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Journal of Cultural Heritage 49 (2021) 48–58

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Original article

The equipment of a Germanic warrior from the 2nd–4th century AD:


Digital reconstructions as a research tool for the behaviour of
archaeological costumes
Aleksei Moskvin b , Martijn A. Wijnhoven a,∗ , Mariia Moskvina b
a
Department of Art and Culture, History, Antiquity, VU University Amsterdam, De Boelelaan 1105, 1081HV, Amsterdam, The Netherlands
b
Department of Clothes Design and Technology, Saint Petersburg State University of Industrial Technologies and Design, 18 Bolshaya Morskaya Str., Saint
Petersburg, 191186, Russian Federation

i n f o a r t i c l e A b s t r a c t

Historique de l’article : Virtual reality opens new ways for reconstructing, preserving and exhibiting clothing and textiles. This
Reçu le 19 juillet 2020 applies particularly to those from an archaeological context, which can be incomplete, damaged or fragile.
Accepté le 3 mars 2021 Despite the possibilities of computer technology, such as computer graphics (CG) and computer-aided
Disponible sur Internet le 31 March 2021
design (CAD), its potential has only been superficially explored. This article showcases its possibilities by
focussing upon the equipment of a Germanic warrior from the 2nd–4th century AD. His panoply consists
Keywords : of trousers, a tunic, shoes, a mail coat, an under-armour garment and a belt. CG and CAD tools, such as
War booty sacrifices
stress analysis and strain analysis, were applied to visualize and examine the behaviour of his equip-
Germanic warrior
Roman iron age
ment. The military clothing of the Germanic warrior proves very functional in terms of physics, materials
Computer-aided design science, anatomy and biomechanics. In other words, his clothing and armour result very suitable for war-
Finite element analysis fare. This case study demonstrates that digital reconstructions can be more than scientific visualisation,
but also a new and powerful research tool, generating new insights into archaeological artefacts.
© 2021 The Author(s). Publi? par Elsevier Masson SAS. Cet article est publi? en Open Access sous
licence CC BY (http://creativecommons.org/licenses/by/4.0/).

1. Introduction [12]. Modern software is able to enrich the possibilities of experi-


mental archaeology by moving the process of studying the artefacts
Digital technologies are commonly used to reconstruct histori- to virtual reality. Computer analysis that employs 3D models of
cal and archaeological clothing and textiles. For example, Cybulska clothes, instead of the actual garments, is widely used in contem-
[1–3] developed a new methodology for 3D reconstruction of tex- porary clothing design. Air gaps and contact areas between the
tiles and recreated a number of items using computer graphics. body and clothes are measured to ensure that garments will fit
Kuzmichev, Moskvin and Moskvina [4–7] presented algorithms for the consumer [13,14]. Computer programs can visualize the strain
digital replication of historical clothes in terms of parameters of its of textile materials and the pressure that the materials put on the
pattern blocks and digital visualisation of lost historical costumes. body [15,16]. Special software can model heat transfer to predict
Kang [8] provided new approaches for 3D modelling and simula- how clothes will protect the wearer from extreme temperatures
tion of historical garments. Advanced technologies of exhibiting [17,18]. The same approaches can also be used within the context
historical clothes in virtual and augmented reality are described by of archaeological garments to increase our understanding. A new
Capacete-Caballero, Caulfield-Sriklad and McKay [9], Kirkland et al. methodology is thus required to bring together archaeological arte-
[10] and Loscialpo [11]. facts, contemporary software, digital reconstruction methods and
These works show recent advances in the development of new computer analysis tools.
methods for reconstructing and exhibiting garments in a digital
way. However, reconstructions are more than visualisation alone
2. Research aim
and can be used as a versatile research tool to acquire new insights

The aim of this study is to showcase the possibilities of compu-


ter analysis tools for examining archaeological clothing by digitally
∗ Corresponding author. recreating a Germanic warrior from the Roman Iron Age. His cos-
Adresses e-mail : lelikn2@mail.ru (A. Moskvin), m.a.wijnhoven@vu.nl tume constitutes six items: trousers, a tunic, shoes, a mail coat,
(M.A. Wijnhoven), petrushenkoma@yandex.ru (M. Moskvina). an under-armour garment, and a belt. The analysis will focus on

https://doi.org/10.1016/j.culher.2021.03.003
1296-2074/© 2021 The Author(s). Published by Elsevier Masson SAS. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

how these items work together and if they are in line with contem- 5 Stress analysis of the mail coat to understand the influence of
porary understanding of physics, materials science, anatomy and belt on the coat. To this purpose we used shell 1 instead of the
biomechanics. This offers further insights into the decisions and 3D model of the coat.
considerations made by the Germanic warrior in his assembly of 6 Calculation of the inertia of the mail coat with and without the
military clothing. belt in order to determine the influence of the belt on the ease of
movement of the warrior.
3. Material and methods 7 Calculation of the room provided by the armour for movement
and clothing by measuring the air gap between the avatar and
3.1. Overview coat of mail.
8 Digital construction of a hypothetical padded under-armour. Its
3.1.1. Hypotheses construction is based upon the scarce available information, com-
To examine how the items of clothing would work together, we plemented by the data obtained in steps 5–8.
formulated three hypotheses. These can aid in understanding the 9 Analysis of the reconstructed costume in a virtual fitting software
warrior’s outfit and at the same time demonstrate the potential of program to see how they behave on the body of the warrior while
CAD and CG tools within this context. fighting with different weapons.

