Professional Documents
Culture Documents
USER
MANUAL
VERSION 8.2
i
Copyright Notice and Terms of Use
Copyright (c) 2014 Siemens Product Lifecycle Management Software Inc. All rights
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TABLE OF CONTENTS
INTRODUCTION ...................................................................................................................................................... X
WHAT ARE THE JACK PRODUCTS? .......................................................................................................................... XII
CLASSIC JACK......................................................................................................................................................... XII
TEAMCENTER VISUALIZATION JACK (TCVIS JACK) ................................................................................................ XII
NX HUMAN ........................................................................................................................................................... XIII
PROCESS SIMULATE HUMAN ................................................................................................................................. XIII
WHAT’S NEW IN JACK 8.2? .................................................................................................................................... XIV
HOW DO I USE THIS MANUAL? ............................................................................................................................... XIV
WHAT IS THE COURSE OBJECTIVE? ....................................................................................................................... XIV
WHO IS THE AUDIENCE? ......................................................................................................................................... XV
WHAT ARE THE SYSTEM REQUIREMENTS? ............................................................................................................. XV
CHAPTER 1: JACK’S INTERFACE........................................................................................................................1
CONTROL BAR ...........................................................................................................................................................2
Menus ...................................................................................................................................................................2
Icon Toolbar.........................................................................................................................................................3
Object Selector .....................................................................................................................................................3
Message Area .......................................................................................................................................................4
Move Controller ...................................................................................................................................................4
Move - By .............................................................................................................................................................5
Global vs. Local Transformations ..................................................................................................................................... 6
Snap to Geometry ............................................................................................................................................................. 7
GRAPHICS WINDOW ..................................................................................................................................................9
Change View ...................................................................................................................................................... 10
Context Sensitive Menus .................................................................................................................................... 11
Picking with the Middle Mouse Button .............................................................................................................. 12
Space Bar Completion ....................................................................................................................................... 13
INTERNATIONAL MENUS.......................................................................................................................................... 13
CHAPTER 1 TUTORIAL: JACK’S INTERFACE.............................................................................................................. 14
Exercise: Control Bar Basics ............................................................................................................................. 14
Exercise: Object Selector ................................................................................................................................... 14
Exercise: Using the Mover Dialog ..................................................................................................................... 15
Exercise: Snap to ............................................................................................................................................... 15
Exercise: Global vs Local .................................................................................................................................. 16
Exercise: Navigating the Jack Scene ................................................................................................................. 17
Exercise: Context Sensitive menus ..................................................................................................................... 17
Exercise: Picking with the MMB ........................................................................................................................ 18
Exercise: Space bar completion ......................................................................................................................... 18
CHAPTER 2: FILE MANAGEMENT .................................................................................................................... 20
NATIVE JACK FILES ................................................................................................................................................. 20
Environment ....................................................................................................................................................... 20
Figures ............................................................................................................................................................... 22
Segments ............................................................................................................................................................ 22
Manipulations .................................................................................................................................................... 23
File Archiving ................................................................................................................................................................. 23
IMPORT .................................................................................................................................................................... 24
Import Formats .................................................................................................................................................. 24
Import Formats for Texture Mapping & Visualization ...................................................................................... 25
Import Options ................................................................................................................................................... 25
JT Features ........................................................................................................................................................ 25
Benefits: .......................................................................................................................................................................... 25
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Limitations: ..................................................................................................................................................................... 26
JT Export ........................................................................................................................................................................ 26
TRANSLATE SEGMENT FROM JT .............................................................................................................................. 27
RE-ROOT GEOMETRY CENTER ................................................................................................................................. 28
CENTER FIGURE ROOT DIALOG ............................................................................................................................... 28
BATCH TRANSLATE FILES ....................................................................................................................................... 29
CAD EXPORT .......................................................................................................................................................... 29
VRML Export ..................................................................................................................................................... 29
IGES Export ....................................................................................................................................................... 31
CAPTURING IMAGES ................................................................................................................................................ 31
Screen Capture ................................................................................................................................................... 32
Rendering ........................................................................................................................................................... 33
External Applications ......................................................................................................................................... 33
CHAPTER 2 TUTORIAL: FILE MANAGEMENT ............................................................................................................ 34
Exercise: Loading an Environment file .............................................................................................................. 34
Exercise: Saving Figures and Segments ............................................................................................................ 35
Exercise: IGES Import and Export .................................................................................................................... 38
Exercise: Jack’s Image Capture ........................................................................................................................ 39
Exercise: Alternate Screen Capture Methods .................................................................................................... 39
CHAPTER 3: EDITING THE JACK ENVIRONMENT ...................................................................................... 40
UNDO ...................................................................................................................................................................... 40
DELETE SCENE ........................................................................................................................................................ 40
SCALE ...................................................................................................................................................................... 40
MATERIALS ............................................................................................................................................................. 41
Color: ................................................................................................................................................................. 41
TEXTURES ............................................................................................................................................................... 43
KEY BINDINGS ......................................................................................................................................................... 43
Predefined Shortcuts .......................................................................................................................................... 43
Custom Shortcuts ............................................................................................................................................... 44
SYSTEM DEFAULTS .................................................................................................................................................. 44
CHAPTER 3 TUTORIAL: EDITING THE JACK ENVIRONMENT ..................................................................................... 46
Exercise: Figure Scaling .................................................................................................................................... 46
Exercise: Scaling the Environment .................................................................................................................... 47
Exercise: Color Parameters ............................................................................................................................... 48
Exercise: Texture mapping ................................................................................................................................ 48
Exercise: Hot Keys (Shortcuts) .......................................................................................................................... 49
Exercise: Customizing the workspace ................................................................................................................ 51
CHAPTER 4: CHANGING YOUR VIEW OF JACK ........................................................................................... 51
CENTER ALL ............................................................................................................................................................ 51
ZOOM TO ................................................................................................................................................................. 51
MAKE ALL FIGURES VISIBLE ................................................................................................................................... 52
TOGGLE SEGMENT VISIBILITY ................................................................................................................................. 52
SHADE SCENE .......................................................................................................................................................... 52
WIREFRAME SCENE ................................................................................................................................................. 52
FIGURE PROJECTIONS .............................................................................................................................................. 52
TEXTURES ON/OFF .................................................................................................................................................. 53
VIEW CONTROL ....................................................................................................................................................... 53
Camera Position and Orientation ...................................................................................................................... 54
Camera Field of View ........................................................................................................................................ 54
Snapping and Attaching View ............................................................................................................................ 55
NAMED VIEWS......................................................................................................................................................... 56
WINDOW PARAMETERS ........................................................................................................................................... 56
Create Windows ................................................................................................................................................. 56
Window Sets ....................................................................................................................................................... 57
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Current Windows ............................................................................................................................................... 57
STEREO PROPERTIES ................................................................................................................................................ 57
OBJECT HIERARCHY ................................................................................................................................................ 59
TOGGLE LOG WINDOWS .......................................................................................................................................... 60
TOOLBARS ............................................................................................................................................................... 60
CHAPTER 4 TUTORIAL: CHANGING YOUR VIEW OF JACK ........................................................................................ 61
Exercise: Visibility ............................................................................................................................................. 61
Exercise: Shading Options ................................................................................................................................. 62
Exercise: Advanced View Control...................................................................................................................... 62
Exercise: Window Parameters ........................................................................................................................... 63
Exercise: Manipulating objects in the Object Hierarchy ................................................................................... 64
CHAPTER 5: WORKING WITH HUMANS ......................................................................................................... 66
HUMAN FIGURE TYPES ............................................................................................................................................ 66
HUMAN HANDS ....................................................................................................................................................... 68
HUMAN SCALING (ANTHROPOMETRY) .................................................................................................................... 68
Figure Scaling .................................................................................................................................................... 70
HUMAN COPY .......................................................................................................................................................... 75
PROPERTIES ............................................................................................................................................................. 77
Skeleton .............................................................................................................................................................. 78
HUMAN BEHAVIORS ................................................................................................................................................ 78
HUMAN CONTROL ................................................................................................................................................... 79
Auto-Grasp ........................................................................................................................................................ 80
Braced Posturing ............................................................................................................................................... 80
Tabs on the Human Control Panel ..................................................................................................................... 81
Reach & Grasp................................................................................................................................................... 81
Prediction method .............................................................................................................................................. 81
Lock .................................................................................................................................................................... 81
Bracing ............................................................................................................................................................... 82
Foot Placement Zone ......................................................................................................................................... 82
Vision Targets .................................................................................................................................................... 82
Grasp.................................................................................................................................................................. 82
Loads & Weights ................................................................................................................................................ 83
Force Distribution Strategy ............................................................................................................................... 83
Add Weight/Add Load ........................................................................................................................................ 83
Show Forces ....................................................................................................................................................... 83
Adjust Joint ........................................................................................................................................................ 83
Predefined Postures ........................................................................................................................................... 84
Interpolating Hand Postures .............................................................................................................................. 84
Save Posture....................................................................................................................................................... 84
Shortcuts and Helpful Hints for the Human Control Panel ............................................................................... 85
Common Icons on the Control Panel ................................................................................................................. 85
Undo Last Step ................................................................................................................................................... 85
Dock Dialog ....................................................................................................................................................... 85
Shortcut to Default Standing and Default Sitting Postures ................................................................................ 85
EYE VIEW ................................................................................................................................................................ 86
VIEW CONES............................................................................................................................................................ 87
CHAPTER 5 TUTORIAL: WORKING WITH HUMANS ................................................................................................... 88
Exercise: Create a Human ................................................................................................................................. 88
Exercise: Human Scaling ................................................................................................................................... 88
Exercise: Human Postures ................................................................................................................................. 90
Exercise: Skeletal Structure ............................................................................................................................... 92
Exercise: Human Posturing ............................................................................................................................... 93
Exercise: Adjust Joint ........................................................................................................................................ 98
Exercise: View Analysis ..................................................................................................................................... 99
Exercise: View Cones....................................................................................................................................... 100
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CHAPTER 6: CREATING & DISPLAYING OBJECTS.................................................................................... 102
CREATE ................................................................................................................................................................. 102
Site ................................................................................................................................................................... 102
Joint ................................................................................................................................................................. 102
Node ................................................................................................................................................................. 102
Face ................................................................................................................................................................. 102
Light ................................................................................................................................................................. 102
CAD Objects .................................................................................................................................................... 104
Rectangular Solid ............................................................................................................................................. 104
Figure from Library ......................................................................................................................................... 105
Factory Equipment Library ........................................................................................................................................... 105
MODIFY GEOMETRY .............................................................................................................................................. 106
Editing Segment Geometry ............................................................................................................................... 106
Merging Segment Geometry ............................................................................................................................. 107
Splitting Segment Geometry ............................................................................................................................. 107
Fix Segment Orientation .................................................................................................................................. 107
Reroot Figure ................................................................................................................................................................ 107
Visible ........................................................................................................................................................................... 108
Shaded/ Wireframe/ Transparent .................................................................................................................................. 108
Smooth Shading ............................................................................................................................................................ 108
Trace ............................................................................................................................................................................. 109
Figure Ghosts ................................................................................................................................................................ 110
CHAPTER 6 TUTORIAL: CREATING AND DISPLAYING OBJECTS .............................................................................. 111
Exercise: Creating a Site ................................................................................................................................. 111
Exercise: Create Joint ...................................................................................................................................... 112
Exercise: Lighting ............................................................................................................................................ 114
Exercise: Modify Geometry .............................................................................................................................. 115
Exercise: Re-rooting an Object ........................................................................................................................ 115
Exercise: Object Library .................................................................................................................................. 117
Exercise: Visibility ........................................................................................................................................... 117
Exercise: Shaded, Wireframe, and Transparent .............................................................................................. 117
Exercise: Shading Options ............................................................................................................................... 117
Exercise: Trace segment .................................................................................................................................. 118
Exercise: Create Ghost .................................................................................................................................... 119
CHAPTER 7: WORKING WITH OBJECTS ...................................................................................................... 121
Attachments .................................................................................................................................................................. 121
PROPERTIES ........................................................................................................................................................... 122
Figure Properties ............................................................................................................................................. 122
Segment Properties .......................................................................................................................................... 123
Site Properties .................................................................................................................................................. 124
Joint Properties ................................................................................................................................................ 125
Face Properties ................................................................................................................................................ 126
Reflection ...................................................................................................................................................................... 127
Edge Properties................................................................................................................................................ 128
