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V3: Animation clips for the 3D Model layer - #191
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…roup failures Media load callbacks now ignore replaced or removed passes and pending loads are cleared on disposal. Strict-mode pass failures are reported once at the originating pass instead of at every group boundary.
Publishing now drops every descendant of a hidden group and clears the parentId of any retained layer (the audio source) whose parent was removed, so the published scene passes hierarchy validation on reopen.
Cap the neighbor row and column search to two cells each side so the worst-case cellAt count per fragment is 25 instead of unbounded in the packed minimum-size, maximum-stroke configuration. Mirrored in the runtime package.
…e on buttons Clear the active paint layer when the layer stops being paintable (selection, mode, visibility or lock change) so Paint never resumes without Edit Paint. Only preventDefault on Space for non-interactive targets so focused buttons and links still activate.
…est, video benchmark - Image background keeps the input alpha instead of forcing opaque (editor and runtime passes) - Duplication check edits the real mode param and asserts both layers - Add a --dots scenario set (graph, blobs, plexus) to the effect video benchmark
…trols Mesh drift is scaled to keep each point inside its cell, and each quad splits along whichever diagonal is interior. Dot and link controls that Mesh ignores are hidden, via a new oneOf visibility condition.
… style paper, duplicate test - Un-premultiply ink color in transparent-paper output so alpha coverage is not applied twice (app and SDK pass) - Show Angle for hatch and squiggle (new oneOf visibility condition); show Cross Angle only in hatch - Plotter styles also set paper to color - Duplication test now edits the real mode param and checks both layers
- Scale transparent-paper toner by input alpha so empty pixels stay clear - Mix Amount in premultiplied space so partial amounts do not darken toner - Skip the blur pyramid when Amount is zero - Update a real parameter in the duplicate-independence check - Mirror the pass changes into the React runtime
…ate test Seed small shapes at their top-left tip so Cut Line and Cloud style them. Raise the flood reach cap to 4096 so distant rings survive. Let Scalloped draw inside for negative offsets. Make the duplicate-independence check update a real parameter.
…terials, shadows, exact depth and Blender-style transforms A new 3D Model source layer renders a .glb (or self-contained .gltf) into its own HalfFloat MSAA target and composites it as a source over the layers below. Draco, meshopt and KTX2 decoders are served from public/three. The model is fitted to a tight vertex sphere with a margin; focal length changes perspective without changing size. Lighting: five CC0 Poly Haven studios or a custom .hdr, each normalized to the same mean irradiance so switching studios keeps the exposure. The environment goes through one persistent pmremTexture node set as scene.environmentNode, because r183 bakes the environment texture node into compiled materials and swapping scene.environment left them sampling the disposed PMREM. A camera-relative key light casts PCF soft shadows onto an invisible floor, and a blurred height pass under the model draws the contact shadow. Tone mapping runs in the composite (Neutral by default). Materials: the file's PBR materials or Chrome, Brushed Metal, Glass, Clay, Rubber and Iridescent overrides. Anisotropy was dropped (flat white on derivative tangents); iridescence is a view-angle spectral tint because thin-film interference was invisible on metals. Depth: an override pass writes near=1 depth normalized to the model's bounding sphere, composited over any incoming scene depth, so Blur, Glass, Relief, Input -> Depth and depth masks read the model, also inside groups. Transform UX (asked for Blender basics): Location/Rotation/Scale as XYZ fields with scrubbable axis letters, Move/Rotate/Scale gizmos, G/R/S modal transforms with X/Y/Z locks, Alt+G/R/S clear, middle-drag orbit and Shift+middle-drag shift. Modal keys are captured before other handlers so a focused toolbar tooltip cannot swallow Escape. Workarounds for three r183, found by tests: - NodeMaterialObserver is shared per node builder state and its renderId fast path skips the world-matrix cache, so a mesh returning to an exact earlier pose kept a stale GPU matrix. A node-valued property on file materials makes the observer refresh every render. - compileAsync allocates the transmission backdrop copy with the canvas format, breaking glass in HalfFloat targets; transmissive models compile on first draw instead. - ShadowNode updates once per node frame per camera and frames only advance on three's own rAF, so the pass advances the node frame before each draw (hidden-tab exports and several draws per tick froze shadows). - WebGPU only allows 1 or 4 samples; MSAA turns off above 4K so 8192 px exports stay within memory. Exports wait up to 30 s for model and HDR loads.
The picker already uses the cube for 3D Model; the layer row fell back to the generic image placeholder like effect layers do.
