# Anatomy and pose

A sprite with head, chest and hips stacked on one vertical and both arms hanging parallel reads as a mannequin, however well it is shaded. At 16–32 px the pose is nearly the only thing the player reads, and the pose comes from three things: a line of action, where the weight sits, and which way the ribcage and pelvis tilt against each other. Anatomy detail is the last 10 %; it only matters up to the few landmarks that survive at your size.

## Rules

1. **Draw the line of action first.** One 1-px curve on its own layer, before any mass: **C** for effort, recoil, bracing; **S** for relaxed, cocky, contrapposto; **straight diagonal** for reach, dash, lunge. Head, spine and the leading limb sit on it; the curve ends on the support foot. At 16–32 px it is often all the player reads. Templates `anatomy-loa-guides-32` (the bare curves) and `anatomy-loa-poses-32` (the same curves on dummies).
2. **Three line types only: straight, C, S.** Pair curves *asymmetrically*: offset the left and right bulge of a limb or torso by 1–2 px along its length. Mirrored or parallel curves close the form and look like a snowman.
3. **Build from three hard masses and three soft links.** Hard: head, ribcage, pelvis. Soft: neck, waist, hip joint. Keep the alternation. Ribcage and pelvis tilt against each other: at 32 px slope the shoulder line 1–2 px one way and the hip line 1–2 px the opposite way, and the figure is no longer a mannequin.
4. **Decide where the weight lives before drawing.** One foot, both feet, seat, knees, hands. The vertical through the support foot is the line of gravity. If head, chest and hip centres all sit within 1 px of it the pose is **static**; shift each 1–3 px, alternating sides, for energy. A wide regular base reads stable; a thin or irregular base reads in motion.
5. **The loaded side pinches, the free side stretches.** Weight on one leg raises the pelvis on that side and tips the ribcage the other way (contrapposto). At 32 px+ make the loaded flank 2–3 px shorter between ribs and hip with one notch pixel; make the free flank one long unbroken diagonal.
6. **Motion leans: the top is ahead of the base.** Draw a faint line from the planted foot through the pelvis to the head; walk ≈ 1–3 px of head offset per 28 px of height, run and dash far more (angles are [INFERENCE]; Loomis gives no numbers). The push foot stays behind that line; when the torso leans forward the rear leg extends to counter it. Template `anatomy-poses-motion-32` (dash).
7. **Profile spine is an S.** Head forward of the ribcage, ribcage tipped back, pelvis forward. Standing side view: chest slightly back and up, hips slightly forward, belt tilted forward. A vertical stack of head / chest / hips is the mannequin. Template `anatomy-poses-balance-32` (side stand).
8. **Posture is character.** Lead with a body part: chest = hero, head = scholar or menace, pelvis = slob, knees = coward. Shoulder height is a one-pixel emotion dial: up 1 px = tense, down 1 px = defeated. Compact, narrow, head below the shoulder line = fear or defeat; wide stance with an upward triangle = heroic; low horizontal mass = relaxed; a 30–60° diagonal axis = action.
9. **Limbs taper and bend.** 3 px at the root to 2 px at the end; never parallel sides, never a right angle, never a mitred elbow. A 1-px curved cap at elbow, knee or wrist shows which way the limb faces: round = toward the viewer, flat = side-on.
10. **Overlaps are T-junctions.** The near form's outline runs on; the far form's outline stops against it. Never let two outlines cross. Keep ≥ 1 px of background between an arm and the torso it crosses, or merge them on purpose.
11. **Keep only the landmarks that survive.** ≤ 32 px: shoulder point, elbow / knee bend, ankle. Use inside / outside asymmetry: calf bulge high on the outside, ankle bone high on the inside, a 1 px offset between the two outlines. At 32–64 px only 3–4 muscle shapes read: chest fan, shoulder cap, ribs + ab block, forearm bulge near the elbow. Everything else is shading.
12. **Volume is constant.** Bone length never changes; foreshorten by overlap, not by shrinking. A stretched pose is 10–20 % longer and thinner, a crouch shorter and thicker, and the pixel count of the body stays about the same (squash and stretch).
13. **Twist with two blocks.** Shift the chest block and the pelvis block horizontally by *different* amounts (chest +2 px, hips −1 px at 32) and shear the shoulder line against the hip line. That one move sells a turn.
14. **Pose the extremes and the counter-move.** Action is readable at the start or end of a sweep, not the middle. Anticipation is a spine curve opposite to the action, then the reverse C (`rules://44-attacks-and-impacts`).
15. **Profile reads fastest.** If the action must be read instantly, show it in profile; front and 3/4 views hide limbs and flatten the waist (`rules://37-views-and-directions`).
16. **Construct in order:** line of action → three masses → limbs (tubes) → hands and feet → outline → shading. One layer each, merged last. Make 2–3 thumbnails at 8–16 px high first and choose; the first try is never the best.

