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Manikin.jar 2018-10-22 718.3 kB
Release.txt 2018-10-22 6.7 kB
README.txt 2018-10-22 4.8 kB
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	**********************
	*  READ ME MANIKIN 2.3.0
	*
	*  by Piazza Francesco Giovanni 
	*  Betacom s.r.l. ,Italy http://www.betacom.it 
	*	
	**********************
		
	Java version:1.5.0_02
	Edited using Eclipse Platform Version 3.3.2
	
	*********************
	*
	* to launch from command line extract the lib directory from the jar 
	* in the same directory and write :
	*
	* java -classpath Manikin.jar com.main.ManFrame
	*
	* to launch the horse frame:
	*
	*  java -classpath Manikin.jar com.main.HorseFrame
	*
	* to launch the woman frame:
	*
	*  java -classpath Manikin.jar com.main.WomanFrame
	*
	* to launch the head frame:
	*
	* java -classpath Manikin.jar com.main.HeadFrame
	*
	* to launch the hand frame:
	*
	*  java -classpath Manikin.jar com.main.HandFrame
	*
	* to launch the Man Editor:
	*
	*  java -classpath Manikin.jar com.editors.HorseEditor
	*
	* to launch the Horse Editor:
	*
	*  java -classpath Manikin.jar com.editors.ManEditor
	*
	* to launch the Net Editor 3D:
	*
	*  java -classpath Manikin.jar com.editors.net.NetEditor3D
	*
	*********************

    To rotate around the spine press arrow keys left and right.
    
    To roll press arrow keys up and right.
    
    To yaw press arrow page up and down.
    
    Press keys to change angles of body parts:
    
    left arm: q,w,e,r
    right arm: u,i,o,p
    left leg: a,s,d,f
    right leg: h,j,k,l
    back: b
    
    zoom in and zoom out : + and -
    move left,right,up,down: F5,F6,F7,F8
    light position left,right,up,down: num pad 4,6,8,2
    change light intensity using num pad 9 and 3.
	
	Press F1,F2 to change the rotation versus.
	ESC to exit the program
	
	Save and load format using Format->Load/save format menu.
	To save the image go to menu Image->Save image and save image as jpg format.
	To change the background color or the manikin color choose the menu Options->Change colors;
	delete file manikin.properties to restore default.
	Use menu Options->Draw walls to pain a floor and backwall.
	
	Use the ouputScale to set the scale of the saved mesh. Default is 1.0.
	
	
	Orientation of the axes:
	
	       z
	
	  y    |
	    \  |
	     \ |
	      \|_ _ _ _ x


      cube order:

          7_6 
          \3_\2

           4_5
           \ _\
           0  1
           
----- MANIKIN FORMATS

Current rotation angle around z axis:

fi=0

Current rotation angle around y axis:

rolling=0

Current second rotation angle around z axis:

yaw=0

Current bones angles:  

alfa=0.7853981633974483
backAngle=0.0
Legs:
gammaLeft=0.0
tauLeft=0.0
tetaLeft=0.0
gammaRight=0.0
tauRight=0.0
tetaRight=0.0
Arms:
alephLeft=0.0
etaLeft=0.5
epsilonLeft=0.0
alephRight=0.0
etaRight=0.0
epsilonRight=0.0


Current image positions angles:

XFOCUS=450
YFOCUS=275

Current scale factors:

deltax=1.0
deltay=1.0

Current light positions angles:

lightAngleFi=-1.57
lightAngleTeta=1.2707963267948965
lightIntensity=1.0         
           
 ----------- MANIKIN FILES
 

 man_mesh: contains the man mesh = exoskeleton
 man_skeleton: contains the man skeleton data
 horse_mesh: contains the horse mesh = exoskeleton
 horse_skeleton: contains the horse skeleton data
 
  ----------- MANIKIN SKELETONS
 
	Bones lengths:
	 
	headWidth=28.5
	headHeight=42.0
	neckLength=40.0
	spineLength=190.0
	shouldersLength=100.0
	pelvisWidth=55.5
	femurLength=174.5
	femursValgusAngle=0.15
	shinboneLength=182.65161957141575
	footLength=0.0
	homerusLength=115.0
	radiusLength=95.0
	
	Starting angles between bones:
	
	handLength=0.0
	backAngle=0.0
	gammaLeft=0.0
	tauLeft=0.0
	tetaLeft=0.0
	gammaRight=0.0
	tauRight=0.0
	tetaRight=0.0
	etaLeft=0.0
	epsilonLeft=0.0
	etaRight=0.0
	epsilonRight=0.0
	alephLeft=0.0
	alephRight=0.0
           
           
 ----------- MANIKIN MESHES
           
    Every mesh files is composed by the lines:
    
    a) v=vertex in the format  (values separated by " ")
    
    v=x0 y0 z0 b0
    
    b0= BODY PART number to which the vertex belongs:
    
    HEAD=0;
	TRUNK=1;
    LEFT_FEMUR=2;
	RIGHT_FEMUR=3;
	LEFT_HOMERUS=4;
	RIGHT_HOMERUS=5;	
	LEFT_RADIUS=6;
	RIGHT_RADIUS=7;
	LEFT_SHINBONE=8;
	RIGHT_SHINBONE=9;
	LEFT_HAND=10;
	RIGHT_HAND=11;
	LEFT_FOOT=12;
	RIGHT_FOOT=13;
     
    b) vt= vertex texture coordinate  (values separated by " ")
    
    vt=x0 y0
     
    c) f=face (polygon) composing the object in the format  (values separated by " ")
    
    f=[DATA] I0/VT0 I1/VT1
    
    the [DATA] parts contains infos about the cubic face to use in texturing.
    
    Ii is the i vertex of the polygon, VTi is the i vertex texture coordinate index.   
Source: README.txt, updated 2018-10-22