Commit Graph
103 Commits
Author SHA1 Message Date
lucianoandClaude Fable 5 4dfa0fc993 Fix recording ENOENT: try absolute ffmpeg paths before bare 'ffmpeg'
ffmpegPath() short-circuited on the bare 'ffmpeg' candidate, so the absolute
Homebrew/system paths were never checked. From a terminal PATH covers it, but
the packaged app launched from Finder has a minimal PATH: stopping a
recording failed with 'spawn ffmpeg ENOENT'. Absolute candidates now win;
bare 'ffmpeg' is the last resort.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:34:51 +02:00
lucianoandClaude Fable 5 777f7ff09d v1.8.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:08:44 +02:00
lucianoandClaude Fable 5 0809dc0b17 Scene cues auto-activate the aux output they target
A cue aimed at a connected display whose aux window was off landed nowhere
and the monitor stayed black. The cue now switches that output on (persisted,
row updates in the panel) and 'auxReady' re-sends the scene effect once the
freshly created window has loaded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:05:51 +02:00
lucianoandClaude Fable 5 9be7f0d0eb Scene-only playlists: playSilence keeps a live audio input running
A playlist made only of ✨ Intermezzo scenes is the visuals-only sequencer
(effects/text/images on a timeline, chained and looping with repeat), but
playSilence tore down the live input source, so effects stopped reacting to
the DJ's real music. Now only file/track audio is silenced; a mic/line/
BlackHole input keeps feeding the analyser through every scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:00:42 +02:00
lucianoandClaude Fable 5 fe1cada045 Aux text = full ticker; scene effect cues get a target screen
The per-monitor overlay text now reuses the main output's ticker wholesale
(same DOM structure and style.css classes): direction h/vertical/side-edges,
letter effects (wave/zoom/flash/rotate/updown), the 8 fonts, position, size,
weight, color, speed, and the audio-reactive glow — the complete Testo tab
option set. Scene 'effect' elements gain a 'Su' selector (main output / one
aux display / all screens); each target is an independent cue channel so
same-time cues aimed at different monitors all fire, and aux windows in
follow mode ignore the all-screens broadcast (they already follow).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:48:08 +02:00
lucianoandClaude Fable 5 5d4747f780 Aux outputs: per-monitor overlay text (static or scrolling)
Each aux row gets a 🔤 toggle opening a sub-row: text, position
(top/middle/bottom), static or marquee, size, speed, color, bold. The text
renders as an overlay above whatever the window shows — effect, image or
plain black — so a monitor can be a dedicated message board. Scroll duration
scales with text length for constant apparent speed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:25:52 +02:00
lucianoandClaude Fable 5 09bc0cc8cf Fix aux-row layout: pin select widths against the global 100% rule
The control panel's global 'select { width: 100% }' made the mode dropdown
swallow the whole row, pushing the family/preset selects off-screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:21:36 +02:00
lucianoandClaude Fable 5 203efe3333 True multi-output: one aux window per extra display, assignable content
New 'Uscite multiple' section in the Schermo tab: every display that hosts
neither the panel nor the main output gets a row with an on/off toggle and a
content mode — follow the main effect, a dedicated effect (family+preset,
camera/3D families excluded), a fullscreen image, or black. Aux windows are
lightweight visual-only renderers (aux.html/aux.js) fed with the audio
analysis relayed from the main output at ~30 Hz over the new 'afr' channel,
with a drift-corrected clock. Display hot-plug is now detected (list refresh
+ stale aux windows dropped); config persists per display id in localStorage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:16:25 +02:00
lucianoandClaude Fable 5 b5dc0275c8 Playlist: rebuild DOM only on structural changes, patch progress in place
Every 400ms progress tick rebuilt the whole list (now heavy with per-track
waveforms), so nodes were replaced between mousedown and mouseup and row
buttons never received their click while a track was playing. renderPlaylist
now computes a skeleton signature and, when unchanged, refreshes times,
progress bar and waveforms on the existing nodes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 14:58:10 +02:00
lucianoandClaude Fable 5 e89213b8f9 Fix playlist freeze: self-healing drag guard + identity-based row actions
A lost dragend (dragged node removed from the DOM) left dragFrom/cueDragging
stuck, permanently deferring renderPlaylist: the list stopped redrawing and
row buttons acted on stale indexes (delete/play appeared dead). The guard now
unlocks itself when no .dragging element exists, and row actions resolve the
track index at click time by object identity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 14:52:14 +02:00
lucianoandClaude Fable 5 b04fe01a1a v1.7.1
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 14:55:01 +02:00
lucianoandClaude Fable 5 26c9653668 Deactivate button for the 3D effect
'Disattiva' in the Animazioni 3D tab restores the last non-3D preset
(tracked by applyEffect), answering 'how do I turn the 3D output off'
without hunting through the effect library.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:15:38 +02:00
lucianoandClaude Fable 5 8b4b2cbfa8 Per-zone effects in projection mapping
New 'Zona Effetto': each zone runs its own preset on an independent
offscreen Visualizer (960x540, own WebGL context), stepped with the
shared clock and audio so every panel dances to the same music with a
different effect (fluid presets included; interactive/3D excluded).
