16 KiB

Changelog

0.4.8 - 2026-08-09

  • Replaced the unstable frame-local aim controller with a causal, feed-forward angular-velocity path. Static targets now settle without a left/right limit cycle, legal 45/80-degree-per-second pans keep their entry velocity, and abrupt changes are bounded to 90 deg/s, 360 deg/s^2, and 7,200 deg/s^3.
  • Added C2 position resampling, speed-adaptive C2 distance transitions, and a final distance/step audit after every trajectory transform. The final candidate gate now fails closed on missing data and checks translation jerk, screen-space p99 and one-frame impulses, and the actual post-clamp step.
  • Calibrated the new dynamics policy against 1,381 runtime-eligible authored shots. The 600 m/s^3 translation maximum applies only to final generated candidates; expressive authored wide/dolly templates remain available for retargeting and soft ranking.
  • Replaced Unity's piecewise-linear reduced position curves with velocity-aware C1 Hermite curves. Every reduced shot is audited at source times and midpoints for position error, local speed/acceleration/jerk regressions, and meaningful-motion retention; unsafe reductions automatically fall back to exact position keys for that shot only.
  • Rebuilt the self-contained Windows worker as 0.1.4 with the trajectory module and build-identity snapshot included. The frozen worker doctor and 196-test build suite pass without requiring Python on the artist machine.
  • On the 12,269-frame Arisa regression input, all 56 shots passed visibility, facing, aim, distance, step, screen-dynamics, and cut-transition checks. Worst translation jerk improved from 641.61 to 247.81 m/s^3 and worst angular jerk from 30,294.84 to 7,146.35 deg/s^3; uncached generation improved from about 124 seconds to 107 seconds.
  • Unity compiled with zero Camera AI errors and the package EditMode suite passed 121/121. The Balanced importer retained simplified C1 curves for 41 shots and safely selected exact position keys for the 15 shots whose reduced curves exceeded the local motion or 5 mm error contract.

0.4.7 - 2026-08-09

  • Fixed the incomplete 6D-to-quaternion conversion that replaced every non-positive-trace rotation with a fixed 180-degree roll. This had rejected almost all authored front-camera templates and biased generation toward the actor's back.
  • Added torso-derived front-facing safety to candidate selection, including median alignment, severe-rear frame ratio, and longest consecutive rear run.
  • Made missing or non-finite front-facing audit data fail closed and improved all-candidates-rejected diagnostics with per-gate counts.
  • Invalidated both preparation and candidate caches because corrected template rotations affect both stages.
  • Rebuilt self-contained Windows worker 0.1.3 with pinned, verified runtime dependencies. The focused worker suite passes 148 tests.
  • On the 12,269-frame Arisa regression input, front-safety failures improved from 49/56 shots to 0/56; severe rear-facing frames fell from 72.64% to 0.18%, with a maximum per-shot run of 15 frames.

0.4.2 - 2026-08-03

  • Fixed Unity assembly exclusion caused by duplicate legacy/package script GUIDs.
  • Added YAMO-calibrated, angle-aware camera translation kinematics: concentrated direction changes slow before the turn and accelerate afterward, while smooth arcs and naturally eased motion remain untouched.
  • Applied the kinematic pass exactly once per shot: Orbit reversals are measured in subject-relative space and other motion families in final world space.
  • Made the braking window C2-continuous at its outer seams, removed cumulative- minimum speed kinks, and rejected any rewrite that introduces an acceleration or jerk regression instead of chasing newly-created seam events.
  • Added rendered end-to-start transition scoring against the actually selected adjacent cameras, including both neighbours during selected-shot regeneration.
  • Hard-rejected only perceptible near-duplicate jump cuts and unbridged extreme axis crossings; screen jumps and opposing motion remain soft ranking signals.
  • Preserved the braking envelope around 40-degree-or-greater direction changes when editable Unity animation curves are simplified.
  • Bumped the packaged worker to 0.1.2 and invalidated stale candidate caches for the new transition and trajectory policies.

0.4.1 - 2026-08-03

  • Added the UXML/USS camera-generation workflow with a compact narrow-dock layout, full preflight readiness, result-only refinement/save stages, and a compact status footer.
  • Fixed stale Unity-project folders being mistaken for a complete CW-AI data library; the window now validates the training index and cut model and automatically repairs the path to a complete sibling library.
  • Prepared the package for the Streamingle Utilities Git distribution with the frozen Windows x64 CWCameraWorker folder under Tools~; artist machines no longer need a separate Python installation.
  • Moved generated preparation and candidate caches out of the reference-data library and into the Unity project's writable Library/CWAI directory. An optional CWAI_CACHE_ROOT environment variable can override that location.

