Skeletal rigging, movement, deformation?
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I am a hobbyist, trying to use Fusion 360 to design the mechanism for a robotic powered exoskeleton, which will closely conform to the shape and movement of a real human body. It's nothing too ambitious, really...
I need a movable and posable model of a human body to work with, in order to design the mechanism and make sure it will move in an accurate manner. I need to be able to attach the mechanism to the limbs of the posable human body, and to be able to move the human rigging, and have the mechanism move to match. Simple solid-body posable marionettes of a human body are unacceptably inaccurate.
I am able to obtain precision anatomical posable human models from DAZ 3D, but so far I have been unable to figure out how to get this to work within Fusion 360.
When the posable model imports into Fusion 360, the skeleton / rigging is stripped out, and it turns into a solid immobile statue that is useless for what I am trying to do. If the human mesh cannot be moved then there is no way to test the exoskeleton mechanism for self-collision or over/under extension.
How can I make this work?
,
Posable human models (newer versions are more anatomically accurate):
DAZ 3D / Michael 6 -- http://www.daz3d.com/michael-6-pro-bundle
DAZ 3D / Michael 5 -- http://www.daz3d.com/michael-5-pro-bundle
DAZ 3D / Michael 4 -- http://www.daz3d.com/michael-4-pro-bundle
So let's take Michael 4.
Load the default posable shape into DAZ 3D.
Export as AutoDesk FBX format.
Import into Fusion 360
Skeleton and rigging is stripped out and it turns into a statue.
,
I tried exporting as the AutoDesk FBX ASCII format, and when I look through the FBX text file, I can see that it contains skeleton / rigging information, but it is being stripped when the FBX is imported into Fusion 360:
,
Model: 238973376, "Model::hip", "LimbNode" {
Version: 232
Properties70: {
P: "RotationOffset", "Vector3D", "Vector", "",0,103.875999450684,0
P: "RotationOrder", "enum", "", "",2
P: "RotationActive", "bool", "", "",1
P: "ScalingMax", "Vector3D", "Vector", "",0,0,0
P: "DefaultAttributeIndex", "int", "Integer", "",0
}
Shading: Y
Culling: "CullingOff"
}
,
PoseNode: {
Node: 836840288
Matrix: *16 {
a: 1,0,0,0,-0,1,0,0,0,-0,1,0,-78.5281677246094,142.169006347656,15.995587348938,1
}
}
,
Deformer: 236764304, "SubDeformer::", "Cluster" {
Version: 100
UserData: "", ""
Indexes: *114 {
a:
LONG STRING OF NUMBER DATA REMOVED
}
Weights: *114 {
a:
LONG STRING OF NUMBER DATA REMOVED
}
Transform: *16 {
a: 1,0,0,0,0,1,0,0,0,0,1,0,78.5281677246094,-142.169006347656,-15.995587348938,1
}
TransformLink: *16 {
a: 1,0,0,0,-0,1,0,0,0,-0,1,0,-78.5281677246094,142.169006347656,15.995587348938,1
}
}
- Dale Mahalko