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Posecode: domains & roadmap

Posecode's vision is broad: describe single-person movement as text and render it as inspectable 3D motion. The protocol is general; the current renderer is deliberately scoped to one simplified figure with forward kinematics, constrained contacts, starter props, and no rigid-body dynamics. This doc maps the domains Posecode can serve, what already works, and what each remaining domain needs, so contributions land where they unlock the most.

Where Posecode fits

Domain Example uses Status
Physiotherapy / rehab Range-of-motion demos, home-exercise programs, post-op protocols, cervical/shoulder mobility Useful for reviewed visualization: ROM constraints and diagnostics are explicit. Clinical use still requires qualified review; bands and balls are future.
Ergonomics / desk & posture Posture resets, seated/standing stretch breaks, "do this every hour" prompts Standing and floor-seated variants work; chair-seated motion needs a dedicated base pose.
Yoga & mobility Standing poses (chair, side bend, twist), flows, mobility drills Standing and basic supine/prone/long-seated poses work; inversions and detailed mat contacts remain limited.
Movement education / anatomy Demonstrate joint actions ("what is shoulder abduction?"), biomechanics teaching Excellent fit: single-joint demos are exactly what the rig does.
Fitness / strength Body-weight and free-form movement coaching Core today (squat, curl, raise). Barbell/dumbbell/machine work needs props + grip.
Functional / elderly care Sit-to-stand, balance, gentle ROM, fall-prevention drills Partial: sit-to-stand works; reaching/balance need reach-IK + props.
Sports technique Golf swing, tennis serve, throwing, kicking Partial: needs trunk rotation fidelity, weight shift, and implements (club/racket/ball).
Dance / choreography Notating sequences, port de bras, phrases that turn & travel Phrases, port de bras, pirouettes, and traveling combos (box-step, grapevine, chassé) work via turn/travel; partner work is future.
Martial arts Stances, strikes, basic forms Stances/strikes partly work; contact and weapons are future.
Sign language / gesture Finger-spelling, signs, expressive gesture Partial: single-DOF finger curls render visibly (fist, pinch, wave, rough finger-spelling); exact sign language needs multi-joint fingers + wrist orientation.

Engine capabilities that widen the scope

These are the unlocks, roughly in order of leverage:

  1. Hip / waist hinge primitive: shipped (v0.1). pelvis: hinge <deg> tips the torso forward over the hips while the legs stay planted (the renderer counter-rotates the hips). Powers deadlift, bent-over-row, good-morning, and bow. Next: hinge with a loaded-bar prop.
  2. Reach-IK (reach a world target): shipped, now ROM-constrained. reach: <effector> <target> drives a hand/foot to a body landmark, the floor, or a prop anchor via CCD. Powers touch-toes, cross-body-reach, seated-forward-fold, and prop grips. The solve clamps every chain joint into its Range-of-Motion box each iteration; solved angles obey the same hard limits as authored ones, and hands / feet reach or pin both sides in one line. Next: two-bone analytic solve for straighter elbows/knees.
  3. Scene props with contact anchors: shipped (starter set). prop chair|wall|bar adds a scene object with named anchors (seat, wall, bar). Powers sit-to-stand, box-squat, wall-sit, dead-hang, hanging-knee-raise. Bar and dip-bar contacts now resolve to independent left/right anchors with terminal wrist orientation; mocap is contact-corrected after blending. Props are now solid: declared blocking faces (wall surface, chair backrest + seat edge, box edge) physically stop the body — a wall-sit slides down the wall instead of through it, a sit lands against the backrest, a swing leg steps over the box edge — guarded by a solid-props eval invariant on every prop movement. Next: more props (bench, rings, bands), load cues, arbitrary surface shapes.
  4. Lying & seated base poses: shipped. supine | prone | seated start poses (grounded by a bounding-box drop). Powers glute-bridge, dead-bug, cobra, seated-forward-fold. Next: quadruped + chair-seated.
  5. Hand / finger articulation: shipped (single-DOF). Per-finger curl bones + fingers group. Powers make-a-fist, pinch-grip, hand-wave, finger-spell-demo. Next: multi-joint fingers for accurate sign language.
  6. Spatial choreography (turn & travel): shipped. turn: <deg> rotates the figure's facing and travel: <x> <z> moves it across the floor, both absolute + carried across phases and returning home on the loop wrap. Powers pirouette, box-step, grapevine, waltz-box, chasse, walk-cycle, quarter-turns: pirouettes, traveling combos, and gait. Standing poses only. Floor-contacting soles are orientation-locked and the visible mocap rig is re-planted after blending. Next: a larger curated clip library, explicit gait phase metadata, and motion matching/inertialization.
  7. Two-person + collision: partner stretches, assisted rehab, contact sports (still deferred in the spec).

Prop / equipment library (future)

Each prop is a small scene object + an anchor type; movements then reference it (e.g. ground-lock: bar or a future reach: bar). Candidates, and what they unlock:

Prop Unlocks
Chair / stool / bench Seated desk & rehab work, sit-to-stand, step-ups, bench press, box squats
Pull-up bar Pull-ups, dead hangs, hanging knee raises (needs grip + reach-IK)
Gymnastic rings Rows, dips, support holds, skin-the-cat (grip + reach-IK + two-anchor)
Yoga mat + blocks / strap / bolster Floor poses, supported stretches, props-assisted mobility
Bed / table Bed-based rehab, supine exercises, clinical assessments
Wall Wall sits, wall push-ups, calf/shoulder stretches against a surface
Resistance band Band pull-aparts, banded rehab, mobility with tension
Dumbbell / barbell / kettlebell Loaded strength patterns (needs grip + load cues)
Ball (stability / medicine) Core work, balance, throws
Parallettes / dip station Dip bars shipped (prop dip-bars, triceps dips). Still future: L-sits, push-up variations at height
Foam roller Self-myofascial release, mobility drills

Current limitations (honest)

  • One figure only; partner work and collision are still deferred.
  • A starter prop set (chair / wall / bar / box / dip bars): no bench, rings, bands, or loaded implements yet, and props sit at fixed default placements.
  • Prop solidity is face-based: each built-in prop declares its blocking surfaces (wall face, backrest, seat edge, box edge). Arbitrary-shape collision and load/pressure simulation are future.
  • Fingers are single-DOF curls, good for grip and rough gesture, not exact sign language. The head has no facial articulation.

Range-of-motion values are general literature data, not medical advice.


See docs/market-research.md for where Posecode spreads fastest, the per-domain go-to-market briefs, and which engine unlock opens which locked domain.