1. culturally conditioned separations: male_01 female_02
2. make human lies -> bug report
3. other ways of moving


Adva: 
The anecdote
The software conditions us, and confines us
but how can it open up other perception

Document to repeat 
Notation before the body.

Text to body. Dance notation computerizes the body?

Occidental dance (ballet for example)
Pointed shoes






auto run python scripts
mhx import (user pref make humen)

put .bhv files in ressources>scripts>addons
go into tools>misc>MakeWalk -> load and retarget; find file

alt + a


Starting modern dance notations
From the hip to the head one part ... 

Because the category 
Starting a movement from writing

a new schematization of the body allows new movement

Dance notation for pupils/eyes

Make Manequin

connected from image of 'beautiful movements'? Too fragmeneted view unthinkable

Point shoes and deforming the body, stabilising the hip ...

https://www.youtube.com/watch?v=HpH3fA29U1I

mixing precision and imprecision

a table with divisions of bodies: instructions of how to become a body
what's typical ... what is essential ... what belongs to the body, and what belongs to the person

http://www.makehuman.org/doc/node/makewalk_errors_and_corrective_actions.html

The discovery of the hip

----------------------------------

Analysing 'Male stand bvh' with Pierrick and Vera
xml-skeleton! = body-tree - strict hierarchy between bones
inverted kinematics

making rigging funny ... sausages. "mother moves, baby moves" -- pregnancy
Natan Vergal rigify Blender dvd
parent, child - ref xml
difference between hierarchies for software and animators.

skeleton is a local coordinate system
ordering the skeleton around
physical bodies coordinate through nervous systems

bone as root
talking about families ...

faking the spine: cutting in three parts

this file needs to connect/talk to a concept of world space, needs a world/global space coordinate
Q: how does movement relate to space?

movement depends on world space. a walk cycle is like walking on a tred-mill
the movement has no space, the world is moving.

we are always in the middle of our own world ;-)
time ... do we create it 

what if the elbow would be ROOT?
what if we create other dependencies? ELBOW joins KNEE?

HIERARCHY 
ROOT Hips <- root, first point of attachment/movement; spine depends etc. = main parent. point 0

  OFFSET 13.6774 106.653 -34.4427 <- In Blender units, relative to parent bone
  CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation 
  JOINT ToSpine 
  { 
    OFFSET -2.69724 7.43032 -0.144315 
    CHANNELS 3 Zrotation Xrotation Yrotation 
    JOINT Spine 
    { 
      OFFSET -0.0310711 10.7595 1.96963 
      CHANNELS 3 Zrotation Xrotation Yrotation 
      JOINT Spine1 
      { 
        OFFSET 19.9056 3.91189 0.764692 
        CHANNELS 3 Zrotation Xrotation Yrotation 
        JOINT Neck 
        { 
          OFFSET 25.9749 7.03908 -0.130764 
          CHANNELS 3 Zrotation Xrotation Yrotation 
          JOINT Head 
          { 
            OFFSET 9.52751 0.295786 -0.907742 
            CHANNELS 3 Zrotation Xrotation Yrotation 
            End Site 
            { 
              OFFSET 16.4037 0.713936 2.7358 
            } 
          } 
        } 
        JOINT LeftShoulder 
        { 
          OFFSET 17.7449 4.33886 11.7777 
          CHANNELS 3 Zrotation Xrotation Yrotation 
          JOINT LeftArm 
          { 
            OFFSET 0.911315 1.27913 9.80584 
            CHANNELS 3 Zrotation Xrotation Yrotation 
            JOINT LeftForeArm 
            { 
              OFFSET 28.6126 1.18197 -3.53199 
              CHANNELS 3 Zrotation Xrotation Yrotation 
              JOINT LeftHand 
              { 
                OFFSET 27.5088 0.0218783 0.327423 
                CHANNELS 3 Zrotation Xrotation Yrotation 
                End Site 
                { 
                  OFFSET 18.6038 -0.000155887 0.382096 
                } 
              } 
            } 
          } 
        } 
        JOINT RightShoulder 
        { 
          OFFSET 17.1009 2.89543 -12.2328 
          CHANNELS 3 Zrotation Xrotation Yrotation 
          JOINT RightArm 
          { 
            OFFSET 1.4228 0.178766 -10.211 
            CHANNELS 3 Zrotation Xrotation Yrotation 
            JOINT RightForeArm 
            { 
              OFFSET 28.733 1.87905 2.64907 
              CHANNELS 3 Zrotation Xrotation Yrotation 
              JOINT RightHand 
              { 
                OFFSET 27.4588 0.290562 -0.101845 
                CHANNELS 3 Zrotation Xrotation Yrotation 
                End Site 
                { 
                  OFFSET 17.8396 -0.255518 -0.000602873 
                } 
              } 
            } 
          } 
        } 
      } 
    } 
  } 
  JOINT LeftUpLeg 
  { 
    OFFSET -5.61296 -2.22332 -10.2353 
    CHANNELS 3 Zrotation Xrotation Yrotation 
    JOINT LeftLeg 
    { 
      OFFSET 2.56703 -44.7417 -7.93097 
      CHANNELS 3 Zrotation Xrotation Yrotation 
      JOINT LeftFoot 
      { 
        OFFSET 3.16933 -46.5642 -3.96578 
        CHANNELS 3 Zrotation Xrotation Yrotation 
        JOINT LeftToeBase 
        { 
          OFFSET 0.346054 -6.02161 12.8035 
          CHANNELS 3 Zrotation Xrotation Yrotation 
          End Site 
          { 
            OFFSET 0.134235 -1.35082 5.13018 
          } 
        } 
      } 
    } 
  } 
  JOINT RightUpLeg 
  { 
    OFFSET -5.7928 -1.72406 10.6446 
    CHANNELS 3 Zrotation Xrotation Yrotation 
    JOINT RightLeg 
    { 
      OFFSET -2.57161 -44.7178 -7.85259 
      CHANNELS 3 Zrotation Xrotation Yrotation 
      JOINT RightFoot 
      { 
        OFFSET -3.10148 -46.5936 -4.03391 
        CHANNELS 3 Zrotation Xrotation Yrotation 
        JOINT RightToeBase 
        { 
          OFFSET -0.0828122 -6.13587 12.8035 
          CHANNELS 3 Zrotation Xrotation Yrotation 
          End Site 
          { 
            OFFSET -0.131328 -1.35082 5.13018 
          } 
        } 
      } 
    } 
  } 

MOTION 
Frames:        187