0.4.0 - 2026-08-02

  • Replaced the Unity-native generation backends with the packaged CWCameraWorker.exe high-quality pipeline.
  • Added generate, prepare-cache, version --json, and doctor CLI contracts with structured progress events and cooperative cancellation.
  • Split generation-time data preparation from training-only dependencies; the verified Windows onedir worker is 316.54 MiB and requires no separate Python installation on artist workstations.
  • Kept full-Timeline and selected-shot generation, per-camera AnimationClips, curve simplification, provenance validation, and cut-correction capture in the Unity Editor workflow.
  • Removed the portable native runtime, exporter, generator implementation, and their dedicated tests. Existing generated results and parity reports remain importable historical artifacts.

0.3.5 - 2026-08-02

  • Added the Unity-native Portable HQ v1 path: authored trajectory retargeting, global cut dynamic programming, random-forest sequence-beam planning, and multi-candidate safety/quality selection now run as one deterministic generation pipeline.
  • Materialized unity_native_portable_hq_v1_arisa_final_pass1 as a 60-shot, 12,269-frame, 60 FPS Timeline. It contains 60 independent cameras, Animators, Animation Tracks, and AnimationClips, with zero runtime LookAt/Tracking bindings and zero template fallbacks.
  • Preserved hard cuts with zero ease and an intentional 1 microsecond boundary guard. The final run completed in 17.701 seconds; the isolated EditMode suite passed 161/161.
  • Verified byte-identical output for the same Seed. A different Seed changed the selected authored template in 35% of shots and materially changed 32.8% of frames. Real beat/mel features and the deduplicated weighted duration prior remain explicit parity gaps.
  • Added the experimental 작업자 카메라 기반 (Unity 내장 · 실험) backend. It loads a portable JSON/float32 runtime bundle containing 1,381 authored camera templates and retargets them entirely inside Unity without requiring Python at generation time.
  • Added a content-addressed, hash-validated runtime-bundle exporter and Unity loader. The original preparation cache is trusted only during explicit export; the published runtime bundle contains no pickle or executable serialization.
  • Verified the initial Unity smoke run on the 12,269-frame input: 51 shots, 51 authored-template shots, zero template fallbacks, and 51 independent camera Animators. At that checkpoint the path did not yet include the high-quality cut planner, candidate retarget/re-score, or complete composition pass; Portable HQ v1 above supersedes that limitation.
  • Added an explicit Unity cut-correction snapshot workflow. It compares the provenance-bound generated shots.json with edited hard-cut clip starts and records ordered keep/move/add/delete operations without modifying or saving the Scene or Timeline asset.
  • Added causal three-shot cut context (duration, music/motion energy, beat proximity), schema-v2 closed-loop ranker training, deterministic bounded history-beam planning, v1 artifact rejection, and complete context trace provenance. The v2 model passes its no-model non-regression gate but does not yet replace the legacy cut path.
  • Added the 60 FPS data-driven cut planner: broad music/motion candidates, duplicate-aware authored duration prior, exact-audio soft prior, portable listwise ranker, and deterministic global DAG optimization with trace output.
  • Added high-quality full-generation cut-rhythm controls (Auto/Slow/Normal/Fast), while selected-shot regeneration continues to lock every existing cut.
  • Added source-audio SHA-256 export so the generator can reuse approved timing evidence for the same recording without copying camera trajectories.
  • Added a shape-preserving relative-trajectory velocity limiter. The final 67-shot Arisa composite reduced within-shot position spikes over 0.15m/frame from 12 to 0 (0.17551m max to 0.11991m) while preserving visibility, cut boundaries, every non-selected shot, and baked-aim quality.
  • Verified the final 12,269-frame/67-shot/60 FPS preview in Unity with compile 0/0, related EditMode 65/65, and no new Console errors after Timeline import.
  • Added true high-quality selected-shot generation with --only-shot-index/--base-generation, skipping full-sequence planning and preserving every non-selected camera frame, shot row, cut, and Unity clip.
  • Added full-compatible materialized composites with base hashes and selected span provenance, plus a separate Seed-independent per-shot candidate cache.
  • Advanced the next base and Seed only after successful Timeline import, and rejected incompatible Native/stale bases before launching Python.
  • Added selected-shot ETA/cache reporting and regression coverage for paired CLI arguments, fail-closed base validation, exact preservation, and A -> B sequential regeneration; independent finite/coverage/person/aim/spike gates pass on the final Arisa composites.
  • Hardened base loading with exact JSON integer/numeric contracts, pre-read payload byte-size checks, and direct non-reparse payload paths. Only selected_shot_directives.json is accepted as an output sidecar.
  • Added best-effort transactional directory publication with validated staging, single-orphan-backup recovery, and fail-closed handling for ambiguous or malformed recovery state.
  • Preserved the legacy selection string while adding authoritative materializedShotSeedLineage and an identical-base-hash reproducibility scope for mixed-Seed composites.
  • Kept the archived Arisa 2.058s/1.293s selected-shot benchmark and recorded a separate latest-user-base 2.489s/1.498s result with 20/20 invariants. Final-source hit revalidation was 1.430752s total (0.0006751s candidate retarget). Python is 215/215 with py_compile/Ruff passing; Unity EditMode is 59/59, importer validation accepted 12,269 frames/52 shots/60 FPS, and compilation reported 0/0.

