- Hip Pro Iii With Animations 3 8 Download
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- 카테고리:Medical
- 최근 업데이트: 2017-10-13
- 현재 버전: 3.8.3
- 파일 크기: 462.80 MB
- 개발자:3D4Medical.com, LLC
- 호환성: 필요 Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1 and Windows 10
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다운로드 링크
앱 다운로드 ⇩Windows PC에서 Hip Pro III for iPad를 다운로드하여 설치하고 즐기십시오.
사용 Hip Pro III for iPad 귀하의 Windows 컴퓨터에서 실제로 매우 쉽습니다하지만 당신 이이 과정을 처음 접한다면, 당신은 분명히 아래 나열된 단계에주의를 기울일 필요가있을 것입니다. 컴퓨터 용 데스크톱 응용 프로그램 에뮬레이터를 다운로드하여 설치해야하기 때문입니다. 다운로드 및 설치를 도와 드리겠습니다 Hip Pro III for iPad 아래의 간단한 4 단계로 컴퓨터에서:![Animations Animations](https://pro2-bar-s3-cdn-cf6.myportfolio.com/8f0f55184c7bb6661aff83287e8a12b7/7156b73134cee921a38e70e9_rw_3840.png?h=6bd20ac2ebd04b9f224681ee86947e37)
1 : Windows 용 Android 소프트웨어 에뮬레이터 다운로드
에뮬레이터의 중요성은 컴퓨터에서 안드로이드 환경을 흉내 내고 안드로이드 폰을 구입하지 않고도 안드로이드 앱을 설치하고 실행하는 것을 매우 쉽게 만들어주는 것입니다. 누가 당신이 두 세계를 즐길 수 없다고 말합니까? 우선 아래에있는 에뮬레이터 앱을 다운로드 할 수 있습니다.
A. Nox App . OR
B. Bluestacks App.
Bluestacks는 매우 대중적이므로 개인적으로 'B'옵션을 사용하는 것이 좋습니다. 문제가 발생하면 Google 또는 Naver.com에서 좋은 해결책을 찾을 수 있습니다.
A. Nox App . OR
B. Bluestacks App.
Bluestacks는 매우 대중적이므로 개인적으로 'B'옵션을 사용하는 것이 좋습니다. 문제가 발생하면 Google 또는 Naver.com에서 좋은 해결책을 찾을 수 있습니다.
2 : 이제 Windows PC에 소프트웨어 에뮬레이터 설치
Bluestacks.exe 또는 Nox.exe를 성공적으로 다운로드 한 경우 컴퓨터의 다운로드 폴더 또는 다운로드 한 파일을 일반적으로 저장하는 곳으로 이동하십시오.
찾으면 클릭하여 응용 프로그램을 설치하십시오. PC에서 설치 프로세스를 시작해야합니다.
다음을 클릭하여 EULA 라이센스 계약에 동의하십시오.
응용 프로그램을 설치하려면 화면 지시문을 따르십시오.
위 사항을 올바르게 수행하면 소프트웨어가 성공적으로 설치됩니다.
찾으면 클릭하여 응용 프로그램을 설치하십시오. PC에서 설치 프로세스를 시작해야합니다.
다음을 클릭하여 EULA 라이센스 계약에 동의하십시오.
응용 프로그램을 설치하려면 화면 지시문을 따르십시오.
위 사항을 올바르게 수행하면 소프트웨어가 성공적으로 설치됩니다.
Hip Pro Iii With Animations 3 8 Download
3 : Windows PC 용 Hip Pro III for iPad 사용 방법 - Windows 7/8 / 8.1 / 10
이제 설치 한 에뮬레이터 애플리케이션을 열고 검색 창을 찾으십시오. 지금 입력하십시오. - Hip Pro III for iPad 앱을 쉽게 볼 수 있습니다. 그것을 클릭하십시오. 응용 프로그램 창이 열리고 에뮬레이터 소프트웨어에 응용 프로그램이 표시됩니다. 설치 버튼을 누르면 응용 프로그램이 다운로드되기 시작합니다. 이제 우리는 모두 끝났습니다.
그런 다음 '모든 앱'아이콘이 표시됩니다.
클릭하면 설치된 모든 응용 프로그램이 포함 된 페이지로 이동합니다.
당신은 Hip Pro III for iPad 상. 그것을 클릭하고 응용 프로그램 사용을 시작하십시오.
그런 다음 '모든 앱'아이콘이 표시됩니다.
클릭하면 설치된 모든 응용 프로그램이 포함 된 페이지로 이동합니다.
당신은 Hip Pro III for iPad 상. 그것을 클릭하고 응용 프로그램 사용을 시작하십시오.
