The full upstream README, mirrored here for reference. Install config, tool schemas, adoption signals, and an original overview live on the Posecode listing page.
Kinematic motion as text.
An inspectable, editable movement format for animation tools, LLMs, and web products.
Like Mermaid for movement: small text documents for describing, validating, and rendering
deterministic human motion without hiding the source inside a black box.
Live Playground · Movement Library · Language Specification · Examples · MCP Server
Animation clips and generated trajectories can show movement, but they often hide the semantic decisions that produced it.
Posecode keeps those decisions in readable source. A human can write the document, an animation tool can emit it, or an LLM can draft it. Parsing, validation, editing, and rendering do not require an AI model.
One .posecode document —
shoulders: abduct 160,
hips: abduct 30,
repeat 12 —
rendered live in the browser.
For example:
Bend your knees, move your hips backward, and keep your chest upright.
A human may understand that instruction, but a renderer cannot reliably determine:
Humans, tools, and language models all need a shared syntax for expressing movement in a renderable and testable form.
Posecode provides that missing representation.
From readable movement source to validated 3D rendering, MCP tools, and a one-script web embed.
▶ Watch the 28-second builder demo
Plain text in. Smooth, programmable 3D motion out.
pelvis: hinge — deadlift
|
knees: flex 95 — squat
|
shoulders: abduct 90 — lateral raise
|
Neural text-to-motion systems can generate impressive movement, but they introduce problems for lightweight, programmable applications.
Many systems require large models and GPU-backed inference, making real-time consumer deployment expensive.
They usually produce coordinate trajectories rather than editable semantic instructions.
It is difficult to request a precise change such as:
Reduce knee flexion by 10 degrees during the second phase.
Black-box trajectories do not naturally expose readable joint rules, phase definitions, or range-of-motion limits.
When a movement looks wrong, developers may not know which semantic instruction caused the problem.
Posecode uses a lightweight, text-driven pipeline.
.posecode documents.A .posecode file describes movement as timed phases with targeted joint actions.
1. Write .posecode | 2. Render the movement |
|---|---|
posecode exercise "Body-weight squat"rig humanoidpose start = standingstep "Descend" 1.6s settle:hips: flex 80knees: flex 95ankles: dorsiflex 14ground-lock: feetcue "Sit the hips back"step "Drive up" 1.2s drive:hips: flex 0knees: flex 0ankles: dorsiflex 0ground-lock: feetrepeat 8 | ![]() |
OpenAI Build Week 2026: Posecode existed before the hackathon. During Build Week, the project was extended using Codex — running on GPT-5.6 — as the primary engineering tool for a real batch of shipped work: motion/grounding quality, language contract diagnostics, licensing restructuring, release automation, and product-facing pages. The sections below distinguish previous work from Build Week work using actual commit history, not a roadmap.
Before Build Week, Posecode already included:
.posecode domain-specific language,This original version was developed primarily with Claude as an AI-assisted engineering tool.
That prior work provides the foundation for the project, but it is not presented as the new hackathon contribution.
Every item below is a merged, dated pull request built with Codex (GPT-5.6) — see Build Week Evidence for direct links.
drive/settle/flow/snap), a parser validation CLI, and embed compatibility metadata (#62)./for-products page documenting the web component, parser, renderer, and MCP server for integrators (#82, #74).During Build Week, Codex sessions ran on GPT-5.6 (GPT-5.6 Terra), which is the model that powers Codex for this event. GPT-5.6 is the reasoning engine behind every Build Week change listed above: reading the existing monorepo, proposing the ROM-constrained IK and contact-surface design in #76, designing the language/IR v0.3 diagnostics in #92, and drafting the licensing boundary in #84.
A GPT-5.6-powered natural-language-to-Posecode generation feature (describe a movement in plain English, get a validated .posecode document back) is a natural next step given the existing posecode_authoring_guide MCP tool, but it is not yet built — it is not claimed as shipped functionality here.
Codex is the primary engineering tool used for the Build Week extension.
