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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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
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"camera": {"zoom": 0.7},
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"working": ["arm_r", "arm_l"],
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"props": [
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{"type": "bar", "at": ["hand_r", "hand_l"], "halfLen": 24}
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{"type": "bar", "axis": "z", "at": ["hand_r", "hand_l"], "halfLen": 24}
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],
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"frames": [
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{
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