J
ACK
U
SER
MANUAL
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 LIMITED TO, LOSS OF DATA, PROFITS OR BUSINESS, COSTS OF COVER OR ANY OTHER SPECIAL, INCIDENTAL, EXEMPLARY OR CONSEQUENTIAL DAMAGES, EVEN IF SIEMENS PLM SOFTWARE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGES. SIEMENS PLM SOFTWARE '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 TO BE SUBSTITUTED FOR PROFESSIONAL JUDGMENT. LICENSEE IS SOLELY RESPONSIBLE FOR ANY RESULTS OBTAINED FROM USING THE SOFTWARE INCLUDING THE ADEQUACY OF INDEPENDENT TESTING OF RELIABILITY AND ACCURACY OF ANY ITEM DESIGNED USING THE SOFTWARE. LICENSEE SHALL PROTECT, INDEMNIFY, AND HOLD SIEMENS PLM SOFTWARE HARMLESS FROM ANY LOSS, COST, DAMAGES OR EXPENSE ARISING FROM ANY CLAIM THAT IS IN ANY WAY ASSOCIATED WITH THIS DOCUMENTATION OR THE SOFTWARE PROGRAM(S) REFERENCED IN THE DOCUMENTATION.
Restrictions on Government Use
The documentation is provided with RESTRICTED RIGHTS and use, duplication, or disclosure by the U.S. Government is subject to restrictions set forth in FAR 52.227-19 (Commercial Computer Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii) (Rights in Technical Data and Computer Software), as applicable. 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.
INTRODUCTION ... X WHAT ARE THE JACK PRODUCTS? ... XII
CLASSIC JACK ... XII
TEAMCENTER VISUALIZATION JACK (TCVIS JACK) ... XII
NXHUMAN ... 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
CHAPTER 1: JACK’S INTERFACE... 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 1TUTORIAL: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 MANAGEMENT ... 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
RE-ROOT GEOMETRY CENTER ... 28
CENTER FIGURE ROOT DIALOG ... 28
BATCH TRANSLATE FILES ... 29
CADEXPORT ... 29 VRML Export ... 29 IGES Export ... 31 CAPTURING IMAGES ... 31 Screen Capture ... 32 Rendering ... 33 External Applications ... 33
CHAPTER 2TUTORIAL:FILE MANAGEMENT ... 34
Exercise: Loading an Environment file ... 34
Exercise: Saving Figures and Segments ... 35
Exercise: IGES Import and Export ... 38
Exercise: Jack’s Image Capture ... 39
Exercise: Alternate Screen Capture Methods ... 39
CHAPTER 3: EDITING THE 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 3TUTORIAL: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 VISIBLE ... 52
TOGGLE SEGMENT VISIBILITY ... 52
SHADE SCENE ... 52
WIREFRAME SCENE ... 52
FIGURE PROJECTIONS ... 52
TEXTURES ON/OFF ... 53
VIEW CONTROL ... 53
Camera Position and Orientation ... 54
Camera Field of View ... 54
Snapping and Attaching View ... 55
NAMED VIEWS ... 56
WINDOW PARAMETERS ... 56
Create Windows ... 56
OBJECT HIERARCHY ... 59
TOGGLE LOG WINDOWS ... 60
TOOLBARS ... 60
CHAPTER 4TUTORIAL:CHANGING YOUR VIEW 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 WITH 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 VIEW ... 86
VIEW CONES ... 87
CHAPTER 5TUTORIAL: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
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 6TUTORIAL: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 WITH 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 7TUTORIAL:WORKING WITH OBJECTS ... 132
Exercise: Figure Properties ... 132
Exercise: Segment Properties ... 132
Exercise: Face Properties ... 133
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 MINIMAL 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
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 9TUTORIAL: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 MODULES ... 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 DEFAULTS ... 199
DIRECT MODEL UPGRADE TO V 7.3(FOR JACK V7.0) ... 199
COLOR: ... 200 GRAPHICS: ... 201 SOLVER: ... 201 UI: ... 202 UNITS: ... 203 VIEWERS: ... 204
APPENDIX B: SNAP DEFINITIONS ... 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: ADDITIONAL JACK RESOURCES ... 208
SIEMENS PLMWEBSITE 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: EXTENDING JACK THROUGH SCRIPTING ... 211
BASIC SCRIPTING ... 211
Details on language versions ... 211
SCRIPTING LANGUAGE RESOURCES: ... 211
GLOSSARY ... 212
Introduction
Because this manual cannot begin to cover all of the features of Jack, a brief overview of Jack‘s capabilities and potential applications is also provided. This is intended to give you the ―big picture‖ and allow you to begin considering ways in which you can effectively apply Jack in your job, even before you undertake the training.
