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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@@ -178,6 +178,10 @@ struct MotionProp: Codable {
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/// Fixed world angle (degrees, y-up). Default: bars are horizontal;
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/// dumbbells/pads sit perpendicular to the lower bone.
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let angle: Double?
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/// True 3D axis, superseding `angle`: `"z"` marks a cross-body rod
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/// (barbell, pull-up bar) whose projection foreshortens naturally —
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/// end-on in a profile view, full span face-on.
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let axis: String?
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let halfLen: Double?
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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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