The Visia Avatar
The supplied avatar provided by the ViSiCAST Control v2.0 is Visia, shown below.

An Overview of Bones within MaskVR
The avatar's mesh is wrapped over a 'skeleton' which is composed of 78 'bones'. These bones act as control values for the mesh deformation algorithm. They do not necessarily represent anatomical bones (although in the case of the main body and hands they do). Each bone is represented as 13 floating point values, and can be represented in either two forms: Global or Local. A globalised bone has its values defined in terms of the global co-ordinate system, whilst a localised bone is defined in the co-ordinate system of a parent. Bones are always aligned along their x-axis. The following table describes each value required to describe a bone.
|
Description |
Global Mode |
Local Mode |
|
|
Length |
Length of the bone in within the global co-ordinate system. |
Length of the bone in within the global co-ordinate system. |
|
|
X Axis |
X |
Given in the global co-ordinate system. |
Given in the parent's co-ordinate system. |
|
Y |
|||
|
Z |
|||
|
Y Axis |
X |
Given in the global co-ordinate system. |
Given in the parent's co-ordinate system. |
|
Y |
|||
|
Z |
|||
|
Z Axis |
X |
Given in the global co-ordinate system. |
Given in the parent's co-ordinate system. |
|
Y |
|||
|
Z |
|||
|
Position |
X |
Defined in the global co-ordinate system scale. |
Each unit is defined as the length of the parent bone. |
|
Y |
|||
|
Z |
Visia's Bones
Visia
is composed from 78 bones, which form a hierarchy. The hierarchy is described in the following table.|
Index |
Name |
Parent |
|
0 |
lower_back |
1 |
|
1 |
mid_back |
2 |
|
2 |
top_back |
-1 |
|
3 |
neck |
2 |
|
4 |
head |
3 |
|
5 |
left_shoulder |
2 |
|
6 |
left_upper_arm |
5 |
|
7 |
left_forearm |
6 |
|
8 |
left_hand |
7 |
|
9 |
right_shoulder |
2 |
|
10 |
right_upper_arm |
9 |
|
11 |
right_forearm |
10 |
|
12 |
right_hand |
11 |
|
13 |
left_slap |
6 |
|
14 |
right_slap |
10 |
|
15 |
neck_slap |
2 |
|
16 |
left_upper_corner_lip |
4 |
|
17 |
left_upper_lip |
4 |
|
18 |
right_upper_lip |
4 |
|
19 |
right_upper_corner_lip |
4 |
|
20 |
left_lower_corner_lip |
4 |
|
21 |
left_lower_lip |
4 |
|
22 |
right_lower_lip |
4 |
|
23 |
right_lower_corner_lip |
4 |
|
24 |
left_brow |
4 |
|
25 |
right_brow |
4 |
|
26 |
right_jaw |
4 |
|
27 |
left_jaw |
4 |
|
28 |
chin |
4 |
|
29 |
left_cheek |
4 |
|
30 |
right_cheek |
4 |
|
31 |
necky |
3 |
|
32 |
left_eyelid |
4 |
|
33 |
right_eyelid |
4 |
|
34 |
left_eye |
4 |
|
35 |
right_eye |
4 |
|
36 |
left_ThumbMagic |
8 |
|
37 |
left_ThumbTMJ |
36 |
|
38 |
left_ThumbMPJ |
37 |
|
39 |
left_ThumbIJ |
38 |
|
40 |
left_IndexMCJ |
8 |
|
41 |
left_IndexMPJ |
40 |
|
42 |
left_IndexPIJ |
41 |
|
43 |
left_IndexDIJ |
42 |
|
44 |
left_SecondMCJ |
8 |
|
45 |
left_SecondMPJ |
44 |
|
46 |
left_SecondPIJ |
45 |
|
47 |
left_SecondDIJ |
46 |
|
48 |
left_ThirdMCJ |
8 |
|
49 |
left_ThirdMPJ |
48 |
|
50 |
left_ThirdPIJ |
49 |
|
51 |
left_ThirdDIJ |
50 |
|
52 |
left_PinkyMCJ |
56 |
|
53 |
left_PinkyMPJ |
52 |
|
54 |
left_PinkyPIJ |
53 |
|
55 |
left_PinkyDIJ |
54 |
|
56 |
left_PinkyMagic |
8 |
|
57 |
right_ThumbMagic |
12 |
|
58 |
right_ThumbTMJ |
57 |
|
59 |
right_ThumbMPJ |
58 |
|
60 |
right_ThumbIJ |
59 |
|
61 |
right_IndexMCJ |
12 |
|
62 |
right_IndexMPJ |
61 |
|
63 |
right_IndexPIJ |
62 |
|
64 |
right_IndexDIJ |
63 |
|
65 |
right_SecondMCJ |
12 |
|
66 |
right_SecondMPJ |
65 |
|
67 |
right_SecondPIJ |
66 |
|
68 |
right_SecondDIJ |
67 |
|
69 |
right_ThirdMCJ |
12 |
|
70 |
right_ThirdMPJ |
69 |
|
71 |
right_ThirdPIJ |
70 |
|
72 |
right_ThirdDIJ |
71 |
|
73 |
right_PinkyMCJ |
77 |
|
74 |
right_PinkyMPJ |
73 |
|
75 |
right_PinkyPIJ |
74 |
|
76 |
right_PinkyDIJ |
75 |
|
77 |
right_PinkyMagic |
12 |
Bones of the Body
The bones of the body (torso, arms and neck) are show in the following diagram.

There are three so-called, slap bones in the body: left_slap right_slap and neck_slap. These are used in areas were x-axis rotations are common and can cause significant folding effect on the mesh. Each slap bone is oriented in the same x-axis of a counter-part bone (i.e. right_forearm, left_forearm or neck), but with an approximately 90 degrees rotation about the x-axis. The mesh attachment in these areas are specially set up in order to minimise folding during mesh deformation.
Bones of the Face

Bones of the Hands
The following diagram shows the named bones of the left hand. Each bone is represented as a double pyramid. As always the bone lies along its x-axis. This axis, together with a triangle representing the XY plane has been highlighted in white. There are two special bones in the hand called 'Thumb Magic' and 'Pinky Magic'. 'Thumb Magic' is responsible for allowing the rotation of the thumb about the axis formed by the index knuckle and the meta-carpal joint. 'Pinky Magic' allows for the curving of the palm caused by the Pinky Meta Carpal Joint bone, about the axis formed by the third knuckle and the base of the Pinky MCJ.

ã September 2000 Televirtual LTD