Hypothesis 1. The use of a belt over a mail coat makes it more 3.1.3. Software
comfortable to wear, since it will transfer some of its weight from Five software programs were used to reconstruct and study the
the shoulders to the hips. Throughout time, the mail coat is often costume, namely Clo3D, Unreal Engine, Blender, Range and PicPick.
shown in iconography worn with a belt. The exact influence of the To model the avatar and reconstruct the garments using cloth
belt on the physical forces of the mail coat in static and dynamic simulation, we applied Clo3D software [19]. This software was also
conditions has not been studied so far. In this exploration we make employed to analyse the interaction between the costume and the
two assumptions. Firstly, the belt will transfer some of the weight body in dynamics. The main reason for using Clo3D in this study is
of the mail coat from the shoulders towards the waist. Secondly, that the software combines a number of tools for avatar modelling,
the use of the belt reduces the moment of inertia of the mail coat virtual fitting and analysis of clothes. Alternatively, specialised ava-
making it easier for the warrior to move. tar modelling software (MakeHuman, iClone and Adobe Fuse) can
be used as a substitute for Clo3D in step 2, while virtual try-on soft-
Hypothesis 2. The mail coat during the Roman Iron Age (i.e. ware (Marvelous Designer, Optitex and VStitcher) can be applied
1st–4th century AD) is able to accommodate a padded garment for steps 3, 8 and 9.
that is worn underneath the armour. The combination of mail and Unreal Engine was used to put the mail coat over the tunic
padding is a well-accepted notion for the Late Middle Ages and and trousers [20]. Many software packages (Blender, 3dsMax and
Early Modern period. For these periods there are surviving histo- Cinema4D) can be employed to fulfil a multi-species simulation of
rical examples, but for the Roman Iron Age one must rely mainly textiles and rigid bodies. However, game engines, such as Unreal
on the archaeological record. Since padded garments do not sur- Engine, Unity and CryEngine, use graphics processing unit to speed
vive well, the use of such padded under-armour garment is more up the simulation and reduce the time required to calculate inter-
debated. actions between the objects.
Hypothesis 3. The military costume of the Germanic warrior is Blender was used to model the shell object and to obtain
suitable for different types of warfare (on foot and on horseback) the cross-sections of the 3D models [21]. As an alternative, 3D
and can be used with different types of weapons. We will com- modelling software (e.g. 3dsMax, Maya and Cinema4D) or more
bine his military costume with spears, swords, shields, javelins and sophisticated CAD software packages, such as Autodesk Inventor,
bows, and expect the equipment to prove versatile. SolidWorks and 3-Matic, can be employed.
To simulate and analyse the influence of gravity on the mail
coat, we used Range software [22]. Many other software packages
3.1.2. Approach for finite element analysis exist. Such programs as Abaqus, CalculiX,
This exploration both reconstructs and tests the military cos- FEBio, FreeCAD, FreeFem, Fusion 360, Inventor, MATLAB, SimScale
tume of the Germanic warrior. It therefore entails two main stages. and SolidWorks has virtually the same functions and tools for stress
During the first the costume is reconstructed in virtual reality. analysis and could have been used instead of the chosen software.
During the second stage computer-aided design (CAD) and com- At step 9, PicPick software was used to measure parameters of
puter graphics (CG) tools are applied to analyse the 3D models and the posed avatars [23].
obtain the data that argue in favour or against the three formulated To move the 3D models between the five software programs we
hypotheses. Fig. 1 shows the flowchart of the key steps of the study used common import/export file formats, namely STL, OBJ and FBX.
and its relation to the hypotheses and the software used.
The key steps of the study are: 3.2. Reconstructing the Germanic warrior‘s costume