Jack is a complete system for generating 3D environments or ―virtual worlds‖ and interacting with them in a powerful graphical environment. Some of the areas where Jack excels are:
Creating and visualizing ―digital mock-ups‖ of designs: Jack
gives you all of the advanced graphical tools for creating concept models or importing design data to the virtual world. Design changes in Jack‘s world are much less costly and time consuming 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!
Studying humans in the ―simulated workplace‖: Jack can
tirelessly 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 lost productivity of ―real life‖ training.
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.
Things we haven’t even considered yet … 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! (Of course, this training is the first step…)
Unlike many 3D design and visualization systems, Jack works natively with articulated figures. In simple terms, Jack‘s world is full of moving objects, 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.
Jack‘s greatest strength is in being able to ―populate‖ the virtual world with 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 ―strength‖ and can tell you if a task exceeds their limits. And if the action you define does exceed the limits, Jack can calculate a action that won‘t! 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
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
Utilizing the functionality of Teamcenter‘s advanced collaboration, conferencing, 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. In addition, users can take advantage of ‗design in context‘ to conduct 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
What’s new in Jack 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 Jack Introductory Training Course (―Jack 101‖) introduces users to 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
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
Chapter 1: Jack’s Interface
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
All of Jack‘s windows are completely independent and can 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.
G r a
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 provides the starting point for Jack‘s command
structure. Menus are in standard windows format and can be accessed with a single click of the Left Mouse Button <LMB>. 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
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
Jack’s Toolbar Icons
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 <RMB> on the object or the Object type in a Pick mode.
You can select any of Jack‘s basic object types to influence 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 <MMB> 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 icon in Jack‘s Dialog boxes. In addition to Jack‘s Basic Object Types, you can select Faces, Edges, and Nodes.
Message Area
The MESSAGE AREA provides you with feedback on operations and ―tool tips‖ as you interact with Jack. For example, when moving the mouse pointer over the TOOLBAR icons, you will see the description
of each icon‘s function. When moving the mouse cursor in the GRAPHICS WINDOW, the MESSAGE AREA will display the name of the
―Object‖ currently under the mouse pointer. When reading data 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.
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 <LMB> or right mouse button <RMB>, respectively. To move the figure up (along the y axis) use the middle mouse button <MMB>. A large red arrow indicates the selected direction of movement. You can also rotate a figure around any axis by holding down the <Shift> key and <LMB>,
<MMB> or <RMB>. 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
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.
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
Edge Line Closest Point to an edge line Edge Position Closest Point to an edge Edge Orientation Align to an edge‘s 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 human‘s H-point to a site
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.
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 <Ctrl> key. Whenever the <Ctrl> key is depressed mouse movement manipulates the camera location. Releasing the <Ctrl> 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 <LMB> 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 <MMB> 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
<RMB> zooms the camera in and out on the focus point. The only
functional movement with the mouse when zooming is up/down. Depressing the <Ctrl> and <Shift> keys simultaneously manipulates the scene by moving the View Reference. Notice that now as you move the mouse with the <LMB> pressed the geometry in the scene rotates around the camera. Pressing the
<MMB> 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 <Ctrl> key was depressed.
Finally, the <RMB> 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 <RMB> 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 <RMB>. The OBJECT SELECTOR will be covered in more detail in subsequent chapters.
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 <RMB> 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 <MMB> provides a way to resolve this ambiguity during a pick. If multiple selections surround the pick position, a SELECT
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.
Chapter 1 Tutorial: Jack’s Interface
This exercise is an introduction to the basic workings of Jack‘s 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 the … \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,
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 enter to initiate another move. Use the Text Entry Box in the MOVE CONTROLLER.
Move another crate.
Move all the small crates until they are placed onto the racks in the scene. Your completed scene should look something like this.
Hint: Use the MESSAGE WINDOW to find the name of another figure.
Type in new coordinates. Use the Text Entry boxes in the MOVE
CONTROLLER. When you are finished hit ESC.
Use the EDIT>UNDO Menu command.
Note: The object returns to its last position.
Exercise: Snap to Move a human up.
In the MOVER DIALOG, select Ground Plane from the Snap Drop Down List Note: The human figure moves so that the lowest node is at y = 0.
