Charat v70 en user manual

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CharAT ergonomics

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V 7.0 user manual


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CharAT ergonomics


CharAT ergonomics

CharAT Ergonomics V6 3dsMAX plugin User Manual Copyright: Virtual Human Engineering GmbH 2014 Distributor: Virtual Human Engineering GmbH Ludwig-Ganghofer-Str. 33 83471 Berchtesgaden Geschäftsführer: Dipl. - Des. Dipl. - Inf. (UNI) László Ördögh Collaboration partners: Technische Universität Dresden Fakultät Maschinenwesen Institut für Technische Logistik und Arbeitssysteme Professur für Arbeitswissenschaft D-01062 Dresden and Nexstep Consulting Kft. Hungary

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Content: 1. Installation

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2. Create human 13 2.1 Create from database 14 2.2 Load from max file 14 2.3 Load from dummy file 15 2.4 Build from components 15 2.5 Create from user database 16 3. Control/Monitor/Edit human 3.1 Graphics display 3.1.1 Display options 19 3.1.2 Tracker options 20 3.1.3 Camera/shadow 21 3.1.4 Track view 22 3.2 Main menue 3.2.1 Control 23 3.2.2 Monitor 23 3.2.3 Import/export 24 3.2.4 Load/Save 25 3.2.5 State Save/Undo 25 3.2.6 Help 25 3.3 Control human body 3.3.1 Body 27 3.3.2 Bone structure 31 3.3.3 Bone animation 41 3.3.4 Environment 49 3.3.5 Type select 53 3.3.6 Discomfort 59 3.3.7 Visibility 63 3.3.8 Body Forces 69 3.4 Monitor human 3.4.1 Human Body 75 3.4.2 Bones 76 3.4.3 Display & Visibility 77 3.4.4 Documentation 78 3.4.5 Monitor Body Forces 82 3.5 Edit human shape 3.5.1 Graphics 86 3.5.2 Morph 93 3.5.3 LipSync 103 3.5.4 File I/O 107 4. Appendix 113


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1. Installation

Pls. note that you must have administrator‘s rights s


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1. If 3dsMAX Version 2014 is not installed on your computer, please install first. 2. Execute the installation program “CharAT_70_2013 setup. exe”or if you have vthe version 2014 than “CharAT_70_2014 setup.exe”. (Right click on the filename and choose: execute as Administrator option) 3. The installer unpacks the required files. 4. Accept the license agreement. 5. Select the database installation directory. The default directory is:

C:\Users\YourUsername\Documents\CharAT-6\ If you need to select another location, please select with the Change button. 6. The screen Setup Type is displayed where you can select a default or customized setup. If you have a 3dsMAX 2014 we recommend to choose the complete option (default selection), If you have a 3dsMAX 2013 Design or


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3dsMAX 2014 Design please choose the custom installation option. 7. If you choose the custom instalation option you can set the plugin file location and additional you can set or reset the database data location. The default directorys are:

C:\Users\Username\Documents\CharAT-6\ C:\Program Files\Autodesk\3ds Max 2014\plugins If you need to select another location, please select with the Change button. 8. After ensuring that your setup options are selected, click the Next button to continue with the installation. 9. Progress boxes track the installation process. 10. Several dialogues confirm the last steps of the installation process. 11. With the Setup.exe you can repair the installed files if necessary or deinstall the complete CharAT Ergonomics installation.


CharAT ergonomics

Register 1. Start 3dstudio max. 2. Create or load a CharAT Ergonomics object. You find how to create a CharAT object on the next page. 3. Click on the CharAT object which is to be selected. 4. Click on the modify menu option to open the CharAT Ergonomics menus. A complete installation is only possible with a license key, which is generated for you by the disributor. 5. The register window shows the request code. 6. Please contact the Virtual Human Engeneering GmbH hotline, send the request code via e-mail:

E-mail: laszlo.oerdoegh@googlemail.com

We generate for you a license code and return to you via e-mail. 7. After you receive the license code please type or copy the license number into the license code input field . 8. Click on Register button. 9. The CharAT Ergonomics plugin is now ready to work.

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The CHARAT button appears in the Object Type rollout. If you click on the CHARAT button, it turns yellow. Select a position in the top view viewport and click the left mouse button. A CHARAT Ergonomics object is created at the selected position and appears in the scene.


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A CHARAT object may consist of bone-, skin- and morph elements. A CHARAT object as any other object in 3DS MAX has a pivot point. A kinematic chain is built up from bone elements. The building process begins with the activation of the object creation mechanism, as you choose the Create tab to the right of the viewports on the command panel. Choose CHARAT in the geometry dropdown list.

2. create human

The CHARAT button appears in the Object Type rollout. If you click on the CHARAT button, it turns yellow. Select a position in one of the viewports and click the left mouse button. A CHARAT Ergonomics object is created at the selected position and appears in the scene.


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When creating a human, you have the option to turn on the AutoGrid function which helps to position the bone exactly. AutoGrid allows you to automatically create bones on the surface of other objects by generating and activating a temporary construction plane based on normals of the face on that you click. Turn on AutoGrid

To use the AutoGrid function, proceed as follows: 1. Turn on AutoGrid. 2. Choose one of the snap toggle options on the Main Toolbar 3. Move your cursor to the object towards which you want to orient the bone. If the AutoGrid function is turned on, the cursor in the viewport that shows the selected position is highlighted in light blue. The cursor includes an X, Y, Z tripod to help you orient the position of the new bone. As you move

Choose one of the snap toggle options on the Main Toolbar

over the object, the cursor aligns the Z axis to the surface normal.

Create from database

2.1 create from database Please refer the chapter 3.3.5 Type select 2.2 load from max file If one or more CharAT Objects are in a MAX scenario they will saved with the MAX scenario components. If you choose a MAX File to load what


CharAT ergonomics

contain CharAT Objects and the CharAT plugin installed the CharAT objects will restored in the max-scenario. 2.3 load from dummy file A Dummy File is a multi platform exchange format for the CharAT Object cinematic chain and skin description in ASCII format. The dummy file includes the following components: - person descriptor - kinematic structure - database organiser - motion limits - discomfort definition - inverse biomechanics configuration - selection marker configuration for immersive system - material descriptor for immersive system - skin descriptor - initial posture descriptor Import a dummy file: 1. Select a CharAT body object 2. Click the Import button to open the file dialog box. 3. Select the .dummy file type from the data type listbox. 4. Select the file name to open 2.4 build from components The process begins with the creation of a standard CharAT human. To create a standard human, refer to section 2. Create a human and follow the steps there. The difference between Import and Load options is that load will change the already existing contents of the file and load a new object, while import will add a new object to the already existing contents. To import a component: 1. Select the object. 2. Click on Modify tab. 3. Click on Main rollout menu. 4. In File I/O click on Import button. Import graphic components

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5. Choose the location of the object you wish to import. The default library is C:\Program Files\Autodesk\3dsMax2010\plugins\share\ CharAT\graphic . Select the .cat-graph file and click Open. To load a component: 1. Select the object. 2. Click on Modify tab. 3. Click on Main rollout menu. 4. In File I/O click on Load button. 5. Choose the location of the object you wish to import. The default library is C:\Program Files\Autodesk\3dsMax2010\plugins\share\ CharAT\graphic . Select the .cat-graph file and click Open.

2.5 create from user database Import graphic components

User database format (Appendix 1)

For creating CharAT human objects from user’s database click on Main rollout menu, then click on Load button in File I/O Group. The Load CharAT File window will pop up. Click on file type rollout menu and choose Database File option. Go to the library containing the database file you wish to use. The database file’s extension needs to be .cat-rmd. Select the file and click Open button.


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Load a multi subobject material for CharAT object Assign the multi subobject material to the CharAT object

Comparison: Standard Feminin 50% and user database


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3. main menue Render window

3.1 graphics display 3.1.1 display options The display options of CharAT are the same as the usual Autodesk 3ds Max display settings. You can configure viewports, perspectives and visual styles with the buttons on the top left corner of each viewport. By clicking on the + button in the top left corner,

Graphics window - CharAT dialog windows


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among others you can maximize, restore or disable the particular viewport and set the active viewport. By clicking on the middle button in the top left corner, among others you can change the perspective you wish to use in the viewport. You can choose from many options like bottom, top, left, front etc. Every workflow is different, during the process you will be able to choose the option that best fits your project. By clicking on the right button in the top left corner you can change the display options of your object. You can choose the display option that best fits your project, the basic options are Wireframe, Hidden line, Smooth + Highlights, Flat, but you can also set the Lighting and Shadows and try different visual styles too. The upper and lower toolbars also work as normally in 3ds Max. With the Zoom Extents All icon your object will be fit to every viewport. You may also use Zoom and Pan View icons. You can zoom in and out by rolling the middle mouse button and pan view by pushing and holding it down while pulling your mouse over the viewport. A shortcut for rotating your object is Alt + middle mouse button. 3.1.2 Tracker options For using tracker options first you need to check All targets on checkbox in CharAT Control dialog box’s Body tab. For moving trackers first you need to select them. There are multiple ways to do it. One way is to click on the tracker you wish to select. Another way is clicking on the viewport with the left mouse button, holding it down and pulling the dashed square over the object or tracker you wish to select. If Window/Crossing icon is switched on, the whole object needs to be within the square to be selected. If Window/Crossing icon is switched off, the object or tracker will be selected even if the dashed square reaches it. You are recommended to change the Reference Coordinate System to the option that best fits your


CharAT ergonomics

project. You can do it in Main Toolbar with Reference Coordinate System dropdown menu. By default it is set to View. The two recommended coordinate systems are View or World for working with CharAT objects. World coordinate system can always be used as it sets the object in a world coordinate system, while View can not be so widely used as it sets the object in a relative coordinate system in the program. Note that for moving trackers and objects Select and Move icon needs to be switched on in the Main Toolbar. For moving the selected tracker in a particular coordinate plain, click on the coordinate line you wish to use and simply pull it to the direction you wish. The other coordinates of the tracker will stay the same. If you position your mouse over the small square at the crossing of coordinate lines, it will turn into move cursor. If you click with the move cursor you can move the cursor in multiple directions in 2 or 3 dimensions. 3.1.3 Camera/shadow Note that the CharAT human object needs to be selected for the following steps. In Main Menu click on Control button then the CharAT Control dialog box will pop up. Click on Visibility tab. In Eye Attachments group click on Camera option of the eye you wish to attach the camera to.

selecter tracker

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In one of the viewports click on the middle button in the top left corner of the viewports. Click on Cameras option and choose the CharAT human camera you wish to see. At this point you will see a plain black viewport. Now you need to apply a suitable material to the CharAT human object. Select the object and click on Material Editor icon in Main Toolbar. The Material Editor window will pop up. Select Get Material icon and Material/ Map Browser window will pop up. In Browse From group choose Mtl Library option and choose 1 Default (Multi/Sub-Object). If it does not appear, click Open in File group and load the material. By default it is in C:\Program Files\Autodesk\3ds Max 2010\materiallibraries library. Drag and drop the material on any sphere in Material Editor window. Click Assign Material to Selection icon. Note that for this step the CharAT human object needs to be selected. Now you can close Material Editor window. At this point the camera view is still a pain black field. In another viewport select the camera and Parameters rollout menu will appear on the right side of the window. In Clipping Planes group check Clip Manually option and the field of view will appear in the camera viewport. You also can change Near Clip and Far Clip values in Clipping Planes Group. 3.1.4 track view There are two different groups of CHARAT object parameters:

1. Parameters related to bones: a. bone parameters b. move animation chanel c. motion capture animation chanel d. target animation chanel

2. Parameters related to the skin (parameters of soft vertices) 3.2 main menue For modifying your standard CharAT human object click on Modify tab. Note that the object needs to be selected for the following options. Click on Main rollout menu and you will see the four menu


CharAT ergonomics

sections and their buttons. 3.2.1 Control Select your object in any viewport and click on Control button in Main Menu. The CharAT Control dialog box will appear on your screen. This dialog box is used to set and control the CharAT human object. These control options are grouped and can be found in tabs at the top of the dialog box. Body tab is for defining and changing control point options and the position of the CharAT human object. In Bone structure tab you can set and change the physical parameters of bones, connections and bone attachments. In Bone Animation you can set the Target Animation, Animation Channels, Limits and Assignment. In Environment tab you can get and remove objects for CharAT human environment. In Type select tab you can change the standard CharAT human object by setting the body type, clothing, region, age, percentil, acceleration, somatotype and proportion. In Discomfort tab you can get data about the discomfort of the CharAT human object based on body region. You can choose different output filters and change the graphic setting. In Visbility tab you can set the physical limits of the eyes, the head and the thorso. You can change the view properties and the eye attachments by clicking on camera or spotlight option buttons. 3.2.2 Monitor Select your object in any viewport and click on Monitor button in Main Menu. The CharAT Monitor dialog box will appear on your screen. Here you can monitor the physical parameters of the CharAT human body and bones, check the display and documentation settings. In Human Body tab you can see the parameters of Human Body Type and Reach Analysis.

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In Bones tab you can see the parameters of selected bones. In Display tab you can see the different optimal and enabled display measurement values based on the horizontal and vertical angles and the distance between the eye and the tracker and the age group of the CharAT human object. In Documentation tab you can list and save output data of your ChatAT human object. 3.2.3 Import/Export You can import and export CharAT objects with the Import and Export buttons in the File I/O group of the Main rollout. Note that the object needs to be selected for the following steps. Click on the button and open the folder you wish to use. You can select the file you wish to import and export the file to the opened folder.


CharAT ergonomics

3.2.4 Load/Save You can save and load files with the Save and Load buttons in File I/O group of the Main rollout. 3.2.5 State Save/Undo With Save and Undo buttons in State group you can save or restore a CharAT state. 3.2.6 Help For further help and information click on Help button in Main Menu.

