Bender/Documentation: Difference between revisions

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# [[Bender/Documentation/0.1/Modules/PoseBody | Pose Body]]
# [[Bender/Documentation/0.1/Modules/PoseBody | Pose Body]]
#: Transforms a surface with armature poses ('''Bending''')
#: Transforms a surface with armature poses ('''Bending''')
== 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 21:59, 5 December 2012

BenderWorkflow.png

Modules

  1. Armatures
    Provides Rigging and Posing functionality
  2. Armature Weight
    Computes weight for Skinning the armature
  3. Evaluate Weight
    Computes weights for Skinning a surface.
  4. Pose Body
    Transforms a surface with armature poses (Bending)

Workflow

  1. Start Bender
  2. Load input data
    1. Load a labelmap volume (optionally with 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 Volumes module
  3. Surfacing
    1. Create Skin surface
      1. Open Threshold Scalar Volume module
      2. Select the loaded labelmap in Input Volume
      3. Create new Model in Output Volume
      4. Select 0 in Threshold Value
      5. Select XXX (label value of skin) in Outside Value
      6. Select Above in Threshold Type
      7. Click Apply
      8. Open Volumes module
      9. In Volume Information check the LabelMap
      10. Open Model Maker module
      11. Write XXX (label value of skin) in Labels
      12. Create New Hierarchy in Models
      13. Click Apply
      14. Rename model into 'Skin surface' in Models module
    2. Create Bone surface
      1. Open Volumes module
      2. Write list of bone labels in Labels
      3. Create New Hierarchy in Models
      4. Click Apply
      5. Rename models into 'Bone Surface #X' in Models module
      6. Optionally merge all models in one with Merge Models module
  4. Rigging: create armature
    1. Open the Armatures module
    2. From Armature combobox, select Create a new Armature
    3. In Bones view, right click on 'Armature' and select Add bone
    4. In 3D view, left button clicks creates a bone
    5. In Bones view, right click on created bone and select Add bone
    6. In 3D view, left button click create a child bone
    7. repeat
    8. In 3D view, you can nudge and replace each bone. Use numpad keys to control the camera.
  5. Skinning: create weights
    1. Open the Armature Weight module
    2. Select your loaded labelmap in Rest Labelmap
    3. Select 'Armature' in Armature
    4. Select a directory with write permissions in Weight Output Directory
    5. Click Apply
  6. Posing: pose armature
    1. Open the Armatures module
    2. Select Pose in Armature Mode
    3. In 3D view, rotate the bones to pose the armature
  7. Bending: pose surface
    1. Open the Pose Body module
    2. Select the same directory than in Skinning for Directories containing all the weights
    3. Select 'Armature' in Armature
    4. Select 'Skin surface' in Surface
    5. Create new Model in Surface output file
    6. Click Apply