Bodytalk V2 - The Extended Skeleton Edition ^new^ Jun 2026

| Feature | MediaPipe (Google) | MoveNet (TF Lite) | BodyTalk v2 - Extended | | :--- | :--- | :--- | :--- | | Max Joints | 33 | 17 | | | Foot Articulation | 2 (Ankles) | 1 (Ankle) | 8 per foot | | Hand Tracking | Separate model | No | Integrated skeleton | | Occlusion Prediction | Basic | None | Physics-based | | Latency (avg) | 25ms | 35ms | 12ms |

Often used in conjunction with AAF to allow for complex character poses and interactions. bodytalk v2 - the extended skeleton edition

Often used alongside other mod frameworks like AAF (Advanced Animation Framework) and LooksMenu for deep character customization. | Feature | MediaPipe (Google) | MoveNet (TF

Indie developers using the old system often complained that characters looked "floaty." This is because the feet weren't articulating. With Extended Skeleton, walking on stairs or uneven terrain looks natural because the toes actually bend and the ankle rolls. For fighting games, it allows for "true ankle lock" submission detection. With Extended Skeleton, walking on stairs or uneven

"version": "BodyTalk v2", "bones": [ "id":0,"name":"root","parent":-1,"restPos":[0,0,0],"restRot":[0,0,0,1],"tags":["root"], "id":1,"name":"spine_01","parent":0,"restPos":[0,10,0],"restRot":[0,0,0,1],"tags":["spine"], "id":2,"name":"left_upper_arm","parent":1,"restPos":[-5,9,0],"restRot":[0,0,0,1],"tags":["left","arm"],"mirror":"right_upper_arm" ], "controls": [ "id":"ik_left_arm","type":"twoBoneIK","targetBone":"left_hand","pole":"left_elbow_pole","weight":1.0 ]

The course content for BodyTalk V2: The Extended Skeleton Edition includes:

Before diving into the specifics of BodyTalk V2: The Extended Skeleton Edition, it's essential to understand the core principles of BodyTalk: