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Mechanical Engineering Human Simulation Software User Manual

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  • i

    JACK USER MANUAL VERSION 8.2

  • ii

    Copyright Notice and Terms of Use

    Copyright (c) 2014 Siemens Product Lifecycle Management Software Inc. All rights

    reserved.

    This documentation is licensed to the licensee of the Siemens PLM Software product ("the Licensee") pursuant to

    the terms and conditions set forth below and in the applicable Siemens PLM Software license agreement. The

    documentation at all times remains the property of Siemens PLM Software. The information contained in this

    documentation is considered confidential to Siemens PLM Software and shall not be disclosed to any third party

    except as expressly authorized by Siemens PLM Software.

    Disclaimer of Warranties and Limitations on Liability

    SIEMENS PLM SOFTWARE MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT

    NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A

    PARTICULAR PURPOSE, REGARDING THIS DOCUMENTATION. SIEMENS PLM SOFTWARE MAKES

    THIS DOCUMENTATION AVAILABLE TO LICENSEE SOLELY ON AN "AS-IS" BASIS.

    IN NO EVENT SHALL SIEMENS PLM SOFTWARE BE LIABLE FOR ANY DAMAGES TO LICENSEE OR

    ANY OTHER PARTY WHETHER ARISING OUT OF CONTRACT OR FROM TORT INCLUDING, BUT NOT

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    'S CUMULATIVE LIABILITY SHALL NOT EXCEED THE LICENSE FEE PAID FOR USE OF THIS

    DOCUMENTATION AND A SINGLE-USER LICENSE OF THE SOFTWARE PROGRAM(S) REFERENCED

    IN THE DOCUMENTATION.

    THIS DOCUMENTATION AND THE SOFTWARE PROGRAM(S) REFERENCED IN THE

    DOCUMENTATION ARE INTENDED TO BE USED ONLY BY TRAINED PROFESSIONALS AND ARE NOT

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    Manufacturer is Siemens Product Lifecycle Management Software Inc., 10824 Hope Street Cypress, California USA

    90630

    Trademarks

    All Siemens PLM Software trademarks used in the documentation are protected by the U.S. - International

    trademark rights of Siemens Product Lifecycle Management Software Inc. The unauthorized use of any Siemens

    PLM Software trademark is strictly forbidden. All other trademarks or registered trademarks belong to their

    respective holders.

  • iii

    TABLE OF CONTENTS

    INTRODUCTION ...................................................................................................................................................... X

    WHAT ARE THE JACK PRODUCTS? .......................................................................................................................... XII CLASSIC JACK ......................................................................................................................................................... XII TEAMCENTER VISUALIZATION JACK (TCVIS JACK) ................................................................................................ XII NX HUMAN ........................................................................................................................................................... XIII PROCESS SIMULATE HUMAN ................................................................................................................................. XIII WHAT S NEW IN JACK 8.2? .................................................................................................................................... XIV HOW DO I USE THIS MANUAL? ............................................................................................................................... XIV WHAT IS THE COURSE OBJECTIVE? ....................................................................................................................... XIV WHO IS THE AUDIENCE? ......................................................................................................................................... XV WHAT ARE THE SYSTEM REQUIREMENTS? ............................................................................................................. XV

    TERFACE........................................................................................................................ 1

    CONTROL BAR ........................................................................................................................................................... 2 Menus ................................................................................................................................................................... 2 Icon Toolbar ......................................................................................................................................................... 3 Object Selector ..................................................................................................................................................... 3 Message Area ....................................................................................................................................................... 4 Move Controller ................................................................................................................................................... 4 Move - By ............................................................................................................................................................. 5

    Global vs. Local Transformations ..................................................................................................................................... 6 Snap to Geometry ............................................................................................................................................................. 7

    GRAPHICS WINDOW .................................................................................................................................................. 9 Change View ...................................................................................................................................................... 10 Context Sensitive Menus .................................................................................................................................... 11 Picking with the Middle Mouse Button .............................................................................................................. 12 Space Bar Completion ....................................................................................................................................... 13

    INTERNATIONAL MENUS .......................................................................................................................................... 13 CHAPTER 1 TUTORIAL: JACK S INTERFACE.............................................................................................................. 14

    Exercise: Control Bar Basics ............................................................................................................................. 14 Exercise: Object Selector ................................................................................................................................... 14 Exercise: Using the Mover Dialog ..................................................................................................................... 15 Exercise: Snap to ............................................................................................................................................... 15 Exercise: Global vs Local .................................................................................................................................. 16 Exercise: Navigating the Jack Scene ................................................................................................................. 17 Exercise: Context Sensitive menus ..................................................................................................................... 17 Exercise: Picking with the MMB ........................................................................................................................ 18 Exercise: Space bar completion ......................................................................................................................... 18

    CHAPTER 2: FILE MANA GEMENT .................................................................................................................... 20

    NATIVE JACK FILES ................................................................................................................................................. 20 Environment ....................................................................................................................................................... 20 Figures ............................................................................................................................................................... 22 Segments ............................................................................................................................................................ 22 Manipulations .................................................................................................................................................... 23

    File Archiving ................................................................................................................................................................. 23 IMPORT .................................................................................................................................................................... 24

    Import Formats .................................................................................................................................................. 24 Import Formats for Texture Mapping & Visualization ...................................................................................... 25 Import Options ................................................................................................................................................... 25 JT Features ........................................................................................................................................................ 25

    Benefits: .......................................................................................................................................................................... 25

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    Limitations: ..................................................................................................................................................................... 26 JT Export ........................................................................................................................................................................ 26

    TRANSLATE SEGMENT FROM JT .............................................................................................................................. 27 RE-ROOT GEOMETRY CENTER ................................................................................................................................. 28 CENTER FIGURE ROOT DIALOG ............................................................................................................................... 28 BATCH TRANSLATE FILES ....................................................................................................................................... 29 CAD EXPORT .......................................................................................................................................................... 29

    VRML Export ..................................................................................................................................................... 29 IGES Export ....................................................................................................................................................... 31

    CAPTURING IMAGES ................................................................................................................................................ 31 Screen Capture ................................................................................................................................................... 32 Rendering ........................................................................................................................................................... 33 External Applications ......................................................................................................................................... 33

    CHAPTER 2 TUTORIAL: FILE MANAGEMENT ............................................................................................................ 34 Exercise: Loading an Environment file .............................................................................................................. 34 Exercise: Saving Figures and Segments ............................................................................................................ 35 Exercise: IGES Import and Export .................................................................................................................... 38

    ........................................................................................................................ 39 Exercise: Alternate Screen Capture Methods .................................................................................................... 39

    CHAPTER 3: EDITING T HE JACK ENVIRONMENT ...................................................................................... 40

    UNDO ...................................................................................................................................................................... 40 DELETE SCENE ........................................................................................................................................................ 40 SCALE ...................................................................................................................................................................... 40 MATERIALS ............................................................................................................................................................. 41

    Color: ................................................................................................................................................................. 41 TEXTURES ............................................................................................................................................................... 43 KEY BINDINGS ......................................................................................................................................................... 43

    Predefined Shortcuts .......................................................................................................................................... 43 Custom Shortcuts ............................................................................................................................................... 44

    SYSTEM DEFAULTS .................................................................................................................................................. 44 CHAPTER 3 TUTORIAL: EDITING THE JACK ENVIRONMENT ..................................................................................... 46

    Exercise: Figure Scaling .................................................................................................................................... 46 Exercise: Scaling the Environment .................................................................................................................... 47 Exercise: Color Parameters ............................................................................................................................... 48 Exercise: Texture mapping ................................................................................................................................ 48 Exercise: Hot Keys (Shortcuts) .......................................................................................................................... 49 Exercise: Customizing the workspace ................................................................................................................ 51

    CHAPTER 4: CHANGING YOUR VIEW OF JACK ........................................................................................... 51

    CENTER ALL ............................................................................................................................................................ 51 ZOOM TO ................................................................................................................................................................. 51 MAKE ALL FIGURES V ISIBLE ................................................................................................................................... 52 TOGGLE SEGMENT V ISIBILITY ................................................................................................................................. 52 SHADE SCENE .......................................................................................................................................................... 52 WIREFRAME SCENE ................................................................................................................................................. 52 FIGURE PROJECTIONS .............................................................................................................................................. 52 TEXTURES ON/OFF .................................................................................................................................................. 53 V IEW CONTROL ....................................................................................................................................................... 53

    Camera Position and Orientation ...................................................................................................................... 54 Camera Field of View ........................................................................................................................................ 54 Snapping and Attaching View ............................................................................................................................ 55

    NAMED V IEWS ......................................................................................................................................................... 56 WINDOW PARAMETERS ........................................................................................................................................... 56

    Create Windows ................................................................................................................................................. 56 Window Sets ....................................................................................................................................................... 57

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    Current Windows ............................................................................................................................................... 57 STEREO PROPERTIES ................................................................................................................................................ 57 OBJECT HIERARCHY ................................................................................................................................................ 59 TOGGLE LOG WINDOWS .......................................................................................................................................... 60 TOOLBARS ............................................................................................................................................................... 60 CHAPTER 4 TUTORIAL: CHANGING YOUR V IEW OF JACK ........................................................................................ 61

    Exercise: Visibility ............................................................................................................................................. 61 Exercise: Shading Options ................................................................................................................................. 62 Exercise: Advanced View Control ...................................................................................................................... 62 Exercise: Window Parameters ........................................................................................................................... 63 Exercise: Manipulating objects in the Object Hierarchy ................................................................................... 64

    CHAPTER 5: WORKING W ITH HUMANS ......................................................................................................... 66

    HUMAN FIGURE TYPES ............................................................................................................................................ 66 HUMAN HANDS ....................................................................................................................................................... 68 HUMAN SCALING (ANTHROPOMETRY) .................................................................................................................... 68

    Figure Scaling .................................................................................................................................................... 70 HUMAN COPY .......................................................................................................................................................... 75 PROPERTIES ............................................................................................................................................................. 77

    Skeleton .............................................................................................................................................................. 78 HUMAN BEHAVIORS ................................................................................................................................................ 78 HUMAN CONTROL ................................................................................................................................................... 79

    Auto-Grasp ........................................................................................................................................................ 80 Braced Posturing ............................................................................................................................................... 80 Tabs on the Human Control Panel ..................................................................................................................... 81 Reach & Grasp................................................................................................................................................... 81 Prediction method .............................................................................................................................................. 81 Lock .................................................................................................................................................................... 81 Bracing ............................................................................................................................................................... 82 Foot Placement Zone ......................................................................................................................................... 82 Vision Targets .................................................................................................................................................... 82 Grasp.................................................................................................................................................................. 82 Loads & Weights ................................................................................................................................................ 83 Force Distribution Strategy ............................................................................................................................... 83 Add Weight/Add Load ........................................................................................................................................ 83 Show Forces ....................................................................................................................................................... 83 Adjust Joint ........................................................................................................................................................ 83 Predefined Postures ........................................................................................................................................... 84 Interpolating Hand Postures .............................................................................................................................. 84 Save Posture ....................................................................................................................................................... 84 Shortcuts and Helpful Hints for the Human Control Panel ............................................................................... 85 Common Icons on the Control Panel ................................................................................................................. 85 Undo Last Step ................................................................................................................................................... 85 Dock Dialog ....................................................................................................................................................... 85 Shortcut to Default Standing and Default Sitting Postures ................................................................................ 85