Zone row gains family/preset selectors; engines are created/destroyed
as zones change and their canvases uploaded as zone textures each
frame. Guide updated with the performance note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:09:20 +02:00
lucianoandClaude Fable 5 3d91806581 v1.7.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:43:17 +02:00
lucianoandClaude Fable 5 e156714378 Collapsible quick guide inside the Mappatura tab
A details/summary walkthrough: what mapping is, the three steps
(activate, create zones, drag corners on the output), every per-zone
option with a multi-panel Porzione example, and the persistence/
recording notes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:36:28 +02:00
lucianoandClaude Fable 5 0daa89656f Projection mapping: warped zones for images and the live visual
New Mappatura tab + mapping.js engine: each zone is a quad warped with a
projective homography (square->quad closed form, inverted per fragment)
on a dedicated WebGL2 canvas above the visual, black outside. Sources:
the live visual (with a source sub-rect for multi-panel LED walls) or an
image file (corner-pin onto physical surfaces). Edit mode draws handles
ON THE OUTPUT: corners (or whole quads) are dragged while looking at the
real projection, edits flow back to the panel which persists them. Zone
list with name, source portion, opacity and delete; included in
recordings; re-sent when the output restarts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:22:43 +02:00
lucianoandClaude Fable 5 a3991e0f92 Dark native controls: readable dropdowns on Windows
color-scheme: dark makes Chromium render the native select popups and
scrollbars dark on Windows (they defaulted to white with our light text
on top), plus explicit dark backgrounds on select/option as a fallback.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 15:09:43 +02:00
lucianoandClaude Fable 5 7414dbe2ec Windows support: cross-built NSIS installer
- toFileURL and path-basename handling made Windows-safe (backslashes,
  drive letters) so media/model loading works there
- Blender discovery scans Program Files\Blender Foundation; ffmpeg
  candidates include common Windows paths
- build config: win/nsis target (x64, custom install dir), build/icon.ico
  generated from the 1024 png, dist:win script
Cross-compiled from macOS: dist/DJ Visualizer Setup 1.6.0.exe (95MB) with
scripts unpacked and models/MediaPipe bundled. Untested on real Windows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 14:44:47 +02:00
lucianoandClaude Fable 5 a869d5b969 Arm spread slider range up to 70 degrees
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 13:06:35 +02:00
lucianoandClaude Fable 5 7a8e71e170 v1.6.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 13:00:26 +02:00
lucianoandClaude Fable 5 054c00f51e Arm spread: pose-aware outward axis
The fixed front-axis rotation degenerated on poses with the arms bent
forward (vector nearly parallel to the axis — why the mannequin showed
no effect on salsa-like moves). The swing axis is now computed per
frame as cross(current arm direction, character outward side), so the
arm is always pushed away from the torso regardless of the pose, and
the rotation naturally vanishes once the arm already points outward.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 12:16:41 +02:00
lucianoandClaude Fable 5 a69cac0ebd Per-model arm spread against limb/body intersection
Dance clips are authored for the standard mannequin: on chunkier models
the same joint angles drive the arms through the torso (the ninja is
clean because its proportions match). New 'Apertura braccia' slider
(0-35deg, saved per model path): the upper arms get an extra outward
rotation about the world Z axis during clip playback (left +, right -),
solved back into each bone's local frame through the parent rotation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:58:17 +02:00
lucianoandClaude Fable 5 26dea77c70 Control panel default size 980x1180
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:50:43 +02:00
lucianoandClaude Fable 5 a8da0a4c9d Model library: remembered GLBs with one-click switching
Every loaded model (GLB or converted FBX) is added to 'I miei modelli'
in the Animazioni 3D tab: click a name to switch the dancer instantly
(active one highlighted), x removes it from the list (file untouched).
