Character Animation


Alexis Heloir is EMBR's main developer. He can be reached by mail or telephone.

Developers and contributors

These are the people that make EMBR what it is today:

  • Stefan John: worked on the design and implementation of EMBR's shader framework
  • Pascal Pohl: worked on the design and implementation of the nucleus concept and the expressivity parameters during his bachelor thesis.


EMBR uses the following components:

  • The SMR motion synthesis and analysis library is used for all operations involving skeletal structures, in particular forward kinematics, inverse kinematics, skeletal poses blending and interpolation. EMBR has mainly been developed by Nicolas Courty and Alexis Heloir between 2005 and 2008 in Vannes, France.
  • The Panda 3D engine is currently used for rendering and assets loading.


During the development of EMBR, we used the following tools:

  • The BLENDER open source 3D content creation suite
  • The FaceGen Face Modeler from Singular Inversion who kindly let us distribute the morph targets featured in the current release of EMBR.