Node Properties ............................................................................................................................................... 129
ADJUST JOINT ........................................................................................................................................................ 129
MOTORS ON/OFF ................................................................................................................................................... 130
Joint Motors .................................................................................................................................................................. 130
INTERACTIVE REACH ............................................................................................................................................. 131
PATHS .................................................................................................................................................................... 131
CHAPTER 7 TUTORIAL: WORKING WITH OBJECTS ................................................................................................. 132
Exercise: Figure Properties ............................................................................................................................. 132
Exercise: Segment Properties .......................................................................................................................... 132
Exercise: Face Properties ................................................................................................................................ 133
Exercise: Adjusting a Joint .............................................................................................................................. 133
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Exercise: Joints and Motors............................................................................................................................. 134
Exercise: Interactive Reach ............................................................................................................................. 136
Exercise: Creating & Editing a Path ............................................................................................................... 137
CHAPTER 8: MEASURING & CHECKING UTILITIES: ................................................................................ 139
COLLISION DETECTION .......................................................................................................................................... 139
CONSTRAINT.......................................................................................................................................................... 140
Type of Goal ................................................................................................................................................................. 142
Goal .............................................................................................................................................................................. 142
Set Transform Location ................................................................................................................................................ 142
End Effector Type ......................................................................................................................................................... 142
End Eff. Seg/Node/Site ................................................................................................................................................. 143
Starting Joint ................................................................................................................................................................. 143
Rooting Constraint ........................................................................................................................................................ 143
Orientational Relationship ............................................................................................................................................ 143
Positional Relationship ................................................................................................................................................. 144
Orientation <---->Position Weight ................................................................................................................................ 144
Relative Constraint Weight ........................................................................................................................................... 144
SIMULATION UPDATES .......................................................................................................................................... 144
MEASURE DISTANCE ............................................................................................................................................. 145
Scalar ............................................................................................................................................................... 145
ADVANCED RULERS .............................................................................................................................................. 145
RULERS ................................................................................................................................................................. 146
MINIMAL DISTANCE .............................................................................................................................................. 147
LOGGING ............................................................................................................................................................... 148
SYSTEM GEOMETRY INFO ...................................................................................................................................... 148
REACH ZONES ....................................................................................................................................................... 148
Advanced Reach Analysis ................................................................................................................................ 148
CHAPTER 8: MEASURING, CHECKING UTILITIES, AND ANALYZING JACK .............................................................. 150
Exercise: Collision detection ........................................................................................................................... 150
Exercise: Constraints ....................................................................................................................................... 152
Exercise: Scalar Measure ................................................................................................................................ 153
Exercise: Create Ruler ..................................................................................................................................... 154
Exercise: Minimal Distance ............................................................................................................................. 155
Exercise: Maximum Reach Analysis ................................................................................................................ 155
CHAPTER 9: ANIMATION SYSTEM MODULE .............................................................................................. 158
ANIMATION WINDOW ............................................................................................................................................ 159
Menu ................................................................................................................................................................ 159
Animation Window Icons ................................................................................................................................. 159
Timeline............................................................................................................................................................ 160
MOTION BASICS .................................................................................................................................................... 161
Generate ........................................................................................................................................................... 161
Set Frame 0 ...................................................................................................................................................... 162
Figure Motions................................................................................................................................................. 164
Joint Motions ................................................................................................................................................... 164
Timed Attachments ........................................................................................................................................... 164
Constraints ....................................................................................................................................................... 165
Path Motions .................................................................................................................................................... 165
Human Motions ................................................................................................................................................ 166
Timed Behaviors .............................................................................................................................................. 166
Camera Motions ............................................................................................................................................... 166
CHANNELSETS ....................................................................................................................................................... 166
Creating Channelsets ....................................................................................................................................... 166
Replaying Channelset Motions......................................................................................................................... 167
Channelset Editor ............................................................................................................................................ 168
MOVIE EXPORT ..................................................................................................................................................... 168
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Resolution ........................................................................................................................................................ 169
Animation Options ........................................................................................................................................... 169
Output Options ................................................................................................................................................. 169
Video Compression .......................................................................................................................................... 170
ANIMATION TIPS ................................................................................................................................................... 170
Constraint Vs Joint Motions: ........................................................................................................................... 170
Generation: ...................................................................................................................................................... 171
Handprints and Footprints: ............................................................................................................................. 171
_Motcs File: ..................................................................................................................................................... 171
Motion Times (Motions not being generated): ................................................................................................. 171
Pose Figure Vs Joint Motion: .......................................................................................................................... 171
Quickstart: ....................................................................................................................................................... 171
CHAPTER 9 TUTORIAL: ANIMATION SYSTEM MODULE .......................................................................................... 173
Exercise: Animation Window ........................................................................................................................... 173
Exercise: Basic Animation ............................................................................................................................... 174
Exercise: Group manipulation ......................................................................................................................... 175
Exercise: Human Linear Walk ......................................................................................................................... 175
Exercise: Human Pose ..................................................................................................................................... 176
Exercise: Saving the Animation ....................................................................................................................... 177
Exercise: Human Path Walk ............................................................................................................................ 178
Exercise: Human Motions ................................................................................................................................ 182
Exercise: Joint Motions, Interactive Reach and Timed Attachments ............................................................... 184
Exercise: Timed Control .................................................................................................................................. 188
CHAPTER 10: OTHER MODULES ..................................................................................................................... 190
TASK SIMULATION BUILDER (TSB)....................................................................................................................... 190
MOTION CAPTURE ................................................................................................................................................. 190
Third Party Communication ............................................................................................................................ 191
PLUG-INS ............................................................................................................................................................... 192
CPort ................................................................................................................................................................ 192
CableGenerator ............................................................................................................................................... 192
CameraTracking .............................................................................................................................................. 193
Disembodied Hand Module.............................................................................................................................. 193
ElevationTransition .......................................................................................................................................... 193
GridGenerator ................................................................................................................................................. 194
HumanMaterials .............................................................................................................................................. 194
JackCollaboration ............................................................................................................................................ 195
Kinect ............................................................................................................................................................... 195
PrintToJack ...................................................................................................................................................... 196
PrincipleComponentManikins.......................................................................................................................... 196
Sample .............................................................................................................................................................. 196
Sweeps .............................................................................................................................................................. 196
SyncSwimming ................................................................................................................................................. 196
TATReporter .................................................................................................................................................... 197
APPENDIX A: SYSTEM DEFAULTS .................................................................................................................. 199
DIRECT MODEL UPGRADE TO V 7.3 (FOR JACK V7.0) ............................................................................................ 199
COLOR: .................................................................................................................................................................. 200
GRAPHICS: ............................................................................................................................................................. 201
SOLVER: ................................................................................................................................................................ 201
UI: ......................................................................................................................................................................... 202
UNITS: ................................................................................................................................................................... 203
VIEWERS: .............................................................................................................................................................. 204
APPENDIX B: SNAP DEFINITIONS ................................................................................................................... 206
CURSOR POINT: ..................................................................................................................................................... 206
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SITE: ...................................................................................................................................................................... 206
SITE POSITION: ....................................................................................................................................................... 206
SITE ORIENTATION: ................................................................................................................................................ 206
NODE POSITIONS: ................................................................................................................................................... 206
EDGE LINE: ............................................................................................................................................................ 206
EDGE POSITION: .................................................................................................................................................... 206
EDGE ORIENTATION: .............................................................................................................................................. 207
FACE POSITION: ..................................................................................................................................................... 207
FACE CENTER: ....................................................................................................................................................... 207
FACE PLANE:.......................................................................................................................................................... 207
FACE ORIENTATION: .............................................................................................................................................. 207
SQUARE ORIENTATION: .......................................................................................................................................... 207
GROUND PLANE: ................................................................................................................................................... 207
APPENDIX C: ADDITIONAL JACK RESOURCES ......................................................................................... 208
SIEMENS PLM WEBSITE FOR JACK ........................................................................................................................ 208
JACK USER COMMUNITY ....................................................................................................................................... 208
SUPPORT AND FEEDBACK ...................................................................................................................................... 208
APPENDIX D: .JK FILE DEFINITIONS (ADVANCED): ................................................................................. 209
.jk4.install: ....................................................................................................................................................... 209
.jkrc: ................................................................................................................................................................. 209
.jk.log: .............................................................................................................................................................. 209
.jk.views: .......................................................................................................................................................... 209
.jk.log.tcl: ......................................................................................................................................................... 209
.jk.log.tcl~: ....................................................................................................................................................... 209
.jk.humans.simple: .......................................................................................................................................... 209
.jk.humans.complex: ....................................................................................................................................... 209
jack801-win64.bat / jack801-win32.bat: ......................................................................................................... 210
APPENDIX E: EXTENDING JACK THROUGH SCRIPTING ........................................................................ 211
BASIC SCRIPTING ................................................................................................................................................... 211
Details on language versions ........................................................................................................................... 211
SCRIPTING LANGUAGE RESOURCES:...................................................................................................................... 211
GLOSSARY ............................................................................................................................................................. 212
INDEX ...................................................................................................................................................................... 221
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Introduction
Because this manual cannot begin to cover all of the features of Jack, a
brief overview of Jack‘s capabilities and potential applications is also
provided. This is intended to give you the ―big picture‖ and allow you to
begin considering ways in which you can effectively apply Jack in your job,
even before you undertake the training.
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Jack‘s greatest strength is in being able to ―populate‖ the virtual world with
simulated humans that have proper biomechanical, anthropometric, and
ergonomic characteristics. Jack humans look and act like real humans.
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Classic Jack
Classic Jack is the stand alone offering from Siemens PLM Software for
Human Factors and Ergonomic Analysis. Classic Jack has several add-on
modules which will be covered in this paragraph and have separate
training that is available. The first, 3D Body Scan can be used to create
humans using existing body scans (such as the SAE CAESAR Scans).
The second module, the Occupant Packaging Toolkit (OPT) can be used
to maximize vehicle design for the occupant or user. The third is the Task
Analysis Toolkit (TAT), which is used in the manufacturing communities to
design better workplaces and maximize the safety of workers. Finally, the
MoCap module, which adds the ability to connect to a wide variety of
virtual reality hardware for immersive studies. Both the OPT and TAT
have separate training manuals which explain the capabilities of the
modules in greater detail. These modules can be obtained by contacting
your Siemens PLM representative for an additional license (See Appendix
E: Additional Jack Resources).
Jack can also be extended through a powerful scripting interface.
Insert digital men and women, and scale them by stature and weight
Define behaviors that condition how the digital humans react when
postured
Posture digital humans by manipulating their joints
Evaluate what digital humans can see from their point of view or
through the display of view cones
Evaluate the reach capability of digital humans
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NX Human
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Upon completing the tutorials in the user manual, users should be able to
perform basic visual simulation and analysis, create and manipulate
human figures, perform basic human factors analyses, create articulated
models of general model geometry; perform basic customization of Jack
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Minimum Recommended
Graphics:
OpenGL
3.0 3.0 or higher
Support
Maximum
Screen 1280x1024 1920x1200
Resolution
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
When you start Jack, you are presented with the graphical user
interface. The default interface includes the GRAPHICS WINDOW (S)
where objects are rendered and a CONTROL BAR that contains
standard menus and icons. In addition, Jack has an OBJECT
HIERARCHY where a listing of the environment is displayed, SESSION
LOG, and several scripting consoles.
Jack Startup
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Control Bar
The CONTROL BAR is divided into four areas: the MENUS, the ICON
TOOLBAR, the MESSAGE AREA, and the MOVE CONTROLLER. It
provides access to almost all Jack functions via menus and
graphical icons. The figure below illustrates the main areas of the
CONTROL BAR.
Move Controller
Menus
Icon Toolbar
Message Area
Control Bar
Menus
The MENU LINE provides the starting point for Jack‘s command
structure. Menus are in standard windows format and can be
accessed with a single click of the Left Mouse Button <LMB>. File,
Edit, View as well as Jack specific issues involving Human, Object,
Utilities, and Analysis are included. In addition, Jack provides a
module system, which allows additional capabilities to be added to
the software at run-time. A number of special purpose modules are
available for Jack or you can easily create your own modules.
Menu Bar
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Icon Toolbar
The TOOL BAR icons give you quick access to commonly used
functions.
Object Selector
The OBJECT SELECTOR works in conjunction with the GRAPHICS
WINDOW . The current object type determines which CONTEXT
SENSITIVE MENU is displayed when you <RMB> on the object or the
Object type in a Pick mode.
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Message Area
The MESSAGE AREA provides you with feedback on operations and
―tool tips‖ as you interact with Jack. For example, when moving the
mouse pointer over the TOOLBAR icons, you will see the description
of each icon‘s function. When moving the mouse cursor in the
GRAPHICS W INDOW , the MESSAGE AREA will display the name of the
―Object‖ currently under the mouse pointer. When reading data
files, the MESSAGE AREA will give you feedback on the progress of
the operation.
Message Area
Move Controller
The MOVE CONTROLLER contains controls for moving all object types
in the Jack environment. Since this is a major part of working with
Jack, it is constantly in view and easily accessible.
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Use the Hand Selector to select the object to move. Jack utilizes a
Cartesian coordinate system, simply a triad of X, Y, and Z axes in
space, to define position and orientation. You can enter the
coordinates in the MOVE CONTROLLER or interactively move objects
using the mouse.
Move Controller
You can move a figure along the x or z-axis by holding down the
left mouse button <LMB> or right mouse button <RMB>,
respectively. To move the figure up (along the y axis) use the
middle mouse button <MMB>. A large red arrow indicates the
selected direction of movement. You can also rotate a figure
around any axis by holding down the <Shift> key and <LMB>,
<MMB> or <RMB>. The 3D Reference (XYZ) can be relative to a
global reference or a local reference specific to an object. However,
the coordinates displayed in the MOVE CONTROLLER are always
global coordinates.
Move - By
This feature allows any figure to be moved based on an arbitrary
reference point. Jack already had the ability to apply "snap" to a
human figure's H-Point; this feature makes it possible to snap, or
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
indeed apply any other move, to any figure, based on any existing
Site or Node.
For human Figures, a Move By Site other than the root may
contradict some behaviors or constraints. For example, requiring
that an Arm "hold relative to object" and then trying to move the
human by its shoulder! Be aware that some combinations may
cause the human figure to "collapse" under the contradictory
demands. It is usually best to only move a human when its Balance
behavior is "release".
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Global Transformation
Local Transformation
Snap to Geometry
Direct manipulation is well suited for global or gross movements but
it can be difficult to adjust things relative to other objects. The SNAP
TO options provides a powerful way to precisely position objects
relative to each other. They are available anytime you are using the
MOVE CONTROLLER. The different snap to options are described
below and more detailed definitions can be found in the Appendix.
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Graphics Window
The GRAPHICS W INDOW contains the 3D scene. You can have
multiple GRAPHICS WINDOWS with different camera views or
attachments in each and the GRAPHICS W INDOW can be resized at
any time. The computation, graphics, user interface, and the total
processing rates are displayed in the upper right hand corner.
Additional information describing the overall efficiency of the scene
is also presented here.
Graphics Window
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Jack 8.2 User Manual SIEMENS PLM SOFTWARE
Change View
Changing the view is a very basic operation in Jack. A view change
can be done at any time just by holding down the <Ctrl> key.
Whenever the <Ctrl> key is depressed mouse movement
manipulates the camera location. Releasing the <Ctrl> key returns
operation to whatever you were doing before.
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Finally, the <RMB> pushes or pulls the focus point away from or
towards the camera. The only functional movement with the mouse
when pushing or pulling the focus point is up/down.
