BodyTalk v2 is available today for all Pro users, and we’re rolling it out to the open-source community next month.
But we’re not stopping here. Version 2.1 is already on the roadmap—and it includes facial blendshapes. Because why stop at the skeleton? bodytalk v2 - the extended skeleton edition
Standard humanoid skeletons (like Unity's Humanoid rig) have ~55 bones (head, spine, arms, legs, fingers).
Extended skeleton adds non-standard bones such as: BodyTalk v2 is available today for all Pro
In practice, "Extended Skeleton Edition" means the body-tracking system can drive custom avatar bones beyond the standard humanoid rig — mapping tracker data or IK goals to those extra joints. Handle differing bone counts by introducing virtual bones
Indie developers using the old system often complained that characters looked "floaty." This is because the feet weren't articulating. With Extended Skeleton, walking on stairs or uneven terrain looks natural because the toes actually bend and the ankle rolls. For fighting games, it allows for "true ankle lock" submission detection.