During the hackathon period, Codex was used to:
Codex accelerates implementation, but the project remains human-directed. The following decisions were reviewed and selected manually: DSL semantics, system architecture, licensing boundaries, biomechanical constraints, validation policy, user experience, and acceptance or rejection of generated code.
The Build Week workflow follows this process:
npm run eval).All Build Week work is public, dated, and directly linked below — no placeholders.
| PR | Merged | What it did |
|---|---|---|
| #62 | 2026-07-15 | Posecode 0.2 timing vocabulary, validation CLI, embed compatibility |
| #61 | 2026-07-15 | Per-side ground-lock validation |
| #65 | 2026-07-16 | Google Search indexing fix |
| #66 | 2026-07-16 | npm + MCP Registry release automation |
| #64 | 2026-07-16 | Back ground-lock for supine movements |
| #74 | 2026-07-16 | /for-products integration page |
| #76 | 2026-07-17 | Motion/grounding overhaul: ROM-constrained reach IK, contact surfaces |
| #78 | 2026-07-17 | Mobile viewer sizing and natural hand orientation |
| #82 | 2026-07-17 | LLM-first landing page redesign |
| #84 | 2026-07-17 | Apache-2.0 / AGPL-3.0 licensing restructure |
| #92 | 2026-07-19 | Language/IR v0.3, grounding/self-collision diagnostics, floor guide |
| Before Build Week | Added during Build Week |
|---|---|
| Core Posecode DSL | Language/IR v0.3 custom start-pose blocks |
| Basic ROM clamping | Grounding, self-collision, and floor-guide diagnostics |
| Working IK/grounding | ROM-constrained reach IK with semantic contact surfaces |
| Single license file | Apache-2.0 / AGPL-3.0 layered licensing with commercial path |
| Manual publishing | Automated npm + MCP Registry release pipeline |
| Editorial landing page | LLM-first landing page + /for-products integration page |
| Existing tests | New diagnostics, IK, and licensing regression tests |
Preview, edit, and share movements without installing anything:
Requirements:
Clone the repository:
Install dependencies:
Start the playground:
Run tests:
Run type checking:
Run fidelity evaluations:
Build the playground:
A VS Code extension provides syntax highlighting, ROM diagnostics, and
completion for .posecode files — see
editors/vscode. Until it is published, you can
get basic highlighting immediately by associating .posecode files with
Markdown:
See the editor guide for VS Code, Cursor, Sublime Text, and Neovim instructions.
Posecode includes a Model Context Protocol server for AI agents.
Run it with:
Example MCP client configuration:
The MCP server exposes:
validate_posecoderender_posecodeSee packages/posecode-mcp for the complete configuration and tool documentation.
Embed a Posecode player on a page:
The player can be used in:
Install the parser:
Install the renderer:
Example:
The #viewer element is an HTML <canvas>.
posecode-render can bake a movement into a Biovision Hierarchy
(.bvh) file for import into Blender and other animation tools. In the
playground, use the Download BVH button; programmatically:
Options: fps (default 30), scale (default 1 = metres; pass 100 for
centimetres), includeFingers (default false), and proportions for a
calibrated rig.
Zrotation Xrotation Yrotation (Euler order ZXY).reach: hand_left floor) export the authored pose rather than the
solved one. See issue #63.For web animation pipelines, posecode-render can export the rig and a
baked animation clip as a glTF/GLB asset. In the playground, use Download
glTF; programmatically:
The result loads with Three.js GLTFLoader,
and the clip plays on the included rig:
posecode_root.Posecode uses multiple layers of checking.
Joint angles are constrained before rendering.
For example:
is clamped to the configured knee-flexion limit and produces a warning instead of rendering an impossible angle.
The engine measures the actual resulting skeleton after:
Movement examples can define expected properties.
For example, a deadlift may require:
The Build Week critic interprets the movement and deterministic measurements together.