1 Selection of archaeological artefacts that make up the costume of 3.2.1. Objects of reconstruction
the 2nd–4th century AD Germanic warrior. These involve trou- We started out with a digital reconstruction of the mail coat. For
sers, a tunic, shoes, a coat of mail and a belt. this the mail coat from Vimose in Denmark was chosen (National
2 Using 3D morphing technology to model an avatar of the Museum Copenhagen, inv. no. C 1078). This armour dates to AD
Germanic warrior, based upon archaeological information and 150–220 and is known for its excellent state of conservation [24].
contemporary sizing tables. The find was not retrieved during an archaeological excavation, but
3 Reconstruction of the objects in virtual reality using two types found by laymen dragging a catcher net along the bottom of the
of computer simulation: cloth simulation for the tunic, trousers Vimose bog. The coat is nearly complete and still entirely flexible.
and shoes; and a multi-species textile- and rigid body simulation It does have some damage, which is the result of intentional des-
for the mail coat. truction prior to deposition. The practice of deliberately destroying
4 Modelling of an additional object. This is a simplified represen- is a common feature in so-called war booty sacrifices. This is a sou-
tation of the mail coat to perform a stress analysis. thern Scandinavian tradition during the Roman Iron and involves a

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A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

Fig. 1. Flowchart of the steps taken in this study, including corresponding hypotheses and software.

large scale deposition of all type of military equipment in a single the front and back panel connect is now not entirely certain. Cords
event into wet areas [25]. This may have been done to thank the are found along the edges of the two panels, suggesting that they
gods for a victory by offering the spoils of war [26]. may be simply laced together (a solution suggested by Schlabow
Despite the damage, the condition of the Vimose coat is still so [35], but questioned by Möller-Wiering [34]). The neck opening is a
good that it is possible to reconstruct what it would have looked cut-out oval-shape and measures approximately 25.5 cm in width.
like originally. The garment surpasses a meter in length, reaching The opening is lower at the front than back, mimicking the human
unto the knees, and has 35 cm long sleeves that cover the upper body. The sleeves are straight until more or less the elbow, from
arms. Given its length the coat must have had splits at the hem to whereon they taper towards the wrists. The ends of the sleeves
allow the wearer to walk with ease. The length of front and back of are left open, similar to a modern dress shirt. The hems have a
the coat differ somewhat, which makes it likely that the splits were decorative tablet-woven band sewn onto the edges. The original
located at the sides. In its original condition the coat had a total of colour of these bands was purple, which gave a nice contrast with
19,123 rings. The digital reconstruction of the Vimose mail coat is the tunic itself, which was dyed red.
covered in a previous publication of Wijnhoven and Moskvin [27] The Thorsberg bog rendered two pairs of trousers, of which the
and the reconstruction is shown in Fig. A1, Supplementary data. For best preserved is reconstructed here (Archäologisches Landesmu-
this reason we will not elaborate here on its construction. seum Schleswig, inv. no. F.S. 3684). The trousers [32–35] are made
The reconstructed tunic and trousers are both from the war from good quality woollen diamond twill cloth. The trousers have
booty sacrifice at Thorsberg in northern Germany. Just as at Vimose, integrated stockings that cover the entire foot. The cut of the trou-
the Thorsberg bog contained thousands of mainly military items sers is carefully executed and fits to the human body well. From
deposited into a lake [28–30]. The majority of artefacts from Thors- waist to toe the trousers measure approximately 125 cm and the
berg dates to the 1st half of the 3rd century AD which represent waist is about 46 cm wide. About 32 cm above the heel the seam at
a single event, but the practice of depositing items spans a lon- the back of the leg stops and has been left open. Cords are found
ger period. Since the tunic and trousers were excavated in the adjacent to the open seam and are a means to close the trousers
19th century, without meticulous archaeological techniques and tightly over the calves when worn [35]. The trousers have a waist-
registration, their exact date is uncertain. The two almost certainly band at the top, which contains six straps through which a simple
belong to the Roman Iron Age, and most likely relate to one of the belt can be fitted to hold up the trousers. The original colour of the
deposits during period B2, C1b or C2 [31]. This means that the tunic trousers is uncertain, but it would not have had the brown-yellow
and trousers probably date somewhere between 70 and 320 AD. colour it has today. Since there is much evidence for the use of
The tunic (Archäologisches Landesmuseum Schleswig, inv. no. dyes in textiles from the Roman Iron Age, the trousers have been
F.S. 3683) is made from high quality woollen diamond twill cloth given a blue colour, which would have been achieved with woad
[32–35]. Four panels make up the garment: one for the back and one [36].
for the front, and two for the sleeves. Just as in the Vimose coat, the The belt with a relatively large buckle and backplate functio-
front and back are not of the same length, the back being 90 cm long ned during the Roman Iron Age as an important social marker that
and the front only 86 cm. Another similarity is that it also has splits the owner was a military man. The belt is also a functional item
at the bottom for easy movement of the legs. The manner in which that allowed essential personal items to be close at hand, such as a

