Commit b791fe4
committed
Fix loop-wrap snaps, pin overshoot, and unreachable reach targets
Proactively audited all 65 movements by driving the real render pipeline
(Playwright + live bone-position diagnostics) across every phase and past
each loop's 100% mark, instead of waiting for individual bug reports.
Found and fixed four distinct classes of animation bugs:
- Loop-wrap snap: buildTimeline() always appends a wrap keyframe back to
the start pose's joints, sized to the first phase's duration. Any
movement whose last phase left a joint non-neutral produced a visible
snap once per repeat cycle. Added an explicit reset phase to
bent-over-row, step-up, and bicycle-crunch so every joint returns to
its neutral/symmetric value before the loop wraps.
- Pin overshoot: applyPins() recomputes the whole-root translation every
frame from the pinned effector's current position, so engaging a pin
from a pose far from the anchor (e.g. arms at rest, bar overhead)
caused a wild one-frame root spike. Restructured pull-up, dead-hang,
and hanging-knee-raise so an FK-only lead-in phase reaches the bar
before the pin engages, and an FK-only outro releases it, instead of
engaging/releasing pins across a large pose gap.
- Unreachable reach-IK targets: solveCCD is a 2-joint chain hard-capped
by physical arm/leg length (~0.54m for arms). touch-toes,
cross-body-reach, and standing-quad-stretch asked for reaches beyond
that envelope, leaving a visible gap between hand and target.
Iteratively adjusted hinge/knee/rotation depth to bring each target
within reach (touch-toes, standing-quad-stretch), and redesigned
cross-body-reach to target the opposite shoulder instead of the knee,
a standard reachable cross-body stretch.
- Floor clipping under a fixed-height pin: the frame-loop safety net only
clamped the root above the floor when a phase had neither ground-lock
nor a pin active, so triceps-dips (hands pinned to a low chair seat,
legs held at a constant FK bend) let the feet sink 0.2m through the
floor as the elbows folded and the root translated down to match the
seat. Generalized the clamp to always run after ground-lock/pins,
since it only ever moves the root up and never fights a legitimate
pose — verified this doesn't affect the bar-hang movements, where feet
are legitimately suspended above the floor.
seated-forward-fold's reach was blocked by a real engine gap: the
hip-hinge coupling in timeline.ts snapshot() assumes a zero hip-angle
baseline (true for standing) and breaks when combined with a pose that
pre-bends the hips, like seated (hip_left/right start at -90°). Rather
than change that coupling under time pressure, reworked the movement to
use FK-only torso flex instead of pelvis hinge + reach. This is a known
engine limitation, not a full fix.
Verified with a full sweep sampling all 65 movements at 9 points each
(including past 100% to exercise the loop-wrap transition) for both
floor-clipping and pelvis-height sanity — zero issues remain. All 139
existing tests still pass.1 parent 8257df4 commit b791fe4
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