Snapping to the Ground Plane
In the MOVER DIALOG, select Node Pos from the Snap Drop Down List
Select a node on the crate
Note: The human figure moves to that node position.
In the MOVER DIALOG, select Site from the Snap Drop Down List
Select a site on the cube
Note: The human figure changes position and orientation. Try other snap features.
Exercise: Global vs Local Start moving a large crate.
Hold down the LMB and translate the large crate along the x-axis.
Note: The x-axis that the box translates along is the x-axis of the world.
Rotate the large crate about the y-axis. Approximately 45 degrees
Click on the local option in the MOVE CONTROL.
Hold down the LMB button and move the mouse to translate the large crate along the x-axis.
This time, the box translates along its own x-axis.
Note: The local transform is interactive only. The values in the MOVE CONTROLLER are still relative to the global environment.
Experiment with local translations along other axes using the other mouse buttons
Local transform
Hit the Space Bar once to toggle back to moving along the global coordinate axes
Hold down the LMB to see the result
Hit the Space Bar to toggle back to moving along the local coordinate axes
Exercise: Navigating the Jack Scene Press and hold the CTRL key
Note: This Hot key initiates a Change View command. While the CTRL key is pressed a yellow cross hair appears in the
window. This is your VIEW REFERENCE or focal point.
Use the Mouse buttons to navigate (Rotate, Pan and Zoom) the Jack scene.
Move the Jack‘s palm to the VIEW REFERENCE.Notice that the camera now rotates around Jack‘s palm.
Practice moving the VIEW REFERENCE to other objects
Make sure you try all the combinations of Mouse Buttons as well as the Shift Key.
Exercise: Context Sensitive menus Create a human figure
Right Click RMB on the human figure.
Examine the menu selections available.
Right Click RMB in an open area in the Graphics Window. (Not on a figure)
Note: A menu appears in the GRAPHICS WINDOW with different
menu options. Try selecting other objects in the Jack scene and note the menu selections.
Right Click RMB on the human Figure again. Select the Snap View from the context sensitive menu.
Note: Notice the movement of the VIEW REFERENCE. Try
snapping the view to other objects in the environment.
Next, Right Click RMB on the Human to access the Move command through the context sensitive menu
Manipulate the figure. When you are through hit ESC.
Exercise: Picking with the MMB
Zoom the view onto the left hand of your human
Open the SITE PROPERTIES DIALOG from OBJECT > PROPERTIES > SITE
PROPERTIES
Next, select a site on the palm using the MMB.
You may have to adjust the view over two sites.
When the SELECT ENTITY DIALOG appears, scroll through the selections and note the highlighting in the graphics window.
With the select entity dialog still up use the MMB on the hand again
A new list should be generated
Select Entity for Sites
Exercise: Space bar completion
Create another human and open Crate.fig
Rather than picking a figure with the mouse, click in the Figure Name Entry Box.
Type the letter C
Note: Figure names are case sensitive.
Hit the space bar
The space bar completes the name as much as possible. Hit the Tab or Enter to accept crate
Clear the figure name in the PROPERTY DIALOG by highlighting with mouse and hitting the backspace
Type the letter h and hit the space bar
The space bar completion will fill in human and beep. The beep indicates that the name could not be completely resolved.
Chapter 2: File Management
Native Jack FilesJack provides a powerful hierarchical modeling capability that allows you to import or build articulated figures. The hierarchy is a familiar inverted tree structure, with individual objects having parent and child relationships. This is a very effective way to define even complex systems of interconnected parts - such as the human body. The diagram below illustrates the hierarchy graphically:
Jack Modeling Hierarchy
Environment
(Command: FileSaveScene)
At the highest level, systems are defined as scenes or environment structures. The environment is a collection of ―figures.‖ Each figure consists of one or more ―segments.‖ Segments in a figure are connected to each other by joints. In other words, a figure is an assembly of segments.
More importantly, the environment contains information required to regenerate a particular scene (for example: relative locations between figures, joint positions, size, and other constraints). These files have the extension .env.