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A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

comb, a money pouch and a fire striker [37]. Various scholars have have been studied in depth [33,34]. However, the physical and
suggested that the belt provided an additional important function, mechanical properties of the fabrics, which are ideal to accura-
that of distributing the weight of the armour [38,39]. Our recons- tely simulate the behaviour of textiles in virtual reality, remain
tructed belt comes from another war booty sacrifice site, Illerup unknown. As a solution we used default parameters of woollen
Ådal, in Denmark. Like the others it rendered many items of mili- fabrics and leather from the Clo3D library. Table 1 shows the
tary equipment. Since the excavation was done more recently, its properties of the selected fabrics.
excavation is well recorded, making it possible to identify which 3 We put the trousers, tunic and shoes on the avatar using the
belt elements and personal items belong together. The belt chosen “Simulate” command (Fig. 2b). The parameters of the simulation
for the reconstruction (inv. no. SAHR) dates to the beginning of the (gravitational acceleration of 9.8 m/s2 , time step of 0,03 s, particle
3rd century AD [37]. It has a knife and a pouch with a firestone distance of 3 mm and additional thickness – collision of 0.1 mm)
and fire striker hanging from it. In order to counter the weight of were the same for all the garments.
these objects an additional strap goes over the shoulder, just like a 4 The digital reconstruction of the mail coat [27], which we use
baldric. in this study, was initially modelled by using physically based
The reconstructed shoes were found on the feet of a male bog rigid body simulation. However, the behaviour of the coat of mail,
body at Obenaltendorf in Germany, dating approximately to the which is driven by rigid body simulation, cannot be reproduced
3rd century AD [40,41]. The shoes are of a carbatina type, meaning in Clo3D. Thus, we exported the avatar, tunic, trousers and shoes
that they are made from one piece of leather. This piece is sewn to Unreal Engine. We performed a multi-species simulation of
shut at the back to form a heel. The shoes are worn by inserting a textiles and rigid bodies to put the coat of mail and the belt over
lace through the tabs that can be tightened and closed. The shoes the garments made of textiles. We used the “Clothing tool” [47]
are decorated with a geometric pattern carved into the leather. The to ensure that the outer layers of clothes will compress the inner
choice to reconstruct the Obenaltendorf shoes was guided by the layers. Fig. 2c shows the reconstructed costume with the tunic
fact that they are typical of the Germanic region during the 3rd and belt.
century AD. The majority of the shoes found at Thorsberg is for
example of this type [42]. Additional images showing the reconstructed garments in 3D
and laid out flat are included in Appendix A, Supplementary data.
3.2.2. Generation of an avatar
A complete set of 12 body measurements is required to create a 3.2.4. Modelling of the shell
virtual twin of the human body in Clo3D. The height of the indi- The 3D model of the coat of mail (Fig. 2c), consisting of thou-
vidual could be determined from published information on the sands of rings, is too complicated for the stress analysis. To mitigate
average stature of males in Denmark during the Roman Iron Age, this problem an additional shell object was modelled using the
which is 175.2 cm [43,44]. The other 11 body measurements are polygonal modelling functions of Blender [48].
unfortunately unknown. The shell (Fig. 2d) is used in the stress analysis. It has a uni-
To fill in the gaps, we had to resort to modern body sizing form thickness of 1.61 mm and the same volume as all the mail
charts [45]. In contemporary sizing systems, standard body measu- rings in the Vimose coat taken together. The shell was created by
rements are presented by labels, such as Small, Medium, and Large. first modelling a mesh that runs through the centres of the rings.
For the warrior’s body we chose a Medium size. The avatar was Then we calculated the total volume of all the rings in the coat.
given the following measurements (cm): 175.2 height; 100 chest The Vimose coat has a total of 19,123 rings, half being riveted and
girth; 83 natural waist girth; 86 trouser waist girth; 102 hip girth; half being solid [24,27]. The volume of each solid and riveted rings
41 neck girth; 44.8 waist length; 65 arm length; 81 inside leg length; are 50 mm3 and 58 mm3 respectively, making a total volume for
17.6 wrist girth; 40 back width; and 24,6 scye depth. These body all the rings 1,032,645 mm3 . Lastly, we used the “Solidify” modifier
measurements were set up in Clo3D by using the “Avatar Editor” to add thickness to the mesh. We increased the thickness of the
tool [46]. Fig. 2a shows the generated avatar. mesh in steps of 0.01 mm until the volume of the mesh reached
1,032,645 mm3 .
3.2.3. Digital reconstruction of the garments
We used the published data on the items of clothing to ensure 3.3. Analysing the costume in virtual reality
the accuracy of the reconstructions. The tunic was made using
information from Ilkjær ([32], pp. 50–51), Hald ([33], pp. 339–340), 3.3.1. Stress analysis
Möller-Wiering ([34], pp. 42–48) and Schlabow ([35], pp. 69–71). We performed a stress analysis to examine how the belt affects
The reconstruction of the trousers was created using data from the weight distribution and changes the behaviour of mail. The
Ilkjær ([32], pp. 50–51), Hald ([33], pp. 328–329), Möller-Wiering stress analysis was performed by using the finite element method
([34], pp. 48–51) and Schlabow ([35], pp. 76–77). The reconstruc- (FEM). This method divides a 3D model into small simple parts by
tion of the shoes was done using a detailed pattern by Martin Moser generating a special 3D mesh prior to finding a solution to a pro-
based upon the specifications offered by Hahne ([40], pp. 36–38, blem. Then, the software simulates the behaviour of the system
pl. 18–19). The Illerup Ådal belt set (SAHR) was reconstructed fol- studied and approximates a result.
lowing the images and descriptions provided in Ilkjær ([37], pp. The following procedure, based on a common methodology for
23–27, 195). stress analysis [49–51], was used:
The reconstruction of the full costume of the Germanic warrior
was done in the following steps: 1 The shell (Fig. 2d) was exported to Range software as an STL file.
2 A special 3D mesh for subsequent calculations was generated
1 We exported pattern blocks of the tunic, trousers and shoes to with a maximum element volume of 0.000173 m3 (173 cm3 ).
Clo3D as PNG images by using the “Graphic” command. The pat- 3 The properties of iron, density – 7870 kg/m3 and modulus of elas-
tern blocks were scaled to real size. We used the “Polygon” and ticity – 20*1010 Pa (200 GPa), were assigned to the 3D model [52].
“Edit curvature” commands to cut the pieces of the garments. The The default values of gravitational acceleration (9.80665 m/s2 )
“Sewing” command was used to sew the pieces together. and temperature (293.15 K) were set up.
2 The properties of textile materials were chosen. Archaeologi- 4 The analysis was performed twice, with and without the belt. In
cal textiles from weapon deposits in Denmark and Germany the first case, two areas on the shoulders of the 3D model were