## By size

| canvas | what the pose can carry |
|---|---|
| 8 | One idea: lean (head 1 px off the feet) or crouch. No limbs to tilt. |
| 16 | Head offset 1 px; shoulder / hip tilt 1 px; arms 1 px. Three readable poses: stand, lean, crouch. |
| 24 | Contrapposto as a 1-px tilt; bent knee; arm swing; no pinch notch. |
| 32 | Full contrapposto, pinch notch, S spine in profile, chest / hip block twist, elbow and knee bends. |
| 48–64 | Ribcage and pelvis as separate shapes, wrapping-line arcs on limbs, 3–4 muscle planes, shoulder girdle tilt. |

## Templates

```grid anatomy-loa-guides-32
G = line-of-action  #e0506a
---
................................................
..........G..............G...................G..
.........G................G..................G..
........G..................G................G...
.......G....................G...............G...
.......G.....................G..............G...
......G......................G.............G....
......G......................G.............G....
.....G.......................G.............G....
.....G.......................G............G.....
....G........................G............G.....
....G.......................G............G......
....G......................G.............G......
....G.....................G..............G......
....G....................G..............G.......
....G...................G...............G.......
....G..................G................G.......
....G.................G................G........
.....G...............G.................G........
.....G..............G..................G........
.....G..............G.................G.........
......G............G..................G.........
......G............G.................G..........
.......G...........G.................G..........
........G..........G.................G..........
........G..........G................G...........
.........G..........G...............G...........
..........G..........G..............G...........
...........G..........G............G............
............G.........G............G............
............G..........G...........G............
.............G..........G.........G.............
```

`anatomy-loa-guides-32` — three 1-px guide curves on a 32 px canvas, to copy onto a spare layer: **C** (columns 2–14, effort / recoil), **S** (19–30, relaxed), **straight diagonal** (34–46, dash / reach). Put the head at the top end and the weight foot at the bottom end.

```grid anatomy-loa-poses-32
H = dummy-head      #e8c547
T = dummy-torso     #8e5ea2
A = dummy-arm       #5aa05a
J = dummy-joint     #8a6040
L = dummy-leg       #d9788f
G = line-of-action  #e0506a
O = outline         #2b1d2e
---
............................................................................
..........OOOOO..............OOOOO...............................O......OO..
.........OHHHHHO............OHHHHHO............................OOHOO...OJJO.
.........OHHHHHHO..........OHHHHHHO...........................OHHHHHO..OJJO.
........OHHHHHHHO..........OHHHHHHHO..........................OHHHHGHOOAAAO.
........OHHHGHHHO..........OHHHGHHHO.........................OHHHHHGHOAAAO..
........OHHGHHHHO..........OHHHHGHHO.........................OHHHHGHHAAAO...
.........OGHHHHHO..........OHHHHHGOO.........................OHHHGHHHAAO....
.......OOGHHHHHO............OHHHHGTTO......................OOOOHGHHHHAO.....
......OTGTTJHOO..............OOHTTGTTO....................OTTTTGHHHHAO......
.....OTTGTTTO.................OTTTGTTTO...................OTTTAGAAAAO.......
.....OTGTTATTO................OTTTGTTAAO.................OTTTAGAAAOO........
.....OTGTAAATO..OO............OTTTTGTAAAO..........OO....OTAAAGATO..........
....OTTGTAAAAO.OJJO...........OTTTTGTAAAO.........OJJOOOOAAAAGTTTO..........
....OTTGTTAAAAOAJJO...........OTTTGTTAAAO.........OJJAAAAAAAGATTO...........
....OTTGTTTAAAAAAO............OTTTGTTOAAAO.........OAAAAAAATGTTTO...........
....OTTGTTTTAAAAO.............OTTGTTTOAAAO..........OOOAATTGTTTO............
....OTTTGTTTOAOO.............OTTTGTTTOAAAO............OTTTTGTTO.............
.....OTTGTTTTOOO............OTTTTGTTLAAAO............OTTTTGTTO..............
.....OTTTGTTTTLLO...........OTTTTGTTLAAO............OTTTTTGTTO..............
......OTTGTTTTLLO...........OTTTTGTTAAAO............OTTTTGTTLLOO............
.......OTTGTTTLLLO...........OTTTGTLJJO.............OLTTGTTLLLLLO...........
.......OTTGTTLLLLLO...........OTTGLLJJO............OLLLTGTTLLLLLLO..........
........OOGLLLLLLLLO..........OLLGLLLLLO...........OLLLGOOOOLLLLLO..........
.........OLGLLOLLLLO..........OLLGLLLLLO..........OLLLLG....OOLLLO..........
.........OLGLLOOLLLLO.........OLLGLOLLLO..........OLLLGO.....OLLLO..........
..........OGLLOOLLLO..........OLLLGOLLLO.........OLLLLG......OLLLO..........
.........OLGLLOLLLLO..........OLLLGOLLLO.........OLLLGO......OLLLO..........
.........OLGLOOLLLLO.........OLLLLGLLLLO.........OLLLG.......OLLLO..........
.........OLGLOOLLLO..........OLLLOGLLLO.........OLLLGO.......OLLLO..........
........OLLGLOLLLLO.........OOLLLOGLLLOO........OLLLG.......OOLLOO..........
.......OJJJJJJJJJJJO.......OJJJJJJJJJJJJO......OJJJJJO.....OJJJJJJO.........
.......OJJJJJJJJJJJO.......OJJJJJJJJJJJJO......OJJJJJO.....OJJJJJJO.........
........OOOOOOOOOOO.........OOOOOOOOOOOO........OOOOO.......OOOOOO..........
```

