The Summer 2019 Software Update included a much-anticipated feature which makes it easier for Virtual CRASH 4 users to position images, point arrays, and point clouds with respect to a global coordinate system. Prior to this update, users had to follow a more complex multi-step process to position data within a global coordinate system (see this post).
In this post, we’ll review the functionality of the image rectifier tool and give a proof of concept using data from a staged collision.
Vermont State Police Crash Reconstruction Team used Virtual CRASH software to produce a key demonstrative aid used to illustrate accident reconstruction analysis to the jury during a high-profile murder trial that received national attention.
It’s time for the Summer 2019 Software Update! With this update, users have more options to align point cloud data, point array data (from total stations or GPS based measuring devices), and aerial images.
With the upcoming 2019 Summer Update, Virtual CRASH 4 users will have more ways to align data in Virtual CRASH. In this post, we’ll review the ways users can align aerial imagery, points, and point clouds. With this update, users will have the following methods to import and align data…
Ever wish you could generate a 4K ultra high-res scale diagram, or extract individual frames from your animation avi file? Then this guest blog post is for you.
Spring is here, and it’s time for the 2019 Spring Software Update! Read below to learn what’s new. We bring you these updates free of charge for being part of the Virtual CRASH family!
Winter 2019 brings the polar vortex and new updates for Virtual CRASH 4. As always, Virtual CRASH updates are free! Read below to learn more.
The combination of Virtual Crash and photogrammetric software such as Pix4D has become a powerful tool in the crash reconstruction arena when used with small Unmanned Aerial Systems (sUAS), a laser scanner, or a combination of the two. For the purposes of this post, we will discuss working with large data sets collected with aerial platforms and the use of Pix4D in combination with Virtual Crash 4.
In Virtual CRASH 3 and 4, it’s possible to restrain the motion of objects by strategically using joints or the rope tool. In this post we’ll review different ways objects can be restrained, including multibodies.
Virtual CRASH allows users to easily create 3D environments within which vehicles can travel. Occasionally it’s necessary to build overpasses for simulations and animations. In this guest post, the reader is shown how to create a simple overpass using an extrusion object.
At Virtual CRASH, we love our users. As always, we’ve listened to your feedback and suggestions; we have included many of your suggestions into our new Fall 2018 Software Update. This free update includes new features, improvements to existing features, and improvements to our user interface.
Occasionally it can be useful to play videos in reverse. Visually, this can help the viewer see certain details a bit more clearly, such as a pedestrian’s head contacting the A pillar in a Virtual CRASH generated pedestrian impact animation, as the video scrubs backward and forward in time. In this guest post, the process for making merged and reverse videos is reviewed.
Choosing which codec to use when creating your Virtual CRASH animation can be an important decision when generating your visual aids. In this guest post, the pros and cons of various video codecs are reviewed.
In this post, we’ll discuss how to cover up gaps in point clouds or areas of low density. Gaps can occur either because of lack of coverage in the original point cloud dataset or because of the “remove points” feature of the Easy Surface Builder tool.
This blog post reviews the steps involved to create a Google API key.
With Virtual CRASH 4, you have the option to prescribe the exact trajectories, orientations, and speeds various objects will take as they move through the environment. The best part is, the tool is not limited to vehicles. You can animate any rigid body object, including multibody objects. In this post we’ll review how to use the path animation tool to create a walking multibody as well as a few other use cases.
Both Virtual CRASH 3 and Virtual CRASH 4 come with a number of joints which can be used to connect rigid body objects together in various ways. You can even make joints articulate. Joints can be used in a number of ways, from creating a simulation of a broken streetlamp post to simulating a rollover accident. In this blog post we review the various joint types. To access the joints, simply go to the Create > Physics menu, or use the toolbar shown below.
Importing diagrams created with IMS Map360 is easy in Virtual CRASH 4. In this post we'll show the typical workflow to export a line drawing and point cloud from IMS Map360 to Virtual CRASH 4.
In this post, we’re going to review working in forward time. Our objective in this exercise is to set up a t-bone crash using forward time evaluation.