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Fig. 2. Key steps in the digital reconstruction of the Germanic warrior: (a) creation of the avatar; (b) putting the tunic, trousers and shoes on the avatar; (c) adding the mail
coat and belt to the avatar; (d) creating of shell 1 for subsequent stress analysis. (Avatar textures by MINDFRONT are licensed under a CC BY 4.0 license. Original source:
https://www.makehumancommunity.org).

Table 1
Properties of digital textile materials used for the Germanic warrior‘s costume reconstruction.

Propertiesa

Fabric Content Density Thickness Stretch- Stretch- Bending- weft Bending- warp Buckling Buckling Buckling Buckling
(g/m2) (mm) weft warp stiffness stiffness ratio-weft ratio-warp stiffness- stiffness-
stiffness stiffness (g/mm2 /s2 /grad) (g/mm2 /s2 /grad) (0−1) (0−1) weft warp
(g/s2 ) (g/s2 ) (0−1) (0−1)

Tunic, trousers
Wool 345 0.84 368706 489034 1300 1300 0 0 0.20 1.0
Shoes
Leather 752 1.46 329852 553633 14882 15820 0 0 0.8 0.8
Belt
Leather 300 3.0 150000 150000 900000 900000 0.01 0.01 0.99 0.99
a
The properties of fabrics are shown with the names and units used in Clo3D and Marvelous Designer software.

locked from moving along the vertical axis by using the “boun- 3.3.2. Dynamic behaviour of the mail coat
dary conditions” function. In the second case the same function To examine how the mail fabric would behave with and without
was used to lock a horizontal stripe beneath the belt in addition a belt while the warrior is moving, we calculated the moment of
to the shoulders. inertia of the Vimose coat. Fig. 3 shows the scheme used for the
5 The “start solver” command was applied to generate two maps. calculations.
The first map represents the values of normal stress. The second The moment of inertia was calculated for oscillatory motion and
map represents the values of shear stress. According to Bauccio rotational motion. In the case of oscillatory motion, we assume that
([53], pp. 61, 78), normal stress and shear stress are the compo- avatar was moving with linear velocity (V) and stopped. In the case
nents of stress that are respectively perpendicular and tangential of rotational motion, we assume that avatar rotates around a ver-
to the plane on which the force acts. tical axis (shown as the vertical dash-dotted lines in Fig. 3) with a

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A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

The following steps were taken to obtain the cross-sections of


the 3D models and measure their parameters in Blender software.

1 The “Boolean” modifier and the “Intersect” command was used


to cut the 3D model and retrieve the cross-sections of the body,
the tunic and the coat. The 3D model was cut at the chest-, the
waist- and the hip level.
2 The cross-section of the mail coat was scaled up until its possible
stretch reached a maximum. The maximum length of the cross
section was calculated as the maximum distance between the
neighbouring rings in a row, which is 11.8 mm [27], multiplied
by the number of rings in the row.
3 The distances between the body and the mail coat, or air gaps,
were measured at chest level (a1–a4), waist level (a5–a8) and
hip level (a9–a12).

