From 5ef2c4c6f2ca7b6bc1f4e42294f075b08eeb24e5 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Tue, 21 Jan 2025 14:11:59 +0100 Subject: [PATCH 1/4] Add section about root bone in combination with OSI Signed-off-by: ClemensLinnhoff --- content/geometry/object-human/human-general.adoc | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index b184549b..4a1dcba6 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -19,6 +19,11 @@ The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bones follow a specific bone orientation: The y-axis of a bone always follows the bone direction, regardless of whether it points sidewards, upwards, or forwards. The x-axis usually faces forwards accordingly. +The skeleton starts with a root bone positioned at the origin of the asset, the center of the bounding box projected to the ground. +This position is static and does not change relativ to the asset during simulation. +When using an ASAM OpenMATERIAL 3D human asset in combination with ASAM OSI, the OSI field https://opensimulationinterface.github.io/osi-antora-generator/asamosi/latest/gen/structosi3_1_1MovingObject_1_1PedestrianAttributes.html#a75db7466abca2d283c8d64d424385c0a[bbcenter_to_root] must be set to the vector from the center of the bounding box to the center of the ground projection of the bounding box. +This specifically means: x=0, y=0, z=-half of the bounding box height. + <> shows the orientation of the coordinate system of a human skeleton. [#fig-human-structure] @@ -26,5 +31,4 @@ The bones follow a specific bone orientation: The y-axis of a bone always follow image::fig_human-structure.svg[,400] Bones with a local transform are indicated in the structure by a (T). - -This is only an indicator in the documentation and is not necessarily contained in the actual node name. +This is only an indicator in the documentation and is not contained in the actual node name. From ad7f35c6a86344498eb23f5732d63d317a63b913 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Tue, 21 Jan 2025 14:13:27 +0100 Subject: [PATCH 2/4] Minor fix Signed-off-by: ClemensLinnhoff --- content/geometry/object-human/human-general.adoc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 4a1dcba6..9ef173ec 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -31,4 +31,4 @@ This specifically means: x=0, y=0, z=-half of the bounding box height. image::fig_human-structure.svg[,400] Bones with a local transform are indicated in the structure by a (T). -This is only an indicator in the documentation and is not contained in the actual node name. +This is only an indicator in the documentation and must not be contained in the actual node name. From 27fa634035d8de5ec2a78188babf5aa5d7617899 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Tue, 21 Jan 2025 14:44:42 +0100 Subject: [PATCH 3/4] Fix typo Signed-off-by: ClemensLinnhoff --- content/geometry/object-human/human-general.adoc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index 9ef173ec..e949d830 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -20,7 +20,7 @@ The naming convention makes it possible to mirror one side of the skeleton to th The bones follow a specific bone orientation: The y-axis of a bone always follows the bone direction, regardless of whether it points sidewards, upwards, or forwards. The x-axis usually faces forwards accordingly. The skeleton starts with a root bone positioned at the origin of the asset, the center of the bounding box projected to the ground. -This position is static and does not change relativ to the asset during simulation. +This position is static and does not change relative to the asset during simulation. When using an ASAM OpenMATERIAL 3D human asset in combination with ASAM OSI, the OSI field https://opensimulationinterface.github.io/osi-antora-generator/asamosi/latest/gen/structosi3_1_1MovingObject_1_1PedestrianAttributes.html#a75db7466abca2d283c8d64d424385c0a[bbcenter_to_root] must be set to the vector from the center of the bounding box to the center of the ground projection of the bounding box. This specifically means: x=0, y=0, z=-half of the bounding box height. From 281c44073bba2c5ed94d9c0dd0d2360041e6d5a1 Mon Sep 17 00:00:00 2001 From: ClemensLinnhoff Date: Tue, 21 Jan 2025 14:47:19 +0100 Subject: [PATCH 4/4] Add sentence about the end point position and naming as suggested in the review Signed-off-by: ClemensLinnhoff --- content/geometry/object-human/human-general.adoc | 2 ++ 1 file changed, 2 insertions(+) diff --git a/content/geometry/object-human/human-general.adoc b/content/geometry/object-human/human-general.adoc index e949d830..2d912aef 100644 --- a/content/geometry/object-human/human-general.adoc +++ b/content/geometry/object-human/human-general.adoc @@ -18,6 +18,8 @@ In the coordinate system for human 3D geometry, the x-axis points forwards, the The default pose is the A-pose. The naming convention makes it possible to mirror one side of the skeleton to the other. The bones follow a specific bone orientation: The y-axis of a bone always follows the bone direction, regardless of whether it points sidewards, upwards, or forwards. The x-axis usually faces forwards accordingly. +A bone's name, position, and orientation is defined by the end-point closer in the hierarchy to the root. +For example, the "Lower_Arm_Left" defines the point in the left elbow of the model. The skeleton starts with a root bone positioned at the origin of the asset, the center of the bounding box projected to the ground. This position is static and does not change relative to the asset during simulation.