Simulating Crash Test MEA12

Simulating Crash Test MEA12

In this blog post, we discuss the simulation of test “MEA12” from this series. In this test, a 1980 Datsun 200 SX with initial speed of 15.6 m/s impacts a 1989 Chevrolet Sprint with initial speed of 6.7 m/s. The collision occurs in a 90-degree t-bone configuration. A depiction of the test is shown below. 

Occupant Kinematics

Occupant Kinematics

The study of motion and of physical concepts such as force and mass is called dynamics. The part of dynamics that describes motion without regard to its causes is called kinematics [1]. Occupant kinematics is the study of kinematics as it applies to occupants within a motor vehicle. Broadly speaking, in accident reconstruction, one uses concepts of occupant kinematics to understand mechanisms of injury causation by identifying potential points of contact between an occupant’s body and the occupant cabin itself.

360 Video and Virtual Reality Come to Virtual CRASH

360 Video and Virtual Reality Come to Virtual CRASH

With the November 25, 2017 auto-update, Virtual CRASH 4 users will be able to create 360 degree videos and Virtual Reality videos. Virtual CRASH 4 users will also have more video output options available. As always, these updates are provided to Virtual CRASH users for free!  

On the Depth of Penetration

On the Depth of Penetration

Collision physics in Virtual CRASH is based on rigid body dynamics. In particular, most vehicle versus vehicle impacts in Virtual CRASH are simulated using the Kudlich-Slibar impulse-momentum model. This model dates back to the 1960s [1, 2] and is the basis for other vehicle collision simulators used for accident reconstruction [3, 4]. Rigid body dynamics simulators are based on Newton Laws. Newton’s 3rd Law in particular, of course, leads to momentum conservation.

Enhanced Traffic Signal Light Functionality

Enhanced Traffic Signal Light Functionality

In our Blog post from last year (http://www.vcrashusa.com/blog/2016/6/6/adding-traffic-signal-symbols-to-animations), we discussed how to create 2-D traffic signal symbols in your simulation environment. At the bottom of that post, we also discussed how to add semaphore objects (3D traffic signal lights) in your environment. The semaphore object has undergone significant improvements in Virtual CRASH 4 which have been made available in the October 10, 2017 update.

The Kinematics Tool

The Kinematics Tool

In both Virtual CRASH 3 and Virtual CRASH 4, the kinematics tool can be a quick and easy way to control complex pre-crash motion involving inherently unstable systems such as motorcycle or bicycle + rider systems. It also allows the user to set up a simulation at the moment-of-impact, and kinematically propagate vehicles to the point-of-impact without the needed of fine-tuning steering and acceleration inputs.

Motorcycle T-bone Impacts

Motorcycle T-bone Impacts

Virtual CRASH can be used to reconstruct motorcycle impact cases quickly and easily. In this blog post we will use Virtual CRASH to reconstruct “Case Study 1” presented in “Linear and Rotational Motion Analysis in Traffic Crash Reconstruction” by Keifer, Conte, and Reckamp.

Blog Post | Simulating Direct Wheel Impacts, Curb Trips, and Roll Torque Resistance

Blog Post | Simulating Direct Wheel Impacts, Curb Trips, and Roll Torque Resistance

Because impulses are only exchanged upon overlap of the vehicle polygon meshes, cases where you want to simulate directly wheel contact may require a little more work; remember, the wheels in Virtual CRASH are not part of the vehicle polygon mesh, and so are not considered by the collision detection algorithm. One technique to solve this problem is to directly install rigid body wheels, which is shown in the Knowledge Base post here. Another technique involves simply modifying the polygon mesh of your vehicle. This is shown below.

Building Complex Roads

Building Complex Roads

In Virtual CRASH you can create complex road geometries using the plane object. In this post, we will create a highway interchange ramp.

Staging a Car Crash | RICSAC 3

Staging a Car Crash | RICSAC 3

In this latest installment, we continue with our exploration of the Research Input for Computer Simulation of Automobile Collisions (RICSAC) test series. These tests make excellent benchmarks with which to study just how quickly and accurately Virtual CRASH can reproduce accident cases. 

Staging a Car Crash | RICSAC 2

Staging a Car Crash | RICSAC 2

In the User's Guide writeup on RICSAC 1 (VC5 | VC4 | VC3), you are walked through the workflow of a typical accident reconstruction analysis involving a t-bone style impact based on a staged collision test from the Research Input for Computer Simulation of Automobile Collisions (RICSAC) series. In that case, using knowledge of the pre-impact orientations and post-impact rest positions and orientations, as well as the post-impact trajectories, we were able to iteratively converge on a reasonable solution for the collision, obtaining estimates of the pre-impact speeds. In this post, we will repeat this same process for the second RICSAC collision ("RICSAC 2").

Customize Your Sky

Customize Your Sky

In this blog post, we will discuss how to create custom sky modifications. In particular, we will focus on creating (1) an all-white sky and environment, (2) an all-black sky, and (3) a sky with stationary cloud effects.

Drive Your Reality/HD Animations with Virtual CRASH 3 Physics

Drive Your Reality/HD Animations with Virtual CRASH 3 Physics

Are you a die-hard fan of FARO (formely ARAS) Reality or FARO HD, but wish there was a way to create your animations using a true 3D physics simulation tool like Virtual CRASH 3? If so, this post is for you. Here we demonstrate just how easy it is to extract the 3D simulation data from Virtual CRASH 3 and use it to define an animation path within FARO Reality.

Making Rotating Assemblies with a Hinge Joint

Making Rotating Assemblies with a Hinge Joint

In Virtual Crash you have the ability to take solid objects (.3ds, .dxf), separate out components, and add joints to manipulate movement. In this post, we will look at using a hinge joint to create a rotating assembly.

Adding Striping or Color Schemes to Vehicles

Adding Striping or Color Schemes to Vehicles

In a previous post, techniques were discussed concerning how to modify the different “Element” portions of a vehicle to suit your needs, but here we will discuss how to modify the “Faces” portion to get an even more custom look for your vehicle.

The Amazing Auto-Driver System

The Amazing Auto-Driver System

One of the gems of Virtual CRASH 3 is the “auto-driver” system. This feature allows the user select the paths on which the simulated vehicles are to drive (within the limits of physics of course).  This is an excellent alternative to specifying the steering angles "by hand," especially for complex roadway geometries (although Virtual CRASH 3’s fast control icons are particularly handy for that purpose). In this post, we discus how to use the auto-driver system in Virtual CRASH 3.

Make Your Own Vehicle Modifications

Make Your Own Vehicle Modifications

Suppose you have a case involving a Ford Explorer SUV police vehicle, which had lights and push bumper, and you need to add it to your Virtual CRASH simulation, but this vehicle is not in the Virtual CRASH database. Don't give up. You can make this yourself using the 3D modeling capabilities of Virtual CRASH 3! 

Adding Traffic Signal Symbols to Animations

Adding Traffic Signal Symbols to Animations

So, you're working on your t-bone impact animation for trial, and now you want to put a traffic signal timing symbol into your crash animation, rather than using text annotation. As is usually the case with Virtual CRASH 3, there is a way to do it by taking advantage of Virtual CRASH's amazing versatility. Below we will review the procedure for creating a traffic signal symbol with animated signal timing.