Here is a sample script showing how to draw the skeletal structure of an avatar using on-the-fly points and lines:
	Code:
	import viz
viz.go()
def CreateSkeleton(avatar):
	
	points = []
	lines = []
	def traverse(bone):
		points.append(bone)
		for b in bone.getChildren():
			lines.append((bone,b))
			traverse(b)
			
	#Collect list of bones for drawing points and lines
	for b in avatar.getRootBoneList():
		traverse(b)
	#Create OTF object
	viz.startlayer(viz.LINES)
	viz.linewidth(2)
	viz.pointsize(6)
	viz.vertexcolor(viz.RED)
	for l in lines:
		viz.vertex(0,0,0)
		viz.vertex(0,0,0)
	viz.startlayer(viz.POINTS)
	for p in points:
		viz.vertex(0,0,0)
	skeleton = viz.endlayer()
	skeleton.dynamic()
	#Link each vertex to corresponding bone
	count = 0
	for b1,b2 in lines:
		viz.link(b1,skeleton.Vertex(count))
		count += 1
		viz.link(b2,skeleton.Vertex(count))
		count += 1
	for b in points:
		viz.link(b,skeleton.Vertex(count))
		count += 1
	return skeleton
	
model = viz.add('male.cfg',alpha=0.7)
model.state(2)
CreateSkeleton(model)
#Toggle avatar mesh on space key
vizact.onkeydown(' ',model.visible,viz.TOGGLE)
import vizcam
cam = vizcam.PivotNavigate(distance=3)
cam.centerNode(model)