Body Parts & Abbreviations
Every interaction-point abbreviation RC recognizes - a capitalized
name like this can appear as a throw's source (Name:)
or destination (1Name), see the
body parts section of
the guided explanation. "Bilateral" means the part has a distinct
left/right version - a plain number to/from it crosses to the
opposite side's version by default, same as a hand,
unless suffixed s (same side) or forced with
r/l. This list is generated directly
from the same data the parser itself uses, so it can't drift out
of sync with what's actually supported.
This list isn't complete. You're welcome to invent your own abbreviation for anything not on it (a calf, a table, the floor, a fingernail, whatever the trick actually uses). The notation itself doesn't care; the only real consequence is that the 3D simulator has no idea where an unrecognized part is, so it can't animate a throw to/from one (the table and ladder diagram still work fine either way).
Remember you can also combine parts with & to
describe a ball trapped between two of them at once - e.g.
1H&Hdt throws to a ball trapped between a hand and
the top of the head.
| Abbreviation | Name | Bilateral (L/R) |
|---|