Movable 3D Human Model

Experimental Edition


KineBody Pro subscriptions feature access to an 'Experimental Edition', for users with mobile devices. This edition can be accessed via this link:

The Experimental Edition differs in several respects from the regular version of KineBody Pro (accessed via This page describes some of the special requirements, limitations, and operating instructions for this version. Contents are as follows:

[To help distinguish these special help sections from those for the regular edition of KineBody Pro, two indicators are provided: a gray background color, and a suffix '/expt' appended to each instruction section ].

Although this page focuses on the idiosyncrasies of KineBody for mobile devices, it doesn’t cover issues related to touch input. Instructions for touch users can be found on (our written instructions page) via the Touch input tab, and similarly within the KineBody app, in the Hints subpanel.


KineMan's mobile capabilities have been targeted to work on the following combinations of operating system & browser:

Operating System
Chrome Firefox Safari Opera
Android ----- -----
iOS (not available)

Some regular (desktop) features of KineMan Pro are not available, on some of these combinations. Known limitations are described in the next section.

Furthermore, this list is neither exhaustive nor guaranteed. Please see our Terms of Service for details.


The Experimental Edition has several known limitations, as described here.

Device, OS, Browser KineBody Feature Limitation(s)
Any Version limitations The Experimental Edition is based on a 2018 software release (R18.06), which means it doesn't include many of the newest features offered in our regular version of KineBody Pro. Important differences include: a single male (original) skeleton, lesser capabilities & different operation for Show & Hide Bones and Adjust Layout features, no 'movement by number', and more. Also, the Experimental Edition frequently uses the old product name 'KineMan' instead of 'KineBody'.
Any General limitations KineBody may not work well, on mobile devices. One source of limitation is the hardware: CPUs and graphics processors are generally less powerful on mobile devices, which can cause movements of the KineBody skeleton to appear jerky, or even to halt, for seconds at a time.

Another source of limitation is the browser. Even the best browsers for mobile devices can exhibit frustrating or unusual behaviors. User controls may operate abnormally or may appear incorrectly (possibly causing some confusion, if you're used to our regular version), or may occasionally disappear (e.g., after the device sleeps).

Another shortcoming is that mobile browsers may make it easy to unintentionally end your KineBody session, e.g., by a swiping gesture. This can be frustrating because, although KineBody automatically saves some of your important work (last pose, last animation), it doesn't save everything: e.g., your undo/redo history will be lost.

A mobile browser may also limit your ability to access the full KineBody window. For instance, it may truncate the bottom of the KineBody window, leaving no way to access the Layout button, or the Animation slider.

Finally, you should be aware that browser updates can adversely affect KineBody performance, i.e.,'it worked better in the old version'. As the updates are generally automatic & not reversible, we can only offer support for mobile devices on an experimental basis.
Touch screens Modifier keys
( [Ctrl], [Alt], [Shift] )
Actions involving modifier keys are not supported for touch screens (unless you can attach a keyboard to your mobile device). So for example, you can't select medium or fine sensitivity for the sliders.
(Advanced Option users) Likewise, to access the Show/Hide Bones menu, the [Ctrl]-Click or [Ctrl]-RightClick methods are not available. Please see the 'Touch input' tab on the Instructions page for an alternative method.
Bone identification by 'hovering' 'Hovering' doesn't work for touch screens. Please see the 'Touch input' tab on the Instructions page, for alternative methods.
Colored arrow cursors in the viewing area Cursors aren't available for touch screens.
Select a joint by clicking its distal bone You have to click 2 times, if the bone is white (but just once if it's already identified (= orange)).
iOS + Safari Saving image or repository files The normal procedure to save files to your local disk doesn't work. However, you can save them, if you have (or are willing to use) DropBox as a storage location. For detailed instructions, please see Saving KineBody files using iOS.
iOS + (Chrome or Firefox) Saving image or repository files It's not currently possible to save files, when using these browsers.
iphone (& possibly other handhelds) Import a background video. (Advanced Option subscribers): Videos cannot be imported into the background area.

Some of the limitations above may be temporary: for example, as browsers are improved, they may permit new capabilities within KineBody. So, if you are significantly thwarted by any of the limitations listed here, please check back here whenever a new KineBody version is released.

