I’ve often thought it would be very handy to have a proper simulator for being able to simulate and identify inefficiencies in one’s technique, but no idea whether it would be feasible to do.
I’ve often thought it would be very handy to have a proper simulator for being able to simulate and identify inefficiencies in one’s technique, but no idea whether it would be feasible to do.
Proper simulators for those exist, you essentially need an engine with a compliant contact model. MuJoCo is the goto here, see:
https://mujoco.readthedocs.io/en/stable/modeling.html#muscle... https://mujoco.readthedocs.io/en/stable/computation/fluid.ht...
These explicitly model biological muscles. IIRC it was originally created to model human hands (I could be misremembering though).
Really depends on the fidelity you want.
Edit: I also work in rigid body simulation for robotics.
Robotics folks probably want speed and accuracy. I'm from the video game industry so I generally look for speed and stability.
Note: This is a loose analogy and recent techniques are already blurring the lines between these axis.