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3.3.1 Body Note that the CharAT human object needs to be selected for the following steps.

control human body

Click on Modify tab then click on Control button in Main Menu. The CharAT Control dialog box will appear on your screen. Click on Body tab. In Property Switch Board Group you can switch targets on and off and make changes in posture. For naming your dummy type the name you wish to use in Body Name textbox. By checking Invers Biomechanic checkbox the dummy will get into the body position indicated by the body targets. Invers Biomechanics means that CharAT will take into consideration the target positions for making the kinematic chain. Without checking this checkbox kinematic laws will not be applied to the CharAT human object. By checking All targets on/off checkbox you can switch on the default body targets. We recommend you to check this box by default so that you


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can move the dummy by selecting and moving the targets. If All targets on/off checkbox is not checked, in Human Body tab of Monitor dialog box, Reach Analysis Group will show ‘Target not defined’ message for the target. When Keep Posture checkbox is checked, the dummy will keep its previous posture even when body type is changed in Control dialog box’s Type Select tab. If Keep Posture checkbox is not selected, the dummy will not stay in its position in case of changing the type of CharAT human object. For defining and re-defining the targets indicated by posture click on Define Targets by Body button. For positioning the spine in its initial position click on Init Spine button. For defining the left hand target click on one of the options given in Left Hand Contact Group. If you wish to use a different control point than default, click on your chosen option. The options are Hand L Palm, Hand L Finger 2, Hand L Finger 3 and Hand L Default. For defining the right hand target click on one of the options given in Right Hand Contact Group. If you wish to use a different control point than default, click on your chosen option. The options are Hand R Palm, Hand R Finger 2, Hand R Finger 3 and Hand R Default. For defining the left foot target click on one of the options given in Left Foot Contact Group. If you wish to use a different control point than default, click on your chosen option. The options are Foot L Ball, Foot L Heel and Foot L Default. For defining the right foot target click on one of the options given in Right Foot Contact Group. If you wish to use a different control point than default, click on your chosen option. The options are Foot R Ball, Foot R Heel and Foot R Default. For changing the display options of the dummy see BODY Graphics Group. With the checkboxes you can switch the options on and off. By default Bones and Skin options are checked that make the bones and skin of dummy visible.


CharAT ergonomics

By checking View mat the local coordinate system of bones will be displayed. The coordinate planes are displayed at the Target of the bone. X coordinate line is indicated with green, while Y coordinate line is indicated with blue and Z coordinate line is indicated with red colour. This option is useful when rotating particular bones. By checking Target checkbox red stars will be displayed in the middle of trackers of the bones. When using invers kinematics, you can position the trackers of bones by draging the red stars. Checking Reach L and Reach R checkboxes the fields that can be reached with the left and right hands become visible. By clicking Copy to mesh button CharAT classes will be collapsed and objects will be copied. After clickin on this button your CharAT object will be used as a collapsed geometry. Note that Copy to Mesh action can not be withdrawn. CharAT ROOT Position/Orientation With CharAT ROOT Position/Orientation group you can translate and rotate the torso by typing your desired values into the textboxes while the targets will stay in their position.

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3.3.2 Bone structure The bone selection rollout menu enables the user to create a new bone, to delete an existing bone, or to select a bone within the selected CHARAT object. Consequently, the first step is to select a CHARAT object within which you want to operate. To select the CHARAT object use the main toolbar Select function.

control human bone structure

New Bone: With the New Bone button you create a new bone at the end of the selected bone. The selected bone will be the parent of the new bone. The start point of the new bone will be the end point of the parent. The length of the new bone is defined as 50 millimetres, and the other parameters are equally initialized with default values. Delete Bone: The Delete Bone button eliminates the selected bone from the kinematic chain. If the deleted bone was the parent of a further chain, the parent of the remaining chain becomes the root of the kinematic chain. A new parent can be chosen at any time.


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Index: Every bone has an identification number, which is automatically attributed when the bone is created. The index field shows the identification number of the selected bone. The identification number of the desired bone can be selected by means of the spinner next to the input field. When you select a bone, the colour of the selected bone in wireframe mode changes from white to red. Any modification of a parameter is executed on the selected bone. Select: If you turn on the select mode, the Select button turns yellow, and a bone of the previously selected CHARAT object can be selected whithin one of the viewports with a click on the left mouse button. As long as this subselection mode is active, the selection of a bone is exclusively possible within the previously selected CHARAT object and the selection of any other 3DS MAx object is prevented. The selected bone in wireframe mode turns red. The parent of the selected bone turns green and the children turn yellow. The parameters of the selected bone appear in the input fields of the Bone-Base Parameters rollout menu. The Bone-Base Parameters Menu Name: The name of the bone appears in the Name field with an automatically generated name (e.g. Bone 2). The name can be altered at any time by the user. The name of the bone may not contain the space character and only the first 14 characters will be considered. When creating a kinematic chain, it is useful to give names that can be easily interpreted (e.g.: humerus, dactylion1). It makes the handling of the kinematic chain easier. Director: If the Director box is checked, the bone influences the movement of other bones, it becomes a driver bone. Length: The length of a bone in millimetres. There are two different ways of defining the length of the bone. The numerical value can be inserted into the input field or it can be defined by means of the spinners next to the input field. Rotord: Rotation order. In the Eularian rotation system, the result of the rotation is substantially influenced by the order of the axes around which the rotation is executed. The order of the axes can be defined for every single bone.The actual order is shown by a


CharAT ergonomics

permutation of the X, Y, Z letters and can be altered by means of the spinners next to the text. CHARAT is able to perform rotations in the following order: Z Y X X Y Z X Z Y Y X Z Y Z X Z X Y QUATERNION Texture Proj: Texture projection. The different body parts can have different textures. The projection method, how the texture from the material editor is projected onto the body part, can be defined. The projection methods include planar and cylindric projections.

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No Object: If the radio button is switched on, there are no additional objects generated at the end of the bone. Camera: If the Camera radio button is switched on, a camera object is generated at the end of the bone. A camera can be defined at the end of every single bone. If the length of the bone is defined as 0.0, the pivot point of the camera is the same as the optical focus. This is necessary in case of a motion control camera simulation. With this method, a synthetic subjective camera can be created. The parameters of a camera, that has been defined at the end of a bone, can be altered as it is needed. To set the parameters, the camera must be selected. During the animation, the focus point of the camera follows the translation and rotation of the end of the bone. Dummy: At the end of every bone a dummy object can be created, which is a 3DS Max object with a pivot point. In case of inverse kinematic, this dummy object is created automatically. (IK-invers kinematic, MCTB-motion capture target bone). External objects, which inherit the translation and rotation of the bone, can be connected to the dummy object. There is a major difference though between the dummy objects generated here and the dummy objects generated in case of inverse kinematic or Motion Capture Target Bones. While the dummy generated here is a passive dummy, which receives its position and orientation from the bone, the latter are active dummies that receive their position from an external device, e.g. a mouse. BBox: Bounding box. If the BBox radio button is on, a bounding box is added to the bone. The bounding box attributes volume and mass to the bone. The parameters of the bounding box can be defined in the Bone-Physical Parameters rollout menu. Connection to the parent: connection to the previous element of the kinematic chain. These parameters define the hierarchy and the basic settings of the kinematic chain. The basic rule is that every bone can have only one parent, but several children.


CharAT ergonomics

Parent: In this field the identification number of the parent of the selected bone is shown. The identification number can be changed by means of the spinners next to the field. If the number is altered in this field, the selected bone jumps to the end of the bone defined by this number. Bone text: The name of the parent can be seen below the ID number of the parent. Select: A subselection mode can be switched on with the Select button. When activated, the button turns light green, and the parent bone can be selected in one of the viewports with a click on the left mouse button. This subselection mode prevents that other 3DS Max objects can be selected. As soon as the new parent is selected, the bone text and the identification number in the parent field change and the selected bone jumps to the end of the new parent. Base Trs: Basic translation, that determines a relative position (0. animation channel). The X, Y, Z fields determine the relative distance of the start point of the actual bone in the local coordinate system of the parent. There are three different ways of determining the relative translation. 1. The numerical value can be entered into the fields. 2. The numerical value can be defined by means of the spinners next to the fields. 3. The relative translation can be defined with the Select and Move function of the main toolbar. Base Rot: Basic rotation, that determines the relative rotation to the parent (0. animation channel). The length-axis of the bone is always the local Z-axis. The relative rotation of the actual bone to the parent is determined by the basic rotation angles in the local coordinate system of the parent. The start position of the elements of the kinematic chain can be determined by the relative rotation. There are three different ways of determining the relative rotation. 1. The numerical value can be entered into the fields 2. The numerical value can be defined by means of the spinners next to the fields. 3. The relative rotation can be determined with the

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Select and Rotate function of the main toolbar. The physical parameters of the bone are necessary to define the data for the discomfort analysis. Bounding Box Group The role of the bounding box is to attribute volume and mass to the bone. Size: The X, Y, Z input fields correspond to length, width and height of the box. The required size can be entered directly or defined with the spinners. The values are interpreted in millimeters. Position: The input fields display the position of the bounding box in the local coordinate system of the bone. Physical Parameters Group Mass: The density of the bounding box in kg/dm続. The mass of the bounding box can be calculated by volume and density. Added weight: It is possible to simulate the loading of body parts with additional weights. In the input field, the mass of the additional weight can be defined. Discomfort X, Y, Z: Part of the CHARAT system is a comfort model. The model describes which postures are considered to be comfortable. The X value modify the weight of the joint rotation values in the discomfort calculation. The Y value modify the weight of the joint resistant in the discomfort calculation. The Z value modify the weight of the torque value in the discomfort calaculation. The values entered in the input fields are multiplying factors. The input value has to be defined in the range of 0,0-1,0. The physical parameters of the bone are necessary to define the data for the discomfort analysis. Bounding Box Group The role of the bounding box is to attribute volume and mass to the bone. Size: The X, Y, Z input fields correspond to length, width and height of the box. The required size can


CharAT ergonomics

be entered directly or defined with the spinners. The values are interpreted in millimeters. Position: The input fields display the position of the bounding box in the local coordinate system of the bone. Physical Parameters Group Mass: The density of the bounding box in kg/dm続. The mass of the bounding box can be calculated by volume and density. Added weight: It is possible to simulate the loading of body parts with additional weights. In the input field, the mass of the additional weight can be defined. Discomfort X, Y, Z: Part of the CHARAT system is a comfort model. The model describes which postures are considered to be comfortable. The X value modify the weight of the joint rotation values in the discomfort calculation. The Y value modify the weight of the joint resistant in the discomfort calculation. The Z value modify the weight of the torque value in the discomfort calaculation. The values entered in the input fields are multiplying factors. The input value has to be defined in the range of 0,0-1,0. Bone Attachments Active and passive Dummy objects Active or passive dummy objects can be created at the end of every bone. A passive dummy object can be created on the Bone-Base Parameters rollout menu, while an active dummy object can be created on the Bone-Animation rollout menu with the Normal or MTCB radio button. A passive dummy receives its position and orientation from the bone, while an active dummy receives its position and orientation from an external device, e.g. a mouse. A further 3DS MAx object can be linked to a dummy object by means of the main toolbar Link and Select option. The dummy object controls the movement of the linked external object. The communication between the dummy object and the external linked object is realized by means of track view. In order to assign a movable external object to a CHARAT object, the following steps must be per-

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formed: 1. Select a CHARAT object 2. Select a bone with the Modify ? Bone-Base Parameters ? Select function. 3. Check the Modify ? Bone-Base Parameters ? Dummy checkbox 4. Create any other 3DS MAx object. 5. Link the object to the dummy object by means of the main toolbar Select and Link function. 6. Define the keys for the motion of the CHARAT object by means of the Keyframe Animation controls in the track view. The linked object will follow the movement of the dummy object. This method enables the user to link different tools to the kinematic chain or to link two different kinematic chains together. For example, a screwdriver can be linked to the hand, a driver can be linked to the seat. The objects linked to the CHARAT kinematic chain with the active or passive connect dummy option can be modified by means of any standard or plugin modificator. This has the advantage that it is not necessary to pick up the object on the kinematic chain in the form of a skin subobject, the object can be changed or modified at any time. Camera Spotlights


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3.3.3 Bone animation Select a bone Index, Select Target Animation Disabled: If this radio button is switched on, there is no inverse kinematic defined for the bone.

control human bone animation

Normal: Enables the functioning of the bone and its parent as an inverse kinematic chain. As a result, an active dummy object is generated at the end of the selected bone. If the dummy object is selected and moved, the inverse kinematic chain will follow the position of the dummy object. Should the active dummy object be deleted, the inverse kinematic can be controlled through the target animation parameters. MCTB: Motion Capture Target Bone. If this radio button is switched on, an active target dummy object is generated at the end of the actual bone and


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an inverse kinematic chain is defined, that consists of this single bone. Reverse: The checkbox is available when the Normal radio button is switched on, that means that an inverse kinematic chain is defined that consists of two bones. When the target is moved, the two elements of the kinematik chain meet at an angle that can be positive or negative. If the Reverse checkbox is checked, the angle turns from positive to negative. World: If this checkbox is checked, the coordinates of the target will be interpreted as coordinates in the world coordinate system, if it is not checked the coordinates will be interpreted as coordinates in the local coordinate system of the CHARAT object. Target Position: The position of the target can be translated along the X, Y, Z axes. The extent of the translation can be defined in the X, Y, Z fields, if the active target dummy has previously been deleted. If there is an active target dummy assigned to the inverse kinematic chain, these fields are not available, they only show the actual position but cannot be altered. Animation Channel Translation: The bone is translated relatively to the end of the parent bone along the X, Y, Z local axis of the bone itself. Consequently, the pivot point of the bone is the end point of the parent bone. In this case it is useful to switch on the local coordinate system with the main toolbar Reference Coordinate System option. With this setting the axes appearing at the start point of the bone show the local coordinate system of the bone. There are three different ways of defining the translation: 1. The numerical value can be entered into the fields. 2. The numerical value can be defined by means of the spinners next to the fields. 3. The relative translation can be defined with the Select and Move function of the main toolbar. Rotation: These input fields are relevant for the first animation channel. The bone rotates in its


CharAT ergonomics

pivot point around the X, Y, Z local axis of the bone itself, in the order defined in the Rotation Order option of the Bone-Base Parameters rollout menu. In this case, it is useful to switch to the local coordinate system with the main toolbar Reference Coordinate System option. With this setting, the axes appearing at the start point of the bone show the local coordinate system of the bone. There are three different ways of defining the rotation: 1. The numerical value can be written into the fields. 2. The numerical value can be defined by means of the spinners next to the fields. 3. The relative rotation can be defined with the Select and Rotate function of the main toolbar. Factorization: This function enables the user to alter the dimensions of the bone and the connected skin without altering the local parameters. The effect of the skin factorization is not the same as the effect of the graphics editing, because the Graphics Editing function alters the local values of the vertices. In case of Skin Factorization, the local values of the vertices are multiplied by the given factors in order to calculate the values transmitted to the graphic card, but the old local values are not overwritten with the new ones. Motion Rotation: These input fields are relevant for the third animation channel. The bone is rotated in its pivot point around the X, Y, Z local axis of the bone itself, in the order given in the Rotation Order option of the Bone Base Parameters rollout menu. In this case it is useful to switch to the local coordinate system with the main toolbar Reference Coordinate System option. With this setting, the axes appearing at the start point of the bone show the local coordinate system of the bone. There are three different ways of defining the rotation: 1. The numerical value can be entered into the fields. 2. The numerical value can be defined by means of the spinners next to the fields. 3. The relative rotation can be determined with the Select and Rotate function of the main toolbar. The values given in the Rotation fields and in the

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Motion Rotation fields will be added together. Degree of Freedom Menu Enable Rotate (X, Y, Z checkboxes): With these checkboxes the degree of freedom regarding any kind of rotation can be restricted. If a checkbox is not checked, rotation around the according axis of the bone is prevented. The setting of the Min and Max values that define the limits of the rotation makes only sense if rotation has been enabled around the relevant axis. Enable Translate (X, Y, Z checkboxes): With these checkboxes, the degree of freedom regarding any kind of translation can be restricted. If a checkbox is not checked, translation along the according axis of the bone is prevented. The setting of the Min and Max values, that define the limits of the translation makes only sense if translation has been enabled along the relevant axis. Enable Factor (X, Y, Z checkboxes): With these checkboxes the degree of freedom regarding the factorization of the skin can be restricted. If a checkbox is not checked, factorization of the skin along the according axis is prevented, the dimension of the skin cannot be changed. The setting of the Min and Max values, that define the limits of the factorization makes only sense if the factorization has been enabled along the relevant axis. Limits Group: Input fields for setting the minimal and maximal values of the degree of freedom that are relevant for rotation, translation and factorization of the X, Y and Z axes. To the right of the Min, Max input fields On checkboxes are visible. They are irrelevant if the relevant Enable checkbox has not been checked, because in that case the relevant movement is prevented. If the Enable checkbox has been checked, the On checkboxes are relevant whether there are limits defined for the respective movement or not. If the On checkbox is not checked, the bone can move as desired; if it is checked it can move only within the limits. Rotation Limits: If the relevant checkbox is checked, the rotation around the axis is possible within the given limits. The minimum and maximum values must be given in degrees.