    EYE V IEW ................................................................................................................................................................ 86 V IEW CONES ............................................................................................................................................................ 87 CHAPTER 5 TUTORIAL: WORKING WITH HUMANS ................................................................................................... 88

    Exercise: Create a Human ................................................................................................................................. 88 Exercise: Human Scaling ................................................................................................................................... 88 Exercise: Human Postures ................................................................................................................................. 90 Exercise: Skeletal Structure ............................................................................................................................... 92 Exercise: Human Posturing ............................................................................................................................... 93 Exercise: Adjust Joint ........................................................................................................................................ 98 Exercise: View Analysis ..................................................................................................................................... 99 Exercise: View Cones ....................................................................................................................................... 100

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    CHAPTER 6: CREATING & DISPLAYING OBJECTS .................................................................................... 102

    CREATE ................................................................................................................................................................. 102 Site ................................................................................................................................................................... 102 Joint ................................................................................................................................................................. 102 Node ................................................................................................................................................................. 102 Face ................................................................................................................................................................. 102 Light ................................................................................................................................................................. 102 CAD Objects .................................................................................................................................................... 104 Rectangular Solid ............................................................................................................................................. 104 Figure from Library ......................................................................................................................................... 105

    Factory Equipment Library ........................................................................................................................................... 105 MODIFY GEOMETRY .............................................................................................................................................. 106

    Editing Segment Geometry ............................................................................................................................... 106 Merging Segment Geometry ............................................................................................................................. 107 Splitting Segment Geometry ............................................................................................................................. 107 Fix Segment Orientation .................................................................................................................................. 107

    Reroot Figure ................................................................................................................................................................ 107 Visible ........................................................................................................................................................................... 108 Shaded/ Wireframe/ Transparent .................................................................................................................................. 108 Smooth Shading ............................................................................................................................................................ 108 Trace ............................................................................................................................................................................. 109 Figure Ghosts ................................................................................................................................................................ 110

    CHAPTER 6 TUTORIAL: CREATING AND DISPLAYING OBJECTS .............................................................................. 111 Exercise: Creating a Site ................................................................................................................................. 111 Exercise: Create Joint ...................................................................................................................................... 112 Exercise: Lighting ............................................................................................................................................ 114 Exercise: Modify Geometry .............................................................................................................................. 115 Exercise: Re-rooting an Object ........................................................................................................................ 115 Exercise: Object Library .................................................................................................................................. 117 Exercise: Visibility ........................................................................................................................................... 117 Exercise: Shaded, Wireframe, and Transparent .............................................................................................. 117 Exercise: Shading Options ............................................................................................................................... 117 Exercise: Trace segment .................................................................................................................................. 118 Exercise: Create Ghost .................................................................................................................................... 119

    CHAPTER 7: WORKING W ITH OBJECTS ...................................................................................................... 121

    Attachments .................................................................................................................................................................. 121 PROPERTIES ........................................................................................................................................................... 122

    Figure Properties ............................................................................................................................................. 122 Segment Properties .......................................................................................................................................... 123 Site Properties .................................................................................................................................................. 124 Joint Properties ................................................................................................................................................ 125 Face Properties ................................................................................................................................................ 126

    Reflection ...................................................................................................................................................................... 127 Edge Properties................................................................................................................................................ 128 Node Properties ............................................................................................................................................... 129

    ADJUST JOINT ........................................................................................................................................................ 129 MOTORS ON/OFF ................................................................................................................................................... 130

    Joint Motors .................................................................................................................................................................. 130 INTERACTIVE REACH ............................................................................................................................................. 131 PATHS .................................................................................................................................................................... 131 CHAPTER 7 TUTORIAL: WORKING WITH OBJECTS ................................................................................................. 132

    Exercise: Figure Properties ............................................................................................................................. 132 Exercise: Segment Properties .......................................................................................................................... 132 Exercise: Face Properties ................................................................................................................................ 133 Exercise: Adjusting a Joint .............................................................................................................................. 133

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    Exercise: Joints and Motors ............................................................................................................................. 134 Exercise: Interactive Reach ............................................................................................................................. 136 Exercise: Creating & Editing a Path ............................................................................................................... 137

    CHAPTER 8: MEASURING & CHECKING UTILITIES : ................................................................................ 139

    COLLISION DETECTION .......................................................................................................................................... 139 CONSTRAINT .......................................................................................................................................................... 140

    Type of Goal ................................................................................................................................................................. 142 Goal .............................................................................................................................................................................. 142 Set Transform Location ................................................................................................................................................ 142 End Effector Type ......................................................................................................................................................... 142 End Eff. Seg/Node/Site ................................................................................................................................................. 143 Starting Joint ................................................................................................................................................................. 143 Rooting Constraint ........................................................................................................................................................ 143 Orientational Relationship ............................................................................................................................................ 143 Positional Relationship ................................................................................................................................................. 144 Orientation Position Weight ................................................................................................................................ 144 Relative Constraint Weight ........................................................................................................................................... 144

    SIMULATION UPDATES .......................................................................................................................................... 144 MEASURE DISTANCE ............................................................................................................................................. 145

    Scalar ............................................................................................................................................................... 145 ADVANCED RULERS .............................................................................................................................................. 145 RULERS ................................................................................................................................................................. 146 M INIMAL DISTANCE .............................................................................................................................................. 147 LOGGING ............................................................................................................................................................... 148 SYSTEM GEOMETRY INFO ...................................................................................................................................... 148 REACH ZONES ....................................................................................................................................................... 148

