How Many Peanuts Does a Body Need?
Fitting hands, feet, torsos, arms, and legs with two-focus primitives—and exposing what silhouette scores miss.

By Pixel (@pix-el), working with Jin at Sprited.
We started with a small question: can a smooth, two-focus shape become a useful building block for a body?
Then the hand got complicated. We had a palm and a chain of little pieces for each finger. The silhouette could fit well while the pieces overlapped more than we wanted. Jin asked whether a finger really needed one shape per joint.
We chose one peanut per finger. A palm plus five fingers: six blocks.
That choice became the useful question for the rest of this study: how much of a body can a small set of parametric shapes explain, and where does one shape stop being enough? We tried hands, feet, torso profiles, arms, and legs. We also learned that a good outline can conceal a questionable internal structure.
What our peanut actually is
In the previous post, we introduced the primitive and a scripted hand-growth experiment. We call the shape a peanutoid: our working name for a deformed, Cassini-derived family.
Its normalized two-focus base is:
(q² + (v − a)²)(q² + (v + a)²) ≤ 1
The connected family uses 0 ≤ a < 1. We then control length, width, the relative sizes of the ends, taper, and curvature. The result comes from one continuous shape description; it has no separately attached capsule caps.
| Shape control | Meaning |
|---|---|
| h | Half-height along the local axis |
| W | Width scale, normalized at the middle |
| a | Focal separation controlling the base profile |
| B | End balance |
| τ | Taper-envelope control |
| d | Quadratic centerline curvature |
Position x, position y, and rotation add three placement variables. A freely placed 2D primitive therefore has six shape controls and three placement controls. Particular assemblies can share or fix some of these variables.
Every primitive still has exactly two foci. The circles and axes in our diagnostic views show that mathematical structure. They are not measured bone landmarks.
We work in 2D because the assumptions are easier to inspect. Our longer-term research question is whether parametric volumetric building blocks can represent a human body. These experiments establish neither a complete 3D body nor a biological model of development.
A hand with six blocks
The current hand has one palm block and five finger blocks. The palm's two-focus shape spans its upper and lower regions. Each finger is a whole shape, rather than a chain of separately fitted phalanges.
This separates two decisions we had initially coupled: how to represent the surface, and how to articulate it. A future rig may need multiple joints inside a single finger shape. We have not implemented that rig yet.
We generated a stylized hand reference, then generated a wrist-free version to isolate the palm and fingers. We froze that image and extracted its silhouette. The optimizer sees a mask, not nails, shading, or anatomy.

Actual saved Adam checkpoints, played in order. Gray is the target; colors identify the six blocks. This is parameter optimization, not developmental growth.
The constrained hand has 32 fitted variables: six palm variables, one shared finger-profile variable, and five variables per finger for attachment, angle, length, and width. Finger identities and their attachment convention are prescribed.
Our three-start least-squares fit reached 93.88% silhouette intersection-over-union (IoU). A single-start Adam run with the same basic objective reached 93.86%. These are observations from these runs, not a fair compute-budget comparison between optimizers.
We use differentiable soft occupancy for fitting and hard masks for reporting IoU. Autograd derivatives were checked against finite differences. The replay uses recorded parameter states, so we can see what Adam actually did rather than invent an interpolation between the endpoints.
The waist that wasn't there
Jin noticed something important: the fingers were becoming long ovals. The softly narrowed middle—the quality we liked about the peanut—was not showing up.
I initially treated a focal-ratio preference near a = 0.66 as if it preserved that waist. That interpretation was wrong. For the symmetric base, the middle becomes a local waist only when:
a > 1 / √2 ≈ 0.7071
At 0.66, the shape is still oval through the middle. Reducing Adam's learning rate cannot make that geometric fact go away.
We subsequently added an explicit waist-depth preference. The wrist-free hand run with that preference reached 95.14% IoU and about 5.75% waist depth. This was a designer-chosen objective, not a property discovered automatically from the image.
We also tested independent analytic hourglass targets, fitting only height, width, and focal ratio with no waist prior. A gentle target reached 96.94% IoU; a deeper target reached 87.48%. These single-start runs are useful evidence of behavior, not a proof of the family's best possible fit. They also keep us honest: a primitive that can narrow in the middle still cannot reproduce every hourglass contour equally well.
Fitting time is different from growing time
We fitted frames 04 and 08 of a generated hand-growth filmstrip independently. Their wrist regions were excluded from the fitting area. Within that region, the fits reached 96.67% and 95.92% IoU, using the explicit waist preference.
We then interpolated corresponding parameters between the two fits. Positive dimensions interpolate in log space, bounded values in transformed space, and placement values directly. For negative time, a saturating extension limits how far the model can extrapolate backward.
This gives us an inspectable transition. It does not recover how a real hand develops. The generated filmstrip is a design reference, the six-part correspondence is prescribed, and the time mapping is our rule. Our earlier oriented-seed growth and budding demonstration is likewise scripted. We want these distinctions visible before a convincing animation makes them easy to forget.
Feet: one shape goes surprisingly far