CharAT ergonomics

Translation Limits: If the relevant checkbox is checked, translation along the axis is possible within the given limits. The minimum and maximum values must be given in millimeters. Factorization Limits: If the relevant checkbox is checked, factorization of the skin is possible within the given limits. The minimum and maximum values must be scalar numbers (e.g. 0,0-2,0) In the Bone-Assignment menue, the user can define the relationships between the movement of bones. The data on the second animation chanel derive from the movement of the source-bone, and influence the movement of the selected bone. If you define the relationship between the movement of bones, the movement of a single bone may influence the movement of any number of other bones consequently. This makes it easier to simulate the movement of kinematic chains like the vertebral column. You can control the movement of the other backbones with the movement of one single vertebra. Source: By selecting a source bone, you define from which bone the actual bone is supposed to receive animation data. Select the bone which you want to define as source bone first. To select this bone, use the Select function in the BoneSelection rollout menue. The selected bone turns red, the parent bone turns green, the children turn yellow, the source bone turns blue if there is any. In the Source input field in the Bone-Assignment rollout menu the number of the source bone appears, below the inputfield the name of the source bone is visible. If there has not been any source bone defined previously -1 appears in the inputfield, the text No Assignment is displayed below the field. The new source bone can be defined in one of the following ways: The number of the source bone can be set in the input field directly or with the spinners, or with a click on the Select button the bone can be selected in the viewports with the mouse. Select: Source bone selection as explained above. ATTENTION: The data from the first and second animation chanel will be added together.

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Set: The Set button makes the setting of the assignments more convenient. The button sets up a direct correlation between the source and the target bones, that can be altered at any later point of time. Clear: A click on the button deletes the assignments. Calculation of the assignment data: The data of the second animation chanel are calculated according to the following expressions: Selected bone Rx = (sign -/+) source bone Rx||Ry||Rz (operation / * + - ) constant etc. Use the DOF in Assignment.


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3.3.4 Collision Environment The Environment menu enables the definition of a collision detection environment in the scene. In the collision detection environment you can identify one or more mesh objects to detect collisions with the mechanical or human body.

control human collision environment

Enable: if the checkbox is checked the collision detection process is executed after every animation interaction. Get Object: The steps are as follows: 1. Click the Get Mesh button, the Selection and Get Mesh function are activated. 2. Select the geometry in the viewport that is supposed to be picked up for the collision detection. Remove: Select one of the collision geometry names from the collision object list. After the selection click


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the Remove button. The collision geometry is removed from the collision detection environment. Collision Objects: The list box shows all mesh objects in the collision detection environment with a unique object name. Collision detection signals in the scenario: The signal to indicate a collision in wireframe or in transparent mode is that the bone graphics element colour changes to violet if the body has a collision with the environment elements. In smooth and highlights mode the clothes‘ colour (82) changes to the collision signal colour (99).


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3.3.5 Human Body Type select Human Body Type select Menu The options in the Human Body Menu enable the creation of human models using the data of the CHARAT database. Clothing:

control human bodytype select

When anthropometric data are applied to design work, the effect of clothing on the size and performance of a person must be considered. Clothing is an important factor in determining the correct size of work spaces, the body height and eye level in both sitting and standing postures, and the design of controls. In IDO:Ergonomics 3 clothing variants are defined: 1. Worker (worker clothing for normal temperature with shoe) 2. Office (office clothing for normal temperature with shoe)


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3. Skin (cat-suite for normale temperature with shoe) It can also apply user defined clothing geometry (refer to graphics rollout menu) Region: The database region can be defined by this list box. The graphical representation dimensions are generated by the regional database content. The body parts are proportional factorized by the database measurement dimensions in relation the standard body graphical representation. The database files are sorted by continents as folow: World database database Wilson/Ross 1976 database GLOBAL UHP 2005 database DIN EN ISO 3411:2007 continent AMERICA regio_01_Nord_America database nasa std 3000 database Schmidtke regional database Bodyspace USA


CharAT ergonomics

regio_02_Latin_America_1 database Schmidtke regional regio_03_Latin_America_2 database Schmidtke regional continent EUROPA regio_01_North_Europe database Schmidtke Regional database Bodyspace Sweden regio_02_Midle_Europe database AA database DIN 33402-2:2005 database Schmidtke Regional database Bodyspace Italy database DIN 33402 Italy regio_03_East_Europe database Smidtke regional database Bodyspace Poland database Bodyspace Rusland regio_04_SouthEastEurope database Smidtke regional database DIN 33402 Yugoslav database DIN 33402 Turkey regio_05_France database Smidtke regional database Bodyspace France regio_06_Iberian_Peninsula database Smidtke regional regio_07_England database Bodyspace BSIPP 7317-DIN 5566 europa UHP europa Europe AE Nr.108:1989 continent AFRICA 3 regio_01_North_Africa database Smidtke regional regio_02_West_Africa database Smidtke regional regio_03_SouthEast_Africa database Smidtke regional continent ASIA 4 regio_01_Near_East database Smidtke regional regio_02_North_India database Smidtke regional regio_03_South_India database Smidtke regional

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regio_04_North_Asia database Smidtke regional regio_05_South_China database Smidtke regional database Bodyspace HongKongChinese regio_06_SouthEast_China database Smidtke regional regio_07_Japan database Smidtke regional database Japan old database Japan young continent AUSTRALIA 5 regio_01_Australia database Smidtke regional Age: The age slider allows the user to define the statistical age. Percentil: The percentage displayed in the percentil slider defines the share of body proportions represented within the population. E.g. if the field displays 5%, the model body statistically represents a share of only 5% of a population, which is a small part, while 95% corresponds to a huge share within the population. Acceleration: The acceleration slider allows the user to define the statistical growth rate (acceleration or retardation) of body height for a population per decade. Proportion: The average body proportions are close approximations for most people. Corrections need to be made in the following cases: Japanese and other Orientals usually have about the same sitting height as white people, but their legs and arms tend to be shorter. Black people have longer legs and arms in proportion to their trunks than white people. The proportion radio buttons allows the user to define the basic proportion correction. Medium leg = white population leg/trunks proportion


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Short leg = oriental population leg/trunks proportion Long leg = black population leg/trunks proportion Medium arm = white population arm/trunks proportion Short arm = oriental population arm/trunks proportion Long arm = black population arm/trunks proportion This proportional correction technic is based on Henry Dreyfuss Humanscale123. Somatotype: The technique of somatotyping is used to appraise body shape and composition. The somatotype is defined as the quantification of the present shape and composition of the human body. It is expressed in a three-number rating representing endomorphic, mesomorphic and ectomorphic components respectively, always in the same order. Endomorphy is the relative fatness, mesomorphy is the relative musculo-skeletal robustness, and ectomorphy is the relative linearity or slenderness of a physique. The IDO: Ergonomics Somatotype Algorithm is based on the: THE HEATH-CARTER ANTHROPOMETRIC SOMATOTYPE Instruction Manual J.E.L. Carter, Ph.D. Department of Exercise and Nutritional Sciences San Diego State University San Diego, CA. 92182-7251. U.S.A.

Mesomorph: mesomorphy is dominant, endomorphy and ectomorphy are more than one unit lower.

Somatotype categories: (Thirteen categories are defined in Carter, 1980, 1996, and Carter and Heath, 1990.)

Mesomorph-ectomorph: mesomorphy and ectomorphy are equal (or do not differ by more than one unit), and endomorphy is smaller.

Central : no component differs by more than one unit from the other two.

Ectomorph: ectomorphy is dominant, endomorphy and mesomorphy are more than one unit lower.

Endomorph: endomorphy is dominant, mesomorphy and ectomorphy are more than one unit lower.

Ectomorph-endomorph: endomorphy and ectomorphy are equal (or do not differ by more than one unit), and mesomorphy is lower.

Endomorph-mesomorph: endomorphy and mesomorphy are equal (or do not differ by more than one unit), and ectomorphy is smaller.

User type edit:


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3.3.6 Discomfort Analysis Option menue The Discomfort Analysis option calculates the discomfort values of the body posture after any animation action. The data of the discomfort analysis can be exported into an ASCII code file with the File Export Posture Analysis option. Discomfort Analysis Diagram The data of the discomfort analysis can be displayed in the viewport with different options.

control human discomfort

display the data components discomfort percent joint movement joint resistant body chain torque on join display the discomfort values for the spine for the left and right arms for the left and right legs


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for the left hand for the right hand

display the data components in Nm normal force on joint X component normal force on joint Y component normal force on joint Z component normal force vector on joint The permanent option enables the update of the Discomfort Analysis diagram during the animation. Note: The discomfort analysis is based on: NASA STD 3000 Man-Systems Integration Standards (MSIS) Volume I Revision B July 1995 Page 82-108 3.3.4.3 Neutral Body Posture Data Design Requirements 3.3.6.3.2 Body Segment Volume Data Design Requirements 3.3.7.3.1.1 Whole-Body Mass Data Design Requirements 3.3.7.3.1.2 Body Segment Mass Data Design Requirements Don B. Chaffin, Gunnar B.J. Anderson, Bernard J. Martin


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OCCUPATIONAL BIOMECHANICS Third Edition 1999 by John Wiley & Sons Chapter 3 page 65-89 3.1 Measurement of physical properties of body segments 3.1.1 Body-segment link length measurement methods 3.1.2 Body-segment volume and weight 3.1.3 Body-segment locations of center of mass 3.1.4 Body-segment inertial property measurement method 3.2 Anthropometric data for biomechanical studies in industry 3.2.1 Segment link length data 3.2.2 Segment weight data 3.2.3 Segment mass center location data 3.2.4 Segment moment-of-inertia and radius-ofgyration data

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3.3.7 Visibility Note that the CharAT human object needs to be selected for the following steps. Click on Modify tab then click on Control button in Main Menu. The CharAT Control dialog box will appear on your screen. Click on Visibility tab. In this tab you can set the physical limits of the eyes, the head and the thorso, change the view properties and the eye attachments.

control human visibility

Eye direction limits group allows you to set the physical comfort angles of the eyes. You can modify default data by typing the values you wish to use into the textboxes where you can give data for the left, right, up and down limits. By clicking on Data button a CharAT Info dialog box will pop up listing the data used at that moment. Head direction limits group allows you to set the physical comfort angles of the head. You can modify default data by typing the values you wish to use into the textboxes where you can give data for the left, right, back and front movements. By clicking on Data button a CharAT Info dialog box will pop up listing the data used at that moment. Thorso direction limits group allows you to set the physical comfort angles of the thorso. You can modify default data by typing the values you wish


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to use into the textboxes where you can give data for the left, right, back and front movements. By clicking on Data button a CharAT Info dialog box will pop up listing the data used at that moment. For getting the spine to its initial position click on Init Spine button. For returning to maximum angle values click on Max Limits button. Clicking on this button will return you to the maximum physical values possible. For making your angles default for the file, first type the values you wish to change into the textboxes then click on Set Angles button. Clicking on this button will send your values to the given bone and will appear in Bone Animation tab too. In View Properties Group you can make different view options visible by the eye cameras. Sharp checkbox will make sharp field of vision visible. Colour checkbox will make colour field of vision visible. Gray checkbox will make gray field of vision visible. Optimal viewfield checkbox will make optimal field of vision visible. More options can be checked at once. In Eye Attachments Group you can set the visibility options of the dummy’s sight. For making the eyes’ target visible, leave Target checkbox checked as it is by default.


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The default option for Eye Attachments is Off in all cases. You can choose from three options: Off, Camera and Spotlight option buttons. Camera option will make a camera visible for the particular eye while Spotlight option will show a spotlight sign at the particular eye. Choosing Off option will make everything invisible. The three eyes can be set individually.

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Standards:

tion. Sehen und Bildschirm . Zürich),

DIN EN 614-1:2009-01 DIN EN 614-2:2008-02 DIN EN 894-1:1997-04 DIN EN 894-2:1997-04 DIN EN 842:2009-01 DIN EN 60073:2003-05 DIN EN 981:1997-01 DIN EN ISO 13406-2:2003-06 DIN EN 61310-1:2008-10

(Schierz, C.,2002-10. Physiologie II: Sinnesorgane. Skript zur Vorlesung im Departement Umweltnaturwissenschaften.Zürich), (Strasser, H. Ergonomie - Umgebungseinflüsse. Beleuchtung.Siegen 1993),

Literature sources: (z. B. (Barz, N., 2008. Europäische Sicherheitsvorschriften für elektrische Betriebsmittel.