3.3.4. Reconstructing an under-armour garment


No clear-cut and well-preserved specimen of under-armour
garment has survived for the period under discussion. The presen-
ted construction is therefore hypothetical and based upon reverse
engineering, combined with some of the scant information on the
padded under-armour during the first centuries AD.
The following steps were taken to reconstruct an under-armour
Fig. 3. Schemes for calculating the moment of inertia of the Vimose coat: (a) without garment:
the belt; (b) with the belt.

1 To ensure that the garment is in line with the shapes of the avatar
constant angular velocity (w). In both cases the coat (shown as a and coat of mail, we unwrapped the surfaces of the 3D models
thick solid line in Fig. 3) moves away from the body because of the by using the “UV editing” functions of Blender [57]. The shell was
influence of inertia. The moment of inertia of one ring for oscilla- used instead of the coat of mail. Fig. 5a,b shows the seams we
tory motion, Io , and rotational motion, Ir , can be calculated with the marked to cut the surfaces of the avatar and coat.
following equations [54–56]. 2 We overlapped the unfolded flat shapes of the avatar (thin solid
lines in Fig. 5c) and coat (dashed lines in Fig. 5c) at points a, b, c
Io = ml2 (1) and d as shown in Fig. 5c.
  g 2  3 We drew a pattern block of the under-armour garment (shown as
Ir = ml2 1− (2) thick solid lines in Fig. 5c) over the contours of the avatar and coat.
lω2 First, we marked points 1 and 2 half way between the hemline of
the coat and the knees of the avatar. Then we marked points 3 and
Where m is the average mass of a ring in the Vimose coat 4 on the contour of avatar at the chest level and drew lines 1-5, 2-
(0.00042 kg), l is the distance between the rings (sample rings are 6 and 5-6. After this we marked points 7 and 8 half way between
marked as R1, R2 and R3) and the point of suspension (points x1, x2 the bottom of the sleeve of the tunic and the avatar’s wrist. Lines
and x3 in Fig. 3), g is the gravitational acceleration (9.80665 m/s2 ) 7-3 and 8-4 were drawn. This was followed by dividing line 5-6 in
and w is the angular velocity (we used a value of one full turn per half, drew line 11-12 and the neckline through points 13, 14 and
second which is equal to 6.26 radians). We used these equations to 15. Then line 15-16 was drawn halfway between the waist line
calculate Io and Ir for 116 rings in a sample chain of rings that runs and hip line of the avatar. We drew line 17-18 in a way that lines
from the shoulder to the bottom of the coat. The trunk of the Vimose 5-15 and 6-17 were equal in length. The vertical dash-dotted line
coat consist of 233 horizontal rows of rings, each having 146 rings was used as the axis of symmetry to mirror the left part of the
for the circumference. The coat thus consists of 146 sample chains. pattern block to the right. The finalized pattern block is shown as
To get the moment of inertia of the coat we summed up that of the transparent fill areas in Fig. 5c.
sample of 116 rings and multiplied this by 146. 4 We exported the pattern block to Clo3D and used the functions
To do the calculations for the mail coat without the belt (Fig. 3a), of the software to reconstruct the pieces of the garment in 3D
we measured the distance between the rings and the shoulders (l1 (Fig. 5d), sew them together (Fig. 5e) and put them on the warrior
in Fig. 3a). For the case with the belt we measured only this distance (Fig. 5f). The virtual try-on was conducted in the same way as
for the part above the belt (l2 in Fig. 3b) and measured separately described in Section 3.2.3.
the distance for the part below the belt (l3).
The reconstructed under-armour garment (Fig. 5e) was made
3.3.3. Air gap between the body and mail from felt of different thicknesses. This choice is informed by
A padded under-garment can take up a lot of space underneath archaeological insights. Felt was used as padding in Roman hel-
an armour. We therefore examined with an air gap analysis whe- mets, as attested by finds from Vindonissa in Switzerland [58] and
ther the Vimose coat offers enough room for such a garment. For Newstead in the United Kingdom [59]. The strongest archaeologi-
this we overlapped the horizontal cross-sections of the avatar, tunic cal evidence for felt as an under-armour garment worn with a mail
and the mail coat. A previous study of the Vimose coat already coat comes from a countermine at Roman Dura-Europos in Syria,
demonstrated that it is highly stretchable [27]. We therefore made dated to the mid-3rd century AD. In a unique incident, the mine col-
two cross-sections of the mail coat: one draped on the avatar and lapsed on a Sassanian soldier, burying him while wearing his full
the other stretched to its limits. Fig. 4 shows the cross-sections of kit. The inside of his coat has a light-brown fibrous material that is
the avatar, the tunic and the mail coat at three different heights. not woven and is likely a felt under-armour garment [60].

