For several years running, KineBody stands alone as the only web-based application that permits users to manipulate skeletal joints in 3D. Despite this uniqueness, KineBody’s special capabilities are but a pebble, sitting atop a massive mound of software and hardware technologies, plus biomechanics research, advanced over several decades of development. The lion’s share of credit for the KineBody capabilities thus belongs to the vast population of individuals who contributed to those technologies.
Nevertheless, there are several persons and/or resources that deserve special mention, as their contributions form an essential part of KineBody. Foremost of these are:
Giles Thomas, and his website learningwebgl.com. Mr. Thomas’ tutorials explain, in the clearest language possible how to do basic 3d rendering via webgl – especially helpful to someone such as myself whose OpenGL background was meager at best, and as well, at a time when there weren't any books available on the subject.
Donald A. Neumann, and his book Kinesiology of the Musculoskeletal System, from which much of the biomechanics data for KineBody is derived. This is one of the best introductory biomechanics books I’ve come across, thanks to its huge collection of focused illustrations, paired with clear explanations and extensive references.
I’d like to further commend a multitude of authors for their excellent quality sources that I relied heavily upon:
- Brandon Jones, author of the glMatrix library, which on my simple laptop made a huge improvement in performance (changing clunky animations to smooth).
- Randi Rost etal, & David Shreiner, authors of the OpenGL Shading Language and OpenGL Programming Guide (respectively) (the Red book & the Orange book).
- Elizabeth Castro, & her book HTML for the World Wide Web.
- I.A.Kapandji, for The Physiology of the Joints, Vol 1/ Upper Limb.
- Nikolai Bogduk, Clinical Anatomy of the Lumbar Spine & Sacrum.
- The developers of Anybody (www.anybodytech.com) and the Google (now Zygote) Body Browser (www.zygotebody.com), for the original inspiration for KineBody.
- Thanks as well to the creators/operators and communities of the leading online programming forums, especially Stack Overflow, which have proven absolutely essential for resolving the countless snags that have arisen during development.
One more note: the evident lack of sophistication in the KineBody code & gui should not be construed to impugn the quality of the authors & sources listed above. Rather, any suspicion that this site be the work of a rank amateur are completely founded.
(first person references by KineBody developer Andy Barber (aj at neosim dot com))
Multiple software components used in KineBody software were obtained or created under license as follows:
Icons for animation & video playback controls, un/redo, and similar, have been obtained from: Font Awesome by Dave Gandy - http://fontawesome.io, under licenses listed at http://fontawesome.io/license/.
Hand icons (for flipping poses) obtained & modified from icons8 (https://icons8.com), & used under a Creative Commons Attribution-NoDerivs 3.0 Unported license.
Other licensed products used in the KineBody website include:
KineBody Terms of Service was created using a Contractology template available at http://www.freenetlaw.com, with additional content from http://www.entrepreneur.com/formnet/form/1174 and http://www.houseoffusion.com/groups/cf-talk/thread.cfm/threadid:50861#273006 .