Give cross-body bars a true 3D axis and fix the goblet squat hold
The orbit was always a real camera orbit — figure and props share one rigid rotation — but a bar's screen-space angle authored the wrong 3D rod: the default horizontal encoded a rod along the body axis, so barbells hovered fixed on screen and vanished at the head-on view where they should span widest. Line props now take "axis": "z" (both renderers in lockstep, fixture-pinned): the world left-right direction projects through the camera pitch like the floor quad — end-on plates in profile, full span face-on, swinging with the hands in between. Applied to the ten cross-body bars; vertical handles were already orbit-invariant. Goblet Squat's hand pins sat so close to the shoulders that the two-bone IK was degenerate, flipping between a chicken-wing and an elbow-behind solve; re-pinned level with the shoulders so the elbows tuck straight down through the whole rep. Claude-Session: https://claude.ai/code/session_01HJDQQDA9QdP8zByg43H5v3
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@@ -12,24 +12,24 @@
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"root": {"pos": [160, 66], "pitch": 5},
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"spine": [0, 0],
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"neck": 2, "head": -6,
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"shoulder_r": 38, "elbow_r": 125,
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"shoulder_l": 38, "elbow_l": 125,
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"shoulder_r": 5, "elbow_r": 140,
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"shoulder_l": 5, "elbow_l": 140,
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"hip_r": 5, "knee_r": 4, "ankle_r": 0,
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"hip_l": 5, "knee_l": 4, "ankle_l": 0,
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"pins": {"foot_r": [162, 148], "foot_l": [166, 150],
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"hand_r": [176, -2], "hand_l": [180, 0]}
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"hand_r": [185, -8], "hand_l": [189, -6]}
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},
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{
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"hold": 0.4, "tween": 1.0,
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"root": {"pos": [150, 104], "pitch": 22},
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"spine": [0, -4],
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"neck": 4, "head": -18,
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"shoulder_r": 46, "elbow_r": 120,
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"shoulder_l": 46, "elbow_l": 120,
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"shoulder_r": 15, "elbow_r": 135,
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"shoulder_l": 15, "elbow_l": 135,
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"hip_r": 96, "knee_r": 116, "ankle_r": 20,
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"hip_l": 96, "knee_l": 116, "ankle_l": 20,
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"pins": {"foot_r": [162, 148], "foot_l": [166, 150],
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"hand_r": [190, 40], "hand_l": [194, 42]}
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"hand_r": [196, 36], "hand_l": [200, 38]}
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}
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]
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}
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