보너스 : Android 및 iOS 용 다운로드
Android에서 다운로드 개발자 설명
Developed by 3D4Medical in collaboration with Stanford University School of Medicine.This app now includes the following animations:• Avascular Necrosis• Osteoarthritis• Rheumatoid Arthritis• Acetabular Cartilage - Debridement• Acetabular Cartilage - Delamination Repair• Arthroplasty - With Cement• Arthroplasty - No Cement• Iliofemoral Ligament• Ischiofemoral Ligament• Ligament of Head of Femur• Pubofemoral LigamentHip Pro III gives users an in depth look at the hip, allowing them to cut, zoom & rotate the Hip. Hip Pro III provides multiple cross sections (Sagittal, Coronal and Transverse) as well as the ability to cut away different layers revealing the muscles, blood vessels, nerves and connective tissue down to the skeleton.For a 2 minute overview of how this app works - please visit: http://applications.3d4medical.com/hip_pro.php • 360 3D horizontal degree rotation of the hip for Anterior, Lateral, Posterior, and Medial views - with a swipe of your finger.• Multiple 3D cross sections (Sagittal, Coronal, and Transverse) and the ability to cut away different layers down to the bone.• Each cross section shows muscle, nervous, vascular and skeletal systems with detailed information on each system - with the touch of a pin.• 105 images of every nerve, muscle and vessel isolated.• 55 animations highlighting muscle movement and joint function.• 164 audio pronunciations - one for every label.• Origin and Insertion points of each muscle mapped onto the bone. • 2 types of Quizzes: Drag and Drop and Multi-choice. • Draw on any screen image and then share it through email, Facebook or Twitter. OTHER NEW FEATURES: • Graphical Hints: On screen hints that can be turned on or off, for a complete understanding of all the app's features. • Interface: Comprehensively built to allow for simple navigation. • Mix layers: Make one layer semitransparent to compare against another layer. • Public Notes: Post or browse through shared public notes. OTHER FEATURES: • Double Tap to zoom: Zoom in to and identify any part of the hip by tapping on the screen. • Customize Pins: Add your own pins and notes or add notes to existing pins. • Customize the app: Use the Settings function to choose which pins appear within the app - customize to different levels, i.e. high school, nurses, doctors, etc… This app’s primary use is as a learning tool and can also be used as a fast and innovative reference tool by utilizing the index function which allows the user to select any pin in the app -- and the app will automatically find and identify it.Additionally, this app is ideal for physicians, educators, or professionals in helping explain certain conditions, ailments and/or injuries.
appsview_module
Spineboy is a complex example project demonstrating the use of many Spine features, including meshes, IK, transform constraints, and clipping. Below, we focus on the setup of the skeleton.
Hip
The
hip
bone is the root of Spineboy's body bone hierarchy. Spineboy's legs use IK constraints which target bones on the same hierarchy level as the hip
bone. This is done so Spineboy can be moved independently from the IK target bones. Were we to use the root
bone as Spineboy's hip, we could not move the hip without moving the IK target bones. The below GIF illustrates this using a simplified setup.To the left, the skeleton root bone is used as the hip. Moving that root bone also moves the IK targets. To the right, the hip bone is a separate bone and attached to the root bone. The IK targets are siblings. Moving the hip bone does not move the IK targets.
Legs
Spineboy's legs are driven by IK constraints, which is commonly used to keep a biped's feet firmly planted to the ground while the upper body moves. IK is also a great way to efficiently simulate the bending behavior of legs and ankles.
Hip Pro Iii With Animations 3 8 Inch
Spineboy's front and back legs are setup in the same way. For brevity, we will only discuss the front leg in detail.
The two-bone IK constraint
front-leg-ik
controls the leg's front-thigh
and front-shin
bones, while the single-bone IK constraint front-foot-ik
drives the front-foot
bone. Note that the order in which those two IK constraints are applied to the bones is important. We first apply the front-leg-ik
constraint and then the front-foot-ik
constraint. The order in which constraints are applied is defined by their position in the Constraint
node of the tree view.Each IK constraint ensures that the constrained bones point at their respective target bones. The
front-leg-ik
constraint targets the front-leg-target
bone, while the front-foot-ik
constraint targets the front-foot-target
bone.To make the foot bend when the ball of the foot is rotated, the
front-leg-target
bone is parented to the front-foot-ik
bone. When the front-foot-ik
bone is rotated, the front-leg-ik
is transformed as well.At the tip of the foot, we have the
front-foot-tip
bone. This bone is not affected by any IK constraints. We also disabled Inherit Rotation
on front-foot-tip
to ensure the foot doesn't go through the ground when rotating its parent bone.Hoverboard
Spineboy comes equipped with a hoverboard, as can be seen in the
hoverboard
animation. To ensure Spineboy doesn't fall off his hoverboard, we use two transform constraints: front-foot-board-transform
and rear-foot-board-transform
. For brevity, we'll only discuss the front foot transform constraint, as the rear foot constraint works in the same way.The
front-foot-board-transform
constraint constrains the front-foot-target
bone, which is responsible for transforming the front foot of Spineboy via an IK constraint. Since this transform constraint is applied after the IK constraint, it overrides the effects of the IK constraint to take control of the front foot. The front foot is placed on the hoverboard by setting appropriate values for the the transform constraint's Translate
offset using Match.The
front-foot-board-transform
constraint targets the hoverboard-controller
bone. The hoverboard-controller
bone is a child of the root
bone and is used to move the hoverboard around.The
Mix
values of the transform constraint are set to 0
in the setup pose. This means that by default, the transform constraint does not affect the bone it constrains, in this case front-foot-target
.If we want Spineboy's front foot to be placed on and follow the hoverboard, we can key the
Mix
for the Translate
component of the transform constraint to 100%
. This is done at the beginning of the hoverboard
animation. Since the transform constraint is applied with a 100%
mix after the IK constraint, the IK constraint's influence is completely overwritten by the transform constraint. For Spineboy, this means his front foot is firmly attached to the hoverboard for the remainder of the animation.Using transform constraints like these simplifies animating Spineboy on the hoverboard. Only the the hoverboard needs to be animated, while the legs follow automatically in a natural way.
