Give the figure real girdles, fix orbit pinning, add roller pads
Shoulder and pelvis widths grow to human-like proportions per profile (shoulders wider than hips for neutral/male, reversed for female) and are now drawn — bars across the attach points that read near-full-width face-on and as a shoulder/hip nub in profile, so limbs visibly hang from a torso instead of a point. Orbiting no longer re-solves IK pins in the rotated view (pins are canvas targets in the authored camera): the pose resolves first and the posed body rotates, which fixes hands sticking to stale screen points mid-orbit (Cat-Cow, Bird Dog, Plank). Leg Extension and Leg Curl swap their ankle bars for a machine roller disc — a new `roller` prop riding the shin's press side. Fixtures regenerated; both renderers updated in lockstep. Claude-Session: https://claude.ai/code/session_01LEoff8bXGBS83tK1c55Mf7
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@@ -159,7 +159,7 @@ struct PropSceneShape: Codable {
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/// One equipment prop. `type` selects the flavor; the other fields apply per type
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/// (mirroring the reference renderer's `resolve_props`).
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struct MotionProp: Codable {
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let type: String // "scene" | "cable" | "bar" | "dumbbell" | "pad"
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let type: String // "scene" | "cable" | "bar" | "dumbbell" | "pad" | "roller"
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/// scene: the static shapes.
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let shapes: [PropSceneShape]?
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/// cable: fixed anchor `[x, y]` → moving joint `to`.
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@@ -174,6 +174,11 @@ struct MotionProp: Codable {
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let w: Double?
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/// End-disc radius (dumbbell plates default 4.5; bars none).
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let plateR: Double?
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/// roller: which side of the lower bone the disc presses (+1/−1), its radius,
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/// and how far back along the bone from the joint it sits.
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let side: Double?
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let r: Double?
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let back: Double?
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}
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/// A key frame of anatomical joint angles. A joint absent from the frame poses at
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