Mannevia

3D Pose Studio by Jian Zhong
Edit
Mode
Mannequin
Mannequins
Height (selected mannequin)
Appearance (selected mannequin)
custom color
100%
Import / Export
Image preview
Export preview
Export image
× px
Every export carries a MANNEVIA signature (bottom-right) and the embedded scene data.
Posture (selected mannequin)
From a photo
Pose the whole figure from a picture of a person. Detection runs first and shows you what it found; nothing changes until you press Apply. Arms, legs, torso, head and feet are all fitted — hands keep their own gesture (use Hands mode for those). Feet are the least reliable part: MediaPipe places them loosely, so expect to nudge an ankle in Joints mode. Everything runs in your browser — the photo is never uploaded.
Joint picker
Click a joint to edit it — orange = hinge, purple = ball
Angles (deg)
Hand picker
Backs of the mannequin's hands, left on the left. Note this is mirrored from the viewport, where a figure facing you has its left hand on your right. Click a finger joint: orange = hinge (bends one way only), teal = knuckle (bends and spreads)
Apply to
Which hand the preset gestures below act on. These are the mannequin's own left and right — so when it faces you, its left hand is the one on your right. (A photo brings its own sides; see below.)
Preset gestures
From a photo
Pose the hands from a picture of a real hand. Detection runs first and shows you what it found; nothing changes until you press Apply. Everything runs in your browser — the photo is never uploaded.
Angles (deg)
Transform
Whether the gizmo moves the figure or turns it. The selected figure stays selected across the switch, and each keeps its own numbers, snap and drag axes.
Pivot
What the figure turns about, and where the handles sit. Origin is the figure's own center (its pelvis) — the original behaviour. Joint tracks the pose, so tipping a figure about ankleL leaves that ankle planted; L and R are the mannequin's own sides. Point is a fixed spot in the world you can rotate a figure around — it stays put when the figure moves, so moving a figure carries it away from the point. Set it three ways: drag the amber ring in the viewport to slide it freely across the view, Pick in viewport then click to drop it onto a body or the mat, or type exact coordinates.
Position (world, m)
Drag axes
Which axes the arrows follow. Body: the figure's own forward / sideways / up, so it steps the way it faces however it is turned. World: the mat's fixed X / Y / Z, the same directions for every figure — what you want for lining several of them up. The X / Y / Z boxes above are always world; this changes dragging only.
Orientation (world Euler, deg)
Drag axes
Which axes the rings turn about. Body: the figure's own spine and facing, so a ring keeps its meaning however the figure is already oriented — good for tilting a head-to-toe lean. World: the mat's fixed X / Y / Z, so Y always spins the figure on the spot even when it is leaning. The X / Y / Z boxes above are always world Euler angles; this changes dragging only.
Anchor
A joint to hold still while you pose, in Pose and Joints modes alike. Normally an edit swings the parts below it — bend a knee and the shin swings. Anchor the ankle instead and that foot stays planted while the body moves, which is how you build a crouch or a lean. Hit Choose… and click a joint, on the map or straight on the figure; a blue ring marks it. Lock rotation also holds the joint's ANGLE, not just its place. Leave it off for normal posing: on, everything between the anchor and the part you grab goes rigid, so a held ankle leaves the thigh riding on the knee alone and dragging it barely moves. Turn it on when a planted foot must stay flat. Only one joint is held — anchor one ankle and the other foot still moves. In Pose mode the part you grab follows the pointer: with an ankle held, dragging the thigh bends the knee rather than doing nothing. Dragging the figure itself swings it about the anchor instead of moving it, so clear the anchor (or use Transform) to reposition. Fingers are never anchored. The pose itself is identical either way; only where the figure ends up changes. Separate from Transform's pivot.