Notes about Possible Bodies

Left / Right hand in 3d


Pidepal model

The main question here is: when the "stickman"[1] reduction appears and why is it mainstream.


The figure is already present in the MIT — Graphical Marionette in 1982.



Muybridge runner.jpg


Skeletal animation[2]: division of a character in 2 parts: its visual component (the mesh) and its structure (the skeleton).

Introduced in 1988 by

  • Nadia Magnenat Thalmann,
  • Richard Laperrière and
  • Daniel Thalmann.


In computer physics engines, ragdoll physics is a type of procedural animation that is often used as a replacement for traditional static death animations in video games and animated films. [3]

using Bullet SDK

using Natural Motion's Euphoria

Motion Capture



Ivan Sutherland - Sketchpad

Ivan Sutherland - Sketchpad.jpg


Simon Fraser, University — Goniometers

2009 06 09 11 37 04 10 NC70101 06 MD.jpg

Tom Calvert, université Simon Fraser:


MIT — Graphical Marionette

Graphical Marionette from bob stein on Vimeo.

  • Ginsberg
  • Maxwell

system: Op-Eye

tech: capture optique


deGraf/Wahrman — Mike the Talking Head -

Mike the talking head .png


Pacific Data Images — Waldo C. Graphic


tech: exo-squelette & potentiomètres partie haute du corps + "dialbox" pour le visage et le lipsync

custom eight degree of freedom input device (a kind of mechanical arm with upper and lower jaw attachments)


Motion Analysis existe toujours (-trouver site-)

MotionAnalysis1.jpg MotionAnalysis2.jpg

tech: capture optique


Protozoa (société pays?) - Moxy (cartoon network) - The Moxy Show


tech: capture magnétique

mid's 1980

Biomechanics lab, Utah State University, USA

The biomechanics laboratory at USU can be rooted back to the mid 1980’s when Steve Dunn began using a dedicated space in the HPER building to teach basic hands-on concepts related to biomechanics.


  • Steve Dunn
  • Julianne Abendroth-Smith
  • Gerry Smith


Media industry



US patent 1242674 figure 3.png


The First Motion-Capture Characters

(In relation with Biomechanics lab) Acclaim ASF format, described here

# Comment line
:version 1.10
:name BioSkeleton
  mass 1.0
  length 1.0
  angle deg
  Example of an Acclaim skeleton
  To be used with "Walk.amc"
  axis XYZ
  order TX TY TZ RZ RY RX
  position 0.0 0.0 0.0
  orientation 0.0 0.0 0.0
  id 1
  name hips
  direction 0.000000 1.000000 0.000000
  length 0.000000
  axis 0.00000 0.00000 0.00000 XYZ
  dof rx ry rz
  limits (-180.0 180.0)
     (-180.0 180.0)
     (-180.0 180.0)
  id 2
  name hips1
  direction 0.000000 1.000000 0.000000
  length  4.310000
  axis 0.000 0.000 0.000 XYZ


Related topics

Definition and list of motion capture methods:

Animation database - An animation database is a database which stores fragments of animations or human movements and which can be accessed, analyzed and queried to develop and assemble new animations.

Gesture recognition - Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand.

Finger tracking - In the field of technology and image processing, finger tracking is a high-resolution technique that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D.

Inverse kinematics - (a different way of making CGI effects realistic).

Kinect (created by Microsoft Corporation).

Motion capture acting - Motion-capture acting, also called performance-capture acting, sometimes abbreviated as MoCap or Pcap, is a type of acting in which an actor wears markers or sensors on a skintight bodysuit or directly on the skin.

From duckduckgo search resulst:

  1. Definition of stickman by the free dictionary
  2. definition on Skeletal animation
  3. ragdoll definition on wikipedia

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