The Human component models a person: a pilot, a passenger or a ground crew member, sized from population statistics and posed joint by joint. Its shape comes from a statistical model of adult body scans, so a few numbers -- sex, stature, body mass index, age and sitting height -- give a complete, realistic body. A skeleton inside the body then bends it into any pose from standing to seated. The result is a closed triangle mesh with a mass, a volume and a design eye point, for checking fit, reach, visibility and mass properties.
| Topic | Tab |
|---|---|
| Quick Start | |
| Units | Anthropometric |
| Body Size | Anthropometric |
| Origin and Axes | |
| Pose | Pose |
| Design Eye | |
| The Human in Analyses | |
| Scripting | |
| References |
The Gen, XForm and Mass tabs are the ones every component has; see Gen, XForm and Mass. A Human has no Sub tab.
Length Unit and Mass Unit say what units the human is built in. They are not display units: the body is built at its stature in the length unit, so a 1.76 m man is 1.76 model units tall with Length Unit M and 5.76 with Length Unit FT. Set them to the units the rest of the model uses. The default is FT and LBM.
Changing the length unit keeps the person the same size in the real world: the stature percentile stays, and the stature is restated in the new unit. Changing the mass unit restates the mass.
The XForm tab's Scale has no effect on a human; its size is set by the stature and the length unit alone.
The body shape is the statistical model from Human Shapes (humanshape.org, by Prof. Matthew P. Reed of the University of Michigan Transportation Research Institute), used with permission [1]. Its inputs are stature, body mass index, sitting height ratio and age; every point of the body follows from them. Between them, the controls on the Anthropometric tab describe most of the variation among adults.
| Control | Parm | Default | Range | Meaning |
|---|---|---|---|---|
| Gender | GenderFlag |
MALE | Which body model, and which population statistics. | |
| Stature | Stature |
50th pct. | 5th to 95th | Standing height, in the length unit. |
| % Stature | Stature_pct |
0.5 | 0.05 - 0.95 | Stature percentile, as a fraction. |
| BMI | BMI |
50th pct. | 16 - 55 | Body mass index, kg/m^2. |
| % BMI | BMI_pct |
0.5 | 0.05 - 0.95 | BMI percentile, as a fraction. |
| Mass | Mass |
Body mass, in the mass unit. | ||
| Age | Age |
30 | 18 - 80 | Age in years. |
| Sitting H / H | SitFrac |
0.51 | 0.4 - 0.6 | Sitting height divided by stature. |
| Volume | Volume |
Output: the volume of the posed body. | ||
| Auto Density | AutoDensity |
on | Set the Mass tab's density to Mass / Volume. |
Stature and BMI each have a value and a percentile; set either and the other follows. The percentiles come from the United States NHANES survey of adults aged 20 and over, 2011-2014, separately for men and women [2]:
| Percentile | Male stature, mm | Female stature, mm | Male BMI | Female BMI |
|---|---|---|---|---|
| 5th | 1634 | 1498 | 20.7 | 19.6 |
| 50th | 1756 | 1619 | 27.7 | 27.7 |
| 95th | 1881 | 1735 | 39.8 | 43.3 |
Switching Gender keeps the percentiles, so a 95th percentile man becomes a 95th percentile woman, and shorter. The limits on Stature are the 5th and 95th percentile of the chosen sex.
Mass, BMI and stature are tied together by
with the mass in kilograms and the stature in meters. Setting Mass sets BMI; setting BMI or % BMI sets the mass. Changing the stature keeps the BMI and changes the mass, so a taller person of the same build is heavier.
Age and Sitting H / H change the shape without changing the stature. A larger sitting height ratio gives a longer trunk and shorter legs. Age changes the build, by an amount that depends on the BMI. Leave both at their defaults unless the person in question is known to differ.
Volume is the volume of the closed body as posed, in the length unit cubed. With Auto Density on, the human's density on the Mass tab is set to Mass / Volume, so the mass properties of the model carry the person's mass at the right place. Turn it off to set a density by hand.
The human faces , with up and the person's right side toward , the way a pilot sits in an aircraft whose nose points along (Figure 1). The origin is the waist joint, and it stays there whatever the pose: the legs hang from it standing and fold in front of it seated (Figure 2). Place a seated occupant by the waist joint, not by the seat or the feet.

Figure 1. A new human, its origin at the waist joint, and its axes. The person faces ; the right hand is toward .