…, load tracking - Offset the floor, contact shadow and key light target by Location Y - Render the depth pass with per-material alpha-tested variants so cutouts stay empty - Carry alpha test, alpha map, map alpha, transparency and depth write into material presets - Track model and environment loads per request so stale loads cannot clear readiness - Keep model and environment errors in separate slots and flag a missing custom HDR
three 0.183.2 -> 0.185.1 and @types/three 0.185.4. The published runtime now asks for three ^0.185.0, so projects on 0.183 have to update three with it (changeset included). @webgpu/types is now an explicit dev dependency referenced from src/types/webgpu.d.ts, because @types/three stops pulling it in with 0.186. 0.186.1, the latest release, was tried first and set aside. It has a TSL codegen bug (three #34339, still open): a shared math value first read inside an If/select branch is cached in a variable assigned only in that branch, so every other read sees 0. It broke the Photographic Cells outline at gap 0 and Focus Blur, and a scan of every WGSL shader the composition suite generates found the same uninitialized reads in Glass, Connected Dots, Photocopy and Plotter, with none on 0.185.1. r186 started counting usage through ContextNode, so far more nodes get cached than before. Turning that cache off inside branches and loops fixed Cells but made glass and blur shaders compile several times slower and still failed a Focus Blur check, so it is not worth shipping. r187 rewrites this cache; retry then with the full suite and the WGSL scan. The 3D layer no longer skips compileAsync for transmissive models: 0.183 still throws the transmission CopyTextureToTexture format error without the skip, 0.185 does not. The exact-pose uniform refresh stays, since three only fixes that in r186 (0.185 without it fails the pose-return test). The shadow node-frame advance and the persistent environment node stay as well. Visible changes: environment rotation follows three r184 (same direction as rotating an object), so Studio Rotation turns the other way than on 0.183; the layer is unreleased, so there is no migration. The r185 premultiplied- alpha output change only touches transparent output pixels and the canvas is opaque; all alpha checks pass. three now reports uncaptured GPU errors through console.error. SwiftShader cannot import decoded video frames, which produces the same 64 validation errors on 0.183 (Chrome printed them as warnings, so they were never counted). The composition suite now ignores exactly that ExternalTexture chain, prints how many it skipped, and still fails on any other GPU error. The roadmap records the new order the user asked for on September 29: three upgrade, animation clips, SVG to 3D, and the path-traced Render mode last.
The shader reference lists every three/tsl export so the MCP can tell agents which TSL functions exist. three 0.185 adds packNormalToRGB, unpackRGBToNormal, transformNormalByInverseViewMatrix and the other names from the r184 and r185 releases, so CI's snapshot check failed until the generated file was refreshed.
Step 3 of roadmap 4.4 (4.3 in Fase 4). The Model section lists the clips of a .glb, read straight from the glTF JSON (names and durations from the animation input accessors), so the list shows without loading the model and works for projects saved before this change. Clip picks one clip, All clips plays every clip together, None shows the rest pose. The automatic default plays every clip when each clip moves different objects (per-object actions from Blender) and otherwise the first one, so a character with Idle/Walk/Run on one skeleton does not blend them. Play, Speed (0-4x), Repeat (Loop, Ping-Pong, Once) and Start map composition time to clip time: Start + time * Speed, wrapped by the repeat mode, set on each action and evaluated with mixer.update(0). That keeps preview, PNG and video export identical frame by frame; paused shows the Start frame. The clip settings are hidden registry params rendered in the Model section, so they save, undo and duplicate like any other param. Importing an animated model seeds the timeline length from the playing clips, like video. Framing, floor height and shadows are computed over 24 poses spread across the selected clips, so a moving model stays in frame and on its floor. The depth pass, shadows and replacement materials follow skinned and morphed meshes; Brushed Metal and Iridescent noise uses positionGeometry so it stays on the surface instead of sliding while bones move. Floor sampling now evaluates only the vertices it keeps. model-animation.mjs adds 44 GPU checks: clip timing math, default clips, parsing, poses over time, clip-wide framing, animated depth, speed, pause, repeat modes, Start, None, All clips, skinning, timeline seeding, save and reopen, and exported frames. The editor UI test imports an animated .glb and checks the clip list, the timeline length and the Play toggle.
- Fit animated bounds from keyframe-aware pose samples with a larger per-pose vertex limit - Give each clip a unique selection value so duplicate or reserved names resolve correctly - Read the input accessor data when its max is missing so clip duration is not zero - Seed the timeline duration when replacing a model - Stop requesting renders once a Once clip has finished
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Step 3 of roadmap 4.4 (4.3 in Fase 4): animation clips for the 3D Model layer. It's stacked on the three.js upgrade (#190).
What you get
.glbhas clips, the Model section shows Animation: Clip (each clip, All clips, None), Play, Speed (0–4×), Repeat (Loop, Ping-Pong, Once) and Start.Tests
model-animation.mjsadds 44 GPU checks: timing math, default clips, parsing, poses over time, clip-wide framing, animated depth, speed, pause, the repeat modes, Start, None, All clips, skinning, timeline seeding, save/reopen and exported frames.model-layer-ui.mjs, run against the dev server, imports an animated.glband checks the clip list, the timeline length and the Play toggle.tsc,tsgoand lint are clean apart from the two existing warnings. The full composition suite passed on the upgrade commit below this one. The final full run on this stack was stopped at your request, so it hasn't been run on this exact commit.Manual test: the Animation section in
tests/composition/MODEL-LAYER-MANUAL-QA.md.🤖 Generated with Claude Code