    Advanced Reach Analysis ................................................................................................................................ 148 CHAPTER 8: MEASURING, CHECKING UTILITIES, AND ANALYZING JACK .............................................................. 150

    Exercise: Collision detection ........................................................................................................................... 150 Exercise: Constraints ....................................................................................................................................... 152 Exercise: Scalar Measure ................................................................................................................................ 153 Exercise: Create Ruler ..................................................................................................................................... 154 Exercise: Minimal Distance ............................................................................................................................. 155 Exercise: Maximum Reach Analysis ................................................................................................................ 155

    CHAPTER 9: ANIMATION SYSTEM MODULE .............................................................................................. 158

    ANIMATION WINDOW ............................................................................................................................................ 159 Menu ................................................................................................................................................................ 159 Animation Window Icons ................................................................................................................................. 159 Timeline............................................................................................................................................................ 160

    MOTION BASICS .................................................................................................................................................... 161 Generate ........................................................................................................................................................... 161 Set Frame 0 ...................................................................................................................................................... 162 Figure Motions ................................................................................................................................................. 164 Joint Motions ................................................................................................................................................... 164 Timed Attachments ........................................................................................................................................... 164 Constraints ....................................................................................................................................................... 165 Path Motions .................................................................................................................................................... 165 Human Motions ................................................................................................................................................ 166 Timed Behaviors .............................................................................................................................................. 166 Camera Motions ............................................................................................................................................... 166

    CHANNELSETS ....................................................................................................................................................... 166 Creating Channelsets ....................................................................................................................................... 166 Replaying Channelset Motions......................................................................................................................... 167 Channelset Editor ............................................................................................................................................ 168

    MOVIE EXPORT ..................................................................................................................................................... 168

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    Resolution ........................................................................................................................................................ 169 Animation Options ........................................................................................................................................... 169 Output Options ................................................................................................................................................. 169 Video Compression .......................................................................................................................................... 170

    ANIMATION TIPS ................................................................................................................................................... 170 Constraint Vs Joint Motions: ........................................................................................................................... 170 Generation: ...................................................................................................................................................... 171 Handprints and Footprints: ............................................................................................................................. 171 _Motcs File: ..................................................................................................................................................... 171 Motion Times (Motions not being generated): ................................................................................................. 171 Pose Figure Vs Joint Motion: .......................................................................................................................... 171 Quickstart: ....................................................................................................................................................... 171

    CHAPTER 9 TUTORIAL: ANIMATION SYSTEM MODULE .......................................................................................... 173 Exercise: Animation Window ........................................................................................................................... 173 Exercise: Basic Animation ............................................................................................................................... 174 Exercise: Group manipulation ......................................................................................................................... 175 Exercise: Human Linear Walk ......................................................................................................................... 175 Exercise: Human Pose ..................................................................................................................................... 176 Exercise: Saving the Animation ....................................................................................................................... 177 Exercise: Human Path Walk ............................................................................................................................ 178 Exercise: Human Motions ................................................................................................................................ 182 Exercise: Joint Motions, Interactive Reach and Timed Attachments ............................................................... 184 Exercise: Timed Control .................................................................................................................................. 188

    CHAPTER 10: OTHER MO DULES ..................................................................................................................... 190

    TASK SIMULATION BUILDER (TSB) ....................................................................................................................... 190 MOTION CAPTURE ................................................................................................................................................. 190

    Third Party Communication ............................................................................................................................ 191 PLUG-INS ............................................................................................................................................................... 192

    CPort ................................................................................................................................................................ 192 CableGenerator ............................................................................................................................................... 192 CameraTracking .............................................................................................................................................. 193 Disembodied Hand Module .............................................................................................................................. 193 ElevationTransition .......................................................................................................................................... 193 GridGenerator ................................................................................................................................................. 194 HumanMaterials .............................................................................................................................................. 194 JackCollaboration ............................................................................................................................................ 195 Kinect ............................................................................................................................................................... 195 PrintToJack ...................................................................................................................................................... 196 PrincipleComponentManikins .......................................................................................................................... 196 Sample .............................................................................................................................................................. 196 Sweeps .............................................................................................................................................................. 196 SyncSwimming ................................................................................................................................................. 196 TATReporter .................................................................................................................................................... 197

    APPENDIX A: SYSTEM D EFAULTS .................................................................................................................. 199

    DIRECT MODEL UPGRADE TO V 7.3 (FOR JACK V7.0) ............................................................................................ 199 COLOR: .................................................................................................................................................................. 200 GRAPHICS: ............................................................................................................................................................. 201 SOLVER: ................................................................................................................................................................ 201 UI: ......................................................................................................................................................................... 202 UNITS: ................................................................................................................................................................... 203 V IEWERS: .............................................................................................................................................................. 204

    APPENDIX B: SNAP DEFINITIONS ................................................................................................................... 206

    CURSOR POINT: ..................................................................................................................................................... 206

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    SITE: ...................................................................................................................................................................... 206 SITE POSITION: ....................................................................................................................................................... 206 SITE ORIENTATION: ................................................................................................................................................ 206 NODE POSITIONS: ................................................................................................................................................... 206 EDGE LINE: ............................................................................................................................................................ 206 EDGE POSITION: .................................................................................................................................................... 206 EDGE ORIENTATION: .............................................................................................................................................. 207 FACE POSITION: ..................................................................................................................................................... 207 FACE CENTER: ....................................................................................................................................................... 207 FACE PLANE:.......................................................................................................................................................... 207 FACE ORIENTATION: .............................................................................................................................................. 207 SQUARE ORIENTATION: .......................................................................................................................................... 207 GROUND PLANE: ................................................................................................................................................... 207