Figure 2. The default human standing, as it is made, and in the Sitting preset. The origin is the same point of the body in both.
The pose bends the body at the joints of its skeleton. The skin follows the bones smoothly, so a bent elbow or hip deforms the flesh around it rather than hinging a rigid part. The skin is bound to the skeleton by the Pinocchio automatic rigging method [3].
Preset and Set at the top of the Pose tab put the human into a standard pose. Set replaces every joint angle and turns R/L Sym on; choose the preset first and then adjust.
| Joint | Standing | Sitting |
|---|---|---|
| Elbow | 15 | 80 |
| Shoulder IE | 0 | 45 |
| Hip AB/AD | 0.5 | 0.5 |
| Hip FE | 2.5 | 80 |
| Knee | 0 | 80 |
| All other joints | 0 | 0 |
A new human stands, in the Standing preset.
Every angle is in degrees. The names are the anatomical ones: AB/AD is abduction (away from the body's centerline) and adduction, FE is flexion and extension, IE is internal and external rotation. Elbow is the angle between the upper arm and the forearm, zero for a straight arm; the other angles are zero in a natural standing posture. Figures 3-5 show positive angles on the larger joints.
| Control | Parm | Default | Range | A positive angle |
|---|---|---|---|---|
| Back | Back |
0 | -15 - 45 | bends the upper body forward at the middle of the back. |
| Waist | Waist |
0 | -15 - 45 | bends the upper body forward at the waist. |
| Nod | Nod |
0 | -40 - 50 | tips the head forward, chin down. |
| Rotate | RotateHead |
0 | -80 - 80 | turns the head toward the person's right. |
| Shoulder AB/AD | ShoulderABADRt |
0 | -40 - 170 | raises the arm out to the side (abduction). |
| Shoulder FE | ShoulderFERt |
0 | -30 - 180 | swings the arm forward and up (flexion). |
| Shoulder IE | ShoulderIERt |
0 | -30 - 100 | turns the arm inward about its length (internal rotation). |
| Elbow | ElbowRt |
15 | 0 - 150 | bends the elbow (flexion). |
| Forearm | ForearmRt |
0 | -90 - 90 | turns the thumb in toward the body (pronation). |
| Wrist | WristRt |
0 | -90 - 90 | bends the hand toward its back (extension). |
| Hip AB/AD | HipABADRt |
0.5 | -45 - 45 | swings the leg out to the side (abduction). |
| Hip FE | HipFERt |
2.5 | -15 - 130 | swings the leg forward (flexion). |
| Knee | KneeRt |
0 | 0 - 140 | bends the knee, the foot moving back (flexion). |
| Ankle | AnkleRt |
0 | -15 - 15 | raises the toes (dorsiflexion). |
The limb joints are on the Pose tab twice, under Right Side and Left
Side (Parms ending in Rt and Lt). The left
angles mean the same motions as the right: a positive Shoulder AB/AD
raises either arm out to its own side. With R/L Sym on, the
default, the left side copies the right and its controls are greyed;
turn it off to pose the sides apart.
Back and Waist both bend the upper body forward; Back bends it higher, at the middle of the back, and Waist at the waist joint (Figure 3). In both the legs and the origin stay where they are.

Figure 3. Back, Waist and Nod at 30, seen from the person's left. The tint shows the part that moved, as it was standing.

Figure 4. Positive shoulder and elbow angles. Shoulder AB/AD is seen from in front of the person and moves the right arm; Shoulder FE and Elbow are seen from the left and move the left arm; Shoulder IE is seen from above and moves the right arm, its elbow at 90. The tint shows the arm as it was.
Shoulder IE is easiest to see with the elbow bent: internal rotation swings the forearm in across the body, as in Figure 4. With the arm hanging straight it only turns the arm about its own length. Likewise Forearm turns the palm down when the elbow is bent 90 degrees, and toward the back when the arm hangs; the palm faces the thigh at zero.

Figure 5. Positive hip and knee angles. Hip AB/AD is seen from in front of the person and moves the right leg; Hip FE and Knee are seen from the left and move the left leg.
The skeleton does not check for collisions, so a pose can put an arm through the body or a leg through the other; check a demanding pose by eye.
The human carries a design eye point between the eyes (Figure 1), which moves and turns with the head. Two things use it:
With symmetry, each copy of the human has its own design eye. An attached Super Cone follows the eye as the human is posed or resized.
A human is a closed triangle mesh, the same in every analysis. CompGeom, Mass Properties, the slicing analyses, interference checks and the mesh exports all use it, and VSPAERO takes it as one component. Its mesh is fixed by the model: the Gen tab's tessellation controls do not apply.
It is not a surface, so it has no sub-surfaces, its degenerate geometry is empty, and it takes no part where a surface is needed: CFD Mesh, FEA Mesh, Fit Model, or as the boundary or direction of a projection. Symmetry and Flip on the XForm tab work as for any component; see Symmetry and Flip.
A human has no functions of its own in the API: it is built and posed
through its Parms, in the groups Anthropometric and
Pose, with the names in the tables above. The Set
button is not in the API; to pose a human as a preset, set the joint
angles from the preset table. ShowSkelFlag in the
Anthropometric group draws the skeleton with the feature
lines, unposed in black and posed in blue; it has no control on the
screen.
import openvsp as vsp
h = vsp.AddGeom( "HUMAN" )
vsp.SetParmVal( h, "LenUnit", "Anthropometric", vsp.LEN_M )
vsp.SetParmVal( h, "Stature_pct", "Anthropometric", 0.95 )
# Seated, as the Sitting preset
for name, val in ( ( "ElbowRt", 80 ), ( "ShoulderIERt", 45 ), ( "HipFERt", 80 ), ( "KneeRt", 80 ) ):
vsp.SetParmVal( h, name, "Pose", val )
vsp.Update()