Instructions: Show or Hide Bones /expt

The KineBody Pro Advanced Option allows you to hide individual bones, or to show individual bones in isolation. Hiding a bone allows you to see details that would be otherwise obscured: for example, clicking on the frontal bone of the skull allows you to view the skull’s interior. Showing a bone in isolation allows you to focus attention on it, and also to view details that are normally obscured by its neighbors. For example, you can isolate an individual vertebra, to examine the shapes of its articular surfaces.

Brief Instructions

To do this: Proceed as follows:
Show the ‘Show/Hide Bones’ menu Click / tap & hold (for >1 sec), in the viewing area, until the menu appears.
(Keyboard users: alternatively, right-click in the viewing area).
Hide a visible bone Click / tap on the bone: once or twice (once to identify it, then again to actually hide it).
If the bone appears blackened, instead of invisible, it's because the 'Expose' mode is active. To make the blackened bones fully invisible, press the 'Expose' button to cancel this mode.
Show a hidden bone If the bone is invisible: click the Expose button in the Show/Hide menu, to reveal all hidden bones in dark coloration.
If / when the bone appears ‘exposed’ (in dark coloration), click / tap on it (once or twice) to Show it.
Keyboard users: alternatively press [Ctrl][Shift], while hovering, to temporarily expose hidden bones.

More Instructions

Show/Hide Bones (SHB) Menu

Show/hide multiple bones: To perform any show or hide actions, the ‘Show/Hide Bones’ (SHB) menu has to be visible. While the SHB menu is open, you can easily show or hide more than 1 bone, simply by targeting them in succession. That is, it’s not necessary to close & reopen the SHB menu, when you change to a different bone.

Exposing hidden bones: When bones are invisible, you won't be able to tap on them to Show them. As explained above, in this case, you have to ‘expose’ the invisible bones (by pressing the ‘Expose’ button), to allow you to click or tap on them. To clarify: hidden bones can be either 'invisible' or 'exposed'. If you prefer, you can think of these instead as 'fully hidden' or 'partially hidden', but regardless of the terminology, the general idea is that it's necessary to have an intermediate state, between invisible and visible, in order for you to click on the bones you've selected to hide.




The Expose button is a toggle: you click or tap on it once to activate the Expose mode, and then again later when you want to deactivate it. (Keyboard users: if you hold the [Ctrl] and [Shift] keys to temporarily activate Expose mode, the mode will end when you lift up on those modifier keys).
When Expose mode is active, the Expose button will be shown with a green border. Also, when Expose mode is active, it will show all hidden bones - there's no option for exposing individual bones.

Enable joint selection: When the Show/Hide Bones menu is visible, you can do other operations, like moving the body or joints, using the techniques described in the basic KineBody Instructions. However, by default, you can't select or deselect a joint by clicking or tapping (on a bone, or background) , because clicking / tapping is used for showing & hiding bones. To allow selecting joints, while the SHB menu is visible: Press the 'arrow icon' button, at the bottom right of the Show/Hide Bones menu. After you do so, any subsequent clicks/taps on bones or background will cause joints to be selected or deselected. To resume the regular show & hide tapping mode, press the button at the lower left of the SHB menu (with the ‘+/-‘ symbols, to represent showing & hiding).

Cursor/mode selectors:
left: Show/Hide bones
right: Select joints.

Upon pressing either of these 'cursor/mode selector' buttons, mouse users will see the viewing area cursor change, to match the button icon. Touch screens, unfortunately, do not show cursors. However, you can always tell which cursor mode is active via the green border, applied to the last cursor mode button pressed. Finally, note that the Show/Hide mode is the default, when the SHB menu is open, but joint selection is the default, when the menu is closed.

Perform other SHB operations: The ‘Show All’ and ‘Hide All’ buttons are self-explanatory. The ‘Invert’ button allows you to convert all currently hidden bones to visible, and all visible to hidden. This can be useful, for instance, if you want to show just 1 bone: starting with all bones showing, if you hide one bone, then press Invert, it will become the only visible bone. [Or equivalently, press Hide All, then Show the one bone – either will work].