Command Result
CTRL LMB Rotate the camera
CTRL MMB Pan
CTRL RMB Zoom
CTRL + SHIFT LMB Rotate the View Reference
CTRL + SHIFT MMB Pan
CTRL + SHIFT RMB Push/Pull the View Reference
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Select Entity
International Menus
Jack allows users to customize the menus. For more information on
available menus or customizing your own, please contact
SIEMENS PLM SOFTWARE.
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Hint: Use the MESSAGE W INDOW to find the name of another figure.
Type in new coordinates. Use the Text Entry boxes in the MOVE
CONTROLLER. When you are finished hit ESC.
Use the EDIT>UNDO Menu command.
Exercise: Snap to
Move a human up.
In the MOVER DIALOG, select Ground Plane from the Snap Drop Down List
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In the MOVER DIALOG, select Site from the Snap Drop Down List
Select a site on the cube
Note: The x-axis that the box translates along is the x-axis of
the world.
Experiment with local translations along other axes using the other mouse
buttons
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Local transform
Hit the Space Bar once to toggle back to moving along the global coordinate
axes
Hold down the LMB to see the result
Hit the Space Bar to toggle back to moving along the local coordinate axes
Use the Mouse buttons to navigate (Rotate, Pan and Zoom) the Jack scene.
Move the Jack‘s palm to the VIEW REFERENCE. Notice that the camera now
rotates around Jack‘s palm.
Practice moving the VIEW REFERENCE to other objects
Make sure you try all the combinations of Mouse Buttons as well as
the Shift Key.
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Right Click RMB in an open area in the Graphics Window. (Not on a figure)
Next, Right Click RMB on the Human to access the Move command through
the context sensitive menu
Manipulate the figure. When you are through hit ESC.
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Rather than picking a figure with the mouse, click in the Figure Name Entry
Box.
Type the letter C
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.env files are also stored as ASCII text and can be opened/edited in
a text editor. Environment files can reference the .fig and .pss files.
This allows the user to reference one .fig or .pss file multiple times
in the same environment file or in multiple environment files. This
can help reduce the overall size of files associated with a given
project. This is also useful if a figure is modified. If you would like to
have that modified figure in every environment file in which it is
referenced, replacing the old .fig file with the new .fig file will
automatically make the changes to the files that reference that .fig
file. This is also applicable to .pss files referenced in an .env file.
If changes are made to the figure that occur more than once in an
environment or a figure that is used in multiple environments, you
will need to save the .fig file when prompted. If you do not save
changes to the figure, the .fig file will be written to the .env file.
Therefore, if you don‘t save the figure, the .fig file will be embedded
in the .env file. Other .env files cannot reference .fig files that are
embedded in an .env file. To create a .fig file from a figure
embedded in an .env file, simply open the .env file and save the
figure. If you resave the environment, the .fig file will be referenced
in the .env file. The .fig file will no longer be embedded in the .env
file.
It is a good idea to save the .fig file after you make any changes or
before saving the .env file. This is only necessary if you modify the
figure. If you have already saved changes to a .fig file, you will not
be prompted to save the figure when you save the .env file. Note if
you change visibility this will flag Jack to prompt you to save the .fig
file when you save the .env file. If you say yes, the visibility
changes will be written to the .fig file. If you say no, the visibility
changes will be written to the .env file.
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Figures
(Command: FileSaveFigures)
Figures are a collection of one or more segments, as well as any
associated sites, colors, and joints. This data is stored in a Figure
(.fig) file. Figure files contain references to segment files (.pss),
sites, material properties, and joint connections.
.fig files are also stored as ASCII text and can be opened/edited in
a text editor. Figure files can reference the .pss files. This allows
the user to reference one .pss file multiple times in the same figure
file or in multiple figure files. This can help reduce the overall size of
files associated with a given project. This is also useful if the
geometry is modified. If you would like to have that geometry
modified in every figure file in which it is referenced, replacing the
old .pss file with the new .pss file will automatically make the
changes to the files that reference that .pss file.
If changes are made to the geometry, you will need to save the .pss
file when prompted. If you do not save changes to the .pss file,
Jack will use the last saved version of the .pss file. Therefore, if you
don‘t save the .pss file you will lose any of the changes you have
made to the geometry.
It is a good idea to save the .pss file after you make any changes to
the geometry. This is only necessary if you modify the geometry.
This includes merging or splitting segments. The addition of sites,
joints, and changes in material properties are saved to the .fig file
so there is no need to save the .pss file if you make any of these
changes.
Segments
(Command: FileSavePsurf)
Segments make up the lowest level of the hierarchy. They consist
of tessellated geometry data that makes up an object. This data is
stored as ASCII text in a Psurf (polygon surface) file that can be
opened with any text editor. This format is consequently easy to
view and edit. These files have the extension .pss. Two sample
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Psurf files are shown below in order to illustrate how segments are
constructed.
Manipulations
(Command: FileSaveManipulations)
A scene or figure whose positions you want to use again later may
be saved as an .env file. Select the Include Camera check box to
save the coordinates of the current camera viewpoint coordinates.
File Archiving
(Command: FileArchiveSave File to Archive)
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Import
(Command: FileImport)
Jack is intended to be used with other design and analysis software
packages. Thus, geometry import and export capabilities are
necessary to allow the transfer of data to and from Jack. Typically,
you will bring geometry data for the scene to Jack from external
sources, perform your analysis, then export geometry to
downstream processes for further use.
Import Formats
Jack can directly open Vis (.jt) files and can import Vis (.jt), VRML
2.0 (.wrl), IGES(.igs, .iges), stereolithography (.stl), inventor (.iv),
and optimizer (.csb) files directly. Command line translators are
also available for these formats. In this chapter we will translate
files from several of these formats. Translation can be
accomplished from both the command line and directly from within
the program.
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Jack has the capability to use all of the above translators, and each
has its own benefits and limitations. This section discusses the
most commonly used translators and their features. Vis (.jt) files
when opened directly will support textures, however when .jt files
are imported into a scene the textures will be lost. VRML 2.0 is the
only file format that will support textures when imported. The IGES
5.3 file format will import wireframe data.
Import Options
Several optimization and CAD options are available when importing
data through the FILEIMPORT menu. In addition, basic scaling for
certain file types is available and the object type output by the
translator can be changed. You can control what type of file is
output using the Jack Type option.
JT Features
Jack Version supports JT file versions through v10.
Benefits:
Direct Load: Improves load time by factor of 10 in many cases;
Increases geometry handling capabilities including frame rate
and size of files that can be loaded.
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Limitations:
Joints within a JT figure: Segments within a JT figure can be
jointed, however, joints cannot be created between a JT figure
and another figure (native Jack or JT geometry). Attachments
can be used to create the same type of behavior.
Access to nodes, faces, and edges (includes no geometry
editing capabilities): Several features have been added in Jack
to help compensate for this.
- Zoom to: Allows users to zoom into any geometry in the
scene (including JT).The first piece of geometry in line with
the cursor will be selected
- Snap to Cursor Point: Same behavior as above but works
with move dialog.
Collision detection is not supported with JT geometry: Use psurf
swap to perform collision detection
Joints created within a JT figure will not be maintained in VMU
environment
A single part of a .jt assembly cannot be loaded individually
Segment highlighting may not work on all files
Adjust Displacement: Can be used to move segments without
creating a joint.
JT Export
Figures and scenes can be exports as JT. This option can be found
under File -> Export -> JT.
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Notes:
-In v8.2, JT Export does not support materials (colors). Exported
objects and figures will appear gray
-Texture mapping is not supported (ie, the psurf will export but
without any texture)
-Export is NOT supported for: 6.0/6.1 smoothskin human figures, or
JT figures
Functionality Psurfs JT
Translate to Native Jack ● ●
Display Assembly Hierarchy - ●
Display Settings ● ●
View Snap ● ●
Snap to Sites ● ●
Snap to Vertices ● -
Collision Detection ● -
Add Sites ● ●
Reroot Figure or Assembly ● ●
Rejoint Segments or Parts ● -
Move Figure or Assembly by Site ● ●
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Usage Details:
-The "root_override" site will be deleted if Undo is used after the
command.
-If the command is invoked multiple times the "root_override" site
will be moved - additional sites will not be added
CAD Export
(Command: FileExport)
VRML or IGES output of a Jack scene is an option for generating 3-
D version of you scene that you can share with others that don‘t
have access to the Jack software. Jack can export individual
figures or the entire Jack Scene.
Please note, the IGES and VRML translators are now considered to
be legacy. While these are outdated, we have chosen to keep
them available in order to support existing workflows. Please note
that these translators are provided as is: we are no longer able to
provide any updates to them. It is recommended that JT
import/open and JT export be used to manage your data.
VRML Export
(Command: FileExportVRML 1.0)
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Jack exports VRML 1.0. In both cases the segment definitions are
preserved in the VRML format. Assembly information, however, is
not saved.
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IGES Export
(Command: FileExportIGES 5.3)
Jack also exports IGES 5.3. IGES export includes the option to
save polygonal data as Bound Plane or Trim NURBS data.
Selecting the preserve hierarchy option will maintain segment
definitions (parts).
Capturing Images
(Command: FileScreen Capture)
Much of a designer or engineer‘s job when using Jack is centered
upon presenting analysis results for use in reports, design reviews,
company intranets, documentation, and even marketing. This
chapter will cover tools for creating high quality images, movies,
reports, and presentations using Jack.
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Screen Capture
Screen images can be generated easily and imported into other
applications. They can be included in documents, presentation, e-
mailed to colleagues and even placed on web sites.
Image Dialog
Screen Capture
Notice that you have the choice of several different file types to
save the image as. The options are slightly different for the
Windows and UNIX versions of the software. It is important to
specify the proper extension for the file type you select.
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Rendering
Selecting the Rendered check box generates a multi-pass rendered
image of the window. This will smooth jagged edges (anti-alias) in
the window image. Rendered images will take longer to create
because of the drawing process.
External Applications
There are cases where you may want to capture screen images
interactively, including areas outside of the GRAPHICS WINDOW . You
may want to capture the entire screen, including Jack‘s graphics,
message, and command window or you may want to capture an
image as you do something in Jack (e.g., to show the adjust joint or
move glyphs during a manipulation).
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Chapter_2.env
Move the cursor over the human figure and the boxes (do not select
anything).
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Select Open
Notice the JT file of a workcell comes in rotated about Jack‘s grid.
Move the entire JT Figure by selecting the move controller and rotating the
figure -90,0,90.
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Expand the figure and segment lists. Notice that the ASSEMBLY tab
expands to show you the original assembly of the JT figure. This is only
available when you open a JT directly.
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Undo
(Command: EditUndo)
Use this command to undo the last completed command. Multiple
invocations of the undo function will step backwards through the
command history.
Delete Scene
(Command: EditDelete Scene)
Use this command to clear the Jack window of all objects in the
environment.
Scale
(Command: EditScaleScene/Figure/Segment)
Jack allows you to scale segments, figures and the whole
environment. Notice that the SCALE FIGURE DIALOG allows for both
uniform scaling in all directions and non-uniform scaling where
each axis is scaled by a different amount.
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You also have the option of scaling interactively – the change will
take place immediately – or waiting for the Apply button to be
picked to have the scaling take place. The scale factor when you
scale interactively is always relative to the size of the figure or
segment when it is selected. The size indicated by a scale factor of
1.0 does not change.
Materials
(Command: EditMaterials)
One of the most basic display parameters in jack involves color. In
Jack, the appearance of objects in the environment depends on the
material properties of the surface as well as the parameters of the
light sources in the scene.
Color:
Predefined or user defined colors can be used when creating
materials. These are three component RGB color definitions that
are used to define the ambient and diffuse parameters in a specific
ratio. The parameters of the surface materials are:
Ambient:
The color of the surface when not illuminated by a light sources.
Diffuse:
The color of the surface when illuminated by white light.
Specular:
The color of the specular highlights of the object.
Glossiness:
An integer exponent describing the specular scattering of the
surface. The lighting model simulates specular highlights using the
cosine of the angle between the viewing direction and the reflected
light ray, raised to the glossiness exponent. If this exponent is large
(approximately 50), the specular highlights are small and focused. If
the exponent is small the highlights are broad.
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Note: Material names are associated with the default color the
object was assigned when it was loaded. Changing the color
will not change the material name.
Textures
(Command: EditTextures)
Texture maps are a useful way to add interesting detail and realism
to your scene without adding a lot of extra geometry. Jack uses the
concept of a texture plane to determine how to map the image file
onto the surface or surfaces you select. The relative position and
orientation of the plane and the texture faces determine how the
image will be projected.
Key Bindings
(Command: EditKey Bindings)
Predefined Shortcuts
As with many software packages, menus in Jack can be accessed
using the <Alt> or <Ctrl> key plus the underlined letter in the menu
name as an alternative to picking the menu item with the mouse.
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Custom Shortcuts
In Jack, custom key bindings, or ―hot keys‖, can be created for any
menu option and for any Tcl script (more about Tcl in later
chapters) to allow quick selection without using a mouse. Any hot
keys that you define are remembered until you change them.
Key Bindings
System Defaults
(Command: EditSystem Defaults)
Jack allows you to customize many features within the working
environment. The SYSTEM DEFAULTS DIALOG contains settings and
controls for the graphics window and the system. Any changes that
are made to the System Defaults will remain in effect until the
Factory Defaults are restored.
This dialog has several tabbed pages that define the current
system defaults for various components of Jack. To display a page,
click its tab. To modify any system default, select the appropriate
page, make desired changes, and then click the Apply button to
save all changes on all pages. If you dismiss the dialog without
applying the changes, you lose all changes since opening the
dialog or the last time you clicked Apply. The pages available from
the System Defaults dialog are (see Appendix for more details):
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Distorted Barrel
Note: The figure is not distorted this time because the figure is
scaled along its local coordinate system.
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Hit OK.
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Move the texture plane in front of your table top and align it with the top face
of the table using the Align to Face pick button. Note: You can move the
texture plane just like any other figure in the scene.
Select the texture file using the Browse button. Look in the Textures Folder,
and select a texture.
Hit the Apply button
Notice that the texture plan now displays the image file you selected. The
texture mapping dialogue box has automatically switched to the second tab.