It explains biomechanical problems in natural language and proposes specific revisions.
| Package | Purpose |
|---|---|
posecode-language | Language definitions and editor support |
posecode-parser | Converts .posecode text into a validated, range-constrained intermediate representation |
posecode-render | Renders animated figures with Three.js, forward kinematics, and IK |
posecode-share | Encodes Posecode documents into URL-safe share tokens |
posecode-mcp | Exposes Posecode capabilities to AI agents through MCP |
posecode-eval | Runs headless biomechanical and geometric fidelity evaluations |
playground | Interactive editor, 3D viewport, warnings, generation, critique, and sharing |
Posecode is built with:
Posecode currently focuses on:
The following are outside the current scope:
Posecode is an engineering and visualization project.
Its range-of-motion values and biomechanical checks are based on general reference data and simplified models.
They are not:
Generated movements should be reviewed by a qualified expert before being used for healthcare, rehabilitation, or safety-critical applications.
Posecode could support:
Run all unit tests:
Run coverage:
Run type checking:
Run biomechanical evaluations:
The CI workflow verifies that the project:
Posecode follows the design study:
Kinematic Motion Definition Protocols for Large Language Models
The project explores whether semantic, text-based movement programs can provide a controllable and inspectable alternative to black-box motion generation.
The specification covers:
See:
The hosted playground currently uses an Adobe Mixamo character and one showcase animation under the applicable Adobe terms. These binary assets are not covered by Posecode's software licenses. See third-party notices.
The renderer also includes a zero-asset procedural figure and accepts compatible humanoid GLB characters through characterUrl.
avatar avatar1 / avatar2 / avatar3)All built-in characters use the same rig humanoid skeleton topology. An
optional avatar directive selects appearance without redefining that rig (see
spec/SPEC.md). Pass characterUrls (selector → GLB URL map)
to createViewer instead of a single characterUrl; ir.avatar is used when
present and ir.rig supplies the default selector otherwise. Switching
documents, or editing the avatar directive, swaps the visible character. A
selector with no entry in the map (or any load failure) falls back to the
procedural figure. See
packages/posecode-render/README.md
for the option, and packages/posecode-embed's character attribute docs for
the same behavior in the web component (absent by default; set an explicit URL
to pin one character regardless of avatar).
Pass a characterUrl (fixed) or characterUrls (per-selector, see above) pointing
to a skinned GLB to replace the bundled Mixamo character. Requirements:
.glb) containing a THREE.SkinnedMesh.mixamorig: /
mixamorigN: namespace prefix — it's stripped automatically. These bones
must all be present:
Hips, Spine, Spine2, Neck, HeadLeftArm, LeftForeArm, LeftHand, RightArm, RightForeArm, RightHandLeftUpLeg, LeftLeg, LeftFoot, RightUpLeg, RightLeg, RightFootLeftHandThumb1, LeftHandIndex1,
LeftHandMiddle1, LeftHandRing1, LeftHandPinky1, and the
RightHand*1 equivalentsIf any required bone is missing, loading the character rejects and the viewer silently falls back to the zero-asset procedural figure — a bad rig never breaks the scene.
The simplest way to source a compatible rig is mixamo.com:
export a character in T-pose with "skin with skeleton," then convert
FBX → GLB (e.g. with Blender's glTF exporter or FBX2glTF). Bone names come
out Mixamo-compatible automatically.
The bone map and retarget/calibration logic live in
packages/posecode-render/src/character.ts.
Supporting a different naming convention (e.g. VRM humanoid bones) means
editing the BONE_MAP table and plainName() prefix-stripping there.
Posecode is open source with a clear standard and product boundary:
| Layer | Components | License |
|---|---|---|
| Open standard | Specification, examples, parser, share codec, language service, LSP, VS Code extension | Apache-2.0 |
| Product layer | Renderer, web embed, MCP server, eval harness, hosted playground | AGPL-3.0-only |
Organizations that need to use an AGPL component in a closed-source product may contact hello@posecode.org about a separate commercial agreement.
Earlier grants are unchanged. MIT revisions remain MIT, and the 0.2.2 npm packages remain Apache-2.0. See licensing, commercial licensing, and trademark policy.
Feedback and contributions are welcome.
Animation tools, LLMs, and web products need movement they can inspect.
Posecode makes movement readable source.