Character Performance Forge / MVP

One governed running take, now reviewable end to end

A dedicated character-performance surface for video solve, DAZ retarget, declarative constraints, synchronized review, and governed delivery.

GVHMR P2-A admitted · production openperformance-forge.take-review.v1Take LibraryOpen scene
Source Take240F · 24 FPS · 10s
Target actorDAZ Genesis 2 Female · 80 bones
Solve laneGVHMR incam → SMPL22 → P0 retarget → continuous weights → bounded P1-J segment-depth repair
Admission7/7 render alignment · 7/7 world-space · 9/9 P2 detail · 0/240 penetration · 36/36 human Golden accepted
Worker admission readiness

A01–A08 cache reuse and fail-closed routing

A cache hit saves inference cost; it never grants production admission or bypasses camera evidence.

Loading machine receipt…
Consumer motion review

A01–A08 source / DAZ frame-locked review

These are real cached outputs: source MP4, DAZ review MP4, FBX-derived Motion Clip and portable Motion Bundle. A valid bundle does not override a failed QA gate.

Open index
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Synchronized evidence / Take 01

Review source intent against the governed DAZ take

Frame-locked A/B remains canonical evidence. Real-time 3D adds a non-destructive inspection orbit over the same synchronized FBX.

17 / 17 pipeline gates
240F · 24 FPS · 0F asset offset
Canonical review streamSource / DAZ frame-locked composite
one encoded stream · 240F
CANONICAL · SAME STREAM · UNMIRRORED
Motion referenceOriginal source video
240F · 24 FPS
SOURCE · UNMIRRORED
Target performanceDAZ Genesis 2 Female · GVHMR P2-A
80 bones · FBX
GVHMR P2-A · MACHINE 23/23 · HUMAN GOLDEN 36/36 ACCEPTED
F0000:00.00 / 0:10.00single-stream lock
Contact + review railClick a sample to seek both players
LRLR◆ review
Human acceptance / rendered evidence

P2-A machine gates and the hash-bound human Golden review are admitted

P2-A inherits the admitted P1-J body result, excludes low-confidence hand flips, estimates one take-level palm offset, and writes only lHand. Alignment 7/7, exported-FBX world-space 7/7, P2 detail 9/9, and the new 36-view Golden review pass. P1-J remains the production rollback.

1. Time + phasePASS
0F best lag

240F / 24 FPS / 10.000s · Δ 0F

Hip/knee phase
0.995
Leading-leg match
100.0%
2. View side + yawPASS
100.0% view-side match

GVHMR incam supplies the take-level camera orientation directly; the source stays unmirrored and anatomical sides are never swapped.

Body-yaw MAE
12.1°
Torso MAE
7.5°
Head / neck max Δ
4.4° / 3.7°
Heading max Δ
7.0°
3. Controlled pose correspondencePASS
9.8° / 8.5° hip MAE

The immutable P0 contains no corrective writes. P2-A adds one fixed 22.35° world-X calibration on lHand only; per-frame observation following, finger, forearm, torso, leg, translation, and scale writes remain forbidden.

Knee MAE L / R
7.6° / 6.5°
Palm median L / R
23.5° / 21.7°
Sole P95 L / R
27.7° / 29.0°
F000 / first 5
0.214 / 0.205
4. P2-A world-space + human admissionADMITTED
7/7 pose-integrity hard gates

P2-A passes target surface strain, frozen-P0 hip continuity, and zero exported-mesh penetration. The signed 36-view Golden receipt binds the exact FBX and GLB hashes, so P2-A is now open for production; P1-J remains the rollback.

Lateral lean P95
6.1°
Arm twist P95
16.6°
Torso strain P95
1.28×
Penetration frames
0 / 240
Production
YES
5. P2 detail quality9/9
P2-A palm calibration clears the final machine blocker

The left-palm agreement within 40° rises to 90.3% while head stability, F000/first-five correspondence, both soles, arm-torso clearance, and zero mesh penetration remain passing. P2-A is now admitted by the hash-bound human Golden review; P1-J remains the explicit rollback.

Head jitter P95
2.5°
F000 / first 5
0.214 / 0.205
Palm P95 L / R
50.7° / 44.0°
Sole P95 L / R
27.7° / 29.0°
Min clearance L / R
0.43 / 0.45 SW
Current-frame angle receipt · F000Loading alignment report…
MeasureSOURCEDAZ|Δ|
Final FK reprojection
28.124 px25.800 px
↓ 8.3%
Frame-0 hip/chest flexion
24.989°21.482°
↓ 3.507°
Flexion P95
31.332°27.082°
↓ 4.250°
Bone direction
18.891°19.661°
< 20° guard
Performance Forge MVPReuses 3DHub rendering and Worker evidence; no parallel 3D engine.
Continue in 3DHub
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