Persisted in localStorage; the current model is seeded on first run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:49:44 +02:00
lucianoandClaude Fable 5 06ae7bc422 Smooth hips: no horizontal root motion, tanh-saturated bounce
The hard clamp made out-of-scale clips ride its boundary and jerk the
model left/right. Hips translations now stay pinned horizontally (the
framing compensation cancelled that motion anyway — the moves live in
the legs and torso) and the vertical bounce saturates smoothly via tanh
at 0.8x the rest length. Same-rig baked clips render identically since
their root motion was already being compensated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:46:22 +02:00
lucianoandClaude Fable 5 3d90c5b248 Keep dancing models in frame: clamped root motion + wider clip planes
New FBX models could periodically vanish: foreign clips with
out-of-scale hip translations threw them past the camera frustum, then
the loop brought them back. Three guards: the unit-rescale triggers at a
1.75x ratio (was 3x), the sampled translation offset is hard-clamped to
1.2x the bone rest length, the residual vertical bounce is capped at
half the model radius, and the near/far planes widened (0.02-8x dist).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:44:00 +02:00
lucianoandClaude Fable 5 dd061949da Control panel opens 200px wider (580 -> 780)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:36:16 +02:00
lucianoandClaude Fable 5 bc3ad8cc20 Library clips: Hips-only translations to avoid distorting the model
Some Mixamo clips carry translation keyframes on every bone; bound to a
model with different proportions they stretch/crush the limbs (bone
lengths must come from the target skeleton). Library binding now keeps
translations only for the Hips (root motion); rotations drive the rest.
Clips baked into a model keep their full channels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:34:22 +02:00
lucianoandClaude Fable 5 d329759961 Load FBX characters directly: in-app conversion to GLB
The model button now accepts .fbx too: a new model:convert IPC runs
Blender with scripts/fbx2modelglb.py (mesh + skin kept, animations
dropped, embedded diffuse recovered even when the FBX references
missing external textures) into userData/models3d, then the resulting
GLB loads as usual. anim/model conversion share one convertFbx helper.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:31:26 +02:00
lucianoandClaude Fable 5 a5c0a8b297 3D families move from the effect library to the Animazioni 3D tab
'Modello 3D', 'Interattivo Modello' and 'Interattivo Avatar' no longer
appear in the Effetti family filter or the preset list: the new
'Effetto 3D' block in the Animazioni 3D tab has its own family/preset
selectors (palette · variant) and an Attiva button, applying through the
same applyEffect path. Saved pads/sequences/scenes keep working (preset
indices untouched).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:24:41 +02:00
lucianoandClaude Fable 5 a6728ec535 Repertoire as an aligned two-column checkbox list
The Auto VJ pill style (hidden checkbox, ragged flex wrap) didn't fit
the long clip names: #glb-anims now lays out as a two-column grid with
visible aligned checkboxes, ellipsis on overflow and green accent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:20:42 +02:00
lucianoandClaude Fable 5 43e8125d3b Dedicated 'Animazioni 3D' tab in the control panel
The 3D model controls outgrew the SVG section: model load + backdrop,
dance repertoire, extra animations and manual BPM/TAP now live in their
own tab between Effetti and Pad. All element ids unchanged, wiring
untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:18:42 +02:00
lucianoandClaude Fable 5 97376b22c9 Dance library: bundled clips bind to any rigged model + repertoire + manual BPM
- models/dance_library.glb: skeleton-only GLB with the 13 Mixamo dances,
  loaded at startup and bound BY BONE NAME to whatever rigged GLB the
  user loads — new models dance immediately, no baking needed.
- Repertoire UI (Media tab): checkbox chips of the available clips, the
  director only picks the ticked ones (none = all); persisted.
- 'Aggiungi animazioni': extra .glb clips load directly; .fbx are
  converted on the fly by Blender via a new anim:convert IPC and the
  bundled scripts/fbx2animglb.py (asarUnpacked for packaged builds).
