Tags: AmyangXYZ/MiKaPo
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v3.2.0: exports smooth in both directions; video duration resolved be… …fore use Live capture must filter causally and pays lag for it. A finished take has no such excuse, so export now runs a Savitzky-Golay pass over the recorded sequence — a local polynomial fit rather than an average, which is why it removes shake without flattening a kick. Measured on a synthetic take carrying an 80° spike: 59% less jitter, 99% of peak amplitude kept, zero phase shift. The live One-Euro path is untouched; this is a second pass only the export can afford. Duration: browsers report Infinity at loadedmetadata for WebM and anything streamed, and `duration || 0` kept it. That broke the readout, broke the scrubber's range, and would have made `for (t = 0; t < video.duration; ...)` run forever. Non-finite durations are refused, durationchange is honoured, and an unresolved one is nudged by seeking past the end. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Motion export, rebuilt Recording captured whatever pose happened to be current at wall-clock intervals, so a stall or a backgrounded tab silently dropped frames and the motion came out compressed. A video is now STEPPED — seeked frame by frame at VMD's own 30 fps, detected, solved — so a slow machine produces the same file as a fast one, and media time drives the One-Euro filters at exact deltas, which is what they were built for. Seek and detect overlap, so neither waits on the other. The file itself comes from Reze Engine's VMD writer, the same one Reze Studio exports through. Two bugs went with the implementation it replaced: every export had been written at half speed, and all 64 interpolation bytes carried the same value, giving each keyframe a degenerate curve instead of VMD's linear handles. Leg IK now stands down in the file. This capture solves FK rotations, and MMD's leg IK would otherwise override them toward IK bones the motion never keyframes — arms moving, legs planted. Engine 0.27 reads and writes VMD's per-chain IK block, so an export carries its own instruction rather than asking every player for a switch. A still exports too, as the single-frame VMD that MMD uses to carry a pose. And a tuning panel exposes smoothing and responsiveness alongside blink, mouth and smile — as sensitivities that all point the same way, each metered against the live signal it gates. Face capture can be switched off entirely, and lets go of the morphs when it is.
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