Create a Setup Scene
In this step, 3D models of the bones and their markers will be imported into Maya. Then the XYZ coordinates of the markers, relative to the polygonal models of the bones, will be measured and saved as CTmarkerCoordinates. This step is done in Maya using the XROMM Maya Tools
- Import bone and marker models
- In Maya, go to file<import
- Make sure the file type is set to .obj, .ma or BestGuess click here if you have VRML models.
- select the file and click ok
- repeat for each model
- Organize models
- open Window<Hypergraph Hierarchy. Go to view<frame all.
- If using .wrl based models, maya imports 3 nodes, root-t1-t1shape2XX3. You only need the bottom node of each model (t1Shape2XX3#). Middle mouse click and hold the bottom node and drag it to an empty space in the window. Now select the root and t1 nodes and hit the delete key. Select the t1Shape node again, right click and rename with the appropriate bone name.
- If using .obj files maya imports a single mesh node. Rename it if you wish.
- repeat for all models
- You should now have a single node for each bone model and single node for the marker model (all of the markers)
- Get get marker coordinates from the marker models
- In the main camera view window, select all bone models (but not the markers). Hit ctrl+h on the keypad to hide all of the bones. Only the markers are showing.
- Select the marker object
- right click and select vertex from the marking menu
- drag select the vertices for a single marker
- click vAvg on the shelf bar or type vertAvg on the command line
- You will be asked to enter the marker number (number only - no letters)
- A locator is created with the xyz coordinates of the marker centroid. It will be name "marker##" where ## is the number you typed.
- repeat for all markers
- (hint: if you need to see the bones to determine marker numbers ctrl+Shift+h will unhide the bones)
- Export the CT marker locator data
- select all of the locators that you just created.
- click the CTex from the XROMMtools Shelf, or type CTMexport in the MEL box
- Save the .csv file
- Save the scene. You will reference this for all animations involving this individual animal
Converting .wrl (VRML) models into Maya-friendly format (Windows only). Note: it is more convenient to export 3D models in .obj format from Amira (or Microscan Tools) because .obj files can be imported directly into Maya. These instructions are provided in case only VRML models are available.
If using older SmoothData MATLAB script, then Reset Bone element pivots(**this step omitted if using rigidBody MATLAB script)
- Select all marker locators for single bone (using shift select for multiple selection)
- Shift select the bone associated with the selected locators
- click the mvPv button on the XROMMtools shelf
- repeat for each bone