Bender/Documentation: Difference between revisions

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* [[Bender/Documentation/1.0/Modules/VolumeSkinning | Volume Skinning]]
* [[Bender/Documentation/1.0/Modules/VolumeSkinning | Volume Skinning]]
: ''Skin'' an armature into a volume.
: ''Skin'' an armature into a volume.
== Workflow ==
# Start Bender
# Load input data
## [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/SlicerApplication/LoadingData Load] a labelmap volume (optionally with [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Colors#File_format LUT color file])
##: In the add data dialog, check '''LabelMap''' in the ''Options'' column
##: If you load a LUT color file, you can associate the LUT to the loaded labelmap in the [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Volumes Volumes] module
# '''Surfacing'''
## Create Skin surface
### Open [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/ThresholdScalarVolume Threshold Scalar Volume] module
### Select the loaded labelmap in ''Input Volume''
### ''Create new Model'' in ''Output Volume''
### Select 0 in ''Threshold Value''
### Select XXX (label value of skin) in ''Outside Value''
### Select ''Above'' in ''Threshold Type''
### Click Apply
### Open [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Volumes Volumes] module
### In ''Volume Information'' check the ''LabelMap''
### Open [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/ModelMaker  Model Maker] module
### Write XXX (label value of skin) in ''Labels''
### ''Create New Hierarchy'' in ''Models''
### Click Apply
### Rename model into 'Skin surface' in [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Models Models] module
## Create Bone surface
### Open [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Volumes Volumes] module
### Write list of bone labels in ''Labels''
### ''Create New Hierarchy'' in ''Models''
### Click Apply
### Rename models into 'Bone Surface #X' in [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/Models Models] module
### Optionally merge all models in one with [http://www.slicer.org/slicerWiki/index.php/Documentation/4.2/Modules/MergeModels Merge Models] module
# '''Rigging''': create armature
## Open the [[Bender/Documentation/0.1/Modules/Armatures | Armatures]] module
## From ''Armature'' combobox, select ''Create a new Armature''
## In ''Bones'' view, right click on 'Armature' and select ''Add bone''
## In 3D view, left button clicks creates a bone
## In ''Bones'' view, right click on created bone and select ''Add bone''
## In 3D view, left button click create a child bone
## repeat
## In 3D view, you can nudge and replace each bone. Use numpad keys to control the camera.
# '''Skinning''': create weights
## Open the [[Bender/Documentation/0.1/Modules/ArmatureWeight | Armature Weight]] module
## Select your loaded labelmap in ''Rest Labelmap''
## Select 'Armature' in ''Armature''
## Select a directory with write permissions in ''Weight Output Directory''
## Click ''Apply''
# '''Posing''': pose armature
## Open the [[Bender/Documentation/0.1/Modules/Armatures | Armatures]] module
## Select ''Pose'' in ''Armature Mode''
## In 3D view, rotate the bones to pose the armature
# '''Bending''': pose surface
## Open the [[Bender/Documentation/0.1/Modules/PoseBody | Pose Body]] module
## Select the same directory than in ''Skinning'' for ''Directories containing all the weights''
## Select 'Armature'  in ''Armature''
## Select 'Skin surface' in ''Surface''
## ''Create new Model''  in ''Surface output file''
## Click ''Apply''

Revision as of 19:36, 7 March 2013

BenderWorkflow.png

Modules

Workflow based module that guides the user step by step to re-position a labelmap volume.
Rig and pose an armature
Computes armature bone weights at each voxel
Computes armature bone weights on a surface.
Transforms a volume with armature pose
Transforms a surface with armature pose
Skin an armature into a volume.