In this animation, the angle of the hoverboard is changed by moving the
board-ik-target
bone at the tip of the hoverboard. It controls the hoverboard-controller
bone via the single bone IK constraint board-ik
.Since the position of the hoverboard defines the position of the feet, we again need to ensure the order in which our constraints are applied is correct. First, we need to apply the
board-ik
IK constraint, since it defines the hoverboard's transform. Only then can we apply the front-foot-board-transform
constraint, which places the foot on the board. The order in which constraints are applied can be defined in the Constraints
section of the tree view.Aiming
When Spineboy aims, he moves not only his arm holding the gun, but also his torso, head, and front arm. All of this is controlled by a single bone to ease the animation process. It also enables letting Spineboy aim at a point at runtime by programmatically moving the control bone. This is achieved by using another set of constraints.
In
Animate
mode, with the aim
animation active, a bone named crosshair
appears in the editor viewport area. Spineboy aims at this bone, as seen below.For this effect, we use a single bone IK constraint named
aim-torso-ik
. This constraint drives the aim-constraint-target
bone, a tiny bone parented to the hip
bone.This bone always points at the crosshair and gives us a direction for the three transform constraints
aim-torso-transform
, aim-head-transform
, and aim-front-arm-transform
. These three constraints are applied after the aim-torso-ik
IK constraint.Each of these transform constraints have different
Offset
values. These control the initial position of all affected bones for the aim
animation. The
Mix
values define how much effect the constraint has when moving the crosshair
bone. For example, we can change the Mix
on aim-torso-transform
to 0
to prevent any rotation of the torso.We can also key the
Mix
value to 42.3
to give a little rotation and a more natural feel to the aiming motion of Spineboy.Layering the aim animation
The
aim
animation can be layered on top of other animations, for example, to enable Spineboy to aim and run at the same time. The Preview
view can be used to see the effect of layering multiple animations.In
Setup
mode, open the Preview
view, select Track
0
, then select the run
animation. Next, select Track
1
, then select the aim
animation. Lower tracks are applied first, so the run
animation is applied, then the aim
animation.While the animation runs in the
Preview
view, select the crosshair
bone in the editor viewport and move it around. The Preview
view shows Spineboy aiming at the moving crosshair while running.The same can be done in games and applications by using the Spine Runtimes. The Spine Runtimes let you programmatically playback multiple animations on different tracks and manipulate bones, giving you the same control you have in the Spine editor.
Portal
Spineboy's
portal
animation uses non-uniform scaling and clipping to achieve a portal effect.Hip Pro Iii With Animations 3 8 Free
Portal setup
The portal is made up of a set of layered images, giving the portal depth.
Hip Pro Iii With Animations 3 8 X
The
portal-bg.png
, portal-shade.png
, portal-streaks1.png
, and portal-streaks2.png
are all circular images, and not elliptical, like they appear in the animation above. If the images were elliptical, they could not be made to appear as if the portal is rotating while keeping their shape.To achieve the elliptical rotation of the portal, we apply non-uniform scale to the
portal-root
bone, squishing the portal on the X axis. We then apply rotation to the child bones portal-bg
, portal-shade
, portal-streaks1
, and portal-streaks2
.These flare images make up a traditional frame-by-frame animation with 3 frame. The frame-by-frame animation is achieved by keying the visibility of each attachment at the appropriate times in the animation, surrounding Spineboy with sparkly flares when he exits the portal.
Clipping
Spineboy appears to come out of the portal, with the parts of him inside the portal being invisible. We achieve this by using a clipping attachment.
Hip Pro Iii With Animations 3 8 Download
The clipping attachment's polygon defines the area within which Spineboy is visible. Any parts of Spineboy outside this area will be clipped and hence be invisible.
Which parts of the skeleton are affected by the clipping attachment is defined by the clipping attachment's position in the draw order, and its
End slot
property. Any attachments for slots in the draw order between the clipping attachment slot and the End slot
will be clipped.In
Animate
mode, with the portal
animation being active, scrub through the timeline in the dopesheet to see the effect of the clipping attachment on Spineboy as he goes through the portal.