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XROMM
  • Table of Contents
  • Introduction to XROMM
  • Model Generation
    • Model Generation: Creating 3D models using Amira software
    • Model Generation : Creating 3D models with Horos
    • Model Generation : Creating 3D models with 3D Slicer
    • Model Generation : 3D Marker Models with Horos
    • Model Generation : Cleaning up 3D models with Geomagic
    • Model Generation : Cleaning 3D models with MeshLab
    • Model Generation : Measure CT Marker Coordinates in Maya
  • Animate Bones and Markers
    • Animate Bones and Markers : Importing mesh models into Maya from Horos
    • Animate Bones and Markers : Animate Bones in Maya
    • Animate Bones and Markers : Check Your Animation with MayaCams
  • Maya Analysis and Visualization
    • Maya Analysis and Visualization : Working with joint coordinate systems (JCS)
    • Maya Analysis and Visualization : Measuring and exporting the distance between two points
    • Maya Analysis and Visualization : Measuring XYZ Coordinates of a Point Over Time
    • Maya Analysis and Visualization : Parent a camera to a reference bone
    • Maya Analysis and Visualization : Relative Motion
  • Scientific Rotoscoping
    • Scientific Rotoscoping : Recreate X-Ray cameras in Maya
    • Scientific Rotoscoping : Scientific Rotoscoping in Maya
      • Scientific Rotoscoping : Pan and Scan tools for Rotoscoping
    • Scientific Rotoscoping : Animating a Bone with One or Two Markers
  • Tips and Tools
    • Tips and Tools : Open Maya files from a newer version with older versions
    • Tips and Tools : Precision testing using frozen cadavers
    • Tips and Tools : Import XYZ points into Maya
  • XMAPortal User Manual
    • XMAPortal : Getting Started with XMAPortal
    • XMAPortal : How to Create a New Study
    • XROMM : How to Modify Study Metadata
    • XROMM : How to give access or revoke access to see your study
    • XMAPortal : Data Organization
    • XMAPortal : Metadata Pool
    • XMAPortal : How to Create Trials
    • XMAPortal : How to edit an existing trial
    • XMAPortal : How to upload files
      • XMAPortal : Clearing your browser history
      • XMAPortal : Changing how Java applet connects to the network
      • XMAPortal : Show Firefox developer window
    • XMAPortal : Hide Files
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  • Correcting models from Horos
  • To correct the normals:

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  1. Animate Bones and Markers

Animate Bones and Markers : Importing mesh models into Maya from Horos

PreviousAnimate Bones and MarkersNextAnimate Bones and Markers : Animate Bones in Maya

Last updated 5 years ago

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  • In Maya, select imp on the MayaTool Shelf

  • Click on impObjs, select the file and click OK

  • Repeat for each model

  • Hover mouse over models and press number key 5 for "smooth shade."

  • Press number key 4 to toggle back to mesh view, and then 5 again

  • Placing each model into a separate layer makes it easy to turn visibility off and on.

    • Select the object you wish to create a layer for.

    • On the right side of the screen, click on the Channel Box/Layer Editor tab.

    • Click Layers -> Create Layer from Selected

    • Double click on the "Layer1" and rename the layer to the name of the bone.

    • Clicking on the left box (highlighted in green) will make the object visible or invisible.

    • Clicking on the right box will (highlighted in yellow)

      • T- Make the object transparent

      • R- Make the object fully visible but unable to be selected

Correcting models from Horos

Models created in Horos have two issues when imported into Maya:

  • they are in units of mm, so they 10x too large for the cm scale in Maya (see how small and far away the reference grid is in the image below?)

  • they have irregular polygon normals, so the surface reflects light incorrectly in Maya smooth shade mode

To scale models down to 0.1x size:

  1. Shift-select all imported models in the scene (bone and marker models)

  2. Press button in farthest right top corner of the Maya window to open Channel Box/Layer Editor (if it is not already open)

  3. Set all of the 1s to the right of Scale X, Y, Z, to the value 0.1 (see image above). The grid is now large relative to the model (image below).

  4. Shift-select the three Scale attribute names (the words Scale X, Scale Y, Scale Z), then right click and Select Freeze/Scale (image below). This will set the scale back to 1 without changing the size of the models. This effectively sets the scale for your models to cm, which are the units we use for XROMM.

To correct the normals:

  1. Select the Polygons menu set from the far left top of Maya window

  2. Select one of your bones (best to do them one at a time)

  3. Select Normals/Set to Face from the top menu bar (image below)

  4. Wait. Setting normals to face can take a while, depending on how dense the polygons are on your model. It is a good idea to reduce the number of polygons coming out of Horos with the decimate function. When finished, your model will look smooth (image below)