Relocate the SHB menu box: Currently, it’s not possible to relocate the menu box by the normal method, of dragging on its title bar. To reposition the menu box, relaunch via the press & hold method, at some other location – (you don’t have to close the menu: it will do so automatically when you reopen it at a different location).

Finer Points

As you experiment with the show & hide capabilities, you’ll see that they are conveniently integrated with other important features of KineBody; however, they are not fully integrated. Here are some pointers:

Integrated with hover identification : When you hide a bone, to reveal some other previously obscured bone behind it, you can hover over the newly revealed bone and identify it. This may seem obvious, but it has ramifications: hovering over a hidden bone doesn’t do anything: you can't identify (fully) hidden bones by hovering, and you can't right-click on them to show their show/hide option menu. Instead, you have to Expose the bones, to make them visible again.

When you [Ctrl]-right click a bone, its name appears at the top of the context menu (along with the name of its KineBody bone group), along with its associated (proximal) joint name. The group and bone name are the same as those shown in the ‘Pointing At’ textbox (in the panel to the right). However, the associated proximal joint name is NOT the same as the ‘Moving joint’. The Moving joint is the one you’ve most recently selected to move, which remains unchanged until you select some other joint; the associated proximal joint is the one that will move if you select it, and changes as you move the cursor to a different bone or group.

Note that if you hover over a bone that belongs to a group, such as frontal bone of the skull, the associated proximal joint may be somewhat ‘remote’: e.g., for the frontal bone (or any other skull bone), the associated joint is the Occiput-C1 joint. This is not an error; rather, it reflects the fact that in KineBody, the skull moves as a rigid unit relative to the C1 vertebra.

Integrated with joint moves : When you hide a bone, it doesn’t become disconnected from its neighbors, it’s merely invisible. As a result, it will move (along with any distal neighbors) when you move any joint proximal to it.

When you select a joint to move, the bone or group immediately distal to it is normally highlighted in blue. If that bone is hidden, you may need to Expose the bones, and then you'll see it in a dark blue coloration.

Not integrated with the Fit function (formerly 'Autofit') : The Fit feature adjusts all three body translations (horizontal, vertical, & distance), so that you can see the full skeleton centered in the viewing area. This behavior remains unchanged when bones are hidden. The drawback is that if you show a single bone, the Fit function doesn’t work on that bone alone. The advantage is that you can more easily locate hidden bones: for example, if you press Fit, and then expose the hidden bones, all of the bones will be contained in the viewing area.

Not integrated with Undo or Redo : The undo & redo buttons do not apply to changes in bone visibility. Because the bone visibility changes are relatively simple, you can undo or redo them simply by revisiting the show/hide context menu.

Instructions: Adjusting Layout /expt

KineBody Pro offers multiple capabilities for adjusting its user interface layout, including automatic, proportional fitting for new screens, special resizing behavior, plus several ways to customize the size of the viewing area, controls, and text.

Automatic initial size: When you first use KineBody Pro (or when you change to a different screen size), the layout is automatically fit to your browser window: it uses the full window area, with all content (viewing area, controls, & text) scaled relative to the window height (i.e., proportional sizing).

Special window resizing: Thereafter, if you resize the window, the layout adapts in a special way:

  • The controls outside the viewing area (sliders, buttons, & panels) remain fixed in ‘readability’: the font-size (in pixels) for all text remains unchanged, as do related dimensions such as the slider height (i.e., for horizontal sliders) and far-right control panel width.
  • The viewing area adjusts to be as large as possible (*), without need for scrollbars, and in such a way that all the controls are readily accessible.
    * subject to your choice of viewing area size, as described below.
  • The slider boxes surrounding the viewing area adapt length-wise, to line up with the viewing area.
Note also that, whenever you resize the window, the KineBody skeleton remains fixed in absolute size; it doesn’t rescale. This behavior makes it possible to maintain a useful ‘distance’ calibration, whereby the values shown on the ‘dist’ slider represent realistic estimates of body size at any distance.

