Pro/ANATOMY
Modeling Body Parts In Pro/ENGINEER®
Why in the world would I want to model body parts in
Pro/ENGINEER®? This question really has two parts—why body parts and
why Pro/ENGINEER.
When a customer approached me with a need for a surface model of
an anatomical nature, I had a pretty good answer to the first
question. The surface model had to be not only anatomically accurate
and aesthetically pleasing, but also highly adaptive so it could be
easily manipulated to populate a large product family. It is this
requirement that led me to pursue the assignment using Pro/ENGINEER.
As the premier parametric associative solid modeling tool, it works
well with rectilinear geometry. Wouldn’t it be a good test to see
how well it works on amorphous geometry?
Yea verily, it can be done. And in doing so, I’ve discovered a
few things that could help you in your complex surface modeling.
Applications for Anatomical Modeling
There are really two types of design applications using
anatomical models—direct and indirect. Indirect applications require
an anatomical reference to aid in the design or presentation of
another object. This could be anything from a hand model for a
joystick or a head model for a headset. In this case, models must
satisfy requirements for anatomical correctness and have an
attractive appearance. Other indirect applications —such as shoes,
gloves, or furniture— may just require a generic size or shape
reference. Models used primarily for design presentations are more
concerned with aesthetics than accuracy.
In direct applications, however, the anatomical model is the
primary object or product. Examples include toys, action figures,
medical training aids, orthotics and prosthetics. These products
demand the highest level of modeling capability in order to be
dimensionally controlled, anatomically accurate, aesthetically
pleasing, and highly adaptive to support size and shape
manipulation. My introduction into this arena was through
prosthetics.
Changing Approaches
The master geometry for direct applications such as prosthetics
is traditionally a physical object. This could be in the form of a
handsculpted model or a plaster cast replication. It can also be a
digitized copy of the subject, which has characteristics similar to
a physical object in that you can view it on the computer screen,
take measurements, check relationships to other computer models, and
interface directly with fabrication equipment.
Problems with this traditional approach can, however, arise when
you need to have precise dimensional control of the design, make a
design change, or create a new variation of a design. In these
cases, starting from a physical object can require a lot of tedious
measuring and scaling, creating new plaster castings, hand sculpting
changes directly to the original masters, or obtaining new digitized
copies. Each one of these tasks introduces significant time,
continuity, and repeatability factors that can directly delay
delivery of the product.
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Figure 1. |
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Today’s computer design tools are able
to create the same level of detail as the traditional approach. The
skilled 3D designer can use curves, points, and surfaces to work a
model on the screen, just like an sculptor does with clay.
Alternatively, a designer can use digitized copies of existing
designs as a reference for creating a more sophisticated CAD model.
While many tools exist for creating 3D surface models (Fig 1), not
all of them offer the dimensional control, parametric associativity,
and level of detail necessary to create convincing anatomical
models. Pro/ENGINEER has just the necessary tools.