.env files contain:
References to Figure Files (.fig) and Segment Files (.pss) - Figure and Segment Files can also be embedded in the
.env file
Relative Locations of the Figures
Joint Angles/Positions
Constraints and Attachment Information
.env files are also stored as ASCII text and can be opened/edited in a text editor. Environment files can reference the .fig and .pss files. This allows the user to reference one .fig or .pss file multiple times in the same environment file or in multiple environment files. This can help reduce the overall size of files associated with a given project. This is also useful if a figure is modified. If you would like to have that modified figure in every environment file in which it is referenced, replacing the old .fig file with the new .fig file will automatically make the changes to the files that reference that .fig file. This is also applicable to .pss files referenced in an .env file. If changes are made to the figure that occur more than once in an environment or a figure that is used in multiple environments, you will need to save the .fig file when prompted. If you do not save changes to the figure, the .fig file will be written to the .env file. Therefore, if you don‘t save the figure, the .fig file will be embedded in the .env file. Other .env files cannot reference .fig files that are embedded in an .env file. To create a .fig file from a figure embedded in an .env file, simply open the .env file and save the figure. If you resave the environment, the .fig file will be referenced in the .env file. The .fig file will no longer be embedded in the .env file.
It is a good idea to save the .fig file after you make any changes or before saving the .env file. This is only necessary if you modify the figure. If you have already saved changes to a .fig file, you will not be prompted to save the figure when you save the .env file. Note if you change visibility this will flag Jack to prompt you to save the .fig file when you save the .env file. If you say yes, the visibility changes will be written to the .fig file. If you say no, the visibility changes will be written to the .env file.
It is important to understand what is not saved in an environment file. Reflections, view cones, skeletons, traces, ghosts, projections, and support glyphs are not saved with the .env file.
Note: An Environment File (.env) includes all the information required to recreate a scene. It contains information defining relative locations between figures, joint positions, size, and other constraints.
Figures
(Command: FileSaveFigures)
Figures are a collection of one or more segments, as well as any associated sites, colors, and joints. This data is stored in a Figure (.fig) file. Figure files contain references to segment files (.pss), sites, material properties, and joint connections.
.fig files are also stored as ASCII text and can be opened/edited in a text editor. Figure files can reference the .pss files. This allows the user to reference one .pss file multiple times in the same figure file or in multiple figure files. This can help reduce the overall size of files associated with a given project. This is also useful if the geometry is modified. If you would like to have that geometry modified in every figure file in which it is referenced, replacing the old .pss file with the new .pss file will automatically make the changes to the files that reference that .pss file.
If changes are made to the geometry, you will need to save the .pss file when prompted. If you do not save changes to the .pss file, Jack will use the last saved version of the .pss file. Therefore, if you don‘t save the .pss file you will lose any of the changes you have made to the geometry.
It is a good idea to save the .pss file after you make any changes to the geometry. This is only necessary if you modify the geometry. This includes merging or splitting segments. The addition of sites, joints, and changes in material properties are saved to the .fig file so there is no need to save the .pss file if you make any of these changes.
Note: A Figure File (.fig) includes information about which segments make up the figure, sites, colors, and joints connections. (Joint connections and limits are retained when a figure file is saved. Joint angles information is not contained in a figure file.) Select the Include attributes check box to save attribute information (for example, color selections)
Segments
(Command: FileSavePsurf)
Segments make up the lowest level of the hierarchy. They consist of tessellated geometry data that makes up an object. This data is stored as ASCII text in a Psurf (polygon surface) file that can be opened with any text editor. This format is consequently easy to view and edit. These files have the extension .pss. Two sample
Psurf files are shown below in order to illustrate how segments are constructed.
Note: Remember the properties of the different file types.
A Psurf (.pss) file, also referred to as a segment file, only contains information defining a segment's geometry.
A Figure File (.fig) includes information about which segments make up the figure, sites, colors, and joints connections. (Joint connections and limits are retained when a figure file is saved. Joint angles information is not contained in a figure file)
An Environment File (.env) includes all the information required to recreate a scene. It contains information defining relative locations between figures, joint positions, size, and other constraints.
Manipulations
(Command: FileSaveManipulations)
A scene or figure whose positions you want to use again later may be saved as an .env file. Select the Include Camera check box to save the coordinates of the current camera viewpoint coordinates. Manipulations save the figure positions and joint angles. When loaded they allow you to reposition your loaded figures.
File Archiving
(Command: FileArchiveSave File to Archive)
The save file to archive feature allows users to a) save a file to a specified directory, b) save as one zip file, or c) both. Archive files are written out compressed, generally resulting in much smaller file sizes, especially when using psurf-only geometry.
Note: When saving your data to a directory, it is recommended that a new folder is created, to avoid overwriting data in a previously existing folder.