(Lorenz, D.,2008-08. Arbeitswissenschaft/Ergonomie.Gestaltung der Informationsausgabeschnittstelle.Gießen: FH Gießen-Friedberg),

Abruf 09.03.2009 www.vde-verlag.de/buecher/ leseprobe/lese2341.pdf),

(Krüger;Hessen;Zülch: Bedeutung der Akkommodation für das Sehen am Arbeitsplatz. Z. Arb. wiss.36(8NF)159-163.1982) u. a. m.)

(Cakir, A.,1980. Bildschirmarbeitsplätze. Berlin: Springer Verlag), (Schierz, C.,2001-10. Mensch-Computer Interak-

(Murrell, K., 1971. Ergonomie-Grundlagen u. Praxis der Gestaltung optimaler Arbeitsverhältnisse.Düsseldorf:Econ Verlag),


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3.3.8 Control numan body forces Analisys Method In this menu point one can choose the desired analysis procedure of body forces. All data and information provided in the dialog box is a real-time result. For proceeding the following steps, the object to be analysed has to be selected. The two types of analyses given in this dialog box can be described as the followings:

control human body forces

Actual state analysis: this analysis method provides information about a defined posture and force acting on the body. This procedure is suitable when you already have a design and a body posture fitting in it and you wish to verify whether the force to be performed is suitable for the age, sex and percentile of the body. Planning analysis: this analysis method is a great tool supporting the design of body postures and the forces acting on the body. With the help of this tool, one can determine the direction, magnitude and frequency of the maximum allowable force based on a given body posture or in reverse, determine the optimal posture for the given force. Every result depends on the age, sex and percentile of the body.


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When you check a point, the possible options appear highlighted. Disabled When this point is checked, no analysis is evaluated. Actual state analysis This analysis method provides information about a defined posture and force acting on the body. This procedure is suitable when you already have a design and a body posture fitting in it and you wish to verify whether the force to be performed is suitable for the age, sex and percentile of the body. You can choose this method by clicking on its radio button. When you choose this analysis procedure, you will have two options: Normative evaluation method: all data are calculated based on the German DIN standards When you choose normative evaluation method, you can only choose one Body posture at the moment: Standing upright, feet side by side. The other options that will soon be available are: Standing upright, straddle Squat Kneeling Force Atlas for Assembly Operations: this method uses a different database than normative evaluation method. The difference between this method and the normative evaluation method on the user interface is the body posture. When you choose Force Atlas for Assembly Operationsyou can choose from three different body postures: Standing Sitting Kneeling


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The following options are available for both normative evaluation method: and Force Atlas for Assembly Operations Side Angle indicates the right arm’s position. 0 degrees means that the arm is hold out in front and it’s perpenducilar to the body, while 90 degrees means a parallel arm position to the body. Force direction offers an option to choose the direction the force that is acting on the body. At once only one force component can be analysed. When analysing the strain, you can choose from two basic options: you can choose either Frequency or Duration to be the basic parameter of the analysis. Frequency indicates the number of excercises per minute and per 8 hours, while Duration shows the time span while the force is effecting. In Frequency of strain dropdown menu you can choose from different predefined frequency values(number of excercises per minute and per 8 hours). In Duration dropdown menu you can choose from different predefined duration values (the time span while the force is effecting). Strain In strain box you can choose from one-handed or two-handed analysis. In case you choose twohanded radio button, the analysis is done as if there was a symmetric load on both hands, but it only gives back the results of the right hand as output. Actual force box indicates the extent of the force effecting on the body. Planning Analysis This analysis method is a great tool supporting the design of body postures and the forces acting on them. With the help of this tool, one can determine the direction, magnitude and frequency of the maximum allowable force based on a given

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body posture or in reverse, determine the optimal posture for the given force. Every result depends on the age, sex and percentile of the body. normative: all data are calculated based on the German DIN33411 standards. When you check this radio button, you will have two options: Preplanning or Fine Planning. General planning If you choose this option, the isodynes will appear around the right arm. Isodynes consist of a range of spheres of different colors and lines connecting them. The colors of the spheres indicate how sufficient the force is in the current position. Isodynes help you telling whether the current position of the body is sufficient to bear the given force. Isodynes mean the lines within what the same extent of force can be tolerated. With their help you can define the suitable position of the arm for the given force or verify if the given strain is suitble for the current position or not. When you use preplanning the program will consider the body as a 50% percentile object. Detailed Planning If you click on this option, arrows will appear in every axles where forces can act. Here you can fine tune the body posture with the help of further specified parameters. If you choose fine planning, the program will consider the age, sex and percentile of the selected body thus can give a more precise assassment about the body posture and


CharAT ergonomics

the force acting on it. Force Atlas for Assembly Operations: this method uses a different database than normative evaluation method. The difference between this method and the normative assessment procedure on the user interface is the body posture. When you choose Force Atlas for Assembly Operations, you can choose from three different body postures: Standing Sitting Kneeling The following options are available for both normative evaluation method and Force Atlas for Assembly Operations Side Angle indicates the right arm’s position. 0 degrees means that the arm is hold out in front and it’s perpenducilar to the body, while 90 degrees means a parallel arm position to the body. Force direction offers and option to choose the direction the force is acting in. At once only one force component can be analysed. When analysing the strain, you can choose from two basic options: you can choose either Frequency or Duration to be the basic parameter of the analysis. Frequency indicates the number of excercises per minute and per 8 hours, while Duration shows the time span while the force is effecting. In Frequency of strain dropdown menu you can choose from different predefined frequency values(number of excercises per minute and per 8 hours). In Duration dropdown menu you can choose from different predefined duration values (the time span while the force is effecting). Strain In strain box you can choose from one-handed or two-handed analysis. In case you choose twohanded radio button, the analysis is done as if there was a symmetric load on both hands, but

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it only gives back the results of the right hand as output. Actual force box indicates the extent of the force effecting on the body.


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3.4 Monitor human physical ability, faculty of sight 3.4.1 Human Body Note that the CharAT human object needs to be selected for the following steps. Click on Modify tab then click on Monitor button in Main Menu. The CharAT Monitor dialog box will appear on your screen.

monitor human

Click on Human Body tab. In Human Body Type Data Group basic parameters of your CharAT human object are displayed. These parameters are Type, Age, Percent, Region, Somatotype, Proportion, Acceleration, Body Height, Body Height with shoe, Volume Body Weight, Statistical Body Weight and Center of gravity. Note that these parameters are identical to the ones set and displayed in Control dialog box’s Type select tab. All data and parameters are dy-


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Control and monitor display namic which means that by changing values in Control dialog box’s Type select tab, Monitor dialog box’s data will be automatically modified. In Reach Analysis Group the reaching distance parameters of the limbs of your CharAT human object and their comfort levels are displayed. You will find parameters of the length of both arms and legs and their target distances. Note that target distances should always be smaller than the length of the limb for proper comfort levels.

Human Body Type Data and Reach Analyisi and data monitor display

After each limb an assessment is displayed about the particular comfort level. The levels displayed can be: too far out of reachable - the target of the limb is too far out of reaching distance, can not be reached border range - the target of the limb is at the border range of reaching distance comfort range - the target of the limb is in the comfort range too near not reachable - the target of the limb is too near to be reached, can not be reached 3.4.2 Bones Note that the CharAT human object needs to be selected for the following steps. Click on


CharAT ergonomics

Modify tab then click on Monitor button in Main Menu. The CharAT Monitor dialog box will appear on your screen. Click on Bones tab. In Bone Data Group basic bone parameters of your selected CharAT human object are displayed. You can find Bone Length, Bone Rotation and Discomfort values. Note that these parameters are identical to the ones set and displayed in Control dialog box’s Bone structure and Bone animation tabs. All data and parameters are dynamic which means that by changing values in Control dialog box’s Bone structure and Bone animation tabs, Monitor dialog box’s data will be automatically modified. If you select a bone, its particular parameters will be displayed. 3.4.3 Display & Visibility

Bone data monitor display

Note that the CharAT human object needs to be selected and All targets on/off needs to be checked in Control dialog box’s Body tab for the following steps. Click on Modify tab then click on Monitor button in Main Menu. The CharAT Monitor dialog box will appear on your screen. Click on Display tab. In Distance Position Orientation Group you can find data about the position of middle eye target including its distance from the eyes in mm, horizontal and vertical viewing angles and display position in CharAT Coordinates. In Age Group group you can choose from three options: 25, 40 or 50 years old age groups. Select your values with the option button. This will change the focus distance of the eye similarly as it changes with a human’s age. In Warnings group parameters will be displayed based on the age group requirement. All parameters are dynamic. In Display Type Group you can choose from three options. By default it is set to Alphanumeric, the further options are Icon and Analog display types. By selecting Alphanumeric option, in Display Mea-

Display data monitor display

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surements group the optional and enabled values for alphanumeric signs will be displayed. These are Character height, Character width, Character spacing, Stroke width and Line spacing. By selecting Icon option, in Display Measurements group the optional and enabled values for icons will be displayed. These are Character height, Character width and Character spacing. By selecting Analog option, three other options will open. These are 1-scale, 2-scale and 5-scale division options. See figure for further explanation. In Display Measurements group scaling parameters will be displayed according to your chosen option. These parameters are Length of long scale line, length of medium scale line, length of short scale line, width of long scale line, width of medium scale line, width of short scale line, Scale spacing and Digit height. In Warnings group you will be notified about the visual quality through parameters of Horizontal viewing angle, Vertical viewing angle and Relative visual acuity. You will be notified if admissible angles or maximal accomodation are exceeded. The required values will be displayed according to the age group. 3.4.4 Documentation Note that the CharAT human object needs to be selected for the following steps. Click on Modify tab then click on Monitor button in Main Menu. The CharAT Monitor dialog box will appear


CharAT ergonomics

on your screen. Click on Documentation tab. In Documentation Group you can set what parameters you wish to be listed about the dummy. You can choose from the following options by

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checking the checkboxes: Human Body Type Information, Body Reach Analysis, Visibility Analysis, Bones Joint Discomfort Values, Bones Joint Rotation Values, UIC Body Contact Position and Bones Position. For viewing the chosen parameters click on View button and the CharAT Report Viewer dialog box will pop up. Note that here you can only view parameters. Close the window by clicking on OK


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button or Exit on the upper right corner. For saving the chosen parameters click on Save button in Documentation tab. Please choose the library you wish to use and the file type of your file then click Save.

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ject. Strain: indicates the strain caused by the actual force. Body posture: indicates the actual position of the selected object. Force direction: indicates the actual force direction analysed by the program. Preplanning normative - isodynen: indicates the normative for the current analysis method. Body Force Report 3.4.5 Monitor Body Forces

In the Monitor dialog box there is a tab for Body Forces where you can monitor the results of the selected object real-time. The following properties can be found there. Properties Height difference between hand and foot in mm: indicates the difference in height of the hand and foot of the object. Distance between shoulder and hand in mm: indicates the distance between the right hand and the shoulder. Arm reach in mm: indicates the length of the right arm reach of the object. Actual maximal arm reach in mm: indicates the maximal length of the right arm reach of the ob-

Maximal action force in N: gives the value of the maximal action force that can be applied on the selected object in N. Frequency per minute: gives the frequency per minute value by which the current force can be applied on the selected object. Frequency per 8 hours: gives the frequency per 8 hours value by which the current force can be applied on the selected object. Duration in minutes: gives the time interval in minutes for which the current force can be applies on the selected object. Currently applied force in N: gives the value of the current force applied on the selected object. Maximum recommended force in N: gives the value of maximum recommended force in N that can be applied on the selected object. Optimal recommended force in N: gives the value of optimal recommended force in N that can be applied on the selected object. Risk assessment: gives a short written assessment about the current values to be analysed.

If you would like to view or save a detailed documentation of the analysis, in the Documentation tab of Monitor dialog box there is a check box for Body Force Analysis. If you would like to save the documentation of your risk assessment, you need to have your object selected. You have to check Body Force Analysis check box, then you can choose from two options: you can view the documentation by clicking on View button or you can save the documentation by clicking on Save button. If you wish to save the documentation of your analysis and click on Save


CharAT ergonomics

button, the following dialog box will appear where you can choose the name and location of the output file. If you would like to view the documentation of the analysis and click on View button, the following dialog box will appear where you can view the result of your analysis.

Body force analysis text output example --------------------------------------------------------------------------------------------CharAT Body Force Analysis V-6.1 --------------------------------------------------------------------------------------------Resources Stage 2, see Stage Model Manual, Chapter Body Forces and Kamusella, www.ergotyping.net Height difference between hand and foot in mm : 1050.55 Distance between shoulder and hand in mm : 376.83 Body posture :Standing Arm reach in mm :472.92 (75.97 Prozent) Current maximal arm reach in mm :622.48 Strain : one-handed Force direction : +A +A(242.5) -A(243.0) +B(294.0) -B(322.5) +C(167.5) -C(115.0) Maximal acting force in N (Force Atlas for Assembly Operations) :242.5 Frequency per minute :0.80 Frequency per 8h :0.80 Duration in minutes :0.70 (fA: 1.00) Currently applied force in N :50.00 Maximum recommended body force in N :194.00 Optimal recommended body force in N :164.90 Risk assessment ISO 11228-2 :(0.26) No measures are required. --------------------------------------------------------------------------------------------Preplanning normative: Color classification of Isodynes: Force trends (between 0 N and max. 700 N) dark green............High power trend green.........................: light green...................: yellow................Medium power trend orange........................: red...........................: brown.................Low power trend ---------------------------------------------------------------------------------------------

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Content creator tools edit human shape get solid geometry

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3.5.1 Graphics Menu Visibility: With the Visibility options parts of the CHARAT graphics can be turned visible or invisible. Vert ticks: Vertex ticks. If the checkbox is checked, the vertices of the skin mesh are highlighted in dark blue. This option is automatically turned on if the Select button in the Vertex-Bone group is used. Once a selection is made from the vertices, the color of the selected vertices turns red. Every further operation concerns these selected vertices. Bones: If this box is checked, the bones of the CHARAT kinematic chain are visible. Skin: If the box is checked, the skin, which is a polymesh graphics assigned to the bone, is visible. Either the Skin or the Bone checkbox has to be checked. View mat: View matrix. If the box is checked, the axes of the local coordinate system of the bones are visible. Target: If the box is checked, the axes of the local coordinate system of the target objects are visible.