Position the camera, the table, and the texture face so that when you look
through the texture plane at the cube the image in the texture plane falls
where you want it to be on the table.
Select the top two faces of the table as the faces you want texture mapped
as the target
Click the Tile Texture button off
Hit Apply
Move the texture plane out of the way so you can see the cube (you can
delete the texture plane if you want)
You should now see the texture on the table top.
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Enter a p in the Key Stroke text box, and pick the Control option
Select menu pick for the type of thing to bind.
Expand the human menu by clicking on the box next to the word Human.
Select the Properties option
Click on the Bind button to add to list of key bindings. Hit Apply to actually
have the key binding take affect
Dismiss the KEY BINDING DIALOG
Type Ctrl+p. The HUMAN PROPERTIES DIALOG should be on the screen.
Note: Key bindings will still be set next time you use Jack. You don’t have
to reset the shortcuts every time you use Jack.
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Center All
(Command: ViewCenter all)
This feature will reposition the entire scene in the center of the
workspace.
Zoom To
(Command: ViewZoom To)
Zooms into the point selected on the screen.
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Shade Scene
(Command: ViewShade Scene)
This command will convert wireframe objects to shaded objects.
Wireframe Scene
(Command: ViewWireframe Scene)
This command will convert shaded objects to wireframe.
Figure Projections
(Command: ViewFigure Projections)
Note Jack also provides a method of creating orthographic views
within the Perspective windows. These PROJECTIONS are viewed on
planes defined by the edges of the ground plane. Projections are
very useful for helping to position objects in three dimensions.
Projections are more compact than opening multiple windows and
can save having to continually adjust the view to make sure that
two objects are properly positioned.
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Textures On/Off
(Command: ViewTextures On/Off)
This command will toggle the display of texture maps on and off.
View Control
(Command: ViewView Control)
Most of the time you will control the view simply by holding down
the <Ctrl> key. However, additional options for manipulating the
view are accessible from the VIEW CONTROL DIALOG. The VIEW
CONTROL DIALOG allows you to set the position of the camera.
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This dialog gives you options for changing or setting specific view
parameters for Jack GRAPHICS W INDOWS. You can use the icon
to select specific GRAPHICS W INDOWS.
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Attaching a camera view is very useful for creating views from the
human‘s eyes. Sites with the z-axis pointing into the head (and
thus the –z pointing out) already exist on the head (between the
eyes) and on each eyeball. We will learn more about this in the next
chapter.
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Named Views
(Command: ViewNamed Views)
Frequently used views can also be saved allowing you to easily
position the camera in a specific location. This camera location can
then be used in this environment, as well as in other environments
you may be working with. This is a useful tool for capturing images
for presentation material.
Window Parameters
Manipulating views in Jack is key to effective interactive use and,
ultimately, your productivity. This section covers some advanced
viewing and window management operations that allow you
customize how you see your scene in Jack. Perspective and
orthogonal views are available in the create windows option. The
user can display both perspective and orthogonal views can be
displayed simultaneously, or two perspective or orthogonal views
simultaneously..
Create Windows
(Command: ViewCreate Windows)
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Window Sets
(Command: ViewWindow Sets)
This command will arrange the display of the Jack environment into
the specified window arrangements: Full Screen (the default view),
Four Panels, Two Panels/Vertical, Two+One/Vertical, and
Two+One/Horizontal.
Current Windows
(Command: ViewCurrent Windows)
This command allows you to select which window in the set to
display as the current (working) window.
Stereo Properties
(Command: ViewStereo Properties)
You can immerse yourself into Jack‘s world with the latest in virtual
reality techniques, including stereo glasses, boom- or helmet-
mounted displays (HMDs), CyberGlove, and full-body motion
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Object Hierarchy
(Command: ViewObject Hierarchy)
The OBJECT HIERARCHY provides an alternative view of your scene
that clearly shows the relationship between different figures and
their component parts. It can be expanded or collapsed to help view
the current scenes underlying structure.
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Process Simulate.lnk
Object Hierarchy
Toolbars
(Command: ViewToolbars)
This command allows the user to customize the display of the Icon
Toolbar.
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Exercise: Visibility
Delete the scene
Open the file Chapter4.env from the training folder
Right Click on a crate and select DISPLAY > VISIBLE
From the Object Hierarchy, turn the crate back on (make it visible) by right
clicking on the crate and then choosing DISPLAY > VISIBLE
Change the Object selector to segment
Turn off the segment human.bottom_head
Turn off the segment human.lower_torso
Turn off the segment human.right_upper_leg
Turn off the segment barrel.barrel, and table.table
Segment Visibility
Toggle the segment visibility from VIEW > TOGGLE SEGMENT VISIBILITY
This toggles visibility for all segments. Note the results in the
graphics window.
Turn off the segment human.bottom_head
Toggle segment visibility again
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Note: MAKE ALL VISIBLE will make the whole scene visible.
Wireframe Scene
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The Jack human figure is built upon the basic modeling elements
you have learned in previous sections. However, Jack‘s human
models are much more complex than anything you‘ve dealt with up
to this point. Jack‘s human model consists of 71 segments, 69
joints (many of which are multi-axis and multiple degree of freedom
joint complexes), and 135 degrees of freedom! On top of that,
behaviors and constraints are at work in human figures, controlling
realistic human responses automatically. Although this chapter is
only an introduction to Jack‘s human figure, it is probably the most
important in this course.
The latest Jack and Jill figures are constructed of meshes that
deform as the figure moves, much like our own skin. There are two
variants of the figure; Base male and female figures clothed in
form-fitting outfits that are well suited for detailed accommodation
studies, and Clothed figures, that feature typical work attire
including shoes, pants, and shirts.
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The clothed figures have been set as the default figures and can be
accessed by clicking on the Create default male/female icons along
the toolbar:
v6.0 Figures
With the Jack v6.0 release, figures with deformable surface mesh
construction were introduced. These figures were the first
generation of this technology and remain available to support
legacy studies. However, it is not recommended that these figures
be used for new studies, as the visual look and anthropometric
scaling fidelity of the latest figures surpass these early ones.
Segmented Figures
The segmented figures represent the original Jack figure type.
These humans are built of non-deforming geometry to represent
each segment. The segmented figures can be used for Advanced
Scaling, where the user has additional control over individual
segment dimensions.
For any figure type, if you wish to change the skin, hair or clothing
colors on your figures, this can be done by right clicking on the
human in the Jack scene, selecting Properties and going to the
Materials tab. Chose the material you would like to change from
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the list (ie. Pants), and click on Properties to bring up the color
palette.
Human Hands
Disembodied Hands
(Command: Object -> Create -> Figure from Library)
At times it may be expedient to only work with individual
disembodied hands as compared to posturing the entire body.
Therefore, disembodied hands have been introduced that can be
loaded from the Figure Library.
These hands are have the same anthropometry detail as are found
on the new figure, and the new hand shape dialogs can be used to
posture them.
Note that the anthropometry of these disembodied hands currently
cannot be changed
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Figure Scaling
The latest anthropometric scaling gives you control over not only
the stature and weight, but also the shape of the figure. Specifically
you will notice a Waist to Hip Ratio (WHR) slider on the scaling
dialog. This slider allows you to modify the body weight distribution
of your figure.
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WHR Slider
Sample Calculation:
Waist Circumference: 33 inches 33/47 = 0.70
Hip Circumference: 47 inches
The Waist to Hip Ratio slider is only available for the latest
figures. All legacy figures will continue to scale using the
previous scaling methods. This is to ensure that workflows
which rely on older figures (and scaling) are not disrupted.
If you are using a machine with low memory, try checking
the Conserve memory during anthropometric scaling
check box in System Defaults->UI dialog. This will reduce
the memory foot print of scaling operations.
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Create
(Command: HumanCreate)
Basic
(Command: HumanCreateCustom)
This brings up the Build Human dialog, which allows the user to
create custom humans. From the default Build Human panel the
user can create male or female figures of a specified height and
weight as well as child sized figures corresponding to a specified
age. You can also select which anthropometric database you
would like to use to scale your figure.
The basic HUMAN SCALING PANEL lets you create manikins based on
custom or percentile values for height and weight. Statistical
algorithms are used to size the other human dimensions and create
the human manikin.
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Advanced
(Command: HumanCreateCustomAdvanced Scaling)
The Advanced Scaling Panel allows for additional control over the
segmented human dimensions by letting the user specify a number
of anthropometric measurements for the human.
When using the segmented figures, Jack also allows you to model
humans of any dimension, not just ―5th and 95th‖ models. The
advanced HUMAN SCALING PANEL lets you create manikins using
specific anthropometric dimensions.
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Human Copy
(Command: Human Copy or RMB on Figure Copy)
Often it is desirable to quickly copy postural, anthropometric or task
specific parameters from one human figure to another. For
example, you may want to test different sized individuals reaching
to the same location. The Human Copy functionality addresses
these needs.
The Source and Target fields allow you to select the participating
humans in the scene.
If the Copy posture checkbox is selected, a number of associated
options will become available. Either the Joint Angle-based or Goal-
based approaches can be used.
Joint Angle based
With this approach, joint posture values are copied
from the Source to the Target human.
The Target human will be constrained to keep the
anchor site at the current location and orientation.
However, if the Copy location checkbox is checked,
the Target figure will be moved by the anchor site to
the same site on the Source Figure.
Goal based
With this approach, specific attention is paid to the
location of the hands, feet and gaze. This mode is
useful for Source and Target figures that have
different anthropometric dimensions. The functionality
copies the Joint Angles from the Source to the Target
figures, and then attempts to move the hand and feet
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Anthropometric dimensions
Copy Source Copy Target to be copied between figures
v70-base/clothed v70-base/clothed all
Properties
(Command: HumanProperties)
In Jack, human figures are like other types of figures, except they
have pre-defined sites, segments, joints, and constraints. There are
also special ways of manipulating them and describing their motion
(see Human Control dialog). Properties in this dialogue that are
common to all figures will be further discussed in the next chapter.
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Skeleton
(Command: Human PropertiesDisplay Tab)
Figures with joints have an underlying linkage structure that can be
displayed. Specifically, the joint locations and the segment structure
between these joints are displayed.
Human Behaviors
(Command: HumanBehaviors)
This dialog can be used to define specific behaviors for your human
figure. For example, balance control can be set using this dialog,
along with hand, foot and gaze control. Note, that the majority of
commonly used behaviors can also be accessed and set using the
Human Control Panel (described below).
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Human Behaviors
Human Control
(Command: HumanHuman Control)
The Human Control Panel can be launched from the main toolbar,
by clicking on . It is also available if you right-click on the
human in your scene and choose Control from the context menu.
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In the Human Control Panel, you will find 2 new posturing features:
Auto-Grasp
This feature offers the easiest way to automatically generate a
realistic reach and grasp posture for the human! From the Human
Control Panel, click on Jill‘s left or right hand and select Grasp
Segment or Grasp Figure. From there, click on an object in the
scene where you want your human to grasp. You will see the
human automatically reach to the object and wrap his/her hands
around the point you specified. Collision detection is used to define
the grasp posture. You can also click on ―Adjust Grasp‖ to fine tune
the resulting posture.
Braced Posturing
Braced posturing provides for rapid figure posturing in common braced
task conditions, along with the ability to predict the associated forces.
Recent research reveals that in addition to posture changes, force exertion
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direction is changed when bracing conditions are a factor, and can include
substantial off-axis components that impact biomechanical loading. The
braced posture prediction is based on these research findings and
computes feet location, body posture and forces.
From the Human Control Panel, load and position one or both of the hand
and thigh surfaces, then chose a point in the scene for the figure to
reach/grasp with the free hand(s). The bracing surfaces will be considered
during posture prediction. Furthermore, Jack will look to see what hand
loads (if any) are on the figure and will apply the appropriate bracing
forces, as well as update the task hand force according to the research
observations. Braced posturing allows you to predict more realistic
postures in scenarios where bracing is possible. In addition, braced
posturing impacts your ergonomic analyses, providing a more realistic
representation of the forces acting on the human.
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When Allow Yaw is clicked for the Hand Lock option, this will hold
the location of the hand, while allowing ulnar/radial deviation.
Bracing – using the hand and/ or thigh brace glyphs, you can
specify if there are surfaces in your scene that Jack/Jill can lean on.
These will be considered when predicting the overall figure posture
AND will update both the task hand forces as well as apply bracing
forces. The functionality is based on research conducted at the
University of Michigan (www.humosim.org).
When you click on Add Hand Brace / Add Thigh Brace, a glyph will
load into the scene. Move the glyph to a location where the human
can rest their hand/thighs. For example, if working at a table, the
human may be able to rest their thighs against the edge of the
table, and their hand along the surface of the table. Once the
glyphs are positioned, you can manually manipulate the exertion
hand(s) or choose to grasp an object, and the posture prediction
will use these bracing surfaces to predict a realistic posture.
Vision Targets – This allows you to select where you want your
human to look when postured. You can choose a site on an object
(Follow Site) and as that object is moved, the human‘s gaze will
follow.
Grasp – From the Jill image, you can right click on a hand to
access the Grasp Figure and Grasp Segment commands. These
allow you to pick anywhere in your scene and the human will
automatically reach to this location and grasp the figure/segment
(using collision detection).
If Precision Grasp is checked, the hand will close around the
selected object using this grasp type.
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Adjust Joint
From this tab you can manually adjust individual joint angles on the
human. Access to the various body regions can be found in the
Body Part drop down list or by clicking on a body part on the image
of Jill.
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Note: Access to the adjust joint feature will grey out for a body
region if other behaviors are set that prohibit a change in joint
angle. For example, if the hands are locked, you cannot adjust the
shoulder joint.
Predefined Postures
Interpolating Hand Postures – From the Hand Posture list, you can
Right click on a posture and select Start. Then you can click on
another posture, and select End. This will enable the Interpolate
slider which allows you to choose a posture somewhere between
the two selections.
Save Posture – at any time, you can click on save posture at the
bottom of the Human Control Panel. This will bring up a Save
dialog, where you can choose to save the whole body, or a hand
posture.
