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Human Performance Application - Fighting
Features of this model include:
Steps
Generating of the Body SegmentsIn this phase, the human segments of models are created for both bodies. The first body, "Joe" is created from the GeBod anthropometric database, with some editing of the parameter table. The second body, "Fred" is created from the GeBod database using standard parameters. Step 1: Bring up segments panel and set fields for first body
Step 2: Bring up the detailed measurements panel
Step 3: Make adjustments to the geometry of the human model
Step 4: Create the first body
Step 5: Bring up segments panel and set fields for second body
Step 6: Create the second body
Creating the Hybrid III JointsIn this phase, the human segments created in the first phase are connected together with kinematic joints. At the same time torque functions are created at each joint degree of freedom. Since the Fred model will be the model which is struck by Joe, it will be a reactive model only. For this case, the spring-damper torque functions available from the Hybrid III will be used. The torque is based on a nonlinear joint stiffness, damping, friction and hysteresis (losses), specific to each DOF for each joint as derived from the physical Hybrid III crash dummy. For information on selecting specific model parameters for this section see Choosing Model Parameters.
Step 7: Bring up joint create panel
Step 8: Create Hybrid III strength joints
Step 9: Create Hybrid III strength joints on the spine Step 10: Create Hybrid III strength joints on the left leg Step 11: Create Hybrid III strength joints on the left arm Step 12: Create Hybrid III strength joints on the right leg
Step 13: Create Hybrid III strength joints on the right arm
Posing the Fred Human ModelWith the joints created on the Fred model, the joint angles may now be modified to adjust the starting posture of the model. Step 14: Bring up posture panel
Step 15: Adjust the right shoulder and elbow joints
Step 17: Adjust the left shoulder and elbow joints
Step 18: Adjust the left hip and ankle joints
Step 19: Adjust the right hip and knee joints
Step 20: Adjust the spinal joints
Step 21: Move the model into place
OR Enter the ADAMS/View command: part mod rigid name part=.World.Fred_Lower_Torso location=-13.7, -1.2, 1.674015748 orientation=180,90,180 rel=.World Step 22: Set active the Joe model
Creating the Passive Joints on Joe ModelThe second model, "Joe" has a combination of Hybrid III passive joint torques and motion driven joints (to punch the other human model). Step 23: Bring up joint create panel
Step 24: Create Hybrid III strength joints on right leg
Step 25: Create Hybrid III strength joints on left leg
Adding Active Joints to the Human ModelThe active joints are driven using torque functions to create the necessary driving torque at the particular joint degree-of-freedom to track an input data table. The data table is input via an ADAMS/View spline.
Step 26: Create the right shoulder spline using data from manual
OR Create the spline function for the right shoulder using the following ADAMS/View command: data_element create spline spline=.World.Joe_Rshoulder_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5 y=52, 42, 32, 22, -22, -42, -42, -42, -22, 22, 32, 42, 52, 52, 52, 52 linear_extrapolate=no units=no_units Step 27: Create the left shoulder spline using data from manual
OR Create the spline function for the left should using the following ADAMS/View command: data_element create spline spline=.World.Joe_Lshoulder_spline x=0.0, 0.1, 0.2, 0.3, .4, .5 y=-18, -14, -10, -8, -6, -4 linear_extrapolate=no units=no_units Step 28: Create the lumbar spline using data from manual
OR Create the spline function for the lumbar spine using the following ADAMS/View command: data_element create spline spline=.World.Joe_Lumbar_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5 y=0,2,4,6,8,10,10,10,8,6,4,2,0,-2,-4,-6 linear_extrapolate=no units=no_units Step 29: Create the neck spline using data from manual
OR Create the spline function for the neck using the following ADAMS/View command: data_element create spline spline=.World.Joe_Neck_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5 y=0,-2,-4,-6,-8,-10,-10,-10,-8,-6,-4,-2,0,2,4,6 linear_extrapolate=no units=no_units Step 30: Create the elbow spline using data from manual
Create the spline function for the neck using the following ADAMS/View command: data_element create spline spline=.World.Joe_Relbow_spline x=0.0, 0.1, 0.2, 0.3, .4, .5, .6, .7, .8, .9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5 y=-130,-125,-120,-100,-70,-40,-40,-40,-70,-100,-120,-125,-130,-130,-130,-130 linear_extrapolate=no units=no_units Step 31: Bring up the joint create panel Step 32: Create the active and passive joints on the right arm Step 33: Create the active and passive joints on the left arm