`anatomy-loa-poses-32` — the same three curves on dummies (guide in red, drawn just outside the back contour so it stays visible): **C** (columns 0–19: head and pelvis forward, chest bowed back, braced), **S** (23–42: head left, chest right, hips left, relaxed), **diagonal** (46–73: one straight line from rear foot through hip and shoulder to the reaching hand). The curve through head, chest, pelvis and support foot is the first thing you draw; the masses then sit on it.


```grid anatomy-poses-balance-32
H = dummy-head      #e8c547
T = dummy-torso     #8e5ea2
A = dummy-arm       #5aa05a
J = dummy-joint     #8a6040
L = dummy-leg       #d9788f
O = outline         #2b1d2e
---
.........OOO..................OOO....................OOOO..............
........OHHHO................OHHHO..................OHHHHO.............
.......OHHHHHO..............OHHHHHO................OHHHHHHO............
......OHHHHHHHO............OHHHHHHHO...............OHHHHHHO............
......OHHHHHHHO............OHHHHHHHO...............OHHHHHHO............
......OHHHHHHHO............OHHHHHHHO...............OHHHHHHO............
......OHHHHHHHO............OHHHHHHHO...............OHHHHHHO............
.......OHHHHHO..............OHHHHHO................OHHHHHHO............
........OHHHO................OHHHO..................OHHHHO.............
......OOOJJJO..OOO..........OJJJO....................OJJJO.............
....OOTTTOOOOOOAAAO........OOOOO..............OOOOOOOOOOOOOOOOOO.......
...OAATTTTTTTTOAAAO.......OTAATTO............OAAATTTTTTTTTTTTAAAO......
..OAAATTTTTTTTTAAAO.......OAAATO............OAAAAATTTTTTTTTTAAAAAO.....
..OAAATTTTTTTTTAAAO.......OAAATO...........OAAAAATTTTTTTTTTTTAAAAAO....
..OAAATTTTTTTTTOAAAO......OAAATO..........OAAAAAOTTTTTTTTTTTTOAAAAAO...
.OAAAOTTTTTTTTTOAAAO......OAAATTO........OAAAAAOOOTTTTTTTTTTOOOAAAAAO..
.OAAAOTTTTTTTTTOAAAO......OAAATTTO.......OAAAAAAAOTTTTTTTTTTOAAAAAAAO..
.OAAAOTTTTTTTTTOAAAO......OAAATTTO........OOAAAAAJJTTTTTTTTJJAAAAAOO...
.OAAAOTTTTOLLLLOAAO.......OTAATTTO..........OOAAAJJTTTTTTTTJJAAAOO.....
..OAAOOLLLOLLLLOAAO........OAALLLO............OOLALLOOOOOOOLALLO.......
..OAAOOLLLOOLLLLAAO........OAAALLO............OLLLLLO.....OLLLLLO......
..OAAOOLLLOOLLLLJJO........OAAALLO............OLLLLO.......OLLLLO......
..OJJOOLLLOOLLLLJJO........OLJJLLO...........OLLLLLO.......OLLLLLO.....
..OJJOOLLLO.OLLLOO..........OJJLLO...........OLLLLO.........OLLLLO.....
...OO.OLLLO.OLLLO...........OLLLLO..........OLLLLO...........OLLLLO....
......OLLLO.OLLLLO..........OLLLLO..........OLLLLO...........OLLLLO....
......OLLLO.OLLLLO..........OLLLLO.........OLLLLO.............OLLLLO...
......OLLLO.OLLLLO..........OLLLLO.........OLLLO...............OLLLO...
......OLLLO..OLLLO..........OLLLLLO.......OLLLLO...............OLLLLO..
......OLLLO..OLLLO..........OLLLLLO.......OLLLO.................OLLLO..
......OLLLLO.OLLLOOO........OLLLLLOO.....OLLLLO................OOLLLLO.
......OJJJJJOOJJJJJJO......OJJJJJJJJO...OJJJJJJO..............OJJJJJJO.
......OJJJJJOOJJJJJJO......OJJJJJJJJO...OJJJJJJO..............OJJJJJJO.
.......OOOOO..OOOOOO........OOOOOOOO.....OOOOOO................OOOOOO..
```

