# Motion layers

L1 runs the existing idle with a deterministic per-seat offset, 0.53 + seat × 1.717 + seeded variation up to 1.2 seconds. Bone poses are sampled at 60, 30 or 15 Hz and interpolated at display time. Tail interpolation preserves the loader's authored Euler channels, because a quaternion round trip can change the wrapped dragon tail's branch. The first 0.6 seconds blend from Today. Clip exits return to the moving idle over 0.28 seconds. Fold, win and lose entries blend over 0.14 seconds. The face retains existing blink and saccade recipes. Skin matrices are refreshed with updateMatrixWorld after parent transforms; the dragon's loader lift is held during additive foot correction, then released before the next base pose. A sole-surface adapter holds idle contacts at Today and preserves each active clip's own foot contacts. Porting needs an idle clock per seated animal, two cached bone poses, continuous wake scheduling, face-frame integration and the foot-contact adapter in tableWorld. The home director stays untouched.

L2 points eyes at the actor over 0.10 seconds. Head motion begins four frames later and reaches its hold at 0.25 seconds, with 30% of the turn on head and 70% on neck. Chest adds 12% of the turn. Turn limits in radians are raccoon 0.32, shark 0.20, dog 0.28, pig 0.24, bear 0.26, bunny 0.24, cat 0.30, dragon 0.24, koala 0.24, capybara 0.20, penguin 0.20, horse 0.24, duck 0.22 and frog 0.22. Attention lasts through the clip, then fades over 0.6 seconds. Overlapping events blend toward the new actor without dropping the previous gaze. Existing ear and tail loader response remains in force. Porting needs action-start/end events and seat-to-seat coordinates after the base pose, before committing the face. No model or camera changes.

L3 gives each spectator a seeded delay of four to ten frames and amplitude of 72–100%. Bid perks use 0.028 chest squash, 0.07-radian head lift and 0.10–0.12-radian ear lift, with a small damped settle. The existing shocked expression lasts 0.5 seconds. Bystanders to a targeted animal lean away by 0.045 radians; a fold adds a 0.05-radian glance. Existing lose clips are unchanged. Porting needs a short per-seat event queue and an additive pose pass in tableWorld, after attention. There is no card FX change.

L4 wraps the first six frames of bid and playCard with a smooth blend and opposite lean, 0.09 radians, chest twist, 0.075 radians, and squash, 4.5%. From frame six onward the original clip is sampled at its original time, so release/contact timing stays unchanged. Targeted is an exception: its first impact occurs at 0.04 seconds, frame 2.4. A five-frame wind-up cannot fit without moving that contact. It remains unchanged. Porting touches clip sampling only; event times and shared clip definitions stay unchanged.

L5 adds six habits using existing joints. Capybara has a 5.4-second cycle with two slow blinks, 6.5% chest breath and one ear flick. Bear shifts its chest by 0.07 radians on a 4.6-second cycle. Dragon flutters its authored wing joints by 0.19 radians and curls existing tail links on a 4.2-second cycle. Frog pulses chest by 7% and blinks quickly every 3.8 seconds. Penguin shuffles existing flippers by 0.10 radians and waddles chest by 0.065 radians every 4.7 seconds. Duck wiggles tail by 0.19 radians and bobs head by 0.09 radians every 3.9 seconds. Each envelope returns exactly to zero. Signatures fade back in over 0.35 seconds after an animal finishes acting, so a wing or tail habit cannot appear at full amplitude on the exit frame. Porting adds one kind-keyed additive idle pass. The other eight animals get no signature habit.