53
A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

Fig. 4. Transverse (horizontal) cross-sections of the avatar, tunic and coat of mail: (a) chest level; (b) waist level; (c) hip level.

Fig. 5. Digital reconstruction of an under-armour garment: (a) avatar with marked seams that were used to unwrap its surface; (b) shell: simplified copy of the Vimose coat,
with marked seams used to unwrap its surface; (c) reconstructed pattern block overlapped with the unfolded flat shapes of the avatar and coat; (d) pieces of the garment;
(e) the pieces put together; (f) digital reconstruction of the Germanic warrior with the under-armour garment worn underneath the coat of mail.

The thickness of the bodice of our hypothetical under-armour is


1.95 cm. This measurement was chosen based upon a 6th century
AD Byzantine military manual called Peri Strategias [61]. The anony-
mous author argues here for the need of an under-armour garment
which should be at least a finger thick: a Byzantine measurements
that equals 1.95 cm. The other parts of the under-armour are made
from thinner felt of 3 mm thickness. The thick bodice provides the
chest and shoulders with an appropriate level of protection. The
thinner parts, which are connected to the bodice by lacing, allow
the warrior to move freely. Lastly, the under-armour has been given
a red colour, which could have been achieved by dyeing with mad-
der roots. The use of madder as a dye is well-attested for the Roman
Iron Age [36].

3.3.5. Strain analysis


Five poses were chosen for the warrior to examine how the
military costume behaves in different ways of fighting on the battle- Fig. 6. Posed avatar of the Germanic warrior: (a) foot soldier with sword and shield;
field. The poses were taken from the Mixamo 3D animation library (b) foot soldier wielding a spear; (c) foot soldier shooting a bow; (d) foot soldier with
[62]. The avatar of the Germanic warrior underwent five steps. First, javelin; (e) horseman.
the avatar was exported from Clo3D as an OBJ file. Then the file was
uploaded to the Mixamo website. After that we created a basic ske- In contrast to the actual human body, the joints of 3D models
leton for the avatar by using the Mixamo automatic model rigging can be moved without limitations. To ensure that the posed avatar
service [63]. Next the five poses were applied to the avatar. And is anatomically correct, we used the principles of goniometry. We
lastly, the five posed avatars were downloaded as FBX files and measured a total of 32 angles on each of the five posed avatars in
imported back into Clo3D. Fig. 6 shows the avatar of the Germanic accordance with a method of measuring described by Norkin and
warrior in the chosen poses. White [64]. The angles were measured in eight joints and joint com-

54
A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

Fig. 7. Stress maps of the Vimose mail coat: (a) normal stress without the belt; (b) normal stress with the belt; (c) shear stress without the belt; (d) shear stress with the belt.

plexes. Instead of a universal goniometer, we used PicPick software stretch the coat of mail vertically. The reason for this is a change in
to measure the angles with an accuracy of 0.1 degree. The retrie- weight distribution. When worn without a belt, the entire weight
ved data was compared with normative range of motion (ROM) of the coat presses down on the shoulders. The use of the belt trans-
values presented by AAOS (American Academy of Orthopaedic Sur- fers part of the weight to the waist. Secondly, the belt lowers the
geons [65]). The measured and normative values are presented in shear stress (Fig. 7c,d), which displaces the neighbouring rings with
Appendix B, Supplementary data. respect to each other and stretches the fabric diagonally. Thus, the
As Table B1 (Supplementary data) shows, all the measured para- use of a belt also stabilizes mail fabric preventing the ring rows in
meters of the avatar are consistent with the normative ROM values, the upper part of the coat from shearing.
with two exceptions. Dorsiflexion of the right ankle in the poses The calculated values of the moment of inertia, Io and Ir , are 2.31
with a sword and with a javelin reach 33.1 and 30.7 degrees res- and 2.01 kg*m2 respectively for the coat without the belt (Fig. 3a)
pectively. AAOS states that dorsiflexion of ankle cannot exceed 20 and 0.61 and 0.45 kg*m2 for the coat with the belt (Fig. 3b). The
degrees. However, Norkin and White ([64], p. 395) mention that moment of inertia of the mail coat is four times lower when the belt
during squatting dorsiflexion of ankle can overcome normal ROM is worn over it. Therefore, a warrior would spend much less effort
values and reach up to 40 degrees. to overcome the inertia of the coat. This is in accordance with the
To analyse how the garments interact with the body, we used the iconographical record, that shows warriors and military men from
“Strain Map” function of Clo3D [66]. In this study we presume that different periods throughout history combining the mail coat with a
the greater the strain of the 3D garments, the more these garments belt, even when the coat is relatively short. In shorter mail garments
impede movement. We generated strain maps for the trousers, the belt cannot transfer a significant weight from the shoulders to
tunic and under-armour. We did not generate a strain map for the the waist, but it still reduces effectively the moment of inertia of
Vimose coat for two reasons. First, Clo3D software cannot generate the mail coat.
a strain map for a 3D model consisting of rigid rings. And second, The results of this analysis corroborate the suggested function of
the Vimose coat is extremely stretchable. Wijnhoven and Moskvin the belt in the literature [38,39] as a means of making the mail coat
[27] demonstrated the horizontal elongation of the Vimose mail more comfortable to wear. This applies to its weight distribution
fabric can even reach 227.7%. The circumference of the trunk of the and to the inertia of the armour when moving.
coat can even reach to 172,2 cm (see Fig. 4). Moreover, the coat has
splits at its sides for unobstructed movement. It is therefore unli-
kely that the mail coat limited the warrior in his range of motions 4.2. Hypotheses 2: the mail coat can accommodate an
on a battlefield. under-armour garment