    APPENDIX C: ADDITION AL JACK RESOURCES ......................................................................................... 208

    SIEMENS PLM WEBSITE FOR JACK ........................................................................................................................ 208 JACK USER COMMUNITY ....................................................................................................................................... 208 SUPPORT AND FEEDBACK ...................................................................................................................................... 208

    APPENDIX D: .JK FILE DEFINITIONS (ADVANCED): ................................................................................. 209

    .jk4.install: ....................................................................................................................................................... 209

    .jkrc: ................................................................................................................................................................. 209

    .jk.log: .............................................................................................................................................................. 209

    .jk.views: .......................................................................................................................................................... 209

    .jk.log.tcl: ......................................................................................................................................................... 209

    .jk.log.tcl~: ....................................................................................................................................................... 209

    .jk.humans.simple: .......................................................................................................................................... 209

    .jk.humans.complex: ....................................................................................................................................... 209 jack801-win64.bat / jack801-win32.bat: ......................................................................................................... 210

    APPENDIX E: EXTENDIN G JACK THROUGH SCRIP TING ........................................................................ 211

    BASIC SCRIPTING ................................................................................................................................................... 211 Details on language versions ........................................................................................................................... 211

    SCRIPTING LANGUAGE RESOURCES: ...................................................................................................................... 211

    GLOSSARY ............................................................................................................................................................. 212

    INDEX ...................................................................................................................................................................... 221

  • Jack 8.2 User Manual SIEMENS PLM SOFTWARE

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    Because this manual cannot begin to cover all of the features of Jack, a also

    providedbegin considering ways in which you can effectively apply Jack in your job, even before you undertake the training.

    Some of the areas where Jack excels are:

    Creating a - : Jack gives you all of the advanced graphical tools for creating concept models or importing design data to the virtual world. Design changes

    than in ours. Analyzing human factors in designs: Occupant or operator reach, fit, comfort, and vision are all important considerations in product designs. It is imperative to products are designed with consideration of the people that will use them! Sttirelessly perform operations in factories or offices to allow you to design the most safe, efficient, and productive workplaces possible. Evaluating maintenance operations: The maintenance phase of the lifecycle can be associated with considerable cost for many large systems. Therefore, it is critical to consider the safety and task feasibility for maintenance and repair personnel. Jack gives you the tools to evaluate maintenance operations even in the earliest product design stages. Training: Your design simulations can serve double duty: training operators, maintenance or military personnel long before products or facilities are even constructed. This is done without the danger and

    real life Research: Jacks is a detailed link segment model with biologically accurate motion prediction and joint kinematics. Almost endless data can be retrieved from Jack. The Jack Toolkit and open API is an ideal location to tap into the framework of Jack or plug in your custom tools.

  • Jack 8.2 User Manual SIEMENS PLM SOFTWARE

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    Jack provides the tools you need to model complex systems, to study their motions, and to simulate how humans will work with them. Our users are constantly finding new, unique applications for Jack, and we hope you will also!

    Unlike many 3D design and visualization systems, Jack works natively with articulated figures. In simple terms, Jaobjects, just like in real life. Jack provides a very powerful system for modeling articulated figures. Of course, one of the most demanding applications in this area is the human body! The focus in the development of Jack has been centered on creating the most accurate human body model available in any system.

    simulated humans that have proper biomechanical, anthropometric, and ergonomic characteristics. Jack humans look and act like real humans. Jack humans understand balance, walking, and lifting. They have

    a task exceeds their limits. And if the action you define does exceed the limits, Jack can calculate a action You can model males and females of any stature, based upon validated anthropometric databases. Jack humans have the same joint limits (range of motion) as a typical human in the real world does. This sort of modeling, simulation, and analysis requires a powerful graphical viewing environment, an easy to use interface, and a complete set of command functions. Jack provides all of this. Jack gives you:

    A System for modeling ANY articulated figure: a full hierarchical database, a complete joint library, active constraints, collision detection, real time kinematics and dynamic simulation. Human Bodies: anthropometric scaling based on a database or your measurements; high fidelity biomechanics with complex joints, and a fully articulated hand and spine model; automatic grasping to part contours with precision or power grasps and a full hand shape library, path walking locomotion, head-eye coordination, and balance behaviors. Real-time viewing environment: interactive viewing, multiple windows, lights and cameras, textures, and mirrors (real time!),

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    Complete animation and task simulation systems: goal based animation, and task based simulation (walk, get, put), with automated frame-by-frame production of movie files. Powerful extensions: macro language, customizable menus, even embedded Lisp, Python, and Tcl/TK programming systems. Full VR system: complete, immersive capabilities; supports stereo glasses, head mounted displays (HMDs), data gloves, and full body motion tracking.

    What are the Jack Products?

    Classic Jack

    Classic Jack is the stand alone offering from Siemens PLM Software for Human Factors and Ergonomic Analysis. Classic Jack has several add-on modules which will be covered in this paragraph and have separate training that is available. The first, 3D Body Scan can be used to create humans using existing body scans (such as the SAE CAESAR Scans). The second module, the Occupant Packaging Toolkit (OPT) can be used to maximize vehicle design for the occupant or user. The third is the Task Analysis Toolkit (TAT), which is used in the manufacturing communities to design better workplaces and maximize the safety of workers. Finally, the MoCap module, which adds the ability to connect to a wide variety of virtual reality hardware for immersive studies. Both the OPT and TAT have separate training manuals which explain the capabilities of the modules in greater detail. These modules can be obtained by contacting your Siemens PLM representative for an additional license (See Appendix E: Additional Jack Resources). Jack can also be extended through a powerful scripting interface.

