Creature Convention

Animation / Kinesiology / Digital Media / X


Biomechanical Human Arm


Deformation in the fascial compartments of the forearm

Body Worlds 2, Maryland Science Center is a Success!

A total of ten hours was spent drawing ten models, both arms, three views per arm on larger models, on twelve pages, over the course of two sessions. That material can never be shown to the public. These have to be some of the best technical medical illustrations I have seen. Every single fiber for every muscle in the arm is clearly noted from several different angles, tapering to tendon bands. The blood vessels and nerves were excluded so they would not interfere with the muscle depiction. It would have been cool if the nerves and blood vesses colored differently, like the work of Clemente Susini, 1805, so the average person could see the difference between rhe tissues. I would strongly recommend that any artist or doctor training in anatomy see this astounding exhibit. I was able to tear it to pieces.

Implementation of Intermuscular Septum and Antebrachial Fascia in Robotics

The main premise behind design a real working hum arm is to unravel the forces of nature and to create a facsimile of the entire human body to perform manual tasks from a user controlled environment.

The Creature Convention, while using some principles of engineering with countering weight baring loads, mainly consists of string theories and advanced trigonometry of vectors from polar coordinates. An entirely biomimetic creature is possible using this floating point coordinate axis system. This theorem calculates the strength and resistance of both fast and slow twitch muscle fibers, with their elasticity and opposing activator force to solve for the strain of intermuscular septa and facial layers. Particle wave dynamics such as frequency and wavelength are also considered in reflection and refraction of muscle groups along the anatomical x-axis. The Creature Convention develops a holistic approach to modeling artificial human anatomy. Rather than using traditionally engineered joints, where there is only one axis of rotation, the Creature Convention uses muscle resistance and tissue strain to determine where the COT might be at any given time.

The moment of rotation in joints is not fully understood. They are wobbly, vary in individuals and change when force vectors do. Computer models closely mimic human form and movement by using CG software to script in limits and use people as actors. In a healthy biological musculoskeletal system, torque and force vectors are exact and cross through many planes, locking themselves together by the property of its own form. Prosthetic limbs are the only true biomechanical technology. They are attached to a person's body and perform articulations.

Today's android that moves well is not biomechanical. Being a human facsimile, it must be able to carry a person over its shoulders and out of a burning building. Large companies such as Honda, Sony and Microsoft would profit enormously from such a product. This prototype is nearly impossible to generate into a working unit of anatomy. Thousands of equations exist to structure the kinematic relationships between the shoulder and hand, not 28. Different myofibrils of any given muscle may react at any given time, especially when the muscle is deformed by surface contact or when other muscles (or itself) activate to push the muscle's vectors into a different alignment. Any number of fascia can help isolate single muscle fibers at any given time, so any attempt to quantify the relationships is meaningless using regular logic.

Biomimetic creatures being designed presently do not come close to comparing to the Creature Convention model. Nothing is the key element.

The methods of construction and materials used will not be discussed anywhere in this web site until the model is complete and patents are acquired. The author of all the materials of this website, Doctor Soupy, is responsible for safest implementation of the software.


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Animation / Kinesiology / Digital Media / X
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