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OpenSim models and objects are defined by a set of Properties. For example, a Marker is a simple OpenSim object, with properties including its "name", whether or not it is "fixed" during Scaling, the "Frame" it is attached to and its "location" relative to this Frame. These properties completely define a marker, so that when you load a file with a given marker into OpenSim, the visualizer knows how to display it and the Scale tool knows to use it during Scaling.

When you open an .xml files or .osim files you see the property names as xml tags. Within the Property Editor Window, you can see and edit the properties of an OpenSim object.  If you're an advanced user writing plugins, you can also see and edit the properties of new objects that you create (see Command Line Utilities).

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  • Simple properties (name, value pairs), like "mass" = 100.0, "mass_center" = "(0.0 0.1 0.2)"
  • Objects composed of a set of simple properties or simpler objects (e.g. Muscle's geometry-path is a complex property that requires special editor).

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The Property Editor appears in the bottom left corner of the OpenSim GUI by default. If it's not visible, you can open the Property Editor by selecting Window -Properties.


The window has two tabs, one one on the left showing Properties, the second (obtained by clicking the Outputs label) contains built-in Outputs.

Selecting an Object to Edit

There are three two methods to select an object to edit.

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  1. If the Property Editor is not open, open it by selecting Window - > Properties.
  2. Next, in the Navigator Window, expand the model tree to find the object of interest. You can do this by clicking on the plus (plus)  (arrow on Mac) sign next to the name of the model to display the model components, and then clicking on the plus (plus) sign to expand the branch further, as needed. In some models, muscles are organized into groups, in which case you will also have to click on the plus (plus) sign next to the group containing the muscle of interest.
  3. Left or Right Click on the name of the object in the Navigator window.
  4. The Property Editor will now show the properties of that selected object.

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Normally the values are displayed in an editable text box. In some special cases, the user interface can display a more customized editor. For example a checkbox is shown for a boolean (true/false) value. Colors and Functions also have specialized editors. For more complex objects a ... Box is shown. Clicking on this box, will bring up a separate, specialized editor for this property.

The bottom of the Property Editor displays a description of the selected property and usually includes a valid range of values or default values.

Some special kind kinds of properties are called Sockets these Sockets. These are used to wire an object in the model to another object, for example a Marker doesn't contain a "Frame" property but rather a "Socket" that is wired to a "Frame" object in the model. These sockets are grouped together as shown below for a joint.

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  • For properties that are objects composed of other properties (e.g. "SpatialTransform") a popup with a tree structure representation of the object is available by Selecting the ... Button next to "SpatialTransform".

In addition to the properties of the object, the editor shows two more (usually uneditable) entries in the table of properties:

  • name: This is the name of the object being edited. In most cases the name is not editable, since other objects or tools often refer to the object by its name.
  • type: This is an uneditable string with the name of the API class of the current object.

The Sockets group of properties show how the two "connections" needed to make the joint are satisfied:

  • PhysicalFrame: child_frame is satsfied by the "pelvis" Body
  • PhysicalFrame: parent_frame is satsfied by the "ground" frameFrame.

The values shown for these Sockets are usually PathNames describing the location of the objects in the model's component-tree.

 

The output tab for a Body is shown on the left, it . This tab lists the built-in quantities that are automatically can be computed for a "Body" along with the names and their types.

  • Names can be used to report the corresponding quantities either instantaneously or , during Simulation simulation, or post-hoc using the OutputReporter.
  • Every row has a corresponding data type to help explain the quantity it outputs computes and also because OutputReporter groups Outputs of the same datatype data type into one file/table.

Outputs were introduced in version 4.0 to simplify reporting quantities of interest from a model/simulation without the need to write customized analyses.

 

Selecting and Editing Multiple Objects

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  • For example, in the screen capture at left, the user has selected the display geometry of the pelvis in the Navigator view, then changed the color to "green".
  • The Undo button in the toolbar is now enabled. When you Hover over the Undo Button, you will see a tooltip describing what can be undone (i.e. "Undo color change"). 
  • If you undo a change you'll be able to redo it again using the redo button in the application's toolbar. 
Info

Saving, or closing the model clears the undo stack history and so can not be undone.

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