    Teamcenter Visualization Jack (TcVis Jack)

    VisJack is the Jack human model inside of VisMockup. It offers many of the same capabilities as Classic Jack. Just like Classic Jack, VisJack enables you to:

    Insert digital men and women, and scale them by stature and weight

    Define behaviors that condition how the digital humans react when postured

    Posture digital humans by manipulating their joints

    Evaluate what digital humans can see from their point of view or through the display of view cones

    Evaluate the reach capability of digital humans

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    Utconferencing, and visualization software, the VisMockup prototypes can be quickly and easily evaluated by a design team without the need for each individual to have access to, and knowledge of Classic Jack.

    NX Human

    Based on the same Jack technology, NX Human Modeling helps enterprises across industries improve the ergonomics of product designs and associated workplace tasks during the design phase. The software enables the positioning of varying sizes of digital humans directly within the virtual design environment. By incorporating digital human modeling capabilities within the NX solution, designers can easily factor in ergonomic specifications from the very beginning in the design process.

    product validation within the integrated environment for a quicker, more efficient and seamless product development workflow.

    The embedded human simulation functionality extends the validation process beyond simple form, fit and function into the science of ergonomics. The ability to evaluate ergonomic considerations in a time effective manner leads to superior quality products that optimally accommodate users.

    Process Simulate Human

    Part of the Tecnomatix assembly planning solution that includes a broad range of applications to optimize assembly sequences; coordinate operation timing and kinematics; verify line performance, including throughput and resource utilization; perform line balancing and analyze production costs. Process Simulate (PS) Human allows users to verify the design of a workstation, ensuring that product parts can be reached, assembled and maintained. PS Human provides powerful capabilities to analyze and optimize the ergonomics of the human operation, thus ensuring an ergonomically safe process according to industry standards. PS Human also incorporates Motion Capture and Virtual Reality solutions, allowing the user to synch with their motion tracking devices. Using the various human simulation options within PS, the user can perform realistic simulation of the human tasks and optimize process cycle times according to industry standard timing evaluation methods. The result is process plan containing a full description of how a product is assembled, manufactured, tested and packaged. This plan becomes the basis for collaboration among planning teams, plants, suppliers and contractors.

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    8.2?

    Jack v8.2 is a full release of the Jack product. This is the first of a series of planned pre-v9.0 releases. With the evolution of our Agile development process, we expect to release more frequently, and introduce functionality in a stepwise manner for your evaluation. The aim is to use your feedback to focus on the highest priority needs, and provide you with developments that enhance your workflows faster than previously possible. Jack v8.2 contains improvements to the Task Simulation Builder, introduces new capability for human performance analysis, and enhances several motion capture features. Specifically:

    TSB task editing has been enhanced. Now during task authoring and editing, you can step forward and backward through the task wizard to access and modify all details.

    Within the Task Analysis Toolkit (TAT), the ForceSolver has been enhanced to allow the workday duration to be taken into account when solving for the maximum exertion capability.

    Within the MotionCapture Toolkit, there is now support for disembodied hand tracking as well as several Cyberglove driver enhancements.

    Additional detail about these and other enhancements can be found in the 8.2 Release Notes, which are accessible from the main menu in Jack: Help-> Release Notes

    How do I use this Manual?

    The Jack User Manual is intended to be used as both a teaching tool and a reference document for current users. The manual contains detailed background information on each subject being discussed, references to additional publications, and step-by-step instructions for completing the tutorials. The tutorials will be located at the conclusion of each chapter, and will have the user follow a set of instructions for completing the tasks described in the chapter.

    What is the Course Objective?

    the basics of using Jack, the Jack environment, the Jack software architecture, and specific human modeling techniques. Upon completing the tutorials in the user manual, users should be able to perform basic visual simulation and analysis, create and manipulate human figures, perform basic human factors analyses, create articulated models of general model geometry; perform basic customization of Jack

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    for application specific development, and output results in graphical or video formats.

    Who is the Audience?

    Beginning Jack users; some experience with graphical software tools is desirable; no programming experience is necessary; basic familiarity with human factors analysis, biomechanics, ergonomics, design, and computer graphics is helpful.

    What are the System Requirements?

    Jack 8.2 is available as a 64 bit application that runs on 64 bit Windows workstations. A minimum reasonable system requirement is shown in the configuration table below. However, configuration requirements may increase if higher performance is desired. For example, if you will be working with large geometry sets or using motion capture, a faster machine with more memory will likely be required. Version 8.2 has an updated DirectModel rendering engine that supports JT file versions through v10. This new version of DirectModel is designed to work with graphics cards using OpenGL 3.0 or higher. Certain features, such as reflections (mirrors), may not work on older graphics cards.

    Windows XP, Vista, Windows 7

    Minimum Recommended

    Processor 1GHz 2GHz

    Memory 2GB 4GB

    Free disk 400 Mb 600 Mb

    Graphics:

    OpenGL Support

    3.0 3.0 or higher

    Maximum Screen Resolution

    1280x1024 1920x1200

    Jack 8.2 minimum recommended configuration

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    When you start Jack, you are presented with the graphical user interface. The default interface includes the GRAPHICS WINDOW(S) where objects are rendered and a CONTROL BAR that contains standard menus and icons. In addition, Jack has an OBJECT HIERARCHY where a listing of the environment is displayed, SESSION LOG, and several scripting consoles.

    Jack Startup

    be

    moved to suit your preferences. The windows, menus, and toolbars used in Jack conform to standard Windows behaviors and methods of manipulation. Jack also contains several non-standard functions for convenience.

