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30 Jul 2024 02:25:04 EDT (-0400)
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From: MichaelJF
Subject: Re: Mesh leg bones
Date: 8 Aug 2013 17:05:01
Message: <web.52040742975c0a2fbe3217ba0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> Ooo! You worry me. I promised MR a tutorial on how to install the PovRay
> add-on. I've made the video but have still to finish the audio. (It
> should be done soon.) Instead of bubblegum between my teeth it might be
> haggis. ;-) Hoots Mon.)

You really eat this? We have a similiar dish here called "Saumagen" our old
chancellor Helmut Kohl surved every state guest. But I never had the idea to
test it.

While making a video tutorial simply remember that most of the non native
speakers learned Oxford English and not a dialect from Scottland or Texas. And
avoid haste, speak slowly, than it will work.

Best regards,
Michael


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From: andrel
Subject: Re: Mesh leg bones
Date: 8 Aug 2013 18:08:28
Message: <520416CD.6000307@gmail.com>
On 7-8-2013 23:34, Bald Eagle wrote:
>> I think most things here can be done within Blender alone,
>> but I'm not familiar enough with Blender since it is really hard to learn.
>
> Yeah.  It looks VERY powerful, but at the expense of a steep learning curve and
> grappling with 10 million buttons.  :)

I think I disagree, although it depends on what you want to do. If you 
want to do a movie with camera tracking and overlays of 3D models and 
special effects, yes that is difficult. But it would be in any (set of) 
program(s). The game students that I worked with preferred it over e.g. 
Maya, because that has a much more complicated interface. There is also 
a large set of good tutorials and an active and helpful community.

>
>> What have in your mind? Fractures are as indivual as the forces are causing
>> them.
>
> Spiral fracture of the right tibia, distal to the tibial diaphysis, right mid-
> to distal spiral fracture extending distally to 2-3cm proximal to growth plate,
> 10% posterior displacement of the distal fragment.
>
> Medical papers suggest this is highly reproducible.
>
> It's probably only the actual tibial fracture that needs to me modeled with any
> degree of realism and precision.  The rest of the anatomy and movement are just
> sort of along for the ride, to give some perspective.
> I only want to _model_ musculature, not necessarily graphically illustrate it in
> an artistically realistic fashion.  The idea is simply to show that while
> external forces are being applied, a voluntary contraction or involuntary reflex
> will cause a torsional force to the tibia as well.
>
> Perhaps Rune, Friederich Lohmueller, Sascha Ledinsky, Christoph Hormann, Andrel,
> or John VanSickle may have some positive suggestions for me.  They all appear to
> have done impressive work in related areas of modeling.

There are some libraries of bones and muscles available, even for free. 
I should have a set of legs (bones, cartilage, muscles, arteries, skin) 
somewhere if that would help you. They need to be remeshed to be usable, 
but remeshing you can learn in blender in a day (really, talking from 
experience).



-- 
Everytime the IT department forbids something that a researcher deems
necessary for her work there will be another hole in the firewall.


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 8 Aug 2013 22:05:01
Message: <web.52044e3c975c0a2f45338b700@news.povray.org>
> There are some libraries of bones and muscles available, even for free.
> I should have a set of legs (bones, cartilage, muscles, arteries, skin)
> somewhere if that would help you. They need to be remeshed to be usable,
> but remeshing you can learn in blender in a day (really, talking from
> experience).

That would be great - no rush.  I have plenty to work on in the mean time.
Thanks so much!


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From: andrel
Subject: Re: Mesh leg bones
Date: 9 Aug 2013 04:34:50
Message: <5204A998.3070502@gmail.com>
On 9-8-2013 4:04, Bald Eagle wrote:
>
>> There are some libraries of bones and muscles available, even for free.
>> I should have a set of legs (bones, cartilage, muscles, arteries, skin)
>> somewhere if that would help you. They need to be remeshed to be usable,
>> but remeshing you can learn in blender in a day (really, talking from
>> experience).
>
> That would be great - no rush.  I have plenty to work on in the mean time.
> Thanks so much!

one set I have is derived from http://lifesciencedb.jp/bp3d/


-- 
Everytime the IT department forbids something that a researcher deems
necessary for her work there will be another hole in the firewall.


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 11 Aug 2013 21:10:01
Message: <web.520835d7975c0a2f45338b700@news.povray.org>
So, I have my bones all separated and renderable as mesh objects.

It appears I can "slice" it once, with a plane, but not twice.
Nor can I intersect or difference the mesh bone with a thin box object.