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A Lock symbolizes that the body part is locked and will not change
unless set to Unlock.
Undo Last Step- if you make a mistake while posturing your figure,
clicking Undo Last Step will send you back to the previous state.
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Eye View
(Command: HumanEye View)
The EYE VIEW DIALOG can be used to create a first person view from
your human figures. This lets you see what your human is seeing.
You can choose to create the eye view in your existing window
(TJ_Window) or create a new window. Eye views can be created
with the Head Forward, for Both Eyes, or for the Left or Right Eye
Only.
Notice that you can control which window has its view attached to
the human. The option to create new eye windows is also available
from the <RMB> context sensitive menus for the human figure.
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View Cones
(Command: HumanView Cones)
View cones are a graphical extension of the Eye View Window.
These cones emanate from the eyes of a manikin and demonstrate
what the figure can potentially see. View cones are actually
transparent cones that represent a particular visual angle from the
manikin‘s eyes. The default setting of 40 is taken from several
standards that define the ideal visual angle in which to position key
objects.
View Cones
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percentile male
You can also select an Anchor site (Heel, Eye Level, Hpoint) which will
dictate where the figure should begin scaling from.
Hit Scale Existing
Scaling dialogue for segmented figure Scaling dialogue for segmented figure
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male
Leave the scale dialogue open
Choose Custom for Height and Weight
Specify a Height and Weight
Hit Scale Existing
The human will scale to your desired custom height and weight
Scaled figures
Right click on the segmented human in your scene
Choose the scale option
Choose the Advanced Scaling Button on the bottom of the menu
You should see that you are able to change the dimensions of specific body
measurements
Adjust the Arm Length dimension of one of your humans
Once you have completed changing the size of your human from the
advanced scaling panel, let‘s save the new humans dimensions.
In the Save As field, name your human Fred (or any preferred name)
Select Add to Menu
Select Dismiss
Open the menu Human->Create Human you should now see Fred as one of
the options
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.
Select the Predefined Postures tab.
Scroll through the Full Body Postures list and click on Point. You may be
warned that some body parts are locked. Click Yes to proceed.
In the Hand Posture area, select the Left side and scroll through the list to
find Fist.
Right click on Fist and select Start Posture.
Scroll to find Neutral. Right Click on Neutral and select End Posture.
Adjust the Interpolate slider to adjust Jill‘s hand posture.
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Use the RMB on the human and select Default Standing Posture.
Use the RMB on the human and select Postures.
Select stand_overhead posture for the human from list.
Choose other postures to see what they look like.
.
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Note: The menus for display can also be found in the Human
Properties Display Tab.
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From the Control Panel, for the Left Hand, click Adjust Grasp.
Using your mouse buttons, move the hand on the box to create a realistic,
collision free posture. (You will see the grasp update automatically as you
move the hand to different locations on the box.
Put your mouse cursor in the middle of the tabletop table top and click the
LMB. This will snap the box to the tabletop.
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From the Human Control Panel, make sure the Prediction method is set to
Standing.
In the Bracing section of the Control Panel, Click to Add Hand Brace (left
hand).
A glyph will load into the scene in Snap mode. Click a spot on the table, to
the left of the box, to position the hand brace. This is the spot you think a
person would lean on when reaching to the box.
Click Add Thigh Brace. This will load a thigh brace glyph into the scene in
Move mode. Use your mouse buttons to adjust the glyph so it is on the edge
of the table in front of Jill.
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From the Control Panel, Foot Placement Zone section, click Add.
Next to Length type ―40‖ and hit Enter on your keyboard.
Right click on the red foot zone in your scene and select Move.
Use your mouse buttons to move the foot zone so it is no longer under the
table (it should align with the edge of the table).
In the Control Panel, select Right Hand for the Vision Target.
Next you will assign a load to Jill‘s hand, to represent her pulling the box towards her.
Note: forces in jack are always entered as reaction forces.
Switch to the Loads & Weights tab of the Control Panel.
Click Add Load.
In the Load Editor dialog, select the Right Palm Center from the drop down
menu.
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Click Apply (you should see the new load appear in the list of the Loads &
Weights tab)
Return to the Reach & Grasp tab of the Control Panel.
From the human image in the Control Panel, click on the Right hand and
select Grasp Figure.
From the Jack scene, click on the far edge of the box.
From the Control Panel, Grasp section, click Adjust Grasp for the right
hand.
Use your mouse buttons to tweak the grasp on the box. The hand posture
will continue to update automatically as you adjust Jill‘s hand position.
Click Esc. when done.
From the Control Panel, Bracing section, click display initial hand force(s).
A magenta arrow will appear in the scene, which represents the direction and
magnitude of the hand force exertion you entered in a previous step.
Go to the Loads & Weights tab of the Control Panel.
Click on Show All to display the bracing forces applied for your posture
scenario.
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Notes:
1. When a person braces against a surface, they often exert a
force on that surface. These forces change the biomechanics
of the posture scenario. In order to most realistically represent
your scenario, braced forces are applied to the human, and
can be reviewed in the Loads & Weights tab. If you are using
the Human Performance tools, these loads will be considered,
thus offering a more realistic assessment of the human
demands.
2. It has been observed (Humosim, University of Michigan) that
when surfaces are available to brace on, the direction and
magnitude of the original task hand force is often different
from what the person was originally asked to perform. When
bracing surfaces are used for posture prediction in Jack, the
original hand force data is displayed in magenta in the scene
and the resulting predicted forces are shown in blue.
3. Even if bracing surfaces are using during human posturing,
any forces applied to the palmcenter sites will be considered,
offering the most realistic representation of the posture, given
the required force exertion.
Click Dismiss to close the Control Panel. You will notice that all posturing
glyphs from your scene are removed when the dialog is closed.
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Place the window in a convenient location on your screen. Tip: you may need
to resize your TJ Window in order to view both windows concurrently
Use the Eye View Dialog to create a left eye view window and manipulate the
eyes without moving the head.
Note: The eye view can help you identify any obstructions in
the design.
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Create
(Command: ObjectCreate)
The object create command will allow you to create sites, joints,
nodes, faces, etc.
Site
(Command: ObjectCreateCreate Site)
This dialog lets you specify the location of a site with respect to its
segment.
Joint
(Command: ObjectCreateCreate Joint)
With this dialog, the user selects two segments or sites one fixed
and the other moving to create a joint between them.
Node
(Command: ObjectCreateCreate Node)
This dialog allows the user to create, move, or delete a node.
Face
(Command: ObjectCreateCreate Face)
This dialog allows the user to move, create, delete, reverse, or fix a
face.
Light
(Command: ObjectCreateCreate Light)
Much of a designer or engineer‘s job when using Jack is centered
upon presenting analysis results for use in reports, design reviews,
company intranets, documentation, and even marketing. Jack
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Create Light
You can create lights of various colors and intensities using the
LIGHT PROPERTY DIALOG. You can move the light icon around the
environment as you would any other object.
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CAD Objects
(Command: OBJECTCREATECAD OBJECT)
You can create basic CAD primitives in Jack. Use the CREATE CAD
OBJECT to create general objects such as; sphere, ellipsoid, cone,
cylinder, hollow cylinder, toroid, and gear.
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The OBJECT LIBRARY is a useful way to keep often used files easily
accessible. You can use the OBJECT LIBRARY to start to build up a
library of objects that you use often. In addition, many useful
objects are contained in the OBJECT LIBRARY by default. These
include objects that are part of the basic Jack distribution.
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A motor
A wooden pallet
A roller table
Roller surfaces
Modify Geometry
(Command: ObjectModify Geometry)
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DIALOG. You have the option to edit or create new nodes, edges,
and faces.
Reroot Figure
(Command: ObjectPropertiesFigure PropertiesConstruction
Tab)
The root site is the point that the figure is moved from. Every
segment has at least one site. The site located at the figure origin
(or local 0, 0, 0) point on the geometry and labeled as base, is
automatically created. The base site is used as the default root, or
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local reference, for the figure. If more than one site exists on a
figure, this local reference can be changed.
Visible
(Command: ObjectPropertiesDisplay Tab)
A basic function in Jack is the ability to turn specific objects ―On or
Off.‖ This disables the display of the object so that it is invisible.
This is different from actually deleting the object in that all
behaviors associated with this object still exist – only the rendering
is disabled. In large environments, turning objects that are not
being used off will help improve processing time.
Smooth Shading
(Command: ObjectPropertiesDisplay Tab)
In addition, you can choose how to render an object‘s faces -
Smooth or Flat. Smooth shading uses a shading algorithm for the
rendering that calculates different normals based on the normals of
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adjacent faces. The actual location of nodes and faces does not
change.
Note: The smooth and flat shading options control how the
object is rendered.
Trace
(Command: ObjectPropertiesDisplay Tab)
Another convenient analysis tool is a trace of where an object has
been during a motion. A trace is a graphical trail that objects leave
behind as they move through the scene. Jack provides for the
capability of tracing sites, and segments.
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Figure Ghosts
(Command: ObjectPropertiesDisplay Tab)
Ghost figures are images of figures in specific postures. The ghost
will look exactly like the original figure except it will all be one color.
Ghosts cannot be saved, moved, or manipulated. They serve only
to mark a posture temporarily for future use.
Figure Ghost
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We will now create a new site on the figure (we will use a barrel).
Move your view over to one of the barrels in the scene.
Open the SITE PROPERTIES DIALOG from the OBJECT>CREATE>CREATE SITE
menu.
In the Segment Entry select the barrel as the segment.
You will then be sent into MOVE for the new site. Notice that your move
button in the upper toolbar is red.
Move the new site by using the MOVE CONTROLLER and snapping it to a
NODE of the top of the barrel.
Hit escape when you are finished moving the site, and then hit
CREATE.
There is now a new site on the top of the barrel.
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In order to verify that you have a new site, let’s display the sites of the
barrel.
Dismiss out of the Create Site Window.
Right mouse click on the barrel.
Choose DISPLAY>TURN SITES ON
You should now see the new site on the top of the barrel.
In order to turn the sites off right mouse click on the barrel and choose
DISPLAY>TURN SITES OFF.
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You have now created a joint between the Crane Middle and the Crane Base.
Lets adjust the joint to verify it has been created.
Choose the Adjust Joint Icon from the Toolbar
Select the Crane (both the Middle and Base should highlight in Yellow)
Adjust the Joint by using the Left Mouse Button to click and drag
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Exercise: Lighting
Select the OBJECT->CREATE ->CREATE LIGHT menu option
Set the color of the light to white
Hit Create
Move the light in your scene. It is a figure that you can move like any other
figure
Note: Rotating the light icon will not have an effect. Lights are
actually points source and thus don’t have direction.
light. Give it a different color and intensity from the first. Move it into a
position where it also shines on the ball.
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Use the RMB to the figure context sensitive menu for one of the light figures.
Select the delete option
Exercise: Modify Geometry
This exercise will introduce you to editing geometry. You will use an
object from the library and change its shape in Jack.
Select the menu option OBJECT->CREATE->FIGURE FROM LIBRARY
In the OBJECT LIBRARY DIALOG, choose the file cube.pss from the Primitives
Library
Hit the Load button
You should now see a large cube at 0,0,0
Select the menu option OBJECT->MODIFY GEOMETRY->EDIT PSURF
Set the Entity Type to NODE
Select the MOVE option
Pick a NODE on the cube you just loaded in
You will then be in MOVE mode for the NODE you just selected
MOVE the node. Notice that the faces also move (or stretch)
Moving a Node
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Select the move controller (from the top toolbar or by right clicking on the
object and selecting move) and move one of your barrels. Notice the barrel
moves from a root site that is located at the center of the barrel‘s base.
Open the Figure Properties Dialog from OBJECT>PROPERTIES>FIGURE
PROPERTIES
Select the construction tab.
Using the selector choose one of the barrels in the scene.
Notice the Root Site says barrel.Barrel.base. This is the root site of the
barrel.
Lets change the root site to the center of mass.
Note: All objects have an existing site at the center of mass.
Select the arrow under the Sites section of the figure properties dialogue
from the barrel. You should see two sites. Select
barrel.Barrel.centerofmass and select ―Set Root‖.
Hit APPLY
You should now see the root site in the construction tab has been updated to
barrel.Barrel.centerofmass
Move the barrel.
The barrel is now moving from the center of mass. You changed the
root site from the center of the base to the center of mass.
Note: The object’s original root was at the center of the base.
By changing the root site the object now moves about the new
root site.
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The next several exercises will take you through some of the
display options for geometry in Jack.
Exercise: Visibility
You can turn objects on and off in the scene.
Use the RMB on the Human and choose DISPLAY->VISIBLE
You should see the human turn off.
In order to turn the human back ON, go into the OBJECT HIERARCHY
Right Mouse Click (RMB) on the human you turned OFF
The same Context Sensitive Menu comes up as you saw in the TJ window
Choose DISPLAY->VISIBLE .
You should see your human in the TJ window.
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Note: You may have to use the OBJECT HIERARCHY to pick the
segments if they get hidden behind the tracings.
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Attachments
(Command: ObjectPropertiesDisplay Tab)
Attachments allow you to connect one figure to another figure
within an environment by defining a given offset between the bases
of the two figures. It is a convenient way to attach objects without
combining them into one assembly. It is important to note that this
is a ―one way‖ attachment in which the parent figure controls
movement for both figures. The child figure can still be moved
independently.
This tab defines what figure this human/object is attached to and if
any figures are attached to this human. If the human is not attached
to any figures, the attach box will say ―world.base‖.
Attachment Tab
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Properties
(Command: ObjectProperties)
Each of the different entity types has a property dialog. The
selections are located in the OBJECT MENU under PROPERTIES or in
the context sensitive menus for that object type. Property dialogs
display information about the structure and status of an entity. From
the property dialog you can also create, delete, rename or change
the characteristics of an entity.
Figure Properties
(Command: ObjectPropertiesFigure Properties)
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Segment Properties
(Command: ObjectPropertiesSegment Properties)
The SEGMENT PROPERTIES DIALOG is available for any object in the
Jack environment. You can view construction information and
display options from this dialog.
