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
This commit is contained in:
2026-07-08 12:49:35 -04:00
parent 60927b5d1f
commit fd2deaa9c7
79 changed files with 190 additions and 143 deletions
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@@ -12,7 +12,7 @@
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{"kind": "circle", "c": [272, 19], "r": 4, "fill": true, "color": "prop"}
]},
{"type": "cable", "from": [272, 19], "to": ["hand_r", "hand_l"], "w": 4},
{"type": "bar", "at": ["hand_r", "hand_l"], "halfLen": 24}
{"type": "bar", "axis": "z", "at": ["hand_r", "hand_l"], "halfLen": 24}
],
"frames": [
{
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