- Manual BPM with TAP tempo: 0 = follow the detected beat, otherwise a
  pure metronome drives the dance clock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:15:10 +02:00
lucianoandClaude Fable 5 83fc655219 Any shader family as the 3D model backdrop
The uber-shader pass is now reusable (_renderUber): choosing 'fam:<i>'
in the Sfondo Modello 3D selector renders that family first (tinted with
the active preset's palette/hue/sat) and overlays the model on top. The
selector lists every family except fluids (already explicit options),
interactive and Modello 3D itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:03:55 +02:00
lucianoandClaude Fable 5 b45c7078dc Fluid backdrop behind the 3D model
New 'Sfondo Modello 3D' selector (Media tab): gradient or any of the
five fluid modes. The fluid sim paints the canvas first, then the model
renders on top clearing only the depth buffer (overlay mode skips its
own backdrop pass). Palette and speed are shared with the preset;
persisted and re-sent when the output restarts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:59:19 +02:00
lucianoandClaude Fable 5 173d85b681 Half-time clips and beat double-count fix
Expressive choreographies (Thriller, breakdance, flair, spins, moonwalk)
are authored one count per TWO beats: a per-clip pace factor (name
heuristic) halves their count rate. The beat clock also gained a
refractory window (60% of a period) so energetic tracks firing on both
kick and snare no longer double the detected tempo, which made every
clip race.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:55:33 +02:00
lucianoandClaude Fable 5 d905146b13 Zero-lag beat lock: feed-forward timeline + latency lead
The pure exponential follower trailed the beat clock by its time
constant (~110ms), which read as the dancer being late on the kick. The
clip timeline now advances by itself at the metronome rate (feed-forward,
zero structural lag) while a gentler follower only corrects drift, with
a 50ms lead compensating beat-detection/display latency and a hard
resync when the error exceeds 1.5 beats.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:53:01 +02:00
lucianoandClaude Fable 5 d17cd42958 Fluid beat-lock: linear extrapolated phase + soft timeline chase
The phase-locked playback felt mechanical: the smoothstepped phase made
the clip accelerate/brake every beat, and the hard clamp at phase 1
stalled motion when the next beat ran late. The beat clock now exposes a
linear phase that keeps running past 1, and the director chases the
beat-locked timeline with an exponential follower (~110ms) that absorbs
metronome re-syncs. The procedural sway keeps its eased phase (there the
easing reads as groove).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:49:58 +02:00
lucianoandClaude Fable 5 cb2db1550c Phase-lock the dance clips to the beat
Clips used to play at their authored tempo, so the steps drifted against
the music. A shared beat clock (detected beats + free-running metronome
in the gaps) now drives the clip timeline directly: one choreography
count (0.5s of clip, ~120bpm authoring convention) per music beat, with
a smoothed phase inside each beat. Steps land on the kick at any track
BPM; the variant speed doubles the count rate; move switches and the
procedural dance reuse the same clock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:45:16 +02:00
lucianoandClaude Fable 5 616e70a34d Dancers follow the music clock, not the visual-speed slider
The global speed control multiplies the visual time, which froze the
dance clips at low values (only max speed showed motion). Clip playback,
the dance director and the procedural dance now run on a real-time
clock — only the preset variant speed scales the moves. The translation
unit-rescale also samples the peak of the first keyframes (robust when a
clip starts near the origin) and clamps the factor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:41:38 +02:00
lucianoandClaude Fable 5 14e5b48176 scripts/merge-mixamo.py: fuse a Mixamo character + N dance FBX into one GLB
Recovers the embedded diffuse when the FBX references missing external
textures, discards animation-file objects keeping only their actions,
retargets bone-name prefixes (mixamorig vs mixamorig1) so clips recorded
for another character land on the base rig, and exports all clips as NLA
tracks for the dance director.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:37:02 +02:00
lucianoandClaude Fable 5 43a3431532 Dance clips from foreign rigs: unit rescale + dynamic framing
Clips merged from other Mixamo FBX files can carry hip translations in
a different unit (cm vs m): translation channels are auto-rescaled
against the node's rest pose (first-keyframe ratio > 3x). The dancer
also stays framed: the clip's root motion is cancelled horizontally
(hips world position vs rest) keeping 40% of the vertical bounce, so
travelling moves like moonwalks don't slide out of the camera.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:33:17 +02:00
lucianoandClaude Fable 5 6529316bd9 Dance director: multi-clip GLBs switch moves in time with the music