CharAT ergonomics

Hide: The selected vertices turn invisible. First, a group of the vertices have to be selected with one of the selection methods. The selected vertices turn red. The effect of the Hide button is that the selected vertices disappear and they are invisible for any further operation until the next Unhide command. Delete: With this button the selected vertices can be deleted. Unhide All: All the vertices, that have been previously hidden, turn visible again . Copy to mesh: This button creates an editable mesh copy of the CHARAT object in the scene. If the user wants to make a copy of the different phases of the animation, the required phases have to be selected with the time slider on the time axis. After the selection has been made by means of this button, a copy of the animation phase is prepared. Soft-selection and Factorization Soft selection: The Soft-selection setting allows the blend of the selected region with the rest of the object. The vertices are now displayed in a graduated colour ramp according to the different weightings which are assigned to the vertices of the polymesh. This is a preparation process prior to the execution of the different functions of editing. The editing commands are excuted to the full extend on the vertices that are highlighted in red, and are executed to a smaller degree as you go from the vertices highlighted in red through vertices highlighted in yellow, then green to vertices highlighted in blue. Enable: If this box is checked, Soft-selection is allowed, otherwise it is not allowed. No back: If the box is checked, the Soft-selection does not affect the vertices that are invisible. Fallof: The radius of the Soft-selection can be defined in the input field. The center of the Softselection is the selected vertex. If the radius is

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increased, the area affected by the selection increases. Pinch: The characteristic shape of the Soft-selection can be defined by means of this input field. Pinch straightens the volume of the selection. Bubble: The characteristic shape of the Soft-selection can be defined by means of this input field. Bubble widens the volume of the selection. Soft animation parameters: The parameters of the soft animation can be defined by means of the Translation and Rotation X, Y, Z input fields and check boxes. First, a group of the vertices must be selected, then the Soft-selection must be enabled. If the Soft-selection is enabled, the vertices are highlighted in a graduated colour ramp. The vertices are temporarily weighted. If you want to store the temporarily created values in the vertex data base of the polymesh, it is necessary to check the checkboxes. If all the checkboxes are checked, the soft animation will affect all translations and rotations. It is possible, however, to restrict the effect of the soft animation. For example, if the Translation X checkbox is not checked, the Softselection is not effective for translations along the X-axis. If the Soft-selection is disabled, the vertices, that have been previously selected with the VertexBone Select function, can be manually attributed with a soft-animation weighting factor in the Translation, Rotation X, Y, Z input fields. The manually given values may vary between -2 and 2. Vertex-Bone The Vertex-Bone functions enable the user to assign a mesh to a kinematic chain. Furthermore, if some of the vertices are not assigned to the desired bone, the assignment can be altered, groups of the vertices can be selected and assigned to another bone. Index: The identification number of the bone to which you want to assign the selected vertices is shown in the index input field. The ID number of the bone can be entered into the field or altered


CharAT ergonomics

with the spinners next to the field. Bone name: The text shows the name of the bone to which the selected vertices are assigned to. Select: One vertex or a group of the vertices can be selected in the index input field. Sel. All: The Select All button is useful if one vertex is selected and you want to select all those vertices that are assigned to the same bone. Set: A group of vertices can be assigned to a bone with the Set button. A group of vertices must be selected, then the ID number of the bone must be defined in the index field. If you select the Set button the vertices are assigned to the actual bone. After the assignment these vertices move together with the bone. Get Mesh: A 3DS MAx polymesh geometry is picked up by a CHARAT kinematic chain with the Set button. The steps are as follows: 1. Select the bone which is supposed to pick up the geometry. 2. Press the Get Mesh button - the Selection and Get Mesh functions are activated. 3. Select the geometry in the viewport that is supposedt to be picked up by the bone. 4. A copy of the original geometry is generated on the kinematic chain. The original geometry can be deleted. From this moment, the vertices of the geometry are assigned to the bone, the geometry is not a separate object any more but a part of the CHARAT object. Collaps: The selected vertices are replaced by one single vertex that is placed according to the coordinates calculated from the coordinates of the vertices that it replaces. The function rearranges the edges of the polymesh automatically. Face-Material A Multi/Sub-Object material can be assigned to a CHARAT object. The existence of this type of material enables the user to use different materials within one single CHARAT object. The subob-

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ject materials have their own identification number within the Multi/Sub-Object material. This number is the material index. The user only needs to assign the appropriate material indices to the faces of the mesh geometry in order to define the outward appearance of the skin . Material Index: The Input field shows the identification number of the subobject material within the Multi/Sub-Object material. Select: Face selection. The faces to which you want to assign a material can be selected by means of this button. The index of the submaterial you want to assign to the selected faces must be entered into the index field. Sel.All: Select All button. If one single face is selected, all faces which have the same submaterial index, are at the same time selected by means of this button.


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3.5.2 Morph Rollout Menu

Content creator tools edit human shape create morph

Morphing is an animation technique. A morph object combines two or more objects by interpolating the vertices of the first object to match with the vertex positions of another object. The result of the interpolation process is a morphing animation. The original object is the seed or base object. The object into which the seed object morphs is the target object. Both objects must have an equal number of vertices. If you use morphing during the animation, one or more target objects must be edited. During the editing, the Selection and Soft-selection functions are needed to select groups of the vertices you want to operate on. To select the vertices of the morph target object, use the Select button in Vertex-Bone and Soft-selection in the Graphics rollout menu. These are general tools to select or soft-select the vertices of an object. See Graphics menu for more details.


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Morphs/Stacks: This is a selection list that contains morph objects and stacks. In the list, the name of the morph object is followed by the driver percentage of the morph in parenthesis. The driver percentage can be defined in the value field of the Morph (V) if there is no driver bone assigned to the morph. In this case, the Source field (Src) in the assignment group displays the -1 value. If a source bone has been previously assigned to the morph, the driver percentage is defined by the source bone and the V field is disabled. Only if a morph object exists stack objects are available: The 0 percentage stack enables the user to check the result if the morph is not applied at all, while with the 100 percentage stack it is possible to check the result if the morph is fully applied. A stack can be generated with any percentage with the New button in the Stack group. See an example list below: +RBein(18%) +Stack 0% +Stack 39% +Stack 100% -LBein(86%) +Stack 0% +Stack 100% In the list a + or - sign shows whether the morph or stack is enabled or not. Visibility Group: The group consists of four radio buttons according to the four different options of visualization. Original: If the Original radio button is switched on, the original non editable surface is visible (seed object). Comment: After a group of vertices has been selected and a new morph has been defined from these vertices, the original vertices are barred from any further editing until the morph exists. Result: If this radio button is switched on, you can see the actual result, if all the morph targets on the seed object are effective - each according to the specified percentage. Morph: If the radio button is switched on, you can


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see the result if only the selected morph is active according to the specified percentage. Stack: If the radio button is switched on, the geometry of the selected stack is visible. Morph Group: Name: The field displays the name of the selected morph. Any name can be attributed. Please do not use extended characters! Enable: If the checkbox is checked, the morph is active according to the percentage that has previously been defined. If the box is not checked, the morph does not have any effect. V: The field displays the percentage that defines to which extent the morph is effective. The percentage can be defined with the spinners next to the input field if there is no driver bone assigned to the morph. If a driver bone has previously been assigned to the morph, the field is disabled and displays the percentage defined by the driver bone. New: If a group of vertices has previously been selected, a new morph object is generated. With this step, three copies of the geometry consisting of the vertices are automatically generated in the section of the memory that is assigned to the morph. The three copies correspond to the base, 0% and 100% stacks. The visible result of this fact is that the selection list of the morph appears in the Morph/Stack selection list in the Morph rollout menu. The first line displays the automatically given name, which can be changed as required, with a driver percentage of 0% as default value. The following three lines display the 0% and 100% stacks: Morph1 (0%) Stack0% Stack100% ATTENTION! If there are no vertices selected, an error message appears. Delete: The selected morph object and all the stacks that are related are deleted.

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Export: The morph object is exported into a “.obj” file. The export considers also the related stacks. Import: A morph object can be imported from a “.obj” file. The import also considers the related stacks. Stack Enable: If the box is checked, the stack is activated. %: A percentage can be defined in the field with the spinners next to the input field. Any percentage can be defined except 0% and 100%, the stacks with the respective percentages are automatically generated. The geometry in the stack is calculated according to this percentage. New: Generates a new stack with a percentage of 50% as default value. The percentage can be changed with the spinners as required. Delete: Any selected stack can be deleted with a button click except the 0% and 100% stacks. Export: The content of the stack can be exported into a “.obj” file with this button. Import: A “.obj” file can be imported into the stack with the button. Assignment Scr: The field displays the identification number of the source bone. The movement of the source bone influences the location of the vertices of the geometry. The way how the source bone influences the geometry of the morph is defined by the V driver percentage. The V driver percentage is calculated according to the defined formula (the expression given in this Group?). If there is no source bone, the field displays the -1 value. Select: Source bone selection. If the geometry of the morph is supposed to be influenced by the movement of a bone, this source bone can be assigned to the morph as follows: Select the morph in the Morph/Stack selection list, then enter the ID number of the source bone in the input field in Assignment or click Select to choose the bone in the viewports. The selected source bone turns blue.


CharAT ergonomics

Bone name: Name of the source bone. If there is no source bone, the text No Assignment is diplayed. V: Calculates the driver percentage, that defines the relation between the movement of the source bone and the geometry of the morph. The structure of the expression: V= (+/-) (Fx,Fy,Fz Tx,ty,Tz Rx,Ry,Rz) (+,-./,*) (constant) Parts of the expression can be selected with the spinners, the constant has to be entered into the input field. Rx, Ry, Rz define rotation, Tx, Ty, Tz define translation, Fx, Fy, Fz define factorization. Morphing with direct editing of the geometry assigned to a CHARAT object: 1. The first step is to select those vertices of the geometry that build up the new morph target. In order to select the required vertices use the Select function of Bone-Vertex in the Graphics rollout menu. It is recommendable to select a group of vertices that are assigned to the same bone, because thus it is possible to select at any required point of time the same vertices with the Select All function of Bone-Vertex in the Graphics rollout menu. This is very important, because the base morph and any target morph must have the same number of vertices, consequently the number of vertices must be strictly the same in any stack. 2. After the vertices, which build up the morph have been selected, the second step is to create a new morph with the New button in the Morph rollout menu. With this step, three copies of the geometry consisting of the vertices are automatically generated in the section of the memory that is assigned to the morph. The three copies correspond to the base, 0% and 100% stacks. The visible result of this fact is that the selection list of the morph appears in the Morph/Stack selection list in the Morph rollout menu. The first line displays the automatically given name, which can be changed as required, with a driver percentage of 0% as default value. The following three lines display the 0%

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and 100% stacks: Morph1 (0%) Stack0% Stack100% 3. To change the name of the morph select the morph in the Morph/Stack selection list and use the name field below the list. 4. Further stacks can be generated to the same morph with the New button in the Stack group. In order to create a new stack select the morph in the Morph/Stack selection list and click the New button in the Stack group. As a result, a new copy of the vertices is created in the memory section of the morph. The percentage value is by default 50%, the required percentage can be defined in the percentage field. The number in the input field has to be in the range of 1 to 99. 5. Select the stack which is to be edited from the Morph/Stack selection list. 6. After the stack has been selected, turn on the Stack radio button in the Visibility group of the Morph rollout menu. The editing result is visible. 7. The stack can be edited with the Select and Move, Select and Rotate and Select and Scale functions of the main toolbar. The result of the editing influences the stack immediately. There is no undo option so far. 8. After the stack has been edited, turn on the Result radio button in the Visibility group of the Morph rollout menu to see the final result of the morphing. 9. Change the value of the morph with the spinners next to the V- field of the Morph group in the Morph rollout menu. The value can be defined arbitrarily, even negative values are accepted and it is possible to override 100%. Morphing on a geometry assigned to a CHARAT object (.obj extention) with the file export/import function


CharAT ergonomics

1. The first step is to select those vertices of the geometry that build up the new morph target. In order to select the required vertices use the Select function of the Bone-Vertex group of the Graphics rollout menu. It is recommendable to select a group of vertices that are assigned to the same bone because thus it is possible to select the same vertices at any required point of time with the Select All function of the Bone-Vertex group of the Graphics rollout menu. This is very important because the base morph and any target morph must have the same number of vertices, consequently the number of vertices must be strictly the same in any stack. 2. After the vertices, which build up the morph have been selected, the second step is to create a new morph with the New button in the Morph rollout menu. With this step, three copies of the geometry consisting of the vertices are automatically generated in the section of the memory that is assigned to the morph. The three copies correspond to the base, 0% and 100% stacks. The visible result of this fact is that the selection list of the morph appears in the Morph/Stack selection list in the Morph rollout menu. The first line displays the automatically given name, which can be changed as required, with a driver percentage of 0% as default value. The following three lines display the 0% and 100% stacks: Morph1 (0%) Stack0% Stack100% 3. To change the name of the morph select the morph in the Morph/Stack selection list and use the name field below the list. 4. Select the stack in the list that is to be edited. 5. Export the geometry from the stack with the Exp. button in the Stack group into a “.obj� file. 6. The Export function automatically normalizes the vertices and does not change the coordinates. 7. Save the file and with the File ? Reset function prepare a new scene for the import.

