Where to look for Blender Anatomy resources?

I’m using Blender 4.3 and I should like to start learning how to use Blender to create anatomy related projects.

I’m looking for

  • resources (open source or free for commercial use)
  • tutorials
  • interest groups or communities

Any help will be greately appreciated

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Anatomy resources are not software dependent and there are tons of resources just by searching, but conveniently Z-anatomy offers CC-BY-SA anatomy model in .blend.

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I would take this a step further- the best way to learn anatomy is the way people have been doing it for the last 4000 years or so, figure drawing. Get a copy of Michael Hampton’s figure drawing book and Andrew Loomis’, then practice drawing people from reference or life every day

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You do not have to know every bone, muscle, cord, fatty tissue and organ (expect you are into some medical training :wink: ), but not everything is a stick figure. So you do not have to look for “human anatomy” but… ( even if often confused with topology for 2D/3D figures… ) :

and especially

https://www.artstation.com/anatomy4sculptors

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“Anatomy related” is a vast general spread.

You might want to give a bit more insight into what your specific area of interest is… artistic vs medical, for example. Still images? Animated? Realistically interacting skeleton and muscle groups? Etc.

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Well, my target is to help an orthopaedist friend that needs custom images / animations to illustrate various orthopedic situations.

He wants to show the healthy and sick situations side by side.

The first attempt will be the knee joint for which in later stages I’ll have to provide

  1. healthy and sick static images (front, right, back and left)
  2. simple animation: 360° camera rotation around the joints
  3. complex animation: joint movement from different points of view

When my friend will be satisfied with the results, I’ll have to do the same thing for others joints and various body parts.

For now I’ve found z-anatomy as a starting point for the healthy situation (not sure if it is a good starting point).

Hiding everything excluding the interest area I’ll use the bones, cartilage, tendons and muscles for the healthy images.

Then with the orthopaedist directions I’ll have to create the sick modifications.

At this point I’ll have to create the static images (point 1) and the basic animation (point 2)

The next step will be the movement that I suppose means a rigging nightmare due to the joints movement details I need. This is for point 3.

Then, you know, you start with a grain of sand and end up with a mountain.

Also I’m not a Blender expert and until now I only used it to create the illustrations for a book I wrote. So I have to learn a lot of things.

(sorry for the long post)

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Then some specialist literature is needed to be precise and correct…

…you may ask your orthopaedist friend for this ?

Yes and he will provide a lot of material mainly on paper.

He also will supervise and direct my work commenting and correcting the results (on paper).

Take into account that

  • he hates computers
  • he have very old good books
  • he is not satisfied with all the books and computer material that are found around

So my friend will explain me what he wants than I need to convert his instructions into a 3D model

So you have “the best fitting resources” at hand…

…what’s the problem ??

…ohh

You may overthink your…

Your friendship may be on the edge / put to the test…

Good luck.

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Medical anatomy is different than artistic anatomy / figure drawing. It is exactly the opposite - you have to know each bone and muscle. Not the other way around.

@mirto I’ve been working on a visual for a radiologist. Female figure with transparent tissue showing elbow bone - humerus, shoulder blade, beak of the shoulder and so on….

Man, I did not know how radiologists are precise regarding anatomy. They can see each misplaced little part. We had 50+ hours of revisions. 22 Blender file versions …

I would advise you to consult each step with your specialist friend. He should approve which anatomy 3D model to use, each angle, movement of joints, …

I would advise to do incremental revision steps so that you don’t have to redo big chunks of work. Divide the work into smaller stages and find a proper revision system. You will probably end up having a lot of blender files.

Those who studied medicine can see things that we artists usually ignore. I hope your project works out :+1:

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For starters maybe you could look into this anatomical model made in Blender:

Bones have been ethically photoscanned from real human body, and approved by some medical committee. It is probably the most precise human model ever made with whole anatomy.

My customer also needed one and we went with this product. I am not affiliated with the link. Only had some discussions with the person who made the model.

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For a second I thought this might take a darker turn towards stealing corpses from graves while reading. :laughing: That’s one old way to study anatomy…

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Thanks @kilian89

Sadly I know. This is a lot of work

I fear I’m facing the same kind of work

For sure.
I also fear the hard type of revision loops:

  1. prepare a model for revision
  2. revise the model with the orthopedist
  3. modify the model
  4. repeat the steps 2 and 3 until the orthopedist is satisfied
  5. at this point my model will be messed up; so restart from scratch to create a new model for revision and go to step 1

The loop ends when the step2 ends with an approvation

Sure
Maybe a dedicated hard disk will be required :slightly_smiling_face:

Worse for me, I’m an ICT consultant: neither medicine nor art are part of my cultural background

Thank you very much for the encouragement :crossed_fingers:

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I know… but i didn’t know of your special use case before you told so… you asked about “blender anantomy”   :stuck_out_tongue_winking_eye:

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This exactly happened to me. The image looks nice only from one major angle and now has to be rebuild / fixed for animation :melting_face:

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Hi @kilian89 I’ don’t know if it can be useful for you; but do you know the Bioxel Nodes add-on ( https://extensions.blender.org/add-ons/bioxelnodes/ )?

I tried it to generate a 3D model from DICOM ( https://www.dicomstandard.org/ ) file.
I abandoned this attempt because you need the radiology image of a real person; so you have to obtain the rights from that person to use his/her DICOM images taken from the medical report.

Hope this helps

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thanks for tip, did not know this one. But it seems that retopology would take a lot of work if you want to animate such model generated from Dicom file.

For static renders and 3D studies could work.
For more elaborate stuff maybe not.