Save File to Archive Dialog
Import
(Command: FileImport)
Jack is intended to be used with other design and analysis software packages. Thus, geometry import and export capabilities are necessary to allow the transfer of data to and from Jack. Typically, you will bring geometry data for the scene to Jack from external sources, perform your analysis, then export geometry to downstream processes for further use.
Objects can be imported from CAD programs, opened from object libraries, or even created from basic CAD figures from within Jack. Import Formats
Jack can directly open Vis (.jt) files and can import Vis (.jt), VRML 2.0 (.wrl), IGES(.igs, .iges), stereolithography (.stl), inventor (.iv), and optimizer (.csb) files directly. Command line translators are also available for these formats. In this chapter we will translate files from several of these formats. Translation can be accomplished from both the command line and directly from within the program.
Format File Extension Vis / DirectModel (.jt) VRML 1.0 / 2.0 (.wrl) IGES 5.3 (.igs) Stereolithography (.stl) Optimizer 1.1 (.csb)
Deneb IGRIP 1.2 parts (.igp, *)
Import Formats for Texture Mapping & Visualization
Jack has the capability to use all of the above translators, and each has its own benefits and limitations. This section discusses the most commonly used translators and their features. Vis (.jt) files when opened directly will support textures, however when .jt files are imported into a scene the textures will be lost. VRML 2.0 is the only file format that will support textures when imported. The IGES 5.3 file format will import wireframe data.
Import Options
Several optimization and CAD options are available when importing data through the FILEIMPORT menu. In addition, basic scaling for
certain file types is available and the object type output by the translator can be changed. You can control what type of file is output using the Jack Type option.
Jack type Output
Psurf 1 pss file
Figure 1 fig file and corresponding pss files Environment 1 env file and corresponding pss files
Note: JT files can also be directly opened within the Jack environment. No node-based operations, such as Snap To face or node, are available for directly opened JT files. Functionality that allows the user to snap to a cursor point has been added to facilitate working with directly opened JT files.
JT Features
Jack Version supports JT file versions through v10. Benefits:
Direct Load: Improves load time by factor of 10 in many cases; Increases geometry handling capabilities including frame rate and size of files that can be loaded.
Geometry should come in as it would in VMU (Appearance of JT geometry is much better that of same geometry imported using another format).
Swapping: This will enable users to access all the functionality not available with JT. The context menu can be used to access this functionality. Turns visibility of JT segment off and replaces with psurf. Note that textures will not be maintained.
Environment files referencing JT can be loaded into Jack and VMU.
Limitations:
Joints within a JT figure: Segments within a JT figure can be jointed, however, joints cannot be created between a JT figure and another figure (native Jack or JT geometry). Attachments can be used to create the same type of behavior.
Access to nodes, faces, and edges (includes no geometry editing capabilities): Several features have been added in Jack to help compensate for this.
- Zoom to: Allows users to zoom into any geometry in the scene (including JT).The first piece of geometry in line with the cursor will be selected
- Snap to Cursor Point: Same behavior as above but works with move dialog.
Collision detection is not supported with JT geometry: Use psurf swap to perform collision detection
Joints created within a JT figure will not be maintained in VMU environment
A single part of a .jt assembly cannot be loaded individually
Segment highlighting may not work on all files
Adjust Displacement: Can be used to move segments without creating a joint.
JT Export
Figures and scenes can be exports as JT. This option can be found under File -> Export -> JT.
Single Figure will export a selected figure as a single part. Scene export will export all relevant figures in a scene as several
Notes:
-In v8.2, JT Export does not support materials (colors). Exported objects and figures will appear gray
-Texture mapping is not supported (ie, the psurf will export but without any texture)
-Export is NOT supported for: 6.0/6.1 smoothskin human figures, or JT figures
Translate Segment from JT
(Command: EditTranslate Segment from JT)
In order to translate a single part/segment of a JT file, select ―Translate segment from JT‖ either on the segment context sensitive menu or from the Edit menu. This option is also available from your segment context sensitive menu which is discussed in the next chapter. The original JT part will still exist but the visibility will be turned off. The translated part will constitute a separate figure, but is attached to the jt figure.