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Site Properties
(Command: ObjectPropertiesSite Properties)
Jack uses the concept of ―Sites‖ to define specific coordinate
locations in 3D space. More specifically, Sites are triad axes that
define position and orientation relative to a segment‘s local
coordinate frame. They are the mechanism that allows you to
specify constraint goals, joint centers, or even measurement points.
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Joint Properties
(COMMAND: ObjectPropertiesJoint Properties)
Articulated figures are created in Jack using Joints. Joints allow
you to define the type of articulation between two segments by
specifying the type of DEGREES OF FREEDOM (DOF) and the origin of
this articulation. You can view, create, and edit joint information
through the JOINT PROPERTY DIALOG.
When you create a joint, you must define the connection point. You
have a choice of defining this point with the create joint between
segments or the create joint between sites option.
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Face Properties
(Command: ObjectPropertiesFace Properties)
The next important piece of geometry in Jack is the ―face‖. The list
of vertices or ―nodes‖ is used to define polygonal ―faces.‖ The
FACE PROPERTIES DIALOG contains construction information for a
particular face. It displays the material assigned to the face, the list
of nodes that form the face, the local and global coordinates of the
face center and the face normal.
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Reflection
(Command: ObjectPropertiesFace Properties)
Note: Light does not reflect so the location of the light source
is an important consideration when reflections are used.
Reflective Face
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Edge Properties
(Command: ObjectPropertiesEdge properties)
The ―edge‖ in Jack is the connection between two ―nodes‖ within a
―face‖. Edges determine the ―look‖ of an object when it is displayed
wireframe. The EDGE PROPERTIES DIALOG contains construction
information for a particular edge. It indicates which faces are on
either side of the edge and which nodes are at either end.
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Node Properties
(COMMAND: ObjectPropertiesNode Properties)
The lowest level of geometry is the ―node‖. Nodes define specific
coordinates in 3D space used to define faces and edges. In a Psurf
(.pss) file they are the first list of numbers. The NODE PROPERTIES
DIALOG contains construction information for particular vertices. It
displays the local and global coordinates for the node as well as the
edges and faces the node contributes to.
Adjust Joint
(Command: ObjectAdjust Joint)
A joint can be manipulated using the ADJUST JOINT DIALOG. When
you are in the adjust joint command you can move the slider bar,
enter a numerical value, or dynamically adjust the joint with the
mouse in the graphics window. The joint order determines the
corresponding mouse button. First in the list is the <LMB>, second
in the list is <MMB>, third in the list is the <RMB> etc.
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Note: When degrees of freedom (dof) are created for a joint, the
order in which they are created determines the corresponding
mouse button. First in the list is the <LMB>, second in the list is
<MMB>, third in the list is the <RMB> etc.
Motors On/Off
(Command: ObjectMotors On/Off)
This allows you to turn on or off all motors in the scene.
Joint Motors
(Command: ObjectCreateCreate Joint)
Motors are an alternative way to add motion to an environment
without using the animation system. The motor continuously
exercises a joint through its entire range of motion and does not
require any interactive manipulation except to start and stop it.
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Interactive Reach
(Command: ObjectInteractive Reach)
An Interactive reach is similar to an ordinary constraint, except that
there is no fixed goal. The goal is a global transform which you
manipulate interactively. Also, the relationship type is automatically
set to point-to-point. Interactive Reach can be applied to any jointed
figure and to manipulate any kinematic chain within a human figure.
Path
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Reflective Face
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Note: Each DOF has its own slider with an upper limit, a lower
limit, and a text entry box.
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Move the end effector of the Robot using your Mouse Buttons
Rotate the end effector.
Try to create your path on the floor of the facility so we can use it to
have the human walk the path in a later Chapter.
Hit the Add After option once you have your second point where you want it.
Continue to move and add sites on the path until you have a path on the floor
of your facility
Dismiss out of the Path Dialogue
You can also edit the points of the path if you need to move one
after you have created it.
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Note: Paths are a figure in your scene. You and use Context
Sensitive Menus to edit and change the visibility of the path.
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Constraint
(Command: UtilitiesConstraints)
Constraints specify conditions between figures that the simulation
system must try to reach. In other words, constraints are desired
relationships that are met as closely as possible. These
relationships can be described in terms of Position, Orientation, or
both. Jack uses inverse kinematics to manipulate multiple joints in
a figure to satisfy the constraints as closely as possible. As with
Joints you can view or edit constraint information through the
CONSTRAINT PROPERTY DIALOG. Since this is associated with
environments rather than objects this function is accessed from the
UTILITIES MENU under CONSTRAINT (UtilitiesConstraintConstraint
Properties).
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Constraint Dialog
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Type of Goal
Closest Node: Use this type of goal to pick a segment as the
goal. This constraint applies to the closest node on the
segment.
Face: Use this type of goal to select a face goal. When you
select a face goal, the end effectors is directed toward any
point on the face.
Hold: Use this type of goal to specify that the end effectors
should remain in its current location. The position and
orientation of the goal is taken from the current location of
the end effectors when you create the constraint.
Node: Use this type of goal to specify a point that is on a
site.
Relative Transform: Use this type of goal to specify a point in
space relative to a segment goal and then click the Set
Transform Location button to set the location relative to the
goal.
Site: Use this type of goal to specify a point that is on a site.
Transform: Use this type of goal to specify a point in space.
When you select this type, there is no goal edit field. Click
the set transform button to set the location.
Goal
This edit field and its associated pick button exist to select the end
effector based on the type of goal. For hold and transform goals,
this edit field isn‘t visible.
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Starting Joint
After selecting an end effector site, select a starting joint for the
figure's motion (for example, human.waist). This field is available if
you select the Rooting Constraint check box.
Rooting Constraint
Select this check box to create a rooting constraint for the figure.
This connects one figure to another. Moving a figure with a rooting
constraint creates a temporary constraint between the figure‘s root
and the transform created by moving.
Orientational Relationship
Use this option menu to select the desired relationship between the
orientation of the goal and the orientation of the end effector. The
available relationships are:
Aim: the relative position of the goal and end effector define
the aiming direction, so the position of the goal influences
the orientation of the end effector. The orientation of the goal
is ignored. Positional Relationship is unavailable for this
orientation type, so the end effector is free to move in space
in any way so that it can achieve proper orientation.
Selecting this option displays an Aim Vector edit field for you
to specify a vector that is local to the coordinate frame of the
end effector. The constraint attempts to position the end
effector so that this vector is aimed at the goal.
Align_direction: the goal and end effector must be aligned in
the same direction. Selecting this option displays a two
additional edit fields, End Effector Vector and Goal Vector
that let you define vectors in the local coordinate frame of
the end effector and goal, respectively. The constraint
attempts to align these two vectors in space.
Align_frame: attempts to align the orientation of the end
effector with the orientation of the goal. The X, Y, Z axes of
the end effector will be aligned with the X, Y, Z axes of the
goal.
Planar_direction: the goal and end effector must be aligned
in the same planar direction. Selecting this option displays a
two additional edit fields, End Effector Vector and Goal
Vector that let you define vectors in the local coordinate
frame of the end effector and goal, respectively. The
constraint attempts to align these two vectors in space.
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Positional Relationship
Use this option menu to select the desired relationship between the
position of the goal and the position of the end effector. The
available relationships are:
limit_spring: used to push away from a joint limit.
point_to_line: position the end effector along a line.
point_to_plane: position the end effector along the plane of
the goal. Selecting this option displays a Plane Normal
Vector edit field. The normal vector you enter is local to the
coordinate frame of the goal. The plane is assumed to pass
through the origin of the goal.
point_to_point: position the end effector at the point of the
goal.
rest_angle: used to pull towards a rest angle.
none: there is no positional relationship between the goal
and end effector.
Simulation Updates
(Command: UtilitiesSimulation Updates)
SIMULATION UPDATES turns off the simulation engine and frame
updates, so that constraints, motors, and anything else that
updates over time is stopped. Direct manipulation, like adjusting
joints, still functions normally. Probably the most common use is
with motion tracking, where it allows users to modify the scene
without constraints constantly moving things around. It‘s a quick
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Measure Distance
(Command: UtilitiesMeasure Distance)
Scalar
MEASURE DISTANCE is a convenient way to obtain static dimensions
between two points in space. This command lets you position to
endpoints in a line and then calculates the scalar distance, XYZ
component vector distances, and the XYZ rotational differences.
Advanced Rulers
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The Advanced Ruler tool can be found in the Utilities menu ->
Advanced Rulers -> Create/Edit.
You can also find a list of all the rulers you have created or saved
with your scene in the Utilities menu -> Advanced Rulers - >
Current Rulers
Rulers
(Command: UtilitiesRulers)
A ruler allows you to dynamically display the distance between two
segments or sites continuously, even when the objects have been
moved. The endpoints for this ruler are attached to a segment and
can be offset to a particular point in space relative to that segment.
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Rulers are drawn as white and red lines between points. These
ruler ―ticks‖ change color every 10 units by default, however, the
tick distance as well as the display units can be changed. The
current distance is always displayed at the center of this line.
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Logging
(Command: UtilitiesLogging)
Jack maintains a log of all operations it performs. This is useful for
generating macros by capturing interactive commands and creating
Tcl script files. Use this dialog to select a log file; start or stop the
log file; edit the current log file; and select what appears in the log
file. The default log file name is ―.jk_log.tcl‖ and it is stored in the
user‘s settings file directory (e.g. $HOME/jack_4.1).
Reach Zones
(Command: AnalysisReach Zones)
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Let‘s start by using collision detection on a figure and a segment (the human
squatting to lift a crate off the shelf).
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Collision Detection
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Exercise: Constraints
Load in the file smallcube.pss from the OBJECT LIBRARY
OBJECT>CREATE>FIGURE FROM LIBRARY
Load in the file chain.fig from the OBJECT LIBRARY
OBJECT>CREATE>FIGURE FROM LIBRARY
Open the CREATE CONSTRAINT DIALOG from UTILITIES>CONSTRAINT>CREATE
CONSTRAINT
Move the chain and small cube in the scene so they are not loaded on top of
one another
Select a site on the cube as the Goal Site
Select chain.arm2.top as the End Effector Site
Select chain.basejoint0 as the Starting Joint
For the Orientational Relationship Drop Down Box select None
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Note: The two constraints can work across the same joint
structure.
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Scalar Measure
Click on the Position Point 1 button and select a different location for the
end point
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Note: You can use all the tools you normally would use to
locate sites or objects relative to other objects to place the end
point of the ruler. The point you choose will determine which
segment the ruler end points move with.
Hit Create
Move one of the figures
Notice that the ruler dimensions change as the distance between
the two endpoints changes.
Move the other figure
Hit the Delete button to remove the ruler completely
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3D Motion
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Animation Window
The Animation Window contains all the functions necessary to
create and playback motions in Jack. It consists of a menu, toolbar,
and timeline.
Menu
The menus in the Animation window contain all of the commands
available to create a simulation in Jack. They are organized into
basic File and Control operations, Motion Primitives, and
Timeline Options.
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Rewind to Start
Stop Playback
Timeline
The Timeline graphically represents each motion within a time grid.
You can delete, move, resize, and edit these motions using the
<RMB>. You can also interactively move and resize specific
motions by dragging them with the <LMB>. Finally, you can modify
the size of the timeline using the + or - Button at the bottom of the
animation window.
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Motion Basics
Motions in the Jack animation system require several basic
parameters: a motion name, a weight, a velocity, a start time, a
duration, and an objective or goal. Notice that a motion initial state
is NOT required. In Jack the initial location is grabbed from the
previous motion. This makes editing Jack motions very easy. There
is only one state per motion that needs to be changed and this
automatically updates subsequent motions. This format does
require a starting position at time zero, however.
Generate
(Command: ModulesAnimation SystemControlGenerate)
Jack uses key framing to create motions. The starting frame is
defined from the last position of the previous motion. When a new
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motion is created, you will only need to define the last position of
the previous motion and Jack will figure out how to translate
between the end position or the last motion to the newly defined
position (after the motions have been generated).
Jack Walking
Set Frame 0
(Command: ModulesAnimation SystemControlSet Frame 0)
The starting position for all objects in the environment is
automatically specified when the ANIMATION MODULE is first created.
It is possible to change this. It is also necessary to explicitly set the
starting positions when new objects are added to an animation by
setting frame 0 using the icon or by following the path above.
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Motion Name: Each motion will have its own unique name.
Start: This parameter specifies the starting time for the motion.
Note that the time will be either listed as seconds or frames. There
are 30 frames in a second on the animation timeline.
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Figure Motions
(Command: ModulesAnimation SystemGeneralFigure)
Figure Motions provide an easy way to translate and rotate a Figure
around the environment. In fact, you use the MOVE CONTROLLER to
reposition the figure. When you are finished, the motion dialog
captures the current location of the figure and uses it as the goal in
the animation.
Joint Motions
(Command: ModulesAnimation SystemGeneralJoint)
Joint motions provide a convenient way to specify goal positions for
many joints at once. Specifically it is possible to create a joint
motion that moves one joint in a figure, several joints in a figure, or
all the joints in the figure to specified goal positions.
You can do any interactive manipulation to set the goal location for
the joints. Every joint in the list will be animated by the motion.
Note: The position of every joint in the list at the time the
Create button is hit will be taken as the new goal. Only this
final position is recorded, not the path of the movement.
Timed Attachments
(Command: ModulesAnimation SystemGeneralRelational-
Timed Attach)
Time attachments let you control the movement of one figure by
attaching it to another.
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Timed Attach
Constraints
(Command: ModulesAnimation
SystemGeneralRelationalConstraints)
Constraints define a constraint for a set duration of time during a
portion of your animation.
Path Motions
(Command: ModulesAnimation SystemPathsFigure Path)
Path motions let you attach objects to predefined paths in space.
The site path1.paths.point will move along the path over the time
interval of the path motion. The motion of this site can be used to
control an object‘s translation and orientation.
