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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
New model3d.js: minimal GLB loader (JSON+BIN chunks, accessors with
byteStride, node hierarchy baked into vertices, embedded PNG/JPEG base
colour textures) and a WebGL2 renderer on the shared canvas — palette
fill light, beat-pulsing fresnel rim, treble speculars, bass breathing
via normal displacement, orbiting camera auto-fitted to the bounding
box, gradient backdrop with a bass glow. A generated torus knot shows
before any GLB is loaded. 'Carica un modello .glb' button in the SVG
section; the path persists and is re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two culprits made mix-blend-mode silently stop compositing the overlay
images against the canvas: the translateZ(0) on the LED-area #stage and
the z-index on the overlay layer — both turn their element into an
isolated stacking context, so the images could only blend against the
(empty) layer itself and rendered as opaque rectangles (which also hid
the beat pulse). Stage children now use position:absolute (no transform
needed for containment) and the output layers carry no z-index at all,
stacking purely by DOM order (identical to the old z order). Verified
pixel-level: black square over red in 'difference' now reads red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playlist reordering existed but was broken whenever a track was playing:
the ~400ms progress re-render replaced the dragged node and cancelled the
browser drag instantly. renderPlaylist now defers rebuilds until dragend,
drops show an insertion marker (top half = before, bottom half = after),
and internal drags no longer trigger the file-drop overlay.
Scene editor: elements get a drag grip; since the list is always shown
time-sorted, dropping an element between two others moves its appearance
time between theirs (before the first = half its time, after the last =
+5s). Grip-armed dragging keeps the sliders inside the cards working.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rounded-square tunnel sections (circle/Chebyshev mix, fbm-wobbled like
molten chrome) flying toward a blinding core; ridged-fbm facets catch a
cool wash from the depth with sparse speculars on periodic section
frames. Molten veins in the palette's complementary colour (Neon: cyan
walls + red veins, like the reference) pump with bass/beat. Shader
family index 58; in the Auto VJ peak pool.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Area LED' controls in the Schermo tab: W x H @ X,Y. Everything
(canvas, videos, images, logos, ticker) lives in a #stage box whose
transform makes it the containing block for the fixed layers, so resizing
it confines the whole show at once, black outside. The canvas resizes to
the stage, so shaders render at the wall's native resolution. Persisted
in localStorage and re-pushed when the output window (re)starts; the
recorder follows the canvas position.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two bands of fine strands (iso-lines of the band coordinate) flow across
the screen, compressing into moire at the folds like a 3D wireframe
surface. Hue ramps across each band through magenta (warm crest, cool
belly). The centre curve mixes drifting sines with the live waveform;
bass swells the band, beat brightens. Shader family index 57; in the
Auto VJ quiet/groove pools. wamp() now interpolates between waveform
samples to avoid stair-step artifacts (also smooths Onda Luminosa).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The live waveform (uWave) drawn as a horizontal beam of light with a
white-hot crest, lens flare, vertical light pillars on loud columns,
twinkling cross sparkles, rays converging on the vanishing point and two
bokeh layers; Spettro Neon puts the 32-band spectrum on the same stage as
mirrored neon bars with hot tips. Shader family indices 55-56 (44-54 are
the interactive families, which never reach the shader). Both added to the
Auto VJ pools.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cmd+W / the red button on the output window are ignored while the control
panel is open: the audio engine and all visual state live in that window,
so an accidental close killed the whole show with no way to reopen it.
If the window dies anyway (renderer crash) it is recreated automatically.
Quitting normally (closing the control panel or Cmd+Q) still works.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
interactive.js becomes a multi-mode engine sharing camera, motion grid,
gradient/centroid tracking and the mouse fallback. New renderers: point/line
sprites (mirror/swarm/cloth/pops) and a ping-pong trail FBO (painting).
fluid.js gains a 'touch' emitter mode fed by motion splats from the camera.
Mirror mode reforms the custom SVG/image if loaded, else a DJ LUZA wordmark.