Functionality Psurfs JT
Translate to Native Jack ● ●
Display Assembly Hierarchy - ●
Display Settings ● ● View Snap ● ● Snap to Sites ● ● Snap to Vertices ● -Collision Detection ● -Add Sites ● ●
Reroot Figure or Assembly ● ●
Rejoint Segments or Parts ●
Move Figure or Assembly by Vertex ●
-Attach Figure To ● ●
Joint Psurf Segment to Figure or Assembly ●
-Joint Figures or Assemblies Together ●
-Edit Materials ●
-Texture Map ● Only in TcVis
Edit Geometry ●
-Create in Jack ●
-Trace, Ghost, or Create Swept Volume ●
-Export to VRML or IGES ●
-Re-root Geometry Center
Sometimes geometry is loaded into Jack in an undesirable location, or with a root site that is offset from the geometry center. To help alleviate some of the problems associated with unwanted JT loading parameters, the default method of JT loading has been updated so the geometry center is re-rooted upon load. That is, when a JT file is loaded, a new root site called "root_override" is created and placed at the center of the figure's bounding box. This feature is particularly useful for JT geometry that is defined far from the origin. After centering the root the geometry can be
moved/snapped to the desired location, rotated around its axes using the arrow keys, etc. This also makes it much easier to use these objects in TSB.
This option is enabled by default. To disable, go to Edit-> System Defaults-> JT Options and uncheck Re-root to Geometry Center. This feature does not apply to JT files loaded as part of an
environment file, by design, to avoid disrupting entities in the scene (constraints, etc.). The "Center Figure Root" tool (described below) should be used for existing environments.
Center Figure Root Dialog
This tool was designed to assist users in rerooting a geometry center, in scenarios where the default JT load option (described above) does not apply. For example, imported (rather than directly loaded) JT data, as well as JTs loaded as part of an environment or TSB (.tsf) file can be rerooted using this option. Non-JT data, such as psurfs can also be rerooted.
This option is available via the main menu (Object –> Center Figure Root), or by right clicking on a piece of geometry in the Jack scene or Object Hierarchy.
Usage Details:
-The "root_override" site will be deleted if Undo is used after the command.
-If the command is invoked multiple times the "root_override" site will be moved - additional sites will not be added
Batch Translate Files
(Command: FileBatch Translate Files)
This command allows you to translate multiple files of the same format into Jack native (.pss) files. The translated files will be saved to the default home directory.
CAD Export
(Command: FileExport)
VRML or IGES output of a Jack scene is an option for generating 3-D version of you scene that you can share with others that don‘t have access to the Jack software. Jack can export individual figures or the entire Jack Scene.
Please note, the IGES and VRML translators are now considered to be legacy. While these are outdated, we have chosen to keep them available in order to support existing workflows. Please note that these translators are provided as is: we are no longer able to provide any updates to them. It is recommended that JT import/open and JT export be used to manage your data.
VRML Export
Jack exports VRML 1.0. In both cases the segment definitions are preserved in the VRML format. Assembly information, however, is not saved.
IGES Export
(Command: FileExportIGES 5.3)
Jack also exports IGES 5.3. IGES export includes the option to save polygonal data as Bound Plane or Trim NURBS data. Selecting the preserve hierarchy option will maintain segment definitions (parts).
IGES Export Dialog
Capturing Images
(Command: FileScreen Capture)
Much of a designer or engineer‘s job when using Jack is centered upon presenting analysis results for use in reports, design reviews, company intranets, documentation, and even marketing. This chapter will cover tools for creating high quality images, movies, reports, and presentations using Jack.
Screen Capture
Screen images can be generated easily and imported into other applications. They can be included in documents, presentation, e-mailed to colleagues and even placed on web sites.
Image Dialog
Screen Capture
Notice that you have the choice of several different file types to save the image as. The options are slightly different for the Windows and UNIX versions of the software. It is important to specify the proper extension for the file type you select.
Rendering
Selecting the Rendered check box generates a multi-pass rendered image of the window. This will smooth jagged edges (anti-alias) in the window image. Rendered images will take longer to create because of the drawing process.
External Applications
There are cases where you may want to capture screen images interactively, including areas outside of the GRAPHICS WINDOW. You may want to capture the entire screen, including Jack‘s graphics, message, and command window or you may want to capture an image as you do something in Jack (e.g., to show the adjust joint or move glyphs during a manipulation).
Platform Command Result
Windows PrtScr Captures the entire screen Windows Alt + PrtScr Captures active window
SGI type snapshot in shell Starts SGI screen capture utility
Note: NVidia graphics cards may also demonstrate problems generating antialiased screen capture images - the resulting output images will not have antialiasing applied. This can be corrected by going in to the advanced graphics settings of the driver and setting "Buffer Flipping Mode" to "Use block transfer". Be sure to quit Jack and restart after making this change. This is a persistent setting and will only need to be done once.