`anatomy-poses-balance-32` — three static poses on one baseline (colour-coded dummy, see `rules://30-proportions-by-size`): **contrapposto, front** (columns 0–18: shoulder line tilted against the hip line, weight on the viewer's left leg, relaxed knee out on the free leg), **side stand** (22–35: head forward of the chest, chest back, pelvis and belly forward), **heroic wide stance** (39–68: upward triangle, fists on hips, shoulders ≈ 2 heads wide).

```grid anatomy-poses-motion-32
H = dummy-head      #e8c547
T = dummy-torso     #8e5ea2
A = dummy-arm       #5aa05a
J = dummy-joint     #8a6040
L = dummy-leg       #d9788f
O = outline         #2b1d2e
---
....................................................................................
....OOOO..........................................OOO...............................
...OHHHHO........................................OHHHO..............................
..OHHHHHHO......................................OHHHHHO.............................
..OHHHHHHHO....................................OHHHHHHO.............................
..OHHHHHHHO....................................OHHHHHHHO............................
..OHHHHHHHO....................................OHHHHHHHO..................OOOOO.....
..OHHHHHHO.....................................OHHHHHHHO.................OHHHHHO....
...OHHHHHO...................................OOOHHHHHHO.............OOO..OHHHHHHO...
....OHHHTTO...O....................OO.......OTTTTHHHHO...OO........OTTTOOHHHHHHHO...
....OTTTTTTO.OAOOO................OJJOO....OTTTTTTOOO..OOJJO......OTTTTTTHHHHHHHO...
...OTTTTTATOOAAAAAOOO.............OJJAAOOOOTAAAATTAOOOOAAJJO......OTTTTTTTHHHHHHO...
...OTTTTAAAAOAAAAAAAAOO............OAAAAAAAAAAAATTAAAAAAAOO.......OTTTTTAAJJHHHO....
...OTTTTAAAAAAAAAAAAAJJO............OOAAAAAAAAATTTAAAAAAO.........OTTTTTAAOHHHO.....
....OTTTTAAAAAAAAAAAAJJO..............OOAAATTTTTTOOAAAAO..........OTTTTTAAAOOO......
.....OTTTTTTAAAAAAAJJOO.................OTTTTTTTO..OOOO............OTTTTAAAO........
.....OTTTTTTTOOOOAAJJO.................OTTTTTTTO....................OTTTAAAO........
......OTTTTTTO...OOOO.................OTTTTTTTO.....................OTTTAAAO........
......OTTTTTTTO.......................OTTTTTTO......................OTTTTAAO........
......OLTTTTTTLO.....................OTTTTTTTO......................OTTTTAAO........
......OLTTTTTTLLOO..................OLTTTTTTO.......................OTTTTAAO........
.....OLLTTTTTLLLLLO................OLLTTTTTLO.......................OTTTTAAO........
.....OLLLLTTOLLLLLLO...............OLLLTTTTLLOO......................OTTTAALO.......
.....OLLLLOO.OLLLLLO..............OLLLLLLLLLLLLO......................OLLAALLO......
....OLLLLO....OOLLLO.............OLLLLLOOOLLLLLLO......................OLJJLLLO.....
....OLLLO.....OLLLLO............OLLLLLO...OLLLLLO.......................OJJLLLLO....
...OLLLLO.....OLLLLO...........OLLLLLO.....OLLLO........................OLLLLLLO....
..OLLLLO......OLLLO...........OLLLLLO......OLLLO........................OLLLLLO.....
..OLLLLO......OLLLO..........OLLLLLO.......OLLLO........................OLLLLLO.....
.OLLLLO.......OLLLO.........OLLLLLO........OLLLO.......................OLLLLLLO.....
.OLLLO.......OLLLLO.........OLLLLO.........OLLOOO.....................OOLLLLLOO.....
OJJJJJO.....OJJJJJJO.......OJJJJJO........OJJJJJJO...................OJJJJJJJJJO....
OJJJJJO.....OJJJJJJO.......OJJJJJO........OJJJJJJO...................OJJJJJJJJJO....
.OOOOO.......OOOOOO.........OOOOO..........OOOOOO.....................OOOOOOOOO.....
```