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8. Import the previously exported .obj file with the 3DS MAX ? Files Import Wavefront (*.Obj) function. Exclusively the .obj Export function of CHARAT can be used, if there is any other Export/ Import function of a plugin, it must be temporarily eliminated. 9. Edit the geometry now. The geometry can be transformed inside the scene but the pivot position may not be translated or rotated because that would change the coordinates of the normalized geometry. 10. Export the edited geometry with the 3DS MAX Files Export Wavefront(*.Obj) function. 11. Open the file that contains the CHARAT object into which you want to import the edited geometry. 12. Select in the Morph/Stack selection list the stack into which you would like to import the edited stack geometry. 13. Import the .obj file into the stack with the Import button of the Stack group. 14. Turn on the Result radio button in the Visibility group of the Morph rollout menu to see the final result of the morphing. 15. Change the value of the morph with the spinners next to the V- field of the Morph group in the Morph rollout menu. The value can be defined arbitrarily, even negative values are accepted and it is possible to override 100%. IMPORTANT: The .obj Export/Import function of CHARAT does not change the submaterial content of the original morph, because it considers only the vertices. The .obj Export/Import functions of the Morph group in the Morph rollout menu can be similarly used as those of the Stack group. The difference is that the Export/Import function of the Morph group considers all the stacks that belong to the morph, while the functions in the Stack group consider one single stack. Bone-Assignment Menu


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In the Bone-Assignment rollout menue, the user can define the relationships between the movement of bones. The data on the second animation chanel derive from the movement of the sourcebone, and influence the movement of the selected bone. If you define the relationship between the movement of bones, the movement of a single bone may influence the movement of any number of other bones consequently. This makes it easier to simulate the movement of kinematic chains like the vertebral column. You can control the movement of the other backbones with the movement of one single vertebra. Source: By selecting a source bone, you define from which bone the actual bone is supposed to receive animation data. Select the bone which you want to define as source bone first. To select this bone, use the Select function in the BoneSelection rollout menue. The selected bone turns red, the parent bone turns green, the children turn yellow, the source bone turns blue if there is any. In the Source input field in the Bone-Assignment rollout menu the number of the source bone appears, below the inputfield the name of the source bone is visible. If there has not been any source bone defined previously -1 appears in the inputfield, the text No Assignment is displayed below the field. The new source bone can be defined in one of the following ways: The number of the source bone can be set in the input field directly or with the spinners, or with a click on the Select button the bone can be selected in the viewports with the mouse. Select: Source bone selection as explained above. ATTENTION: The data from the first and second animation chanel will be added together. Set: The Set button makes the setting of the assignments more convenient. The button sets up a direct correlation between the source and the target bones, that can be altered at any later point of time.

Calculation of the assignment data: The data of the second animation chanel are calculated according to the following expressions:

Clear: A click on the button deletes the assignments.

Selected bone Rx = (sign -/+) source bone Rx||Ry||Rz (operation / * + - ) constant etc.


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3.5.3 LipSync Rollout Menu

Content creator tools edit human shape lip sync

The LipSync Rollout Menu enables the user to animate the face of the model and to simulate talking. The movement of the lips corresponds to the phonemes of a given text. The animation is based on a set of target morphs each of which is related to a phoneme. The name of the target morph is a conventional name that expresses this relationship. Text: In the text field any text can be entered. The model pronounces the given text during the animation. Frames Parameters: The parameters define the length of pauses between the phonemes, words and phrases. The values displayed in the fields are interpreted as frame units.


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Char: The duration of one single phonem during the animation in frame units. Space: The length of the pause between the articulation of two words in frame units. End: The duration of the pause between two sentences in frame units. Max Value: The input field displays the duration of a frame in milliseconds. Talk: With a click on the Talk! button the animation of the face is stored in the Track View.


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File I/O Rollout Menu

Content creator tools file & sequence

Import: Components of the whole CHARAT kinematic chain can be imported with the Import button. The components and the corresponding file formats are the following: 1. bone structure (*.cat-struct) 2. skin (*.cat.graph) 3. body position, motion file (*.cat-motion) 4. motion control camera (*.asc) 5. original measure (*.cat-omd) 6. requested measure (*.cat-rmd) 7. measure organizer (*cat-morg) 8. motion limits (*.cat-mlim) 9. comfort model (*.cat-comf) 10. dummy file (*.dummy)


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Export: Components of the whole CHARAT kinematic chain can be exported with the Export button. The components and the corresponding file formats are the following: 1. bone structure (*.cat-struct) 2. skin (*.cat.graph) 3. body position, motion file (*.cat-motion) 4. motion control camera (*.txt) 5. Wavefront Obj format (*.obj) 6. posture analysis (*.cat-analys) 7. dummy file (*.dummy) Extract: Data can be saved from any detail of a CHARAT kinematic chain with the Extract button. The components can be one of the following: 1. bone structure (*.cat-struct) 2. skin (*.cat.graph) 3. body position, motion file (*.cat-motion) 4. Wavefront Obj format (*.obj) Merge: Data can be loaded from any detail of a CHARAT kinematic chain with the Merge button. The components can be one of the following: 1. bone structure (*.cat-struct) 2. skin (*.cat.graph) 3. body position, motion file (*.cat-motion) The effect of the Merge button depends on the component. In case of a bone structure file (*.catstruct), the loaded data are merged to the selected bone. In case of a skin file (*.cat.graph) the elements of the graphics are merged to the bone that is defined by the bone identification number assigned to the vertices. In case of a motion file (*.cat-motion) the cat-motion data are merged according to the bone names.

Sequence Group Sequence Export The Sequence export function is used to create a ready CHARAT animation into ASCII files. 1. Create a CHARAT animation. 2. Set the Start Frame and End Frame parameters in the Sequence group in the File I/O rollout.


CharAT ergonomics

3. Check the Sequence checkbox. 4. Click the Export button to open the file dialog dox. 5. Select from the data type listbox the (*.cat-motion) file type. 6. Write the name of the animation into the File Name field. 7. Select the subdirectory, where the animation files are to be saved. 8. Click the Save button. The Save button enables the execution of the animation that has been written in the Track View. After the execution of every frame the .cat-motion file is written into the defined subdirectory. The current time of the frame is saved in the File Name. The number in parenthesis after the name corresponds to the absolute time in milliseconds. Sequence Import The Sequence Import function is used to read ASCII .cat-motion files into the Track View. The .cat-motion file functions according to a convention regarding bone-names. The animation is only executed if the bone names in the kinematic chain match with the bone names in the .cat-motion file. If the system does not find the relevant bone names in the kinematic chain, the animation is not executed. If the system finds some of the bone names, but not all of them, the animation is executed with regard to the found bone names only. 1. Before loading the sequence into the Track View, check that there is enough space on the time-axis for the frames. If the number of frames on the time-axis is less than the number of frames you want to read, the system loads the data until the maximum number of frames is reached and then sends an error message (“animation range is not sufficient�). 2. Before loading the sequence, turn on the AutoKey function. In this case, the CHARAT parameter block is written in the Track View. 3. Enter the Import file dialog box. 4. Select the .cat-motion file type from the data type listbox .

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5. Select the subdirectory, where the sequence has previously been stored. 6. Select the first file of the sequence and click the Open button. 7. The animation is written into the Track View. 8. Turn off the Auto Key function. Import DUMMY file The dummy file includes the following components: - person descriptor - kinematic structure - database organiser - motion limits - discomfort definition - inverse biomechanics configuration - selection marker configuration for immersive system - material descriptor for immersive system - skin descriptor - initial posture descriptor Import a dummy file: 1. Select a body object 2. Click the Import button to open the file dialog box. 3. Select the .dummy file type from the data type listbox. 4. Select the file name to open Export DUMMY file Export a dummy file: 1. Select a Body Object 2. Click the Export button to open the file dialog box. 3. Select the .dummy file type from the data type listbox. 4. Enter the filename to save the dummy file The exported dummy file is applicable in IDO:Ergonomics immersive system.


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CharAT machine tutorial

1. The initial geometry imported from solid Works

In this tutorial we are going to explain step by step how to use CharAT Machine on a specific example.

1. Initial geometry For the beginning we need a 3ds Max file of the object. This should include the basic geometry of the object. It is practical if we ask the engineer or designer to export the drawing so that the machine is structured, each part of it is a separated element. Otherwise we should divide the object into different elements.

2. The dataset part list

2. Understanding how the machine works In order to be able to build a proper CharAT Machine object we must have a full understanding of the features and size of the machine. Without it, serious problems may occur later during the workflow. The best and most practical solution is if we ask the engineer or designer to provide the full technical specifications and drawings indicating the dimensions of the machine. We must have a full understanding of the degrees of freedom for each element of the machine. Frame Adjustments description (CRUZBIKE CUERVO) In all cruzbike front wheel drive designs the crank rotates around the front wheel to provide leg ad-

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4. The adjustment DOF definition

justment. The amount of adjustment is set by a telescoping tube (US Patent 7753388) connecting bottom bracket to handlebar. The ability to pack into an OS1 sized box for economic shipping from warehouse to end customer is very important. In this design, the handlebar is welded directly to the slider. There is no clamp and no stem. When the telescoping tube adjusts, the handle bar angle also changes. Adjustments to the bicycle are performed by the following (in order of convenience): • The handlebar is connected to the crank by a slider (red) which houses a telescoping boom (silver). This telescoping tube is the principle means of fitting riders of varying leg lengths.

5. The 3d dataset position, orientation and name convention

• The red slider can be positioned within the slider clamp that connects it to the top of the fork steering tube, thereby changing the reach distance for the arms.


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• The seat back can be adjusted for tilt by a seat post (not shown) from low (almost touching the rear tire) to high. An angle of 47 degrees from the horizontal is typical. • A curved downtube supports the seat pan, which can be re-positioned further up or down the curve. • The slider clamp can be adjusted vertically up or down the fork steering tube.

3. Creating the bone structure

6. Build the cinematic structure

In CharAT Machine we represent the structure of the machine with bones, each element of the structure is substituted with a bone. The whole kinematic chain is built with the help of the bones and the bone structure. Creating a bone goes exactly the same way as in CharAT Human, you can find its description in the CharAT Human User Manual. Before you start creating the bone structure you must note an important step. Every bone has to be identified not only by index, but by name too. Each bone is given an index numer by the program, but it is highly recommended that you also give it a name that later helps you identifying it. In case of complicated machines this action may be a great help during the workflow. In the Control dialog box, click on Bone Structure tab. Here you can set all the important parameters of the bone (as explained in CharAT Human User Manual).

7. adjust the geometry parts to the cinematic structure


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Another key factor of building a proper kinematic chain is the correct bone hierarchy. Note that setting the proper root of a new bone is an essential step and has to be done carefully. You can change the root of a new bone by typing the index of the root bone into the Parent text box in Control dialog box’s Bone Structure tab.

8. define and modify the cinematic chain properies

9. attach the first geometry to the cinematic structure with the get mesh function

You can create a new bone by clicking on New Bone button in Control dialog box’s Bone Structure tab. You can change the parameters of each bone the same way as described in CharAT Human User Manual. First we suggest you to set the parameters by clicking on Modify tab in the upper-middle left side of the window. Then select the bone, click on Control button in the Menu, then go to Bone Structure tab in the pop-up dialog box. If you are ready with these parameters, click on Bone Animation tab in the same dialog box. Here first you are advised to set the degrees of freedom of the bone. This can be set with the help of the checkboxes in the upper middle part of the dialog box. There are three columns and three rows indicating the degree of freedom (rotation, translation and factorization) and their axes (X, Y and Z). You can enable and disable them with the checkboxes. Under the checkboxes you can set the limit values of the enabled degrees of freedom. In the Assignment section you can set how a particular object shall move depending on how other objects of the machine move. You can select the sourse object by clicking on it after choosing Select button or by typing its index number in the textbox. You can set the rotation values in different axes (Rx, Ry, Rz), the translation (Tx, Ty, Tz) and factorization (Fx, Fy, Fz) values in different axes. If you select Inverse radio button in Target Animation section at the upper left corner of the dialog box, a marker box will appear around the selected bone object. With this option you enable inverse kinematics. You can also check Reverse option for reverse kinematic movement. As an additional option you can define control elements for each bone. With their help you can add additional movement options for the selected


CharAT ergonomics

117

bone while the markers stay in one place and inverse kinematics continues to work as well. For creating a control element, you need to create a new bone and in Control window’s Bone Structure tab you need to check the Director checkbox. Then you have to click on Bone Animation tab and define the connection in the Assignment section as described above. 4. Merging the bone structure with the initial geometry data After you are ready with the bone structure, you can merge it with the initial 3ds Max file. You can do it by clicking on Import in File menu then choosing Merge. As a result you can see your bone structure together with the original file. Now it is practical to hide the original file’s objects and only view your bone structure. You can hide objects by clicking on Display tab in the uppermiddle right side of the window, and you click on Hide by Name button in Hide menu. Then we suggest you to systematically unhide the original drawing objects starting from the root of the kinematic chain. The next step is to select the root or parent bone that you would like to attach the element(s) of the original drawing object to. After you selected the bone, click on Modify tab in the upper-middle right side of the window and go to Graphics menu. You can select the bone by typing its index into the textbox or by clicking on it, but if you have Control dialog box open, you can select it even by its name. First it is practical to choose material for the object. In Graphics Menu choose the object in FaceMaterial section, then click on Material Editor button. In the Material Editor, you can choose the material at the same way as in CharAT Human (you can find its description in CharAT Human User Manual). You can choose from the default materials of the program or open and load your own material library. After that you have to click on Get Mesh button. Now the program substitutes the original object by

10. attach the next geometry to the cinematic structure with the get mesh function


118

CharAT ergonomics

a new one that has been created by the program, so the original object can simply be deleted. We suggest you to do this step for every object that has the same root bone, this way you can avoid confusion. Apply this step to all the objects and elements until you finish with the whole model. 5. Connecting your machine with a CharAT Human object After you finished working on your machine object, you will need to link it to a CharAT Human object. First you have to create a human model based on the description given in CharAT Human User Manual.

11. test the cinematic model

Note that inverse kinematics has to be enabled for the following steps. The process can be done with the Select and Link option of the 3ds Max. You have to select the marker of the human model that you wish to link to a particular marker of the machine. Then you have to click on Select and Link button in the upper left part of the 3ds Max menu. You can choose the marker of the machine from a list by clicking on Select by Name button in the 3ds Max menu or by choosing the marker with your mouse. 6. Saving and opening of the model, importing objects You can save your finished work in different file formats that we are going to describe in this paragraph.

12. define the SIP for the human model position

Machine: simply saves the whole model in a CharAT Machine file. Motion: saves the model in the animated state. Please note that if you re-open the CharAT Machine file and change the name of an object, the animation can not be applied to that particular object again, but it will work for the unchanged objects. Structure: saves the kinematic chain independently from the graphics. Graphics: saves the graphics independently from the kinematic chain.


CharAT ergonomics

Please also note that the particular objects and elements of the machine can be saved independently as .cat-graph files. With the help of this option you can use particular parts of the machine for a different project later. If you would like to open a CharAT Machine file, at first you need to create a random bone that can be deleted after loading the file. Then go to File I/O Menu, click on Load and choose your file. For importing a particular object you need to click on Import button in File I/O menu and choose the file you wish to import.

