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Improve contact-aware motion quality - #31

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a-baran-orhan merged 1 commit into
mainfrom
codex/improve-motion-quality
Jul 11, 2026
Merged

Improve contact-aware motion quality#31
a-baran-orhan merged 1 commit into
mainfrom
codex/improve-motion-quality

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@a-baran-orhan

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What changed

  • add side-specific pull-up and dip-bar anchors with stable overhand wrist orientation
  • keep grounded and pinned soles flat, and correct squat-family ankle authoring
  • restore solved visible contacts after mocap blending to prevent grip and foot skating
  • select the most motion-rich embedded mocap take instead of blindly choosing the longest
  • use smoother phase easing and preserve existing prop attachment behavior
  • add regression metrics and tests for grips, palms, soles, walking stance, retargeting, and clip selection
  • regenerate movement pages and update the specification/roadmap

Why

The renderer was interpolating sparse poses while pins only translated the root toward averaged contact points. This allowed both hands to target one bar point, left wrists without a surface orientation, authored toe-heavy squats, and let mocap overwrite already-solved contacts.

Impact

Pull-ups now use separate hand positions and visible cylindrical grips, grounded squat-family movements keep their feet flat, and mocap-driven motion retains solved contacts. Existing Posecode syntax remains compatible.

Validation

  • npm test — 214/214 tests passed
  • npm run typecheck — passed
  • npm run build — passed
  • npm run eval — 814/814 checks across 73 movements, with no parse failures or clamp warnings
  • visually verified pull-up, squat, and walk in the local playground

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vercel Bot commented Jul 11, 2026

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Project Deployment Actions Updated (UTC)
posecode Ready Ready Preview, Comment Jul 11, 2026 7:28am

@a-baran-orhan
a-baran-orhan marked this pull request as ready for review July 11, 2026 07:38
@a-baran-orhan
a-baran-orhan merged commit 1dd20bc into main Jul 11, 2026
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