PIPER  1.0.1
Pre-crash positioning and smoothing
  1. Import the Child model using the Child_model.pmr and Child_model.dyn files (see Project menu)
  2. In the module parameters (Module parameters), set bone collision off for Physics based Positioning
  3. Start the Positioning module and do some positioning tasks, for instance :
    1. Head positioning - WARNING: Head positioning broken with new child model, skip this step for now:
      1. Fix both legs (Fixed bone controller)
      2. Display World frames to see the reference coordinate system (Display settings)
      3. Add a frame controller between W_Origin and B_Skull on x and y (Frame to frame controller)
      4. Set x value to 400mm
      5. Run the positioning until it is stable (Simulation control)
    2. Left arm positioning
      1. Fix all bones except the left arm, be sure to fix scapula and clavicle too
      2. Display Joint frames to see the joint axis
      3. Add joint controller for Left_wirst, Left_elbow and Left_glenohumeral (Joint controller)
      4. Set Left_elbow ry to -45° and Left_glenohumeral ry to -45°
      5. Run the positioning until it is stable
  4. You should get something similar to the following screenshot:
workflow_positioningSmoothing_screenshot01.png
Positionned child model
  1. Update the model nodes coordinates (Model nodes update)
  2. Start the Smoothing module
    1. Open Crease Detection, a window will pop up. Do these actions in it:
      1. Select the imported from history model as baseline
      2. Select Left_upper_limb -> Skin_of_left_free_upper_limb , Body_proper -> Skin_of_trunk, Left_lower_limb -> Skin_of_left_free_lower_limb and Right_lower_limb -> Skin_of_right_free_lower_limb entities to be processed
      3. Check both the "Generate boxes..." checkboxe on the bottom of the window, uncheck "See selection boxes"
      4. Press Compute Quality (see Surface crease detection for details). This will perform automatic selection of damaged parts of the skin - you can manually enhance this selection if you feel that the automatic one left out some part that should be considered as damage too.
    2. Then open Smooth Surface and in the tool window do:
      1. Select the same entities as in the previous step
      2. Check Smooth only selected (should be checked by default)
      3. Press Smooth Surface (see Smoothing the surface of an entity for details). You should get something similar to the following screenshot:
        workflow_positioningSmoothing_screenshot02.png
        Smoothed skin of the arm
    3. The skin now looks better, but we can use Blanking and VTK toolkit Quality metrics to see that the inside elements are significantly distorted. Note - we no longer need the nodes to be selected, you may deselect them in order to "clean-up" the visualization.
      1. Use element selection by box to select the left arm and half of the shoulder
      2. Blank selected elements using the Blank elements tool
      3. Use the Compute Quality tool too see the element quality - the color scale setting can be seen on the screenshot (white elements are elements out of the scale, in this case with scaled jacobian below -0.3):
        workflow_positioningSmoothing_screenshot03.png
        Internal element quality of shoulder
    4. We will smooth the transformation to get a better result:
      1. Use the Picking toolbox to create a box around the shoulder area, similar to the one in the following figure (we used the node box picking and held CTRL so that no points were selected, but anything that will create some box will do the job):
        workflow_positioningSmoothing_screenshot04.png
        Box for transformation smoothing
      2. Open the Transformation smoothing window
      3. Select the whole Body_proper and Left_upper_limb regions - not only the skin, but whole regions, this way both the bones and the skin will be used as targets.
      4. Press Smooth by kriging, wait for the result
      5. Compute the element quality again using the same color-scale. As you can see in the followin figure, the element quality will increase significantly:
      6. Now you can repeat this step (6d) in a similar way to smooth the hip joints region as well - or do it all at once, the Transformation smoothing will process all boxes that you create. However, don't forget to additionally select entities relevant as targets for the hip smoothing, i.e. both lower limbs
        workflow_positioningSmoothing_screenshot05.png
        After transformation smoothing
  3. And finally you can export the positionned model back to the FE code format in the Project menu