13. adjustable seat model

119


120

CharAT ergonomics


CharAT ergonomics

14. using the CharAT mechanics components in complex analysis scenarios

121


122

CharAT ergonomics

15. using the CharAT mechanics components in complex analysis scenarios


CharAT ergonomics

123


124

CharAT ergonomics

16. CRUZBIKE Vendetta mechanics components


CharAT ergonomics

125

17. using the CharAT CRUZBIKE Vendetta mechanics model in complex human engineering analysis scenario


126

CharAT ergonomics

17. using the CharAT CRUZBIKE Vendetta mechanics model in complex human engineering analysis scenario


CharAT ergonomics

Appendix

1. Example user database #!CATBODY 2 # USER database # feminin # unit: mm #

MNr

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

MEAN 1577.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 422.00 0.00 266.00 0.00 311.00 367.00 0.00 0.00 201.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 743.00

SD 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

NPX 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Z 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Stature--------------------Eye height-----------------Tragion height-------------Mouth height---------------Height of cervical vertebra7 Initial neck height--------Sternal height-------------Shoulder height lateral----Shoulder height acromial---Subaxillary height---------Mamillary height-----------Waist height---------------Iliocristal height---------Iliospinal height----------Trochanter height ---------Shoulder breadth, bideltoidShoulder breadth, biacromi-Shoulder breadth, unilateral Shoulder breadth, lifted arm Thorax breadth-------------Waist breadth--------------Pelvis breadth-------------Hip breadth----------------Body depth-----------------Depth back - chest---------Depth dorsal vertebra-ster-Depth of waist-------------Biggest de-torso below che-Biggest depth of buttock---Shoulder girth-------------Torso girth, vertical------Chest girth----------------Anthropological chest girthThorax girth---------------Waist girth-----------------

Koerperhoehe---------------Augenhoehe-----------------Tragionhoehe---------------Mundhoehe------------------Halswirbelhoehe------------Halsansatzhoehe------------Sternalhoehe---------------Schulterhoehe lateral------Schulterhoehe akromial-----Unterachselhoehe-----------Brustwarzenhoehe-----------Taillenhoehe---------------Darmbeinkammhoehe----------Darmbeinstachelhoehe-------Trochanterhoehe------------Schulterbreite >Oberarme<--Schulterbreite >Akromien<--Einseitige Schulterbreite--Schulterbreite bei erh-Armen Brustkorbbreite------------Taillenbreite--------------Beckenbreite---------------Hueftbreite----------------Koerpertiefe---------------Brusttangente--------------Brustkorbtiefe-------------Taillentiefe---------------Gr- Rumpftiefe u-Brustkorb-Gesaesstangente------------Schulterumfang-------------Rumpfumfang vertikal-------Brustkorbumfang------------Anthropologischer Brustumfan Thoraxumfang---------------Taillenumfang---------------

127


128 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102

CharAT ergonomics 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 302.00 0.00 0.00 0.00 420.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 232.00 0.00 277.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Seat girth-----------------Height sitting plane- vertex Height sitting plane- eye--Height sitting plane- mouthHeight sitting plane-cervi-Sitt-shoulder height, acromi Height of lower scapula/sitt Height of pelvis/sitting---Height seat-trochanter-----Biggest hip breadth sittingSagittal diamet-abdomen/sitt Span of arms---------------Span of grip axes----------Elbow span-----------------Forward reach, (fingertips)-Forward reach, (grip axis)-Vertical reach, (fingertips)Vertical reach, (grip axis)Max-vertical reach(fingertp)Maximal vertical grip reachMiddle fingertip height-----Height of grip axes--------Wrist height---------------Elbow height---------------Upper arm length-----------Projected arm length-------Functional arm length------Arm length without hand----Length elbow - fingertips---Length elbow - grip axes---Length bend of elbow-fingertDiameter of initial uppera-Forearm thickness----------Forearm length without han-Breadth of elbow-----------Widest breadth for both elbo Wrist girth----------------Smallest forearm girth-----Biggest forearm girth------Biggest upper arm girth----Vertic-fingertip reach/sitt-Vertical grip reach, sitting Elbow height, sitting------Hand girth without thumb---Grip girth-----------------Fist girth-----------------Little finger girth---------Ring finger girth ----------Middle finger girth---------Forefinger girth------------Thumb girth----------------Breadth little finger prox--Breadth little finger dist--Breadth ring finger proxim--Breadth ring finger distal--Breadth middle finger prox--Breadth middle finger dist--Breadth forefinger proxima--Breadth forefinger distal---Breadth of thumb distal----Length little finger--------Length ring finger----------Length middle finger--------Midd-fing-prox-phalanx lengtMidd-fing-middle phal-lengthMidd-fing-distal phal-lengthLength of forefinger--------Length of thumb-------------

Gesaessumfang--------------Koerpersitzhoehe ----------Augenhoehe von Sitzflaeche--Mundhoehe von Sitzflaeche---Cervicalhoehe--------------Schulterhoehe akromial-----Untere Schulterblatthoehe--Beckenhoehe----------------Trochanterhoehe------------Koerpersitzbreite----------Sagittaler Abdomendurchmesse Spannweite der Arme -------Griffachsenspannweite------Ellenbogenspannweite-------Reichweite vorn(Fingerspitz) Reichweite vorn(Griffachse)Reichweite oben(Fingerspitz) Reichweite oben(Griffachse)Max Reichweite oben (Fspitz) Max Reichweite oben (Griff-) Fingerspitzenhoehe---------Griffachsenhoehe-----------Handgelenkshoehe-----------Ellenbogenhoehe------------Oberarmlaenge--------------Projektivische ganze Armlaen Funktionelle Armlaenge-----Armlaenge ohne Hand--------Ellenbogen > Fingerspitzen-Ellenbogen > Griffachse----Ellenbeuge > Fingerspitzen-Armansatzbreite------------Unterarmdicke--------------Unterarmlaenge ohne Hand---Ellenbogenbreite-----------Breite ueber Ellenbogen----Handgelenkumfang-----------Kleinster Unterarmumfang---Groesster Unterarmumfang---Groesster Oberarmumfang----Reichweite nach oben-------Reichweite nach oben (Griff) Ellenbogenhoehe------------Handumfang ohne Daumen-----Griffumfang----------------Faustumfang----------------Kleinfingerumfang-----------Ringfingerumfang------------Mittelfingerumfang----------Zeigefingerumfang-----------Daumenumfang---------------Kleinfingerbreite handnah---Kleinfingerbreite handfern--Ringfingerbreite handnah---Ringfingerbreite handfern--Mittelfingerbreite handnah--Mittelfingerbreite handfer--Zeigefingerbreite handnah---Zeigefingerbreite handfern--Daumenbreite koerperfern---Kleinfingerlaenge-----------Ringfingerlaenge------------Mittelfingerlaenge----------MittelfingergrundgliedlaengeMittelfingermittelgliedlaengMittelfingerendgliedlaenge--Zeigefingerlaenge-----------Daumenlaenge----------------


CharAT ergonomics 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 90.00 90.00 255.00 0.00 94.00 0.00 0.00 550.00 0.00 354.00 0.00 506.00 0.00 0.00 0.00 0.00 556.00 0.00 0.00 0.00 214.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 152.00 0.00 191.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Length of palm-------------Length of hand-------------Breadth of hand with thumb-Breadth of hand without th-Thickness of hand----------Radius of fingertips--------Grip dia-thumb/middle fg-tip Grip dia-thumb/forefingertipGr-dia-foref-tip/dist-thumb Gr-dia-foref-tip/prox-thumb Circular reach-through dimen Projective leg (+foot) lengt Crotchheight inside leg+fo-Gluteal height-------------Knee joint height----------Medial ankle height--------Lateral ankle height ------Length of foot-------------Length of forefoot---------Projective foot breadth ---Breadth of heel------------Breadth of ball of the footGirth of shank-------------Girth of knee--------------Girth of calf--------------Girth of ankle-------------Height knee-sole of the foot Height of sitting plane----Length buttock to calf/sitti Length buttock to knee/sitti Max-sitt-depth/buttock-tipto Length buttock-sole, sitting Height of shank------------Breadth of single knee-----Breadth oth knees closed/sit Height of head-------------Height of face (chin-front-Eye-vertex height----------Ear height, tragion-vertex-Nose-vertex height---------Mouth-vertex height--------Distance root of nose - chin Nose height, subnasal-nasion Auricular height-----------Breadth initial neck-------Breadth of lower jaw angle-Breadth of nose, lateral---Auricular breadth- --------Horizontal ear-head distance Zygomatic face breadth-----Breadth of root of the noseInterpupillary breadth-----Breadth of upper face------Smallest forehead breadth--Breadth of head------------Breadth of head with ears--Head length/glabel-opistho-Length nosetip-opisthocranio Length ectocanthus-opisthocr Length tragion-opisthocranio Horizontal head girth -----Sagittal head curve--------Transversal head curve,tragi Lower head curve,ear-chin-ea Girth of neck--------------Initial neck girth---------Bodyweight------------------

Handflaechenlaenge---------Handlaenge-----------------Handbreite mit Daumen------Handbreite ohne Daumen-----Handdicke------------------Fingerkuppenradius---------Greifdurchmesser 1---------Greifdurchmesser 2---------Greifdurchmesser 3---------Greifdurchmesser 4---------Kreisfoermige Durchgreifgroe Projektivische Beinlaenge--Schritthoehe---------------Gesaessfaltenhoehe---------Kniegelenkhoehe------------Fussknoechelhoehe medial---Fussknoechelhoehe lateral--Fusslaenge-----------------Vorderfusslaenge-----------Fussbreite.----------------Fersenbreite---------------Fussballenumfang-----------Oberschenkelumfang---------Knieumfang-----------------Wadenumfang----------------Fesselumfang---------------Kniehoehe > Fussohle-------Sitzflaechenhoehe ----------Koerpersitztiefe bis Wade-Sitztiefe einschliessl.KnieSitztiefe > Fusszehen------Gesaess (Ruecken)-Beinlaenge Oberschenkelhoehe----------Kniebreite eines Knies-----Kniebreite beider(geschloss) Kopfhoehe------------------Gesichtshoehe(Kinn-Stirnmi-Augen-Scheitel-Hoehe-------Ohr-Scheitel-Hoehe---------Nasen-Scheitel-Hoehe-------Mund-Scheitel-Hoehe--------Abstand Nasenwurzel - Kinn-Nasenhoehe-----------------Ohrmuschellaenge-----------Halsansatzbreite-----------Unterkieferwinkelbreite----Nasenbreite----------------Ohrmuschelbreite-----------Ohrmuschelabstand----------Jochbogenbreite------------Nasenwurzelbreite----------Pupillenabstand------------Obergesichtsbreite---------Kleinste Stirnbreite-------Kopfbreite-----------------Kopfbreite mit Ohren-------Kopftiefe------------------Kopftiefe ab Nasenspitze---Kopftiefe ab Augenwinkel---Kopftiefe ab Tragion-------Kopfumfang-----------------Sagittaler Kopfbogen-------Transversaler Kopfbogen----Ohr-Kinn-Ohr-Bogen---------Halsumfang-----------------Halsansatzumfang-----------Kรถrpergewicht---------------

129


130

CharAT ergonomics

2. Example standard CharAT database format MNr = CharAT measurement Number MEAN = Staatistical main value SD = Standard deviation NPX = WORLD GLOBAL Allometry value Z = Proportional coefficient

#!CATBODY 2 # GERMAN Antropologischer Atlas database # feminin 25 years old # unit: mm #

MNr 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

MEAN 1645.0 1539.0 1522.0 1461.0 1404.0 1374.0 1337.0 1347.0 1343.0 1199.0 1172.0 1014.0 977.0 944.0 829.0 416.0 364.0 133.0 362.0 252.0 253.0 280.0 342.0 289.0 237.0 174.0 174.0 232.0 213.0 844.5 1498.0 760.0 837.0 760.0 700.0

SD

NPX

Z

61.0 57.1 56.4 54.2 62.0 60.7 58.0 55.2 55.0 49.1 49.0 41.5 51.7 50.0 41.4 23.0 17.0 6.2 20.0 16.0 25.0 21.0 23.0 28.0 23.0 18.0 16.9 22.5 20.7 41.8 88.0 67.0 65.0 48.3 65.0

0.9550 0.9456 0.9523 0.9532 0.9506 0.9536 0.9532 0.9498 0.9352 0.9325 0.9277 0.9400 0.9249 0.9315 0.9243 0.9014 0.9096 0.9129 0.9333 0.8624 0.8382 0.9190 0.9767 1.1345 1.0513 0.8468 0.8554 0.9574 0.9741 0.7377 0.9764 0.7587 0.9001 0.8334 0.8609

0.0781 -0.0920 -0.0055 0.0031 -0.0194 0.0067 0.0028 -0.0274 -0.2063 -0.1847 -0.2277 -0.1201 -0.2169 -0.1692 -0.2284 -0.3213 -0.2929 -0.1876 -0.0716 -0.3065 -0.3539 -0.1565 0.3973 1.5589 0.5646 -0.4139 -0.3059 0.0729 0.1591 -1.2495 0.2296 -1.0045 -0.2018 -0.4543 -0.3007

Stature--------------------Eye height-----------------Tragion height-------------Mouth height---------------Height of cervical vertebra7 Initial neck height--------Sternal height-------------Shoulder height lateral----Shoulder height acromial---Subaxillary height---------Mamillary height-----------Waist height---------------Iliocristal height---------Iliospinal height----------Trochanter height ---------Shoulder breadth, bideltoidShoulder breadth, biacromi-Shoulder breadth, unilateral Shoulder breadth, lifted arm Thorax breadth-------------Waist breadth--------------Pelvis breadth-------------Hip breadth----------------Body depth-----------------Depth back - chest---------Depth dorsal vertebra-ster-Depth of waist-------------Biggest de-torso below che-Biggest depth of buttock---Shoulder girth-------------Torso girth, vertical------Chest girth----------------Anthropological chest girthThorax girth---------------Waist girth-----------------

Koerperhoehe---------------Augenhoehe-----------------Tragionhoehe---------------Mundhoehe------------------Halswirbelhoehe------------Halsansatzhoehe------------Sternalhoehe---------------Schulterhoehe lateral------Schulterhoehe akromial-----Unterachselhoehe-----------Brustwarzenhoehe-----------Taillenhoehe---------------Darmbeinkammhoehe----------Darmbeinstachelhoehe-------Trochanterhoehe------------Schulterbreite >Oberarme<--Schulterbreite >Akromien<--Einseitige Schulterbreite--Schulterbreite bei erh-Armen Brustkorbbreite------------Taillenbreite--------------Beckenbreite---------------Hueftbreite----------------Koerpertiefe---------------Brusttangente--------------Brustkorbtiefe-------------Taillentiefe---------------Gr- Rumpftiefe u-Brustkorb-Gesaesstangente------------Schulterumfang-------------Rumpfumfang vertikal-------Brustkorbumfang------------Anthropologischer Brustumfan Thoraxumfang---------------Taillenumfang---------------


