleshooting
During normal startup, your screen should show the following sequence:
If you don't see this sequence when you start the app, here are some possible causes & solutions:
|
|||||||||||||||||
Identify a bone | |||||||||||||||||
You can determine the name of any bone as follows:
|
|||||||||||||||||
Move the entire skeleton | |||||||||||||||||
You can move the full skeleton by dragging across the viewing area, or by using the (white) sliders:
A) Drag across the viewing area
* If the blue & green arrow buttons aren't showing, click on the black background, to deselect any selected bones/joints and enable the body rotation modes.
B) Use the white sliders
Troubleshooting
|
|||||||||||||||||
Select a joint (PoseTools reqd) | |||||||||||||||||
You have to select a joint before you can move it. You have to deselect all joints, to re-enable full body rotations by dragging. There are two ways to select (and deselect) joints:
A) Click in the viewing area
B) Use the 'Moving joint' menu:
DetailsThis section presents some relevant background and limitations related to Selecting a Joint. Not all joints are movableOf all the anatomical joints that allow movement between bones, not all can be moved in KineBody, for various reaons:
Bone unitsSometimes when you click on one bone to select its associated joint, many of its neighbors also turn blue, and the ‘associated’ joint may be some distance from the bone you clicked. This happens when the bone belongs to a KineBody bone unit: a set of adjacent bones that have no movable KineBody joints between them. Some of the characteristics of KineBody bone units are described in this section.
Associating bones with jointsIn KineBody, you can select a joint by clicking on a nearby bone. In many cases, you select the joint by clicking on the 'bone you want to move'. This feature presumes a special association between bones and joints, which is described in this section. For the most part, the bones & joints in KineBody are organized into a well-defined 'family-tree' hierarchy, with the following characteristics:
As the root of the tree, the thorax plays a special role. For one, it's the only bone or unit without a parent, and it has no associated joint. Thus, when you click on the thorax, nothing 'happens': there is no joint to select, no special sliders appear, and the thorax retains its normal bone color. [To clarify the last part: when a bone is colored blue, it means the associated joint is currently selected]. Additional information about the bone-joint hierarchy, including the full list of bone & joint names, is provided here. |
|||||||||||||||||
Move a joint (PoseTools reqd) | |||||||||||||||||
After you select a joint (above), you can move it by dragging your cursor overt the viewing area, or by using the (gray) sliders:
A) Drag across the viewing area
B) Use the gray sliders
Troubleshooting
DetailsThis section provides additional information re: operation of some special control modes and joints in KineBody. Biaxial joint controlKineBody Pro also offers a biaxial movement mode for many joints, as indicated by the icon & cursor that combines magenta & yellow arrows. This mode allows you to move the joint in two directions simultaneously, but it can be challenging to use, because rotation around the magenta axis causes the yellow axis to move, and these movements can be accompanied by ’reversals’ in the control behavior. When these situations arise, we recommend forgoing the biaxial control mode, & instead select the magenta OR yellow arrows, to control one axis at a time. Shoulder joints (sterno-clavicular & acromio-clavicular)In KineBody, the shoulder has a special property, whereby the scapula is forced to follow the posterior ribs, whenever you move the sterno-clavicular or acromio-clavicular joint. This property requires some special changes to the regular KineBody joint behavior. This is evident if you select the acromio-clavicular joint (by clicking on the scapula): three joint sliders will appear, but only one ('down/upward rotation') is usable, the other two being disabled. Yet, if you move the down/upward rotation slider, you can observe changing values at the other two sliders. In essence, the two disabled sliders are being used to enforce the constraint that makes the scapula follow the ribs. To put it another way, if these sliders were enabled, you could move the scapula unrealistically, away from the ribs, or into the ribs. A similar situation occurs when you move the sterno-clavicular joint, but it's not readily apparent. In this case, two degrees of freedom (DOFs) for the acromio-clavicular joint are being used to keep the scapula close to the ribs, but the sliders for those DOFs aren't shown. [Note: the current scapula constraint mechanism can be overridden, to allow full 3 DOF movement, via the Unlimited ROM feature (PoseTools)]. Neck & lumbar spineKineBody Pro allows you to move multiple spine joints with a single control, in the neck or lumbar regions. You can select either of these 'joint groups', by name in the Moving joint menu. Or, to select the neck, click on the skull (group); for the lumbar region, click on the sacrum. Once selected, you can move the joints using the regular methods, i.e., using the gray joint sliders, or by dragging across the viewing area. The axes for these groups are rendered as dashed lines, attached to the thorax (i.e., away from the ‘nearest proximal joint’). Both of these effects are consequences of the ‘group’ nature of these joints. For further details, please see Group Motions: Neck & Lumbar Spine. You can also select & move indivdual spinal joints, using the regular KineBody methods, with a couple of exceptions: of the neck joints, you can't move the Occiput-C1 joint individually, and the same goes for the L5S1 joint in the lumbar region. The reason is that, within the software, the group joint mechanism 'borrows' some of the regular parts from the individual joints. For instance, the neck uses the slider that would normally actuate the Occiput-C1 joint. Again, this is a limitation of the current joint group mechanism. |
|||||||||||||||||
View tooltips | |||||||||||||||||
Most KineBody controls include tooltips to remind you of their function and options.
