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MyoSuite rendering assets
Visual-only assets for the MyoSuite Blender renderer (myosuite.viz.blender_render).
They change only how a rollout looks, never the simulation.
Muscle atlas (muscles/)
416 anatomical muscles of the whole body, one mesh each, in the rest pose (qpos0) of
the MyoSuite myoMimicFullbody-v0 model (Z-up glTF, metres). Each muscle is skinned to
the bones it attaches to, so it follows its own origin and insertion and nothing else.
| File | Vertices | Size | Renderer option |
|---|---|---|---|
fullbody_atlas_light.glb |
~260k | 10 MB | --muscle-mesh atlas |
fullbody_atlas.glb |
~700k | 27 MB | --muscle-mesh atlas-hd |
The skin's joints are the bone geoms of myoMimicFullbody-v0; the renderer matches them
to the scene by rest position, so geom renumbering between model builds is harmless.
build/ holds the scripts that exported these files from the source .blend
(map_bones.py, then blend_to_glb.py; the light copy uses ratio 0.4), and
slim_quads.py, which slims the four quadriceps toward the femur (12% at mid-thigh,
tapering to 0 at the hip and knee) so the thigh fits under MyoSuite's body skin, and
rig_hierarchy.py, which chains the bones along the body tree (pelvis -> femur -> tibia ...,
thorax -> humerus -> ulna/radius -> hand) so the rig poses like a skeleton in Blender; the
rest pose, weights and bind matrices are unchanged. Each bone sits at its bone geom (the
renderer matches bones by that position), so in Blender it pivots there, not at the joint.
Muscles and skin together (composite/)
fullbody_muscles_skin.glb (28 MB) puts the HD atlas and MyoSuite's bundled body skin
(myosuite/viz/assets/myofullbody.skn) on one skeleton, for opening in Blender or any glTF
viewer. The skeleton has one bone per body of myoMimicFullbody-v0 that the skin uses, plus
the patellae (hung under the tibiae, so they follow a hand-posed knee) and the tali (ankle),
at the joint frames, chained along the body tree, so rotating a bone moves the muscles and the skin under it
together. The renderer does not use this file; --muscle-mesh keeps the muscle-only atlas.
build/compose_glb.py makes it from the atlas and the skin.
Source and licence
- Muscle geometry and names: BodyParts3D © The Database Center for Life Science (DBCLS), licensed under CC BY 4.0. Mitsuhashi N, et al. BodyParts3D: 3D structure database for anatomical concepts. Nucleic Acids Res. 2009;37:D782-5. doi:10.1093/nar/gkn613
- Obtained through human-atlas (MIT licence).
- Body skin in
composite/: adapted from MakeHuman/MPFB (CC0 1.0); see MyoSuite'smyosuite/viz/assets/CREDITS.md. - Changes: posed on the MyoSuite full-body skeleton, each muscle weighted in Blender to the bones it attaches to, the quadriceps slimmed toward the femur, the bones chained along the body tree, and decimated for the light copy.
These files are distributed under CC BY 4.0; please keep the attribution above when redistributing them.
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