0.3.4 - 2026-08-01

  • Made Hybrid Seed deterministically select from camera candidates that pass person-safety checks and are visually distinct after final composition.
  • Kept the same Seed reproducible and made adjacent Seeds select different candidates whenever a shot has at least two safe, distinct candidates.
  • Limited variation candidates to a bounded score delta from the best safe camera and preserved the full legacy safety-rescue search when needed.
  • Decoupled the Seed-selected output from the deterministic sequence context, preventing later shots from converging back to the same camera.
  • Preserved explicit static direction and safety constraints; a shot may remain unchanged when only one safe, distinct candidate exists.
  • Clarified in the generator UI that reapplying an existing result does not generate a new candidate and therefore does not use Seed.
  • Distinguished full-result Seed state from a single regenerated camera, and no longer reports an applied Seed when Timeline import fails.

0.3.3 - 2026-08-01

  • Added live generation stages, elapsed time, and a backend-specific ETA range that learns from completed timelines while keeping cache preparation separate.
  • Bound every generated Cinemachine camera to its own Animator, Animation Track, and .anim asset so offsets and curves can be edited per camera.
  • Initialized every per-camera Track Offset from its first generated pose so finite clips preserve world height instead of collapsing toward the floor.
  • Added Timeline clip, animation asset, and Hierarchy camera selection for regenerating exactly one generated shot while preserving all other shots.
  • Prevented automatically directed opening shots from becoming static unless the user explicitly requests a static shot or zero motion intensity.
  • Made preview scope identifiers stable across script recompiles and Editor reloads so selected-camera regeneration keeps resolving the same preview.
  • Removed each scoped preview asset folder atomically to prevent orphaned clips and duplicate-suffixed Timeline assets after repeated preview rebuilds.

0.3.2 - 2026-07-31

  • Replaced the development-first generator layout with a Timeline-select and one-click generation workflow.
  • Hid repository paths, Python, dataset IDs, seeds, caches, and manual import controls under an advanced foldout.
  • Added localized optional direction controls and result-only per-camera regeneration/final-save actions.
  • Added a short Korean menu path while retaining the legacy menu entry.
  • Improved multi-song one-click selection by matching the chosen source Timeline to the freshly exported song manifest.
  • Added a camera-free generation-input export for Timelines containing only character motion and audio, including frame-aligned RMS/onset features.
  • Existing Cinemachine tracks are explicitly ignored during generation-input export; the simple workflow no longer exposes a “dataset song” selector.
  • Allowed Hybrid generation targets outside the training index while keeping the indexed worker-camera reference library split- and leakage-guarded.

0.3.1 - 2026-07-31

  • Fixed multi-song Hybrid selection by distinguishing 16-hex song IDs from names.
  • Added explicit source PlayableDirector scoping for preview import, removal, and regeneration.
  • Made Final scene copies own independent Timeline and animation assets.
  • Made Native safety validation fail closed for missing/non-finite joints.
  • Rebased non-zero source Timeline time samples while preserving provenance.
  • Added complete Native seed, global direction, and directives provenance metadata.

0.3.0 - 2026-07-31

  • Added Python-free Native Fast camera generation inside the Unity Editor.
  • Added learned Python Hybrid Quality generation controls and per-shot JSON directions.
  • Stabilized camera bodies with shot-fixed stage anchors and low-frequency follow.
  • Added fail-closed character-envelope framing checks and safe distance fallback.
  • Added per-camera animation clips and selected-shot regeneration with GUID preservation.
  • Added Exact, Balanced, and Editable error-bounded curve simplification presets.
  • Added a content-addressed Hybrid preparation-cache workflow shared across candidate seeds.

0.4.3

  • Added a self-contained RuntimeData~ reference bundle (263 prepared songs).
  • The packaged worker auto-discovers the bundle; raw CW-AI source audio and a separate checkout are no longer required for generation.
  • Generation caches remain project-local and writable.

0.4.4

  • Automatically prefers bundled RuntimeData~, including Unity Git PackageCache installs, over stale serialized external roots.

0.4.5

  • Rebuilt the frozen worker so portable prepared-template rotation conversion is included in the executable.

0.4.6

  • Added a soft front-facing preference so safe candidates do not systematically place the actor's back toward the camera.
  • Bumped candidate cache logic version to invalidate stale orientation candidates.