NotesProcedural locomotion for Three.js

Bone by bone: pelvis and chest

An inventory of how much each bone rotates compared with real people, and the pelvis tilt.

To go finer I built a bone inventory: how much each bone rotates, in the character's axes, compared with the CMU captures and a second database, SFU (local only, since its licence does not allow commercial use).

With that I tuned the trunk:

  • The pelvis tilts ±1.8° twice per stride, as in the captures: the error dropped from 1.3° to 0.2°.
  • The compensation for the pelvis drop is shared between the lower spine and the chest, roughly a third for the chest, as in a person.
  • The arm opens slightly outwards as it swings forward.