CharAT ergonomics 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102

950.0 867.0 744.0 694.0 637.0 572.0 445.0 228.0 73.0 377.0 239.0 1646.0 1403.0 838.0 787.0 695.0 2110.0 2017.0 2196.0 2097.0 631.0 717.0 787.0 1031.0 304.0 713.0 620.0 544.0 434.0 323.0 380.0 114.0 45.0 239.0 62.0 400.0 160.0 162.0 238.0 303.0 1273.0 1192.0 243.0 182.0 130.0 286.0 56.0 62.0 65.0 63.0 67.0 15.0 13.0 16.0 14.0 18.0 15.0 18.0 15.0 19.0 58.0 73.0 74.0 25.0 24.0 25.0 69.0 63.0

63.9 35.0 27.6 25.7 23.6 21.2 16.5 8.5 2.7 23.0 23.2 76.0 0.0 44.1 39.0 42.2 78.2 74.8 81.4 77.8 34.0 26.6 29.2 38.2 16.0 34.0 37.6 33.0 27.2 20.3 23.8 13.0 4.0 15.0 3.0 19.4 14.2 14.4 13.0 29.0 67.0 62.7 9.0 9.4 6.7 16.0 3.0 3.1 3.4 3.4 3.9 0.8 0.7 0.8 0.7 0.9 0.8 0.9 0.8 1.0 3.1 3.9 4.0 1.4 1.3 1.4 3.7 3.4

0.9485 0.9270 0.9160 0.9230 0.9463 0.8998 0.9163 0.8879 0.8641 1.0353 0.9756 0.9399 0.9380 0.9455 1.0213 1.0151 1.0126 0.9450 0.9502 0.9449 0.9579 0.9277 1.3205 0.9417 0.8814 0.9499 0.9600 0.9305 0.9314 0.9295 0.9334 0.9460 0.8265 0.9320 0.7762 0.7786 0.9139 0.8714 0.8003 0.9038 0.9512 0.9581 0.9861 0.8685 0.9862 0.9973 0.9843 0.9485 0.9731 0.9507 0.9611 0.8891 0.8422 0.7836 0.8283 0.8635 0.8387 0.8443 0.8125 1.0308 0.9133 0.9250 0.8915 0.9285 0.9261 0.8725 0.9235 0.9151

0.0272 -0.1310 -0.2448 -0.1357 0.0527 -0.4054 -0.1991 -0.4045 -0.5579 1.1793 0.1730 -0.0677 -0.1112 -0.0201 0.6227 0.3983 0.6774 -0.0346 0.0129 -0.0347 0.0679 -0.2458 4.0953 -0.0854 -0.5309 0.0157 0.0756 -0.1016 -0.1591 -0.1542 -0.0871 0.0341 -0.5139 -0.0944 -0.5886 -0.7793 -0.0541 -0.1706 -0.5651 -0.2020 0.0153 0.0593 0.3809 -0.3615 0.2820 0.3857 0.3014 0.0570 0.2237 0.0714 0.1393 -0.2905 -0.4606 -0.8046 -0.6325 -0.4332 -0.5491 -0.5588 -0.6280 -0.6053 -0.1705 -0.1084 -0.4234 -0.1091 -0.1243 -0.4227 -0.1753 -0.1899

Seat girth-----------------Height sitting plane- vertex Height sitting plane- eye--Height sitting plane- mouthHeight sitting plane-cervi-Sitt-shoulder height, acromi Height of lower scapula/sitt Height of pelvis/sitting---Height seat-trochanter-----Biggest hip breadth sittingSagittal diamet-abdomen/sitt Span of arms---------------Span of grip axes----------Elbow span-----------------Forward reach, (fingertips)-Forward reach, (grip axis)-Vertical reach, (fingertips)Vertical reach, (grip axis)Max-vertical reach(fingertp)Maximal vertical grip reachMiddle fingertip height-----Height of grip axes--------Wrist height---------------Elbow height---------------Upper arm length-----------Projected arm length-------Functional arm length------Arm length without hand----Length elbow - fingertips---Length elbow - grip axes---Length bend of elbow-fingertDiameter of initial uppera-Forearm thickness----------Forearm length without han-Breadth of elbow-----------Widest breadth for both elbo Wrist girth----------------Smallest forearm girth-----Biggest forearm girth------Biggest upper arm girth----Vertic-fingertip reach/sitt-Vertical grip reach, sitting Elbow height, sitting------Hand girth without thumb---Grip girth-----------------Fist girth-----------------Little finger girth---------Ring finger girth ----------Middle finger girth---------Forefinger girth------------Thumb girth----------------Breadth little finger prox--Breadth little finger dist--Breadth ring finger proxim--Breadth ring finger distal--Breadth middle finger prox--Breadth middle finger dist--Breadth forefinger proxima--Breadth forefinger distal---Breadth of thumb distal----Length little finger--------Length ring finger----------Length middle finger--------Midd-fing-prox-phalanx lengtMidd-fing-middle phal-lengthMidd-fing-distal phal-lengthLength of forefinger--------Length of thumb-------------

131

Gesaessumfang--------------Koerpersitzhoehe ----------Augenhoehe von Sitzflaeche-Mundhoehe von Sitzflaeche--Cervicalhoehe--------------Schulterhoehe akromial-----Untere Schulterblatthoehe--Beckenhoehe----------------Trochanterhoehe------------Koerpersitzbreite----------Sagittaler Abdomendurchmesse Spannweite der Arme -------Griffachsenspannweite------Ellenbogenspannweite-------Reichweite vorn(Fingerspitz) Reichweite vorn(Griffachse)Reichweite oben(Fingerspitz) Reichweite oben(Griffachse)Max Reichweite oben (Fspitz) Max Reichweite oben (Griff-) Fingerspitzenhoehe---------Griffachsenhoehe-----------Handgelenkshoehe-----------Ellenbogenhoehe------------Oberarmlaenge--------------Projektivische ganze Armlaen Funktionelle Armlaenge-----Armlaenge ohne Hand--------Ellenbogen > Fingerspitzen-Ellenbogen > Griffachse----Ellenbeuge > Fingerspitzen-Armansatzbreite------------Unterarmdicke--------------Unterarmlaenge ohne Hand---Ellenbogenbreite-----------Breite ueber Ellenbogen----Handgelenkumfang-----------Kleinster Unterarmumfang---Groesster Unterarmumfang---Groesster Oberarmumfang----Reichweite nach oben-------Reichweite nach oben (Griff) Ellenbogenhoehe------------Handumfang ohne Daumen-----Griffumfang----------------Faustumfang----------------Kleinfingerumfang----------Ringfingerumfang-----------Mittelfingerumfang---------Zeigefingerumfang----------Daumenumfang---------------Kleinfingerbreite handnah--Kleinfingerbreite handfern-Ringfingerbreite handnah--Ringfingerbreite handfern-Mittelfingerbreite handnah-Mittelfingerbreite handfer-Zeigefingerbreite handnah--Zeigefingerbreite handfern-Daumenbreite koerperfern---Kleinfingerlaenge----------Ringfingerlaenge-----------Mittelfingerlaenge---------Mittelfingergrundgliedlaenge Mittelfingermittelgliedlaeng Mittelfingerendgliedlaenge-Zeigefingerlaenge----------Daumenlaenge----------------


132 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169

CharAT ergonomics 100.0 175.0 92.0 77.0 26.0 7.0 41.0 42.0 31.0 21.0 69.0 769.0 761.0 731.0 447.0 72.0 68.0 241.0 175.0 91.0 62.0 237.0 570.0 364.0 352.0 239.0 507.0 432.0 482.0 581.0 790.0 994.0 144.0 86.0 187.0 204.0 169.0 117.0 128.0 139.0 172.0 117.0 54.0 57.0 119.0 103.0 31.0 32.0 18.0 134.0 31.0 60.0 86.0 107.0 146.0 175.0 182.0 217.0 170.0 97.0 547.0 335.0 349.0 300.0 330.0 384.0 59.2

5.1 9.0 4.8 4.0 3.0 0.0 0.0 2.2 1.6 1.1 3.5 42.0 38.0 36.5 26.0 4.2 4.0 13.0 0.0 6.0 4.1 11.0 49.0 26.0 26.0 15.8 29.5 25.1 28.0 28.0 39.4 49.6 13.0 6.0 13.0 10.0 8.7 6.0 6.6 0.0 0.0 6.0 4.0 2.8 8.0 3.8 1.2 1.1 0.5 5.0 1.2 3.0 3.2 4.0 5.0 5.0 6.0 9.0 7.1 4.1 18.0 11.0 12.0 11.0 22.2 25.8 10.2

0.9210 0.9264 0.8781 0.9040 0.8800 0.8760 0.9490 0.9501 0.9544 0.9652 0.8891 0.9170 0.9332 0.9211 0.9715 0.9690 0.9866 0.9125 0.9076 0.9229 0.9762 0.9724 1.0186 0.9810 0.9763 0.9210 0.9452 0.9531 0.9716 0.9603 0.9720 0.9674 0.9840 0.9242 0.8865 0.8556 0.8401 0.9975 0.9122 0.9164 0.9192 0.8976 0.9234 0.8781 0.9182 0.9290 0.8847 0.9376 0.8630 0.9303 0.9857 0.9473 0.9815 0.9774 0.9282 0.9370 0.8848 0.8979 0.9377 0.8983 0.9231 0.9215 0.9613 0.9286 0.8798 0.9048 0.8714

-0.1982 -0.1564 -0.3231 -0.2127 -0.1985 -0.4554 -0.0467 -0.0317 0.0038 0.0947 -0.4646 -0.2839 -0.2474 -0.2956 0.1933 0.1154 0.2443 -0.3299 -0.3203 -0.2124 0.2068 0.1531 0.5114 0.2481 0.1961 -0.1088 -0.0672 0.0082 0.1934 0.0660 0.1519 0.1381 0.2334 -0.0953 -0.2780 -0.3953 -0.3604 0.4746 -0.0235 -0.0064 0.0109 -0.1004 0.0236 -0.0627 -0.1089 0.1921 -0.0104 0.2326 -0.1044 0.1966 0.4827 0.2699 0.4619 0.4410 0.2466 0.2360 0.0197 0.0696 0.2477 0.0710 0.2125 0.1839 0.4499 0.1831 -0.3653 -0.1715 -0.6651

Length of palm-------------Length of hand-------------Breadth of hand with thumb-Breadth of hand without th-Thickness of hand----------Radius of fingertips--------Grip dia-thumb/middle fg-tip Grip dia-thumb/forefingertipGr-dia-foref-tip/dist-thumb Gr-dia-foref-tip/prox-thumb Circular reach-through dimen Projective leg (+foot) lengt Crotchheight inside leg+fo-Gluteal height-------------Knee joint height----------Medial ankle height--------Lateral ankle height ------Length of foot-------------Length of forefoot---------Projective foot breadth ---Breadth of heel------------Breadth of ball of the footGirth of shank-------------Girth of knee--------------Girth of calf--------------Girth of ankle-------------Height knee-sole of the foot Height of sitting plane----Length buttock to calf/sitti Length buttock to knee/sitti Max-sitt-depth/buttock-tipto Length buttock-sole, sitting Height of shank------------Breadth of single knee-----Breadth oth knees closed/sit Height of head-------------Height of face (chin-front-Eye-vertex height----------Ear height, tragion-vertex-Nose-vertex height---------Mouth-vertex height--------Distance root of nose - chin Nose height, subnasal-nasion Auricular height-----------Breadth initial neck-------Breadth of lower jaw angle-Breadth of nose, lateral---Auricular breadth- --------Horizontal ear-head distance Zygomatic face breadth-----Breadth of root of the noseInterpupillary breadth-----Breadth of upper face------Smallest forehead breadth--Breadth of head------------Breadth of head with ears--Head length/glabel-opistho-Length nosetip-opisthocranio Length ectocanthus-opisthocr Length tragion-opisthocranio Horizontal head girth -----Sagittal head curve--------Transversal head curve,tragi Lower head curve,ear-chin-ea Girth of neck--------------Initial neck girth---------Bodyweight------------------

Handflaechenlaenge---------Handlaenge-----------------Handbreite mit Daumen------Handbreite ohne Daumen-----Handdicke------------------Fingerkuppenradius---------Greifdurchmesser 1---------Greifdurchmesser 2---------Greifdurchmesser 3---------Greifdurchmesser 4---------Kreisfoermige Durchgreifgroe Projektivische Beinlaenge--Schritthoehe---------------Gesaessfaltenhoehe---------Kniegelenkhoehe------------Fussknoechelhoehe medial---Fussknoechelhoehe lateral--Fusslaenge-----------------Vorderfusslaenge-----------Fussbreite.----------------. Fersenbreite---------------Fussballenumfang-----------Oberschenkelumfang---------Knieumfang-----------------Wadenumfang----------------. Fesselumfang---------------Kniehoehe > Fussohle-------Sitzflaechenhoehe ---------Koerpersitztiefe bis Wade-Sitztiefe einschliessl.KnieSitztiefe > Fusszehen------Gesaess (Ruecken)-Beinlaenge Oberschenkelhoehe----------Kniebreite eines Knies-----Kniebreite beider(geschloss) Kopfhoehe------------------Gesichtshoehe(Kinn-Stirnmi-Augen-Scheitel-Hoehe-------Ohr-Scheitel-Hoehe---------Nasen-Scheitel-Hoehe-------Mund-Scheitel-Hoehe--------Abstand Nasenwurzel - Kinn-Nasenhoehe-----------------Ohrmuschellaenge-----------Halsansatzbreite-----------Unterkieferwinkelbreite----Nasenbreite----------------Ohrmuschelbreite-----------Ohrmuschelabstand----------Jochbogenbreite------------Nasenwurzelbreite----------Pupillenabstand------------Obergesichtsbreite---------Kleinste Stirnbreite-------Kopfbreite-----------------Kopfbreite mit Ohren-------Kopftiefe------------------Kopftiefe ab Nasenspitze---Kopftiefe ab Augenwinkel---Kopftiefe ab Tragion-------Kopfumfang-----------------Sagittaler Kopfbogen-------Transversaler Kopfbogen----Ohr-Kinn-Ohr-Bogen---------Halsumfang-----------------Halsansatzumfang-----------Kรถrpergewicht---------------


CharAT ergonomics

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CharAT ergonomics


CharAT ergonomics

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CharAT ergonomics

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