• HTML5, jQuery ,and Javascript implementation with raw Canvas draws (no engine libraries).
  • Uses local Web storage of per user animation "clip" assets and session variables.
  • JSON serialization of all data store/loading features.
  • Figure structure and pose information are stored in each animation "clip"
  • Ground Contact is automatically managed by determining the 2D character extent continuously, to move the character vertically down to the ground (unless disabled). 
  • Character root position laterally is centered in the canvas at all times.
  • A 'ground bone' is the root of the character, and its length is automatically adjusted to keep the character on the ground, at all times.
  • The ground bone's vertical position can be animated.
  • Poses are collections of joint angles and the root bone position.
  • Interpolation is currently linear between poses.
  • Pose Instancing is implemented by reference the same object pose at multiple frames.
  • Pose Mirroring is implemented by preserving a 'mirrored' bit per use of a pose.
  • Mirrored Poses simply retrieve joint angles in reverse child order during traversal of bone structure.
  • Poses carry both sets of angles for faster interpolation on the fly without re-traversal.
  • Figure bone hierarchy is arbitrary (non-bipedals can be supported once an editor is created).
  • Construction order of peer bones must be done in mirror-logical order: left arm, spine, right arm, etc. for mirroring to work.