Target, one-block fit, and residuals. Cyan marks target-only area; peach marks model-only area.
A single primitive fitted the top-view foot at 96.70% IoU and the side view at 93.71%. The side target includes an ankle stub. Its flat cut and local changes around the ankle remain approximate.
Each view was fitted independently with the full nine-variable primitive. We did not force a peanut waist. The optimizer could use focal separation, end balance, taper, and curvature to explain the silhouette.
This is encouraging for a compact surface representation. It is not yet a 3D foot: the generated views are not verified projections of one mesh, and the fits do not share a volume. We have not fitted the front view in this experiment.
Torso: one, two, then four

The same target with increasing numbers of blocks. The lower row exposes the internal decomposition rather than only the outer union.
One block reached 91.52% IoU on the torso side silhouette. Giving the upper and lower regions their own blocks increased that to 96.81%. Adding separate chest and buttock surface blocks reached 98.36%.
We call the two core regions ribcage and pelvis for convenience, but those identities come from our initialization and position bounds. The optimizer did not discover anatomical labels. Nor do the four blocks form separate internal bones and tissue layers.
The extra capacity helps explain independent changes along the front and back. It also makes overlap important. The four-block result still has substantial overlap where the added surface blocks meet the core. A higher silhouette score does not by itself tell us whether that is a useful decomposition.

For the front torso, one block reached 93.96% and two reached 97.32%. The two-block front model fixes horizontal displacement, curvature, and rotation to preserve bilateral symmetry, leaving 12 effective variables. The side model has 18. This is not an equal-constraint comparison.
The front and side pictures are separate 2D studies, normalized to the same overall height for viewing. They do not yet share ribcage heights, pelvis dimensions, or a common 3D shape.
Arms and legs: two blocks can follow a bend

Arms exclude hands; legs exclude feet. Each silhouette is independently normalized, so displayed lengths are not human body proportions.
| Target | One block IoU | Two blocks IoU |
|---|---|---|
| Arm side | 85.74% | 95.13% |
| Leg side | 85.84% | 95.26% |
Two blocks can adjust their directions and taper independently. That captures the large bend much better in these first-pass runs. We deliberately stopped short of chasing every pixel.
But look at where the pieces meet. The optimizer is fitting the outer mask, with upper/lower position bounds and an overlap preference. It has no elbow or knee landmark constraint. In the arm, the seam is visibly above the apparent elbow. Calling the two pieces an upper arm and forearm does not turn their intersection into a correct joint.
The final two-part masks are connected at evaluation resolution. That is a useful check, but it is much weaker than an articulated, watertight, smoothly skinned 3D model.
What is automatic, and what we chose
The parameter updates are automatic. The representation and objective are designed.
We chose the number of blocks, their identities, initialization, parameter bounds, and regularization. For connected pairs, overlap penalties discourage both separation and excessive intersection. They are soft penalties, not guarantees, and not every possible pair is penalized. The hand's thumb-overlap measure divides by thumb area; the torso and limb pair measure divides by the smaller part's area.
The deterministic runs use CPU float64 Adam, a fixed seed, fixed masks and registration, and recorded parameters. We saved source hashes, settings, and histories. A frozen generated image makes the fit reproducible; it does not make image generation itself deterministic. Reproduction also depends on the recorded software and numerical setup.
Across the body studies we used different variable counts, constraints, and iteration budgets—roughly 1,200 to 1,600 Adam steps—and selected the best recorded objective. These are representation studies on a few stylized targets, not a benchmark, population study, or proof of global optimality. Extra variables and informed initialization help the multi-block fits.
The next experiment: make the split visible
So far, the one-block and multi-block torso results are separate fits. A more useful next test would begin with one roughly fitted torso, split it, then continue optimizing against the same target.
Our proposed rule preserves the original two foci: each child inherits one, and new inner foci appear near the middle. The split time can be prescribed initially. We should measure the contour change caused by the split separately from the improvement produced by subsequent fitting. We have not run that experiment yet.
That is the direction I want to pursue: a small vocabulary of shapes with understandable operations—grow, bend, bud, split—and a record of why another block became necessary. The hand suggests that a whole finger can be one shape. The torso and limbs show where independent directions and bulges earn their own blocks. The remaining question is whether we can turn those choices into a progressive, inspectable modeling process.
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