|
How to: | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Understand the features & limitations of touch screen input. | |||||||||||||||||||||
Features
KineBody Pro offers touch input capability for the most important KineBody operations, including:
It further provides intuitive touch operation for conventional buttons, checkboxes, menus, and similar controls. Furthermore, touch input allows you to do some operations that aren't possible on non-touch screens. In particular, you can use 'two finger' gestures to control the body position, i.e. to pan or ‘zoom’ the body, and you can do these simultaneously in all 3 directions (x,y,z). Also, if your touch device supports input from mouse &/or keyboard (e.g., via bluetooth, for Android), the KineBody features related to those inputs (such as special modes using modifier keys ([Ctrl], [Alt], [Shift])) should also work on your touch device. LimitationsKineBody touch-compatibility has been developed & tested to work with devices, operating systems, and browsers as follows:
Please note: This list is not exhaustive: touch-compatible KineBody may work on other operating systems & browsers, but we haven't been able to evaluate all possibilities. Also: this list is not guaranteed. There may be some devices that match the list above, but still can't run KineBody properly, owing to old/slow processors, low memory, old OS or browser versions, etc. KineBody's touch input capability is intended primarily for high-performance tablets, in landscape orientation. It will work best on large screens (for accessing small bones and controls with 'fat' fingers). Differences between Touch and Mouse/Keyboard InputAlso note that many KineBody features are associated with mouse or keyboard input, and so they won't work, or work differently, for touch screens (unless your device supports such connections). The table below describes some of the important differences between mouse/keyboard vs touch input.
|
|||||||||||||||||||||
Identify a bone | |||||||||||||||||||||
You can determine the name of any bone as follows:
DetailsMulti-purpose TappingOn touch screens, when you tap in the viewing area, several things can happen: you can 'identify' bones (= view their names), you can select or deselect joints (to set them up for movement), and (in KineBody Pro), you can show or hide bones. You can understand the identifying and selecting behavior most readily via the effect of tapping on a white (uncolored) bone:
|
|||||||||||||||||||||
Move the entire skeleton | |||||||||||||||||||||
Here are several ways you can move the full skeleton:
A) Drag across the viewing area with 2 fingers
You can translate the body in the horizontal (x), vertical (y), or distance (z)
directions, at any time, using intuitive 2-finger gestures, as follows:
B) Drag across the viewing area using 1 finger
* If the blue & green arrow buttons aren't showing, tap twice on the black background, to deselect any selected bones/joints and enable the body rotation modes.
C) Use the white sliders
|
|||||||||||||||||||||
Select a joint (PoseTools reqd) | |||||||||||||||||||||
You have to select a joint before you can move it. You have to deselect all joints, to re-enable full body rotations by dragging. There are two ways to select (and deselect) joints:
A) Tap in the viewing area
Caution (PoseTools users): If you press & hold your finger down (instead of immediately retracting it), you may inadvertently invoke the 'Show/Hide Bones' mode, instead of selecting a joint. If this happens, tap & hold again, to revert to regular joint selection mode - then retry tapping (quicker) to select the joint.
B) Use the 'Moving joint' menu:
DetailsThis section presents some relevant background and limitations related to Selecting a Joint. Not all joints are movableOf all the anatomical joints that allow movement between bones, not all can be moved in KineBody, for various reaons:
Bone unitSometimes when you click on one bone to select its associated joint, many of its neighbors also turn blue, and the ‘associated’ joint may be some distance from the bone you clicked. This happens when the bone belongs to a KineBody bone unit: a set of adjacent bones that have no movable KineBody joints between them. Some of the characteristics of KineBody bone units are described in this section.