UNPACK_ALIGNMENT set to 1 for non-multiple-of-4 single-channel uploads.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Interattivo Palle' family (interactive.js): frame-differencing motion map
from the webcam, ball physics (push-away forces, collisions, beat kicks),
palette-tinted rendering with motion mist. Camera is requested lazily and
released when switching preset; mouse/touch fallback when unavailable.
Excluded from Auto VJ so the camera never turns on by itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
XProtect (macOS 26) matches a malware rule on Electron 31.x ad-hoc binaries
(false positive: it also killed a checksum-verified official download) and
moves them to the Trash. Electron 33.4.11 is not matched and the app runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
From the reference video: bright crackling core, organic branching
lightning filaments (ridged fbm in mirrored polar space, slowly rotating
to hide the seam), two layers of radial particle streaks flowing outward,
nebula haze. Bass pumps filaments and outflow speed, beat punches the
core, treble twinkles the particles. Family index 43 (fieldRGB path).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
recStart now carries the format and an optional maxMs; the output stops
itself when the time is up (15/30/60/90s picker in the control UI), so a
reel doesn't depend on a manual stop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three modes for where the director draws presets from: 'smart' keeps the
curated per-mood pools, 'all' removes the family restriction, 'custom'
limits picks to a user checklist (mood still shapes the speed variant,
with a fallback when the checklist exhausts it). Config persists in
localStorage and is re-pushed live while the director runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The audio engine now tracks musical features: fast/slow energy EMAs, BPM
(median of beat intervals), a quiet/groove/peak mood with hysteresis, and
drop detection (fast energy diverging from slow right after a lull). An
output-side director, toggled from the control UI, switches presets every
16 beats (or ~14s without beats) and immediately on a drop, drawing from
mood-matched family pools (scenic for quiet, fluid/geometry for groove,
fractals/tunnels/fire for peak) while avoiding recent repeats. A manual
effect pick takes over and turns the director off.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New fieldRGB path in the uber-shader (families 34+): scenes return full
colour instead of a palette-mapped scalar, with the palette tinting the
scene (hue/sat/contrast still applied via colorizeRGB). Sky with drifting
fbm clouds and sun; aurora curtains over twinkling star dots (stars light
a dot inside the grid cell, not the whole cell); perspective ocean with
crests and sun glitter; parallax mountain ridgelines at sunset; spiral
nebula; raymarched morphing solid (box/octahedron/sphere, palette-lit,
beat-pumped); synthwave grid with striped retro sun. Audio: bass drives
sun glow/waves/grid speed, treble twinkles, beat pumps. Scenic families
get a gentler bass-zoom so the horizon doesn't pump. Append-only family
indices (saved presets don't shift). 714 new presets.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pi V3D ran the sim at 26fps at full res; with the 3-notch auto-downscale
(dye 1024/768/512) it settles at ~52fps. Never steps back up to avoid
oscillation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same solver, different figures via e.fluidMode: 'fire' bottom jets with
buoyancy — implemented as relaxation toward a target updraft (an additive
force integrates to the velocity clamp and turns flames into a wall) plus
height-scaled dye dissipation so flames die as they rise; 'ring' emitters
on a spinning circle with radial beat shockwaves; 'vortex' two counter-
rotating stirrers; 'wave' a travelling sine curtain. Stationary emitters
inject a fraction of the stir force (repeated adds at one spot saturate).
408 new presets.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stable-fluids solver (fluid.js) on ping-pong half-float framebuffers:
semi-Lagrangian advection, vorticity confinement (clamped — unbounded
confinement overflows half-float and kills the field), 22 Jacobi pressure
iterations, audio-driven dye/force splats. Three wandering emitters inject
palette-coloured dye (brightness-normalized so dark palette entries stay
vivid); bass drives injection and stirring, beats fire directional bursts,
treble adds swirl. Universal modifiers map onto the sim: warp = vorticity,
speed = sim speed (brightness is speed-normalized), sym = kaleidoscope with
a wedge that rotates via rotSpeed, contrast/invert on display.
