Bodytalk V2 - The Extended Skeleton Edition [repack] Here

BodyTalk v2 — The Extended Skeleton Edition

  • BodyTalk v2 Extended Skeleton might refer to a modified version of BodyTalk that works with avatars using custom biped rigs (not Unity's Humanoid).
  • Some creators upload "BodyTalk ready" avatars with Extended Skeleton pre-configured.
  • Requires VRChat OSC and a FBT (Full Body Tracking) setup.
  • Parameterize interventions by individual extended-skeleton profile (strengths, stiffness hotspots, neural timing deviations).
  • header: version, boneCount, controlCount
  • bones: [id, name, parentId, restPos[3], restRot[4], restScale[3], invBind[16], dofMask, limits:min[3],max[3], tags:[]]
  • controls: procedural node specs and bindings
  • Appendix A: Notation and mathematical definitions (state vectors, transforms, cost functions).
  • Appendix B: Example pipelines and pseudocode

    Have you used the Extended Skeleton Edition in a project? Share your implementation stories and benchmark results in the community forum.

    You might be thinking: "33 joints? Won’t that melt my CPU?" bodytalk v2 - the extended skeleton edition