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Human Motions
(Command: ModulesAnimation SystemHuman)
Human Motions in Jack are just Basic motions using all of the
human manipulations and behaviors available in the Human
Control Panel. Just like Figure Motions, the Human Control Dialog
is used to manipulate the human. The Motion Dialog then saves the
new human position.
Timed Behaviors
(Command:ModulesAnimationSystemHumanTimed Control)
The behavior setting of the human affects what motion results when
you create motions for the human. It is possible to explicitly control
(and change) the human behavior settings during the course of an
animation.
Camera Motions
(Command: ModulesAnimation SystemSceneCamera)
Camera motions allow you to change view during an animation.
When you create this motion the camera doesn‘t move. It is already
at the goal position. By default the initial frame doesn‘t contain
camera information. As a result, the first camera motion becomes
the initial location for the camera.
Channelsets
Channelset files are a way to save multiple motions or channels
(joint angles and positions for each frame) into one motion.
Channelset files can be read back in and added to your animation.
Creating Channelsets
(Command: ModulesAnimation SystemChannelsetsSave
Channelsets)
A channelset can be created for any time frame and for any figure
in the environment. In addition, a single channelset file can contain
motions for multiple figures.
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Notice you can load many channelset files and can select any of
these. Also, the duration option in the dialog is grayed out. Unlike
other motions, a channelset‘s size is specified in the channelset file.
Otherwise, the motion can be deleted or moved like any other
motion in the timeline.
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Channelset Editor
The editor allows individual joint and figure motions saved within a
channelset to be included or excluded. The channelset file can be
loaded into the editor from CHANNELSETLOAD CHANNELSET. The
new channelset can then be saved and used to create a new
animation.
Movie Export
Movies that can be played back outside of Jack are useful for
sharing simulations with others. These are very easy to create with
Jack. The Export Animation dialogue is located under
ModulesAnimation SystemFileExport Animation.
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Movie Export
Jack will generate images for each frame and compile them into an
animation file. Images for this animation can be rendered the same
as individual screen captures. Finally, the screen saver should be
deactivated during the entire export process. Windows or other
activities that interfere with the animation will be recorded into the
subsequent movie. The movie will be automatically saved to your
home directory.
Resolution
The resolution determines how large the movie image is and also
how big the resulting file is. Use the smallest resolution you can get
away with. If you try to resize a movie created at a low resolution to
make it larger you will notice the lack of resolution. The image will
be very coarse.
Animation Options
The start and stop time allows you to crop the beginning and the
end of your timeline. In other words, Jack allows you to select a
portion of an animation to export. The default times in the dialog are
the actual beginning and end frames of your animation.
Output Options
Jack‘s animation system allows you to output a finished movie in
AVI or MPEG format, environment files (saves object positions) for
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Video Compression
When AVI format is selected for video export, you will be prompted
to select a video compressor and quality setting, to optimize the file
size of your video.
It is important to note that the selection and use of codecs for .avi
movies is a function supported/controlled entirely by Microsoft.
Jack cannot edit any of the codecs provided in the selection dialog,
nor can the software control the success of using any particular
codec. Furthermore, the construction of .avi movies can have a
heavy memory footprint. Very long/large videos may not export as
expected.
Compression Dialog
Animation Tips
Constraint Vs Joint Motions:
Joint motions tend to be smoother than constraint motions in
animations. Constraint motions required a considerable amount of
computation for figures with a number of joints and the motions
may therefore be less fluid when constraints are used. It is
recommended that you use the constraints to position the figures
for the motions, but record the joint positions in the motion file.
Constraint based motions do have an advantage over joint based
motions in terms of their ability to react to changes in the scene or
animation. For example, if an arm motion is used to reach a box in
the scene, the animation will automatically change appropriately if
an earlier motion is modified top put the box in a new location. If a
joint motion had been used, the figure would continue to reach for
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the old location of the box, since only the joint displacements (and
not a constraint/behavior goal) are recorded.
Generation:
Disabling the TJ_Window during generation will generate the
motions faster. Simply right click in the TJ_Window and select
Disable.
_Motcs File:
The _motcs (also referenced in this document under Quickstart) file
is automatically created when you save the _motions file from the
animation panel. This file will open automatically when the
_motions file is loaded. This has two benefits.
1. Generation is not required unless changes are made to the
motions.
2. Packet size is greatly reduced during collaboration. Loading an
_motions file that has an associated _motcs file will
automatically load the motions on all participants and then only
the frame, rather than all the motions, will be collaborated.
Quickstart:
Animations can now be loaded and played without requiring users
to generate the motions. This has been integrated into Jack 6.0 and
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Move the sphere to a new location for the move animation. When finished hit
Create, Apply and dismiss the dialog.
This will create a motion in the Timeline.
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Note: Both motions are resized to the new size of the default
group.
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Hit Generate .
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Realtime Playback
Hit Play
The animation plays back at half the time.
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Now you are going to create a path for the human to walk along. The human
needs to walk to the monitor station near the robot.
In the Object Hierarchy, delete the existing Path in the list by Right Clicking
on the Path and Selecting Delete.
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Path Point #1
You will see the Path Dialogue open and the first path point has been
created at 0,0,0. Keep the first point at 0,0,0.
Hit Add After to add another point. This point has been created in the same
location as the last point. (See image below for a sample of locations for path
points).
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Move this second path point. Be sure to have all path points created on the
floor (Y=0).
Once you have the second path point where you want it, hit Add After again.
Another point has been created on top of (in the same location) as the last point.
Move this third path point to its desired location.
Keep adding points until you have a path that ends in front of the monitor
station. See image below.
Path Creation
Once you have completed the path, hit Create and then Apply. Finally,
Dismiss the Window.
Now that you have added a path to the scene, you need to reset frame zero.
Hit Set Frame 0.
In the Animation Window, select Human---Path Walk.
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Now that you have added a path to the scene, you need to reset frame zero.
Hit Set Frame 0.
In the Animation Window, select Human---Path Walk.
The Path Walk Dialogue will open.
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Arm Motion
Once you have completed moving the hand, Hit Create, then Apply and
finally, Dismiss the window.
A new arm motion has been added to the timeline.
Hit Generate.
Create a head motion at the same time as the arm motion.
In the Animation Window select Human---Head
The head motion dialogue window will open.
Leave the weight and velocity set at constant.
Set the Start Time at 2 Seconds (the end of the path walk).
Set the Duration at .5 Seconds (the same as the arm motion).
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Head Motion
Select the human.
Hit Adjust.
The Human Control Dialogue will open.
Move the head to the center of the computer monitor. (Use the Snap To Face
Center feature)
Hit Create.
Dismiss the window.
Hit Generate.
The head and arm motion happen at the same time in the timeline.
Using the Adjust Joint Icon in the Jack Toolbar, select some of the joints on
the robot to understand where they are located. Do not adjust the joints.
Notice that there are several joints located in the Robot.
Make sure you are at the end of the Timeline in the Animation Window. You
should see a red line at the end of the timeline.
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You will now move the robot to pick up the box on the table.
In the Jack Toolbar select Object---Interactive Reach
Select a site on the end of the robot for the End Effector Site.
Select the base of the robot (Robot_Jack5.J4) as the Starting Joint.
Begin Move.
Move the head of the robot to the cube.
Dismiss the window.
Interactive Reach
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Create another Robot motion to move the cube off the table and to its new
location. Use the Interactive Reach and Joint Motions to create multiple robot
motions.
Once you have the Robot Motions and the Cube Moved to the conveyor, add a
figure motion for the cube to move down the conveyor.
General---Figure
Choose the Cube
Specify a Start time and Duration.
Move the Cube to its new location.
Apply and Dismiss the window.
Generate.
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Move the timeline in the Animation Window to 2.5 Seconds (This is at the
beginning of the Robot motions)
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Motion Capture
(Command: ModulesMotion Capture – Real-Time)
The Motion Capture (MoCap) Module allows you to capture and
playback motions using Virtual Reality (VR) hardware with Jack
human modeling and simulation software.
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The Third Party MoCap tracking setup dialog can be found under
―Modules- > Motion Capture -> Communication Protocol ->
Tracking Setup‖.
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Plug-ins
(Command: ModulesPlug-ins)
The Add-on Module system is configured via the Plug-In manager
available on the Modules menu. The module system allows you to
add capabilities to Jack selectively as they fit your needs. The ADD-
ON MODULES DIALOG box appears in the figure below. By moving
Modules to the ‗Auto-Load‘ list, they will automatically appear in the
Modules menu each time you start Jack.
Plug-in Dialog
This Dialog box allows you to see all of the currently available
modules as well as add any custom-developed modules to the
menus (using the Browse button).
CPort
This is a tool for socket communication between Jack and other
applications. Jack receives Tcl strings and interprets them. Added
are a number of easy to use script functions to make scripting easy.
CableGenerator
This tool creates cables and cable like figures using joint chains.
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CameraTracking
This allows the camera to be synchronized with either a figure
bounding box center or a site. A constant offset is maintained
between them. It has both dolly mode which maintains a fixed
height, and boom mode, which follows the height of the entity.
For a full description of this module and a sample use case, click on
the Usage button at the bottom of the module‘s dialog.
ElevationTransition
The Elevation Transition module allows you to compute and
visualize a trajectory for climbing up and down stairs and ramps.
Using this module you can easily define the layout of your staircase
or ramp, and Jack will automatically compute the steps necessary
to ascend/descend. These footsteps, along with Jack or Jill‘s
motions, can be visualized, edited, and exported to the animation
system for use in creating a simulation.
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GridGenerator
This is a tool for generating wireframe rectangular and hemispheric
grids. Users have been asking for the ability to move our grid and
for tools to help determine where objects are in the field of view.
Grid Generator
HumanMaterials
Often it is desirable to change the color schemes on human figures
either for visual or identification needs. The HumanMaterials
Module makes this easy by allowing you to select from various pre-
defined figure material color combinations. These schemes can be
previewed and applied to the figure. You can apply these to your
human figure(s), choose to save them as your defaults, or use them
as the starting point for your own custom color
combinations.
Note: This module is designed to work with the v6.0 smooth skin
figures only.
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JackCollaboration
The Jack Collaboration module facilitates communication between
multiple instances of the Jack application running on separate
machines. The position and joint angles of figures from one Jack
process (server) can be shared with other Jack processes (clients)
in real-time. This can be useful when working with colleagues in
various locations. You can share your working session in real time
while others are directly viewing the motion and positional updates
you are making to the Jack figures.
For more information, click on the Usage button within the Jack
Collaboration dialog
Kinect
An interface has been developed between Jack and the Kinect tool.
This exploratory module can be found in: Modules – Plug Ins –
Kinect. This modules offer two modes of subject tracking: Scene
Navigation and Human Posturing. Navigation looks at your arm
gestures to maneuver the Jack (or Jill) figure through the scene.
Posturing mode tracks your gross body postures and maps those to
Jack (or Jill). Additional documentation can be accessed from the
Kinect Module User Interface, and we encourage you to review this.
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PrintToJack
This tool generates movable, scalable, modifiable, 3D text from a
text editor in the Jack scene.
PrincipleComponentManikins
This generates boundary manikins which samples of different
extreme anthropometric proportions for testing.
Sample
This is a well commented and documented module that shows how
to use Python and Tcl together to create add-on modules for Jack
Sweeps
This generates geometry for a list of segments for every location
that they were at during a motion. Continuous mode hulls out the
volume for a continuous surface.
SyncSwimming
This tool synchronizes joint angles between two human
figures. This is most useful in VR scenarios where someone
wearing sensors or markers would be able to manipulate a human
figure model of a different size and proportions.
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Sync Swimming
TATReporter
This outputs the results of the 3DSSP, LBA and Fatigue Analysis
for every frame of an animation. It allows for setting hand load
changes in the animation.
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APPENDIX
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Jack v7.0 and newer utilize DirectModel 7.3. This allows for JT
v9.4 files to be read. Jack also has the ability to make use of the
Graphics Processor Unit (GPU) for certain computations. In
particular, the smooth-skin deformation can be pushed to the GPU.
As this is a fairly costly computation, but highly parallel in nature,
switching to the GPU can significantly improve performance,
especially in situations where the main processor (CPU) is tied up
with other computations.
jiViewer_setRenderOpt [jiViewer_current] 3
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0 1 2 3
VCO Mode
(Vertex Cache
VBO Mode optimized
DisplayList (OpenGL Vertex OpenGL Vertex
Mode Index Mode Buffer Objects) Buffer Objects)
Faster to
Random Fastest Render
Fastest Render Standard Render Performance
Performance Performance Performance usage
3x memory standard 1x to 2x 1x to 2x
usage memory usage memory usage memory usage
Color:
This page of the System Defaults dialog defines colors used in the
Jack environment. Use this group box to select or modify the color
used for the selected object. Use the radio buttons (defined below)
to identify the object whose color you are changing. The group box
includes a color sample that interactively shows changes you
make. You can select from among the pre-defined colors or
materials in the scrollable list at the bottom of this group. You can
then use the Custom group to modify the color as desired.
Custom: This group box consists of slider bars for Red, Green, and
Blue. You can also specify numeric values for R, G, and B in the
text edit fields below the respective slider bar.
Major grid color: Specifies the color of the major grid line divisions
for the ground plane.
Minor grid color: Specifies the color of the minor grid line divisions
in the Graphics Window for the ground plane.
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Graphics:
This page of the System Defaults dialog specifies how objects
appear in the Graphics Window.
Set Grid/Glyph Scale: Use this edit field to enter the grid/glyph
scale.
Set Line Width: Use this edit field to enter the grid line width.
Near Clipping Plane: Use this edit field to enter the position of the
near clipping plane.
Far Clipping Plane: Use this edit field to enter the position of the far
clipping plane.
Solver:
This page of the System Defaults dialog defines constraint solver
parameters used by Jack. Use caution when making changes to
this page. These parameters affect the solution of user defined
constraints and also human behaviors and manipulations that make
use of built-in constraints.
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UI:
This page of the System Defaults dialog specifies options for the
user interface.
Dialogs stay on top of main graphics window: Select this check box
to have all Jack dialogs remain on top even when you click on the
Graphics Window. If you unselect this option, you can bring dialogs
to the top by pressing <Alt+Tab>.
