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    About the anatomical content

    and its representation.
    Posts12

    About Blender

    and its use as an Anatomy Atlas
    Posts21

    About the project

    and the choices linked to its development.
    Posts16

    About the app

    and how the users want it to work
    Posts5
    New Posts
    • Melodicpinpon
      1d
      How to create ANIMAL MODELS
      About the anatomical content
      Dear Anatomist, Several file formats of animals' skulls can be downloaded on the web under a CC-BY-SA license. These files, once integrated into the atlas environment, can easily be completed to become partial veterinary atlases. These resources are shared on: Phenom10K (.obj) Digimorph (high contrast scans as .jpg) Morphosource (scans) The importation of scans into Blender is a process that requires two or three steps and the use of a short script, but it is completely possible. The process could probably be automated with some more python scripting. Some experiments have been made to interact with these files: Boolean on scan Cross section planes on meshes These two files can be shared if required. Besides these models generated from medical scanners, a series of beautiful 3D skulls are shared (sktechfab, etc.) but, since they are produced with a surface scanner, and not a medical scanner, the internal walls and sinuses are not represented. Back to the CONTRIBUTORS' HOMEPAGE
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    • Melodicpinpon
      1d
      Create a FEMALE MODEL
      About the anatomical content
      Dear Anatomist, Many demands have been received to create a female model. It is obviously on the to-do list but it raises specific technical issues. This post gathers the information about this aspect of the project. How can a female model be created? First, the male model is a modified version of 'BodyParts3D', created under CC-BY-SA license around 2012 by a Japanese team. The technique used to produce this model is a mystery: the original files seem to be generated from a segmentation of a .dicom (scan/IRM), but the body is in perfect position (no flesh squashing due to the horizontal position). The question has been asked to the author and received no answer for the moment. The visual quality of the atlas comes from this unknown technique: the overall shape is very natural and the fibers of each muscle are visible in the 3D mesh (the downside is that they are therefore heavier, and less texture-compatible). In order to create an anatomically accurate female model, we need: 1) A .dicom reference: It may already exist or have to be created. Getting a detailed .dicom of the whole body is somewhat unusual but the main obstacle is, in my opinion, to find out/decide which is the best technique to produce a 3D model in anatomical position (standing) from a scan/IRM done lying down. 2) Create or adapt the meshes to fit this reference: My proposition would be to transform the male model using the 'Lattice' modifier. All the objects, the names and the relationships of the common anatomical structures would be already available and could be influenced together. Much manual edition of the meshes and curves would then be needed to reach the final result. The final result could then be: -either another .blend file -or the same .blend file, with the same objects and meshes, but in other 'Shapekeys' This choice is a technical decision to take, based on the file size and memory (RAM) needed to navigate in the model (in Blender and in the mobile app). All this represent an important amount of work and more workers/resources/time would be needed. A solution would be to create a 3D model of the female anatomical structures and make a separate atlas of it. All the functions would be available. It could then be integrated later on, if/when the conditions to produce the whole open source female model are gathered. Back to the CONTRIBUTORS'HOMEPAGE
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    • Melodicpinpon
      2d
      How to contribute as A BIOMECHANIST
      About Blender
      Dear Biomechanist, As Blender -is meant to create animations -supports Armatures and constraints -supports Motion Capture files -allows to associate 3D shapes to the MoCap files, it provides an original approach for the study of biomechanics. To be influenced by the armature, the 3D objects are usually parented to the armature. As these parenthood relationships are already used to represent the hierarchy of anatomical structures in the main file -because this is how a hierarchy can be exported from Blender to Unity- the anatomy and the biomechanics had to be separated. You will find the 'Biomechanics Blender.7z' file, containing the armature, a series of positions and a few .bvh animations on the 'How To...' page of this website, beneath the button 'Armature'. Constraints were added to limit the body in physiologically coherent positions. A system has been developed to automate the animation of the whole skeleton using .bvh files (standard Motion Capture format). The reproduction of the physiological movements in Blender implies a good understanding of the biomechanics and of the 'drivers'. The drivers are the mathematical expression of the relation between two segments. The following text explains the main principles: See a demo here Back to the CONTRIBUTORS'HOMEPAGE
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