    Gr

    a

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    Control Bar

    The CONTROL BAR is divided into four areas: the MENUS, the ICON TOOLBAR, the MESSAGE AREA, and the MOVE CONTROLLER. It provides access to almost all Jack functions via menus and graphical icons. The figure below illustrates the main areas of the CONTROL BAR.

    Control Bar

    Menus

    The MENU LINE structure. Menus are in standard windows format and can be accessed with a single click of the Left Mouse Button . File, Edit, View as well as Jack specific issues involving Human, Object, Utilities, and Analysis are included. In addition, Jack provides a module system, which allows additional capabilities to be added to the software at run-time. A number of special purpose modules are available for Jack or you can easily create your own modules.

    Menu Bar

    Menus Move Controller

    Message Area

    Icon Toolbar

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    Icon Toolbar

    The TOOL BAR icons give you quick access to commonly used functions.

    Open File

    Import File

    Save Current Scene

    Toggle Log Window

    View and Center Objects

    Zoom To

    Manage Named Views

    Toggle Object Hierarchy

    Move Figure

    Adjust Joint

    Open Advanced Rulers

    Create Male Manikin

    Create Female Manikin

    Scale Human

    Open Human Control Panel

    Copy Human Attributes

    Task Simulation Builder

    Task Animation Window

    Object Level Selector

    All above icons perform an immediate action or pull up the appropriate dialog box except the OBJECT SELECTOR. This function effects subsequent actions in the Graphics Window and will be covered later in this manual.

    Note: It is always good practice to verify that the expected object type is displayed in the OBJECT SELECTOR icon window before attempting any object manipulation.

    Object Selector

    The OBJECT SELECTOR works in conjunction with the GRAPHICS WINDOW. The current object type determines which CONTEXT SENSITIVE MENU is displayed when you on the object or the Object type in a Pick mode.

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    CONTEXT SENSITIVE MENU: Figure, Segment, Site, or Joint (These will be defined in Chapter 2). You can select through the OBJECT SELECTOR S DROP-DOWN LIST or scroll through the basic object types by pressing the in the GRAPHICS WINDOW. You can also access Window Parameters though context Sensitive Menus by Right Clicking away from objects in the GRAPHICS WINDOW. Pick Mode searches for specific object types in the GRAPHICS WINDOW. In this case, the object type is automatically changed when you press the corresponding hand selector

    select Faces, Edges, and Nodes.

    Message Area

    The MESSAGE AREA provides you with feedback on operations and

    mouse pointer over the TOOLBAR icons, you will see the description

    GRAPHICS WINDOW, the MESSAGE AREA will display the name of the

    files, the MESSAGE AREA will give you feedback on the progress of the operation.

    NOTE: Watch the MESSAGE AREA for useful information in many common interactions.

    Message Area

    Move Controller

    The MOVE CONTROLLER contains controls for moving all object types in the Jack environment. Since this is a major part of working with Jack, it is constantly in view and easily accessible.

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    Use the Hand Selector to select the object to move. Jack utilizes a Cartesian coordinate system, simply a triad of X, Y, and Z axes in space, to define position and orientation. You can enter the coordinates in the MOVE CONTROLLER or interactively move objects using the mouse.

    Move Controller

    You can move a figure along the x or z-axis by holding down the left mouse button or right mouse button , respectively. To move the figure up (along the y axis) use the middle mouse button . A large red arrow indicates the selected direction of movement. You can also rotate a figure around any axis by holding down the key and , or . The 3D Reference (XYZ) can be relative to a global reference or a local reference specific to an object. However, the coordinates displayed in the MOVE CONTROLLER are always global coordinates. LMB Translate along the x-axis MMB Translate along the y-axis RMB Translate along the z-axis

    SHIFT LMB Rotate about the x-axis SHIFT MMB Rotate about the y-axis SHIFT RMB Rotate about the z-axis

    Commands for moving objects with the mouse

    Note: Simultaneously holding down two of the mouse buttons allows you to move objects in the plane spanned by the two corresponding axes.

    Move - By

    This feature allows any figure to be moved based on an arbitrary reference point. Jack already had the ability to apply "snap" to a human figure's H-Point; this feature makes it possible to snap, or

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    indeed apply any other move, to any figure, based on any existing Site or Node.

    JT figures do not have native Jack geometry, and in particular, no Nodes. For these figures, the "Move By Node" is not available. However, "Move by Site" presents an alternate method of moving these figures when the root site is defined at the scene's global origin rather than local to the figure's geometry. Create a site on the object's geometry by using the "snap-to-cursor" move command to set the site location. Now one can move a JT figure by a site on the geometry which makes transformation adjustment more intuitive.

    For human Figures, a Move By Site other than the root may contradict some behaviors or constraints. For example, requiring that an Arm "hold relative to object" and then trying to move the human by its shoulder! Be aware that some combinations may cause the human figure to "collapse" under the contradictory demands. It is usually best to only move a human when its Balance behavior is "release".

    Global vs. Local Transformations

    Movement operations described so far operate along the global coordinate axis. It is sometimes convenient to translate or rotate along an axis associated with the figure itself. Global and Local Transformations provide a method to interactively position an object relative to the global environment or its current orientation.

