Egonomic Male Figure for Rhino 3D by BrendaEM 3D model

Egonomic Male Figure for Rhino 3D by BrendaEM 3D model

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Human Male Ergonomic Model by Brenda EM Version 1.117 Intent / Disclaimer: This model is intended to be used for ergonomic considerations, such as vehicle interior design, furniture design, sporting equipment design and so forth. Provided you have a decent design/CAD program, you should be able to manipulate fairly easily. NOTE: This model includes no textures. It only includes brep surfaces, points, and lines, with the later being used for guides. Although it can be used for animation studies and teaching, this model is NOT intended for photo-realistic rendering. The joints and limbs of this model are meant to interfere and overlap during normal usage. Using several studies, I have tried to make this model as simple and accurate as I could for the average 50% male, but is not my responsibility to ensure that the model and its dimensions are suitably accurate for your design, CAD, and manufacturing needs. It is your responsibility to make that determination. Example and renderings may include prop objects to show the model in use that are not included, such as apples, seating, or crudely drawn bicycles. The model comes with a single human only. Features: The model was made from several studies in 50% human male forms. The surfaces of this model are made from single-surface Rhino 3D surfaces (boundary representations) The model has not only single-point pivot points at the joints, but also has XYZ ordinate pivot points that can be used for compound rotations. The model has additional points between the fingers to indicate the depth of finger crotches. This model has a movable thumb fleshy area. * Includes a Rhino 3D version, that has grouped segments--instead of blocks for easier material application. Loading Please save the original archieve, just in case something goes wrong with your working copy. Versions for Rhino 6, 5, and 4 are included. Each limb, joint, or body part of this model are grouped together with their associated alignment nodes and guide lines. After loading you should be able to select individual segments, and group/block them together to suit your needs. For most needs, I group/block all three finger segments together for each finger, and then group/block them into a hand. I generally do not use this model blocked. I suggest using the Rhino 3D version, which is grouped instead of blocked. Usage: Because of the nature of floating-point accuracy and depending on your 3D program, every rotation and translation may introduce a slight theoretical degradation in the accuracy of the model. So, between projects, or after a long series of translations and rotations, it might be better to reload the model into your 3D program. Each joints of this model has 6 points and 3 lines, which can be used to help rotate the limbs and restore them to their original position. The limbs can be rotated on compound angles on more than one plane by using a two-point hinge-type rotate command/tool from inside your 3D editor, but it will be harder to restore the limbs to their original positions, though it is possible. [When making renderings for the model, such as the apple, I used both elbow rotations for the hand, as well shoulder rotations on 2 axis. The thumb and pinky finger were rotated on 2 axis. Using 2-axis rotations can restore compound-rotated finger joints, using a few iterations, from each view. ] The thumb has an additional set of points and lines so that that joint can be differentiated from the wrist. If you feel your forearm while you turn you wrist, you may notice that your actual wrist rotates very little at all. Instead, the forearm’s radius and ulna bones in your arm rotate rotate about each other with a twisting motion around the center-point in your elbow. Because we do not have a joint in our mid forearm, there are two alternate methods to rotate the arm and wrist: The forearm may be bent using the 3D hinge points, and the wrist may be rotated, but this will make a bulge at the wrist. The included lines and points are set up so that the forum raises turned in, just rubbing its (your) side. This is the easier of the two methods. Alternatively, and more difficultly, the forearm may rotated using a 3D rotation about an imaginary hinge point from the wrist center-point up to the elbow center point. Then the forearm may be raised. A similar rotation scenario exists for the feet. In closing, thank you for purchasing the model, and reading this far, BrendaEM

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