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Open option dialog when importing files: This check box is used to
indicate whether the import options dialog should be automatically
opened when importing a file.
Help Browser: Use this radio buttons to select the browser to use to
display on-line help. The default is an internal browser. Other
options are Netscape and Internet Explorer (Windows only). The
Netscape and Internet Explorer options require that you already
have the selected browser be installed on your machine.
Maximum Number of Recent Files: Use this edit field to enter the
number of files you want to appear in the list of files most recently
opened. This list appears in the File menu above Exit.
Units:
This page of the System Defaults dialog defines the units of
measure used in the Jack environment. You make selections from
the drop-down list for the type of measure you want to modify. If
desired, enter an increment in the associated edit field.
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Viewers:
This page of the System Defaults dialog defines parameters for the
Graphics Window viewer. Specifically from this page you can
control the display of performance information, default lighting, and
the sensitivity of the view control.
Show Frame Rate: Use this check box to turn off or on the display
of frame rate information in the upper right hand corner of the
Graphics Window
Show Frame Information: Use this check box to turn off or on the
display of a frame count in the lower left hand corner of the
Graphics Window
Camera Light: Use this check box to determine whether the default
light located on the camera is on or off
Horizontal View Control Gain: Use this edit field to define gain for a
horizontal change of view
Vertical View Control Gain: Use this edit field to define the gain for
a vertical change of view
Zoom View Control Gain: Use this edit field to define the gain for
zoom
Horizontal Slide View Gain: Use this edit field to define the gain for
horizontal slide change of view
Vertical Slide View Gain: Use this edit field to define the gain for a
vertical slide change of view
Horizontal Pan View Gain: Use this edit field to define the gain for a
horizontal pan view change
Vertical Pan View Gain: Use this edit field to define the gain for a
vertical pan view change
LOD (Level of Detail ) Quality: This can be used for JT data only.
Data must be loaded (not IMPORTED) AND requires the "level of
detail" nodes to be pre-defined. The higher the level of detail for a
part, the slower the rendering. Low LODs are useful for faster
rendering when detail is less important.
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Note: the .jt file must to be generated with the different levels of
detail per part as Jack cannot generate them on the fly.
The slider goes from 0.00 (in which the highest LOD will be
defined) to 1.0 (the lowest one). Unfortunately, this is opposite to
convention where a higher value would represent a higher LOD.
The point on the slider at which a different LOD takes effect is pre-
defined in the .jt file construction. This is not exposed nor controlled
in Jack.
Screen Size Culling: Use this check box to indicate whether screen
size culling should be used to prevent the rendering of small
graphical objects during object or view manipulation.
Draw Final Frame Full: Use this check box to specify whether
screen size culling should be bypassed when redrawing after a
manipulation or view change. This allows screen size culling to
optimize the frame rate during manipulations without compromising
the appearance of the scene during static viewing.
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Site:
The object you are moving will align to both the position and
orientation of the site picked (combines the snap to site position
and snap to site orientation options described below).
Site position:
The object you are moving will snap to the location of the site you
pick while keeping the original orientation.
Site orientation:
The coordinate axes of the object you are moving will snap to the
coordinate axes of the site picked, with as little rotation as possible.
That is, Jack finds the coordinate axis of the thing you are moving
that is closest to the orientation of the selected site and then aligns
the two axes. The position of the object being moved will not
change. Only its orientation will change.
Node positions:
The object you are moving will snap to the location of the node that
is picked, keeping its original orientation.
Edge line:
The object you are moving will then snap to the closest point along
the line defined by the selected edge. That is, the object will move
along a path perpendicular to the line defined by the edge. The
final position of the object being moved may or may not lie between
the endpoints of the edge. The orientation of the object will not
change.
Edge Position:
Same as Edge line except position snapped to must be between
the endpoints of the edge selected. If the closest point to the line
defined by the edge is not between the endpoints, the object will
move to the closest endpoint.
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Edge orientation:
The object you are moving will snap to the orientation of the
selected edge. As with the snap to site orientation, Jack aligns the
coordinate axis that is closest in orientation to the edge with the
edge.
Face Position:
Same as Face plane except the position snapped to must be within
the selected face. If the closest point to the plane defined by the
edge is not within the face, the object moves to the closest point on
an edge.
Face Center:
The object you are moving will snap to the center point of the
selected face. The orientation of the object does not change.
Face plane:
The object will move to the closest point in the plane defined by the
face. The orientation of the object will not change.
Face orientation:
The object you are moving will align to the orientation of the face
normal.
Square orientation:
The orientation of the object is changed to align with the global
coordinate system.
Ground Plane:
The object is moved so its lowest node is at the ground plane (i.e.,
y = 0).
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www.siemens.com/plm/jack
www.siemens.com/tecnomatix
Jack users have a new social media community site where to ask
questions and get answers regarding use of Jack. You can join that
community here:
www.siemens.com/plm/community/tecnomatix
www.siemens.com/plm/support
You can also download the latest version of the application, or any
patches, from the GTAC product download site here:
https://download.industrysoftware.automation.siemens.com/download.php
Once you logon to the site using your webkey, click on ―Product
Downloads‖ and scroll down to the Jack section.
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These are files that are in the user‘s home directory and
save settings within Jack.
.jk4.install:
Refers to where to find files if environment has no path in
reference. If the file that Jack is looking for is in your working
directory, it will use that first.
.jkrc:
Jack variable that you want to persist from session to session.
Includes information on units, recently used files, location of
windows. Additional variables may also be set by modifying this file
(located in %HOME%/jack_8.2).
.jk.log:
log file similar to .jk.log.tcl, except that it can‘t be run as script. This
is just the messages minus the code to repeat steps
.jk.views:
All saved ―named views‖
.jk.log.tcl:
Log file. Prints log viewer. Will persist until Jack is restarted. This
file is continuously written (located in %HOME%/jack_8.2).
.jk.log.tcl~:
This is a back up of the previous runs log file: .jk.log.tcl.
.jk.humans.simple:
Contains information on human models that have been created and
scaled using the standard scaling dialog. This is used by the ‗Add
to menu‘ option in the Simple Scaling dialog.
.jk.humans.complex:
Contains information on human models that have been created and
scaled using the advanced scaling panel. This is used by the ‗Add
to menu‘ option in the Advanced Scaling dialog.
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jack801-win64.bat / jack801-win32.bat:
Start up script. Includes information on directory paths and install
directory (this is located in the root of the Jack Installation).
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Basic Scripting
(Command: ViewToolbars – Consoles)
Python:
Python homepage: http://www.python.org
Python v2.6.6 documentation: http://docs.python.org/release/2.6.6/
Books: http://wiki.python.org/moin/PythonBooks
License: http://docs.python.org/release/2.6.6/license.html
Tcl/Tk:
Tcl/Tk homepage: http://tcl.tk
Tcl/Tk v8.5.x documentation: http://www.tcl.tk/man/tcl8.5
Books: http://www.tcl.tk/doc/
License: http://www.tcl.tk/software/tcltk/license.html
Tix License: http://tix.sourceforge.net/dist/current/license.terms
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Glossary
Collision Queue: Defines the list of objects in the scene which are
checked for collisions. You can add segment members to the
queue via the collision detection utility interface.
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End effector: The end effector is the reference point on the figure
which is constrained. The positional component of the end effector
must be a single point. Currently, the end effector may be a site or
a node. The significant part of the end effector is one dimensional
— Jack does not yet have the ability to define multi-dimensional
end effectors, such as lines or planes.
Face goal: When you select a face goal type, the end effector is
directed toward any point in the face. With a face goal, you may
have a position relationship of point-to-point, point-to-line, or point-
to-plane. The orientation relationships use the orientation of the
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Figure (fig) file: A fig (figure) file defines all the segments and
joints of a figure. This is a generalized template of a figure that you
can load with different names.
Goal site: A site that is the goal for the end effector. The goal site
defines the desired position of the end effector at the completion of
a motion.
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Ground plane: The ground plane is the XZ grid that appears in the
Graphics Window. The Y-axis points up, orthogonal to this plane.
Joint: The angles at the joints of a figure define its posture. Joints
connect sites on different segments within a figure. These joint
angles may be manipulated in Jack with Human>Adjust joint. For
convenience, this command is bound to <Ctrl-e>. Joints in Jack
may have specific degrees of freedom. A degree of freedom (DOF)
is a rotation around a specific axis. This rotation describes the
relative orientation of the two sites that the joint connects. Joints
may also be prismatic, in which case they translate along the axis.
The transformation between the sites that a joint connects is
formed by the product of the simple rotations and translations
associated with each degree of freedom in order. If a joint has no
degrees of freedom, it means that no axes of rotation or translation
have been defined. Such joints represent arbitrary transformations
between segments. When you adjust such a joint, you can
manipulate the transformation across the joint the same way as
with the move figure command.
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and only highlight objects in the Graphics Window that are of the
desired pick mode (i.e., figure, site, node, or joint).
Pick mode: The current Pick Mode is indicated in the Jack toolbar
by the special Pick Mode option menu. The items in the Pick Mode
option menu include "Fig" (figure), "Seg" (segment), "Site", "Jnt"
(joint), "Con" (constraint), "Hum" (human), a face icon, an edge
icon, a node icon, a viewer (eye) icon, and "Mat" (material). This
Pick Mode option menu will automatically switch temporarily to the
appropriate pick mode if you press a Pick button. For example, if
you press the Pick button on the Node Properties dialog, the Pick
Mode option menu will automatically switch to the node icon during
the pick, and will switch back to the previous pick mode when the
pick is complete.
The current Pick Mode also determines which type of pop-up menu
will appear in the Graphics window when the right mouse button is
pressed. Note that only the first four "primary" pick modes (Fig,
Seg, Site and Jnt) have their own pop-up menus... you should
never need to explicitly select any of the other types from the Pick
Mode option menu. A shortcut method exists for switching between
the four primary pick modes simply by clicking the middle mouse
button in the Graphics window.
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as the "handle" for a figure. For example, the root site of a seated
human is the "lower_torso.proximal" site. That means that all
kinematics are calculated outward from that site and that when you
move the figure your location reference is that site.
Ruler: A ruler may be visible or invisible. You can have the ruler
show fixed increments in different colors, and you can optionally
display the distance between the two sites in the Graphics Window.
Set of joints: The set of joints define which joints apply to the
constraint. These joints are the variables of the constraint. The
goal, end effector, and objective type collectively describe a desired
geometric relationship, but the set of joints associated with the
constraint define which part of the geometric environment is
allowed to ``move'' to satisfy the relationship. Internally, the joints
are the variables to the inverse kinematics. There are two reasons
for explicitly defining this set of joints. The first is efficiency: it is
best to limit the number of variables which the inverse kinematics
algorithm controls. The second and more important reason is
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Slider bar: A slider bar provides a control that you drag along a
horizontal or vertical track between pre-set minimum and maximum
values. Slider bars generally have an associated edit field that lets
you select the current entry and directly modify or overtype the
current value.
Spin button: A spin button (or spin box) provides up and down
arrow buttons that let you select a numeric value. Spin boxes let
you select the current entry and directly modify or overtype the
current value.
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Index
/t See Joint Motors, 144 Figure, 22
Animation, xii, 130, 131, 158, 160, 161, Flat Shading, 109
162, 163, 164, 166, 168, 169, 171, Force, 45
172, 197, 212, 213, 216 Ghost, 110
Camera Motions, 166 Graphics Window, 1, 33, 44, 129, 202,
Human Motions, 166 215, 218
Path Motion, 165 Grasp, xi
Timed Attachments, 164 Head, xi, 55, 86, 149
Timed Behaviors, 166 Hot Keys /t See Key Bindings, 44
Anthropometry, 40 Human
Attachments, 9, 145, 164, 171 Anthropometry, 68, 69
Human, xi Behaviors, xii, 1, 66, 108, 166, 201
Balance, xi Force, 203
Behaviors, xii, 1, 66, 108, 166, 201 Head, 73
Camera, 9, 10, 23, 53, 54, 55, 56, 166, Manipulation, 1, 3, 7, 33, 130, 144,
193, 204, 214, 217 164, 205
Camera \t Also See View Control, 9, Shoulder, 73
10, 11, 23, 53, 54, 55, 56, 166, 193, Torque, 203
204, 214, 217 View Cones, 87
Center of Mass, 212 Icon Toolbar, 2, 3, 60
Change View, 10, 166 IGES, 24, 25, 29, 31
Classic Jack, xii, xiii Import, 20, 24, 203
Collision Detection, xi, 26, 212 Joint Motors, 144
Color /t See Material Properties, 22, Joint Properties, 125
41, 42, 43, 110, 147, 200, 201, 212, Joints, xi, xii, 11, 12, 20, 22, 23, 26, 59,
213, 220 66, 77, 78, 140, 144, 149, 164, 170,
Constraints, xi, 20, 21, 23, 66, 69, 77, 212, 215, 216, 219, 220
140, 144, 149, 170, 201, 202, 212, JT, 25, 26, 27
213, 216, 219 Key Binding, 44
Context Sensitive Menus, 11, 59, 86, Left Mouse Button, 5, 217
122 Lighting, 41, 103, 204, 214
Control Bar, 1, 2 Lisp, xii
Edges, 26, 33, 52, 107, 108, 129, 214, Manikins, 72, 73, 74, 196
216 Manipulation, 1, 3, 7, 33, 130, 144, 164,
Environment, 21, 26 205
Export, 29, 30, 31, 168, 169 Material Properties, 22, 41
CAD, 24, 25, 29, 42, 104, 106, 107 Menus, xii, 1, 2, 4, 11, 12, 13, 43, 159,
Images, 31, 32, 33, 56, 110, 169, 170 217, 218
Movies, 168 Message Area, 2, 4
Eyes, 55, 87 Middle Mouse Button, 5, 218
Faces, 26, 43, 102, 107, 108, 126, 128, Modules, 2, 192, 196
129, 214, 215, 218, 219, 220 Move Controller, 2, 4, 5, 7, 164
Field of View, 54, 55 Movie Export
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