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    Global Transformation

    Local Transformation

    Snap to Geometry

    Direct manipulation is well suited for global or gross movements but it can be difficult to adjust things relative to other objects. The SNAP TO options provides a powerful way to precisely position objects relative to each other. They are available anytime you are using the MOVE CONTROLLER. The different snap to options are described below and more detailed definitions can be found in the Appendix. Cursor Point Cursor Position Only Site Site Position and Orientation Site Position Site Position Only Site Orientation Site Orientation Only Node Positions Node Position

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    Edge Line Closest Point to an edge line Edge Position Closest Point to an edge Edge Orientation Face Position Closest Point within a face Face Center Center of a face Face Plane Closest point on a face plane Face Orientation Align to a face orientation Square Orientation Align to the global reference Ground Plane Move so the lowest node is at y=0 H-point to Site Move the -point to a site

    Snap Command Definitions

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    Graphics Window

    The GRAPHICS WINDOW contains the 3D scene. You can have multiple GRAPHICS WINDOWS with different camera views or attachments in each and the GRAPHICS WINDOW can be resized at any time. The computation, graphics, user interface, and the total processing rates are displayed in the upper right hand corner. Additional information describing the overall efficiency of the scene is also presented here.

    Graphics Window

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    Change View

    Changing the view is a very basic operation in Jack. A view change can be done at any time just by holding down the key. Whenever the key is depressed mouse movement manipulates the camera location. Releasing the key returns operation to whatever you were doing before.

    View Coordinate Reference

    A yellow cross hair or coordinate frame will appear in the window when you change view. This represents the focus point or View Reference of the camera. Notice that as you move the mouse with the pressed the camera rotates about the center focus point. The focus point stays fixed relative to the geometry as you do this. Notice the difference between side-to-side mouse movement and up/down mouse movement.

    Mouse movement with the pressed translates the camera. The focus point moves relative to the geometry during the translation. Again, notice the difference between side-to-side movement of the mouse and up/down movement. Finally, the zooms the camera in and out on the focus point. The only functional movement with the mouse when zooming is up/down. Depressing the and keys simultaneously manipulates the scene by moving the View Reference. Notice that now as you move the mouse with the pressed the geometry in the scene rotates around the camera. Pressing the translates the focus point relative to the camera. The geometry moves relative to the focus point. Notice that the end result is the same as when only the key was depressed.

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    Finally, the pushes or pulls the focus point away from or towards the camera. The only functional movement with the mouse when pushing or pulling the focus point is up/down. Command Result CTRL LMB Rotate the camera CTRL MMB Pan CTRL RMB Zoom CTRL + SHIFT LMB Rotate the View Reference CTRL + SHIFT MMB Pan CTRL + SHIFT RMB Push/Pull the View Reference

    Commands for changing view with the mouse

    Note: A great mnemonic device is to remember:

    Ctrl = Camera Shift = Spin Figure

    Context Sensitive Menus

    Context sensitive menus allow you to easily access menu options that are specific to a certain type of entity (human figures, non-human figures, segments, joints, sites, nodes). The provides rapid access to these context sensitive menus. The OBJECT SELECTOR ICON (on the Toolbar) controls the type of entity that will be selected and which menu options will appear when you press the . The OBJECT SELECTOR will be covered in more detail in subsequent chapters.

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    Context Sensitive Menus

    The Window pop-up menu that appears provides access to basic view and window commands. The Window pop-up menu is available anytime you hold down the over an area of the window where there is no geometry, no matter what the OBJECT SELECTOR ICON is set to. Context sensitive menus differ for different objects, as they will display only the options relevant to that object.

    Picking with the Middle Mouse Button

    When objects (figures, segments, sites, joints etc) are overlapping, close together or obscured by other geometry it can be difficult to indicate unambiguously which one you wish to select. Sometimes simply manipulating the view can help. At other times, an alternative method of resolving the ambiguity is needed. In Jack the provides a way to resolve this ambiguity during a pick. If multiple selections surround the pick position, a SELECT ENTITY DIALOG will appear that contains a list of these selections.

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    Select Entity

    Space Bar Completion

    If you know the name of a figure, segment, site or joint you are trying to pick it can be easier to just type the name rather than trying to pick it with the mouse. SPACE BAR NAME COMPLETION makes it even easier. This feature is available in most text entry boxes.

    Space bar completion

    Note: Names are case sensitive.

    International Menus

    Jack allows users to customize the menus. For more information on available menus or customizing your own, please contact SIEMENS PLM SOFTWARE.

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    This exercise is an introduction Control Bar and Graphics Window. You will execute basic commands using the Icon Toolbar, manipulate objects using the Move Controller, and learn how to navigate in the Jack scene. You will also learn shortcuts that will help you work quickly in the Jack environment. Note: Training files are provided with your Jack installation. To locate these, browse to where you have installed Jack. In

    \Siemens\Jack_8.2\docs folder you will find a zip file called Jack_Training_Files.zip. Once you unzip this folder, you will be able to load each training environment through the Open option in Jack.

    Exercise: Control Bar Basics

    Open the file Chapter1.env FILE>OPEN

    Create a human figure using the Medium Male Icon or Medium Female Icon

    View the options available under the various Menus

    Move the cursor over the human figure.

    Note: The message window content shows the name of the human figure the mouse is positioned over.

    Exercise: Object Selector

    With the OBJECT SELECTOR set to Figure, Right Click on a human

    Hit Esc

    Note: The Context Sensitive Menu contains Figure options.

    Hit the MMB once in the GRAPHICS WINDOW

    Right Click on a human again

    Hit Esc

    Note: The Context Sensitive Menu now contains Segment options.

    Hit the MMB several times in the GRAPHICS WINDOW

    Left Click on the OBJECT SELECTOR

    Note: The OBJECT SELECTOR only scrolls through Figure, Segment, Joint, and Site when you use the MMB.

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    Set the OBJECT SELECTOR to Figure again

    Exercise: Using the Mover Dialog

    Select the Hand Selector icon in the MOVE CONTROLLER to initiate a move command.

    Use the LMB to select a crate in the GRAPHICS WINDOW.

    Interactively move Crate1 with the Mouse buttons. When you are finished hit ESC.

    Type in Crate0 and hit