The Visualizer delegates to FluidSim when the preset has isFluid (flag is
always present so Object.assign merges can't leave it stale). 102 new
presets (17 palettes x 6 variants).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The packaged app doesn't bundle ffmpeg, so on Macs without a system ffmpeg the
waveform stayed blank. Compute peaks by reading the file bytes (new file:read
IPC) and decoding with Web Audio's decodeAudioData in a low-rate AudioContext;
ffmpeg in main remains only as a fallback.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pointer on the waveform now seeks: scrub the playhead on the playing track
(new 'seek' output message setting currentTime) or start a stopped track from
the clicked point (playIndex(i, fromTime)). Grabbing within ~10px of the green/
red handles still adjusts the trim in/out instead of seeking.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Per-track start/end points (mm:ss inputs, 'set to current' buttons, draggable
handles on the waveform). Trim applied via audio.setTrim (seek to start, stop
at end) and pushed live to the playing track.
- Wider cards showing elapsed / total / remaining for the trimmed range.
- Waveform rendered per track: peaks computed in main via ffmpeg (mono 8kHz PCM
-> 400 normalized buckets, cached), drawn on a canvas with trim region +
playhead. New audio:peaks IPC + djv.peaks preload binding.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add interlude playlist entries with no audio that run their own scene for a set
duration, then auto-advance. Shares a unified timed-segment runner with the
inter-track gap (pause/resume via the Play button). New 'playSilence' output
message + audio.silence() to stop audio while keeping meters/recording alive.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- When a playlist video has an active scene effect, auto-apply 'screen' blend so
the effect shows through (only if the user left blend at default 'normal';
manual choices are respected). Restores on effect-off / next track.
- Per-track 'Pausa dopo' (seconds): after a track ends, keep its scene timeline
running for N seconds as an intermission (scene elements placed past the song
length appear during the pause), then advance. Countdown + badge in the row.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On restart, lastScene was reset to null and a channel with nothing active at
t=0 also evaluated to null, so the diff saw 'no change' and never sent the hide
command — leftover scene text stayed on screen. Use an undefined sentinel so
advanceCues applies (and thus clears) every channel once at scene start.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each scene element (effect, text, image) now has its own appearance time and
optional duration, with all styling options inline (no more capture-from-panel).
Live preview applies edits immediately on the playing track. Moved the playlist
and its video-render controls into a new Playlist tab.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The visuals received the audio correctly but modulated only small terms, so the
reaction was subtle versus the clearly-moving meters. Strengthen the universal
audio response in the shader without touching meter calibration.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Blend mode, opacity and fit for videos played from the playlist (mix with visuals).
- Save/Load buttons to export/import a playlist (with scenes/cues) to a JSON file
via native dialogs; the playlist already auto-persists between sessions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Audio and video files can both be added to the playlist; video tracks play
full-screen with their audio routed through the analyser (visuals/waveform
react), have duration/progress, and are included in recordings. Persisted.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Loads a muted looping video as a layer above the WebGL canvas with opacity,
blend mode and fit controls; included in MP4 recordings and droppable.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Each playlist track holds a timeline of cues (@time → effect/text/image);
cues fire automatically as the track plays, driven by progress reports.
- Playlist (tracks, hotkeys, cues) is saved to userData and restored on startup,
like the pad bank.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Each playlist track gets an optional scene (🎬) bound to it: pick the current
effect, a ticker text and an overlay image. When the track plays, the scene is
applied automatically — a cue/queue per song. Scene image is a dedicated output
layer (also captured in recordings).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the fast instantaneous oscilloscope with a mirrored filled waveform
that scrolls over time like DJ-software waveforms; scroll rate follows the
visual speed control.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Scrolling text: font, size, weight, colour and movement effects (up/down, wave,
zoom, flash, rotate) rendered per-letter (and captured in recordings).
- Larger multiline text input.
- Pad bank: crossfade between pads (per-source gain ramps in the audio engine).
- Duration + remaining-time and progress bars for the playlist and the active pad,
via metadata probing and live progress reports from the output window.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Electron app with audio-reactive fractal/abstract visuals on an external
display. Dual-window setup (control panel + fullscreen output), 8 WebGL
scenes, audio from file/live input/system audio, image and scrolling-text
overlays.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>