GLBs can carry several animation clips (merged from Mixamo FBX files
with scripts/merge via Blender NLA tracks). The director loops the
current move and switches to a random different one every 16 beats (or
~14s without beats) with a 0.45s pose crossfade (per-node quaternion
nlerp + translation lerp).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:21:40 +02:00
lucianoandClaude Fable 5 31bfc96f12 Rigged models dance to the music (Modello 3D family)
Two paths for skinned GLBs with no live body driving them:
- animation clips in the GLB (e.g. Mixamo moves) are parsed (rotation/
  translation channels, nlerp sampling) and looped at the effect speed;
- without clips, a beat-locked procedural dance drives the FK targets:
  arms pump on alternate beats, hips sway, head nods, knees bounce, with
  a free-running metronome keeping the groove between detected beats and
  bass scaling the amplitude.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:47:41 +02:00
lucianoandClaude Fable 5 748d036ff6 GLB skinning + Mixamo retargeting: rigged models mirror the tracked body
The GLB loader now reads skins (JOINTS_0/WEIGHTS_0, inverseBindMatrices,
node hierarchy kept instead of baked); a skinned shader variant blends 4
joint matrices per vertex (up to 80 bones). _computeJoints solves FK
retargeting: for each mapped bone (mixamorig arms/forearms/up-legs/legs/
neck/spine) an extra local rotation aligns its chain child with the
world direction measured between the tracked landmarks — the user's
right side drives the character's Left bones (mirror). Interattivo
Avatar: when the loaded GLB has a skeleton it drives the rig (bounding
box from CPU-skinned samples, pelvis-follow track), else the procedural
armoured robot. Validated with a Mixamo Y-Bot: synthetic raised-arm pose
reproduced exactly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 20:59:37 +02:00
lucianoandClaude Fable 5 88838792e1 Avatar redesign: armoured robot instead of primitive boxes
New primitives (tapered capsule with rounded caps, superellipsoid
rounded box) and a full body redesign: three-segment torso (chest plate,
dark abdomen, pelvis plate) with glowing core and belt light, helmet
with visor/jaw/ears/antenna, shoulder pads, tapered capsule limbs with
elbow/knee joints, hand plates with wrist lights, boots with toe lights.
Two-tone armour tinted by the palette, emissive details in colorB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 20:44:43 +02:00
lucianoandClaude Fable 5 a0edb14d1e Avatar works seated: only shoulders required, bust mode without hips
Sitting at a desk the hips are rarely visible, which made the avatar
never appear. The pelvis is now synthesized below the shoulders when
hidden (torso/head/arms as a bust; legs return when actually visible).
The output also reports diagnostics to the panel: pose tracker failed,
or avatar active with no body detected for 5s.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:44:00 +02:00
lucianoandClaude Fable 5 08414070a9 Interattivo Avatar: a robot whose limbs mirror your tracked body 1:1
Raise your arm and the robot raises its arm. ModelSim gains primitive
meshes (cube/sphere) and renderAvatar(): parts placed by limb matrices
(basis aligned to each bone segment) with the same lighting as the GLB
renderer. interactive.js keeps the mirrored raw landmarks (with depth,
smoothed) and builds the robot every frame: torso sized from the
shoulders, head with accent visor and antenna, articulated arms/legs
with joint spheres, glowing hands, feet. Falls back to the motion mist
when no body is tracked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:39:24 +02:00
lucianoandClaude Fable 5 722bce5036 Body tracking: head/hands/feet drive the interactive families
MediaPipe PoseLandmarker (BlazePose lite) integrated fully offline: the
WASM runtime and the bundled .task model are served to the renderer over
a new djvres:// protocol (fetch does not work on file://), with
'wasm-unsafe-eval' added to the output CSP. pose.js exposes PoseTracker;
interactive.js detects at ~30 Hz, maps landmarks into mirrored
cover-fitted screen space and smooths them with velocities.

Upgrades when a body is tracked (silent fallback to motion otherwise):
- all physical modes: moving head/hands/feet stamp precise motion blobs
- Sciame: the swarm follows your head
- Interattivo Modello: hand swipes spin the robot, it leans toward your
  head, raising a hand fast makes it jump
- Silhouette: neon skeleton (bones + joints + glowing head) over the
  electric outline

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:31:11 +02:00
lucianoandClaude Fable 5 7f0e8b94a7 Interattivo Modello: camera-driven 3D model puppet
New interactive mode 'model': the webcam motion drives the GLB model as
a physical puppet — a hand swipe spins it with inertia, it leans toward
the motion centroid, strong agitation makes it hop with squash & stretch
and a touch-glow rim. ModelSim.render accepts an optional pose (yaw,
leanX, hopY, squash, rim) and slows its auto-spin when driven live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:18:11 +02:00