Customizing the layout: At any time, you can customize the layout various ways:
* Adjust the size of KineBody controls (sliders, buttons, etc) and/or their associated text labels
* Select the size of the viewing area
Contols for these adjustments are located in the Layout subpanel, as shown below.
Some explanations for each of these:

Resize controls & text: Use the slider, number box, or ‘reset’ button (labeled ‘1.0’) to adjust the overall scale, for controls outside of the viewing area. Generally, as you enlarge the controls & text, the viewing area will shrink, and vice versa. The numeric value for these adjustments is a scale factor (relative size): 1.0 refers to the ‘auto-selected initial size’, i.e., the size(s) of controls & text that were set automatically for this screen & its first window. In general, this control does the same thing as your browser’s zoom control: e.g. if the zoom is 100%, and the scale factor is 0.8, it's the same as using zoom of 80% with scale factor 1.0. However, the browser zoom is only available in discrete steps (…, 80%, 90%, 100%, 110%, …) whereas the 'Resize controls & text scale' factor allows you to select intermediate values).

Resize text: As the title suggests, these controls allow you to modify the font size, without changing the other layout dimensions. As for the ‘Resize controls & text’ adjustments, the values are scale factors, defined with 1.0 representing the auto-selected initial font-size.

Note that this adjustment is connected to the ‘Resize controls & text’ adjustment, in a special way: If you change the value for ‘Resize controls & text’, a corresponding change will occur in ‘Resize text’. However, the influence is ‘one-way’: changing the ‘Resize text’ adjustment doesn’t affect the ‘Resize controls & text’ value. This coupling makes it possible to maintain a consistent definition of the scale factor, to mean ‘relative to the auto-selected initial size’.

Resize viewing area: With this menu, you can select different viewing area sizes, in several ways:
  • Maximum width & height(default): causes the viewing area to expand to use as much window area as possible, after the controls outside the viewing area are fit (either autiomatically, or via the Resize adjustments described above).
  • Maximum 16:9 or 4:3 fit: causes the viewing area to expand as large as possible, while maintaining a fixed aspect ratio (width : height), after allotting for controls outside the viewing area (as above). With this setting, if you resize the window, the viewing area will resize to maintain the same aspect ratio.
    This method of sizing the viewing area, as well as the following one, are useful if you intend to export KineBody images or animations for use in some other digital medium, as the available aspect ratios (16:9 and 4:3) are commonly used for digital videos.
  • Dimensioned viewing areas: (e.g. 640x360) sets the viewing area to a fixed size, in pixels. The available dimensions are grouped according to aspect ratio, and sizes are disabled if they’re too large for the current window (after subtracting ‘real estate’ for the controls). When using one of these settings, if you enlarge the window, the viewing area will remain fixed. If you shrink the window, the viewing area will remain fixed if possible; however, if there’s insufficient room, the viewing area will shrink, while maintaining the same aspect ratio.
    Below the menu is a text field labeled ‘current size’, which shows you the actual viewing area size in pixels. It may differ from the dimensioned size you selected in the menu, if there isn't sufficient space for that size. Under the Current size, an additional text field may appear, as ‘Targeting aaa x bbb’, where aaa & bbb are the dimensions selected in the menu. This message is simply a reminder that the viewing area will enlarge to that size, if you resize the window a sufficient amount.

Reset Layout: As mentioned above, the KineBody Pro window layout will be automatically set, using a ‘proportional sizing’ approach, when you first use KineBody Pro, or, if you change to a new screen size. After that, the size of controls & text will maintain the same ‘readability’, if you ever change the window size. However, there may be situtations where the automatic sizing doesn’t work well: for example, if you originally started KineBody in a small window, or if you change the browser zoom level for the KineBody app page. For such cases, the Reset layout button allows you to re-invoke the proportional sizing algorithm, to obtain a ‘comfortable’ mix of viewing area, controls, and text sizes.

Here’s an example of how to improve the layout for a relatively large monitor:

  1. Set the browser window size to some level less than full screen, e.g. 50% of window width & height.
  2. Press Reset layout, to obtain a proportional fit.
  3. Enlarge the window to full screen & evaluate.
  4. Iterate if necessary, using different window sizes in step (a).

Saved Settings: Your layout settings are automatically saved between KineBody sessions, in the KineBody Repository (area of browser data). Note however, that when you save the Repository to a disk file, the layout settings are NOT included. This helps to prevent undesirable changes to your layout if you load an old repository file, or import one from some other user. On the other hand, if/when you clear your browsing data, you may have to reset the layout to your preferred dimensions.