Associating bones with jointsIn KineBody, you can select a joint by clicking on a nearby bone. In many cases, you select the joint by clicking on the 'bone you want to move'. This feature presumes a special association between bones and joints, which is described in this section. For the most part, the bones & joints in KineBody are organized into a well-defined 'family-tree' hierarchy, with the following characteristics:
As the root of the tree, the thorax plays a special role. For one, it's the only bone or unit without a parent, and it has no associated joint. Thus, when you click on the thorax, nothing 'happens': there is no joint to select, no special sliders appear, and the thorax retains its normal bone color. [To clarify the last part: when a bone is colored blue, it means the associated joint is currently selected]. Additional information about the bone-joint hierarchy, including the full list of bone & joint names, is provided here. |
|||||||||||||||||||||
Move a joint (PoseTools reqd) | |||||||||||||||||||||
After you select a joint (above), you can move it by dragging your cursor overt the viewing area, or by using the (gray) sliders:
A) Drag across the viewing area using 1 finger
B) Use the gray sliders (PoseTools)
Troubleshooting
DetailsThis section provides additional information re: operation of some special control modes and joints in KineBody. Biaxial joint controlKineBody Pro also offers a biaxial movement mode for many joints, as indicated by the icon & cursor that combines magenta & yellow arrows. This mode allows you to move the joint in two directions simultaneously, but it can be challenging to use, because rotation around the magenta axis causes the yellow axis to move, and these movements can be accompanied by ’reversals’ in the control behavior. When these situations arise, we recommend forgoing the biaxial control mode, & instead select the magenta OR yellow arrows, to control one axis at a time. Shoulder joints (sterno-clavicular & acromio-clavicular)In KineBody, the shoulder has a special property, whereby the scapula is forced to follow the posterior ribs, whenever you move the sterno-clavicular or acromio-clavicular joint. This property requires some special changes to the regular KineBody joint behavior. This is evident if you select the acromio-clavicular joint (by clicking on the scapula): three joint sliders will appear, but only one ('down/upward rotation') is usable, the other two being disabled. Yet, if you move the down/upward rotation slider, you can observe changing values at the other two sliders. In essence, the two disabled sliders are being used to enforce the constraint that makes the scapula follow the ribs. To put it another way, if these sliders were enabled, you could move the scapula unrealistically, away from the ribs, or into the ribs. A similar situation occurs when you move the sterno-clavicular joint, but it's not readily apparent. In this case, two degrees of freedom (DOFs) for the acromio-clavicular joint are being used to keep the scapula close to the ribs, but the sliders for those DOFs aren't shown. [Note: the current scapula constraint mechanism can be overridden, to allow full 3 DOF movement, via the Unlimited ROM feature in PoseTools]. Neck & lumbar spineKineBody Pro allows you to move multiple spine joints with a single control, in the neck or lumbar regions. You can select either of these 'joint groups', by name in the Moving joint menu. Or, to select the neck, click on the skull (group); for the lumbar region, click on the sacrum. Once selected, you can move the joints using the regular methods, i.e., using the gray joint sliders, or by dragging across the viewing area. The axes for these groups are rendered as dashed lines, attached to the thorax (i.e., away from the ‘nearest proximal joint’). Both of these effects are consequences of the ‘group’ nature of these joints. For further details, please see Group Motions: Neck & Lumbar Spine. You can also select & move indivdual spinal joints, using the regular KineBody methods, with a couple of exceptions: of the neck joints, you can't move the Occiput-C1 joint individually, and the same goes for the L5S1 joint in the lumbar region. The reason is that, within the software, the group joint mechanism 'borrows' some of the regular parts from the individual joints. For instance, the neck uses the slider that would normally actuate the Occiput-C1 joint. Again, this is a limitation of the current joint group mechanism. |
|||||||||||||||||||||
View tooltips | |||||||||||||||||||||
Most KineBody controls include tooltips to remind you of their function and options.
|
Features: a guide to the features available in various KineBody editions.
Additional written instructions.
Page code credits: 'accordion table' components by: http://www.jankoatwarpspeed.com/wp-content/uploads/examples/expandable-rows/