4. Results and discussion Table 2 shows the measured values of the air gaps between the
avatar and coat of mail.
4.1. Hypothesis 1: the belt affects the behaviour of the mail coat Table 2 shows that there is enough room in the Vimose mail
coat to accommodate the reconstructed under-armour garment.
Fig. 7 shows stress maps generated in Range software. Normal The data demonstrates that when the mail coat is draped over the
and shear stress reach 150,000 Pa in the coat without the belt. body it fits closely. The average air gap between the body and the
The stress is minimal at the hemline and increases towards the coat is around 16 mm. However the mail coat is able to stretch
top reaching its maximum at the shoulders. The presence of the a lot and the air gap can reach on average 135 mm. The Vimose
belt (Fig. 7b,d) reduces both components of stress by one third to coat therefore has a lot of room. These values show that the coat
100,000 Pa. of mail allowed a thick under-armour garment to be worn under-
The location of the areas with low and high stress on the surface neath it. Furthermore, there is enough room for such a garment,
of the mail coat leads to two conclusions. Firstly, the belt redis- independently of the body size of the warrior, meaning that even a
tributes normal stress (Fig. 7a,b), which represent the forces that substantially bigger man than the avatar would have enough room.

Table 2
Air gaps between the body and the Vimose coat of mail.

Condition of the Values of air gaps (mm)


coat of mail
Chest Waist Hip Average

ɑ1 ɑ2 ɑ3 ɑ4 ɑ5 ɑ6 ɑ7 ɑ8 ɑ9 ɑ10 ɑ11 ɑ12

Draped over the body 15 10 29 27 34 15 18 17 4 0 9 10 16


Stretched to its limits 133 127 214 212 124 107 145 150 84 78 120 126 135

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A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

Fig. 8. Strain maps of the trousers (left), the tunic (centre) and the under-armour garment (right) put on the avatar in different poses: (a) as a foot soldier with a sword and
shield; (b) as a foot soldier wielding a spear; (c) as a foot soldier shooting a bow; (d) as a foot soldier with a javelin; (e) as a horseman.

4.3. Hypothesis 3: the military costume is suitable for different corresponds well with insights from previous textile reconstruc-
types of warfare tions of these trousers, which also demonstrated that they were
tight-fitting, but allowed a full range of motions [67–69]. However,
Fig. 8 shows the strain maps generated in Clo3D software. As can the digital simulation done in this study indicates that there may
be seen in the figure, the three garments behave differently when be more than this than just the fit of the trousers. Clo3D use non-
the avatar moves. The strain values range from 100% in the areas deformable avatars to conduct cloth simulations. Thus, the body
where the fabric is not stretched to 120% in the ones where the shape of the avatar in Fig. 8 did not change under the influence
fabric is highly stretched. of the garments he wears, while the actual human body deforms
The trousers stretch significantly at hip, knee and calf. This is under the pressure of clothing. A tight-fitting and non-stretchable
in line with their construction. The Thorsberg trousers prove to be trousers such as that from Thorsberg will cause soft tissue defor-
relatively tight and the fabric even shows strain in the avatar of mation when being worn by an actual person. The strain of 120%
the bowman pose (Fig. 8c) where the legs bend marginally. This seen in the 3D model would therefore result in the real world in a

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A. Moskvin et al. Journal of Cultural Heritage 49 (2021) 48–58

compression effect. Such an effect is common in sportswear used Appendix A. Supplementary data
by contemporary athletes. Compression garments comprehensi-
vely affects physiological processes and optimize recovery from Supplementary material related to this article can be found,
physical activities [70–72]. Compression garments are used, inter in the online version, at doi:https://doi.org/10.1016/j.culher.
alia, to enhance performance of muscles and avoid injures during 2021.03.003.
weightlifting [73]. These data suggest that the trousers were pro-
bably specifically designed for wear on the battlefield and carrying
the weight of armour and equipment.
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