Viewerframe Mode Motion Work Site
Regardless of your software (After Effects, Maya, Blender, Unreal), the technical process follows a standard pattern.
| Mode | Description | |------|-------------| | Reference Tracing | User matches a pre-recorded motion path (ghost overlay). | | Repetition Counter | Counts cycles (e.g., squat reps) with frame-accurate validation. | | Angle Constraint | Set min/max joint angles; system highlights violations per frame. | | Time-Offset Compare | Load two clips, slide one relative to the other frame-by-frame. |
| Term | Definition | | :--- | :--- | | ViewerFrame Mode | A display state where the visual output is bounded by a specific, non-fullscreen container (e.g., a video player window, an AR viewfinder, or a PiP window). | | Motion Work | The algorithm-driven movement of visual elements, including panning, scaling, object tracking, and transitional effects. | | Boundary Logic | The behavior of motion upon reaching the edge of the ViewerFrame (clipping, wrapping, or reflection). | viewerframe mode motion work
Problem: The curve looks like a vertical cliff. Cause: You moved an object too far in one frame. Fix: This usually requires physics simulation baking. If you are doing manual motion work, never allow a frame-to-frame velocity that exceeds the object's width. Keep the curve slope below 45 degrees for organic motion.
Testing was conducted on a 1920x1080 ViewerFrame at 60Hz. Regardless of your software (After Effects, Maya, Blender,
| Metric | Hard Clip Mode | Soft Wrap Mode | Cyclic Mode | | :--- | :--- | :--- | :--- | | Latency (edge trigger) | 2.1 ms | 4.3 ms | 1.8 ms | | Motion Artifacts | None | Minor blur at turn | Repetition ghosting | | Cognitive Load | Low | Medium | High (tracking loss) |
Key Finding: Cyclic motion in a bounded frame causes a 23% increase in user reaction time when tracking a specific object across the boundary. | | Angle Constraint | Set min/max joint
Enable users to perform structured motion work (e.g., exercise, ergonomic assessment, animation review) directly within a frame-by-frame viewer. The system overlays real-time motion guidance, captures deviation metrics, and logs progress across frames.