What gives?
Do I need to upgrade from 3.6 to 3.7?
Do I need some sort of include file to be able to intersect objects?


global_settings {   max_trace_level 15}

#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "woods.inc"
#include "stones1.inc"
#include "debug.inc"
#include "shapes.inc"
#include "functions.inc"

Set_Debug (true)

camera {
//        perspective
 //       up <0,1,0>
        right -x*image_width/image_height

   location <40, 35, 100>
        look_at  <40, 35, 0>
}


light_source {
              <0, 0, 300> //light position
              color rgb <1,1,1>*1.6
              parallel
              point_at <0, 0, 0>
              rotate <0,0,0> //roll
              rotate <-25,0,0> //elevation
              rotate <0,45,0> //rotation
             }

//Background
background { color Gray80  }

//######################################################################################

#include "Tibia.inc"

cylinder {<-50, 0, 0>, <50, 0, 0>, 0.5  pigment { color Red} }
cylinder {<0, -50, 0>, <0, 50, 0>, 0.5  pigment { color Green} }
cylinder {<0, 0, -50>, <0, 0, 50>, 0.5  pigment { color Blue} }

// Tibia
#declare Tibia = difference {
object{Tibia_Scan scale 1.2}
object{Tibia_Scan scale 0.8}
translate <-6, -14, 20>
}


#declare MinTibia = min_extent ( Tibia );
#declare MaxTibia = max_extent ( Tibia );
#declare Level = 0;
#declare Slice = (MaxTibia.y-MinTibia.y)/100;
#declare Slices = on;

#macro Divvy (Level, Slice)
#local Level = 0;
#local Color = 1;
#local Slice = (MaxTibia.y-MinTibia.y)/100;

#while (Level*Slice <= MaxTibia.y)

 #if (Color = 1)
 #local Texture = texture { pigment {color Blue}};
 #else
 #local Texture = texture { pigment {color Green}};
 #end

#local INT = difference {
object {  Tibia }
plane {y, Level*Slice inverse}
plane {y, (Level+1)*Slice}
}

object {INT texture {Texture}
//rotate y * (Level)
translate x*10*Color
}

#declare Color = Color * -1;
#declare Level = Level + 1;
#end // end while
#end // end macro

#if (Slices)

Divvy (Level, Slice)

#else
//object { Tibia texture { pigment {color Green}} }
difference { object { Tibia texture { pigment {color Green}} }  plane {y, 25
inverse} }// keeps bottom

#end // end if


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From: MichaelJF
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 02:10:01
Message: <web.52087b99975c0a2fd9fa81c30@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> So, I have my bones all separated and renderable as mesh objects.
>
> It appears I can "slice" it once, with a plane, but not twice.
> Nor can I intersect or difference the mesh bone with a thin box object.
>
> What gives?
> Do I need to upgrade from 3.6 to 3.7?
> Do I need some sort of include file to be able to intersect objects?

If you have seperated the bones with Wings, most likely your are missing the
inside vector. Inspect your "Tibia.inc" if there is an inside vector definition.
If not try to add "inside vector y".

Also holes can produce trouble, best repaired using MeshLab.

Best regards,
Michael


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From: Bald Eagle
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 06:30:01
Message: <web.5208b915975c0a2f45338b700@news.povray.org>
I have an inside vector, I'll make sure it's properly placed.

I may have a hole or two, but I believe they are small.
At first I thought that a "blank" render was from slicing an infinitely thin
hollow mesh, so I did a CSG difference on 2 copies of the tibia, and that seemed
to work reasonably well once they were of sufficiently differing sizes to nest
within each other.  When they weren't, I got interesting partial bones from the
CSG subtraction.  That's part of why doing a simple slice, and failing, is so
puzzling.
I'll see if processing the mesh helps any.

Thanks for the advice.


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From: Stephen
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 12:48:12
Message: <520911cc$1@news.povray.org>
On 12/08/2013 11:29 AM, Bald Eagle wrote:
> That's part of why doing a simple slice, and failing, is so
> puzzling.


I am not too sure that this is relevant as I don't use planes for 
slicing. But IIRC planes have an inside and an outside so you might need 
to adjust your difference.

-- 
Regards
     Stephen


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From: MichaelJF
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 13:35:01
Message: <web.52091bba975c0a2fd9fa81c30@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 12/08/2013 11:29 AM, Bald Eagle wrote:
> > That's part of why doing a simple slice, and failing, is so
> > puzzling.
>
>
> I am not too sure that this is relevant as I don't use planes for
> slicing. But IIRC planes have an inside and an outside so you might need
> to adjust your difference.
>
> --
> Regards
>      Stephen

As you say it, that is true. I noticed, that Bald Eagle used the inverse
statement, so I thought he was aware of this but didn't really thought about it,
I must admit. It should help to put the "inverse" statement to the other plane.

Best regards,
Miachael


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From: MichaelJF
Subject: Re: Mesh leg bones
Date: 12 Aug 2013 13:55:00
Message: <web.520920e9975c0a2fd9fa81c30@news.povray.org>
And another remark. Using infinite objects as planes with csg works, but has the
drewback of increasing memory use and rendering times. Better use finite objects
like spheres or boxes.

Best regards,
Michael


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