`anatomy-poses-motion-32` — three dynamic poses facing right, same baseline: **C brace / pull** (columns 0–23: head behind the pelvis, arms thrust forward, back leg straight, front knee bent), **diagonal dash** (27–58: whole body on one diagonal, trailing leg straight, near arm swept back, head ahead of the hips), **hunch / defeat** (62–81: back hump above the neck line, head low and forward, arm hanging, knees bent).

## Procedure

1. `layer` op create "line-of-action"; draw the curve with `draw` op polyline or paste a guide template. Decide the weight foot and mark its column.
2. `layer` op create "dummy"; block head, chest and pelvis as three flat shapes on the curve with `draw` op grid or `draw` op ellipse / rect. Tilt shoulders against hips (rule 3).
3. Add limbs as 3→2 px tapered strokes (`draw` op line with `thickness`, or `grid`). Hands and feet as clusters.
4. `look` op preview; then the silhouette test: `layer` op duplicate, `recolor` op replace every colour with one dark flat colour, `look` op preview, then delete the copy. If the action is unclear change the pose, not the shading.
5. Shift a mass by `draw` op blit to the new x/y plus `clear` of the old one, rather than redrawing; compare variants on separate frames with `look` op onion.
6. Only then outline and shade (`rules://02-shading-and-light`). For animation keep the same masses across frames (`rules://06-layers-and-rigging`, `rules://42-walk-and-run`).

## Mistakes

- Stiff statue → centres of head / chest / hip on one vertical, shoulder and hip lines parallel → rule 3–4: tilt and shift.
- Pose reads on one side only, other limbs lost → arm swallowed by the torso → leave ≥ 1 px gap or move the limb off the body.
- Limbs like pipes → constant width, no bend → taper and give 1 px of bend.
- Leaning figure looks like it will fall over → no counter-weight, base too narrow → plant the push foot behind the line and extend the rear leg, or move the mass over the foot.
- Symmetrical "fly-swatted" front pose → both arms spread flat → hide one limb behind the body, turn the head, drop one shoulder.
- Pose changes figure size between frames → volume drift → keep masses fixed, move them rigidly (rule 12).
- Muscle noise at 32 px → every group drawn → keep four shapes, shade the rest.

## Review

- A line of action (C, S or diagonal) is visible on the silhouette alone.
- Shoulder line and hip line are not parallel (unless the pose is deliberately frontal and static).
- The weight foot is identifiable and under the centre of mass, or the lean is clearly intended.
- Every limb tapers and no two outlines cross.
- Filled flat, the pose still says what the character is doing.
- Body pixel count is stable across poses of the same character.

## Sources

Hampton, *Figure Drawing: Design and Invention* (gesture, spine, centre of gravity, weight, pinch / stretch, T-overlaps, pp. 5–50, 88–199); Loomis, *Figure Drawing for All It's Worth* (mannikin, balance and the tipped line, pp. 38–49, 103–130); Blair, *Advanced Animation* (line of action, construction sequence, pp. 3–7, 21); Hultgren, *Animal Drawing: Anatomy and Action for Artists* (line of action, stretch and bunch, pp. 13–38); Solarski, *Drawing Basics and Video Game Art* (Gravity and Movement, Pelvis, Spine and Ribcage, Shoulder Girdle); Bancroft, *Creating Characters with Personality* (tilts, flow, pp. 70–71, 141); Williams, *The Animator's Survival Kit* (pp. 168–170, 225–258, 272); Muybridge, *The Human Figure in Motion*; Mateu-Mestre, *Framed Ink* (p. 104–105); Slynyrd Pixelblog PB17, PB49, PB57; BJG sprite workflow; Saint11 tutorials.