Step 34: Create the active and passive joints on the spine
Posing the Joe Human ModelWith the active and passive joints created on the Joe model, the joint angles must be modified to place the model in the posture at the start of the simulated punching event. Step 35: Bring up posture panel
Step 36: Adjust the right shoulder and elbow
Step 37: Adjust the left shoulder and elbow
Step 38: Adjust the right hip, knee, ankle
Step 39: Adjust the left hip, knee, ankle
Step 40: Turn on the first body
Step 41: Rotate and translate the second body
OR Reposition the model by modifying the location of the Lower_Torso segment. Enter the ADAMS/View command: part mod rigid name part=.World.Joe_Lower_Torso location=11.2, 4.1, 1.7 orientation=180,90,0 rel=.World Creating the Environment Contact ForcesWith the models in place, contact forces must be designated between the Fred model who will be punched and will fall to the floor. Forces will also be created for the Joe model who will be standing on the floor. These forces will be between the segments of the Fred model and the environment. For information on selecting specific model parameters for this section see Choosing Model Parameters. Step 42: Create the ground marker
OR Use the following ADAMS/View command to create the marker. marker create marker=.World.ground.g location=-4.1540197817, -31.7518454266, -32.5409133732 orientation=180.0, 90.0, 90.0 rel=.World Step 43: Set active the Fred model and bring up the contacts panel
Step 44: Create contact between the various segments and the floor
Step 45: Set active the Joe model
Step 46: Create a bushing force element between the left foot and the floor
OR Issue the following ADAMS/View to create the fixed joint between the foot and floor: marker create marker=.World.Joe_Left_Foot.fix location = 26.1083821273, -25.9910445258, 5.3811277636 orientation=0.0, 0.0, 0.0 marker create marker=.World.ground.fix location = 26.1083821273, -25.9910445258, 5.3811277636 orientation=0.0, 0.0, 0.0 force cre element_like bushing bushing=.World.Lbush stiffness=1.0E+004,1.0E+004,1.0E+004 damping=1000.0,1000.0,1000.0 force_preload=0.0,0.0,0.0 tstiffness=1.0E+004,1.0E+004,1.0E+004 tdamping=1000.0,1000.0,1000.0 torque_preload=0.0,0.0,0.0 i_marker_name = .World.Joe_Left_Foot.fix j_marker_name = .World.ground.fix Step 47: Create a bushing force element between the right foot and the floor
OR Issue the following ADAMS/View to create the fixed joint between the foot and floor: marker create marker=.World.Joe_Right_Foot.fix location = 5.2694873594, -29.2027936596, -1.5595139056 orientation=0.0, 0.0, 0.0 marker create marker=.World.ground.fix2 location = 5.2694873594, -29.2027936596, -1.5595139056 orientation=0.0, 0.0, 0.0 force cre element_like bushing bushing=.World.Rbush stiffness=1.0E+004,1.0E+004,1.0E+004 damping=1000.0,1000.0,1000.0 force_preload=0.0,0.0,0.0 tstiffness=1.0E+004,1.0E+004,1.0E+004 tdamping=1000.0,1000.0,1000.0 torque_preload=0.0,0.0,0.0 i_marker_name = .World.Joe_Right_Foot.fix j_marker_name = .World.ground.fix2 Creating Contact Between the Fist and Upper TorsoWith the environmental forces created, the interaction forces must be created between the fist of Joe and the upper_torso of Fred. Step 48: Bring up the single contact force create panel Step 49: Create a contact between Fred's torso and arm
Running the Dynamics SimulationWith the forces in place, the punching simulation is ready to be run. Step 50: Bring up analyze panel
Step 51: Run the simulation
Interrogating the ResultsWhen the simulation is complete the model may be animated. Figure 19 displays the model animation. To gain insight to the dynamics of the landing and potential injury producing events it would be useful to plot:
Step 52: Display simulation
Step 53: Display simulation with skeletal model
Step 54: Display simulation with stick model
Step 55: Display simulation with dummy model
Step 56: Display simulation with skel/skin model
Step 57: Bring up results panel
Step 58: Plot the head acceleration
Step 59: Plot the chest acceleration
Step 60: Animate iso view
Step 61: Animate front view
Step 62: DEMO COMPLETE FurtherThis model was put forth to demonstrate the capability of creating multiple, interacting human models in a single environment. Obviously the model can be further refined and improved, from the point developed in this example. This model may be refined in many ways including:
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