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Captured crouch and treflip experiment

The optional assets/private/custom/crouch-treflip.json replaces body samples in the regular ollie crouch transition, ollie/360-shuvit anticipation loops, and the default-style low/high 360-flip ground/air slots. Removing or renaming that file restores stock playback on the next launch. Other styles and nollie remain stock.

The existing graph owns selection, time, blending, mirroring, attributes and trajectory. Board and wheel samples are copied unchanged. Reparented hand/foot targets are rebuilt relative to the stock board. This is a body-motion experiment, not a new board animation or a complete replacement of every crouch variation.

Capture and timing

Source: Videos/2026-09-07 18-24-06.mp4, 348 frames at 60 fps. BlendCap's installed save_mhr_data.py processed every frame with hand inference; 347 detections succeeded. Only the final frame was missing, after the trick. BVH generation uses the T-pose skeleton, body smoothing 0.10 s, root smoothing 0.10 s and vertical smoothing 0.025 s. Original source and capture are preserved.

Source frame numbers are one-based:

Section Source frames Runtime slot timing
Crouch down 161–186 15 keys at 30 fps
Crouched idle Small closed oscillation over 186–189 55/45 keys at 30 fps
Treflip ground/pop 186–201 13 keys at 60 fps
Treflip air/catch 201–235 33/28 keys at 60 fps

The original video has no sustained crouched idle; that loop is synthesized from the bottom pose. Foot IK follows stock contact locations in the grounded sections and fades back at catch. The treflip uses the stock actor-relative pelvis path so the physics jump is not applied twice. Clip exit blends toward the stock pose. These event locations are estimates checked against the video and decoded stock clips, not ground-truth motion capture. Controller feel still needs playtesting.

Working files and CLI scripts are in Documents/skate-animation-extraction/video-182406/. The Blender preview contains individual clip actions and a combined PLAY THIS - Crouch, Idle, Treflip action. It uses the game's existing deformation skeleton; finger animation is not part of that 35-bone runtime skeleton. The earlier directly skinned BlendCap file is unchanged.

Asset SHA-256: e92bc0ebaf34f467be1da5b4cc1541ac23e7c729eac12cec899f7b641f731e98. The private asset is not checked into Git.

Validation

cargo test -p skate-game animation_pose::authored_clips --locked -- --ignored checks board/trajectory preservation, stock slot timing, closed idle body loops, and rejection of incompatible skeletons/timing. These tests require private data. Build with Build.ps1. A --verify startup capture was also completed; it is a startup/render check, not a controller-driven trick playtest.