feat(review): flag handles in the review player (metadata only)
Deploy / deploy (push) Successful in 3m31s
Deploy / deploy (push) Successful in 3m31s
Renders run 8 frames past the cut at each end. Directors were flagging glitches in unfixed handles as shot problems, so the player now marks them — without trimming or burning anything into the EXRs/MOV/MP4. - Version.handleHead/handleTail/pictureStartFrame, Export.handleHead/ handleTail; migration backfills pipeline exports and their preview versions from the manifest's handleFrames (else 8) - AE panel: "Includes handles [8] frames each end" -> manifest.review; older manifests fall back to source.handleFrames - finalize copies handles onto the Version; worker 1.6.4 reports the head slate length (pictureStartSeconds), else the player infers it as MP4 frames - EXR frameCount - Player: hatched HANDLE / SLATE regions and cut marks on the timeline, "HEAD/TAIL HANDLE · NOT IN EDIT" overlay on handle frames, HANDLE badge on notes, "Edit range only" toggle (default on in the client portal) - Staff Handles editor on the review page for manual uploads/corrections Also fixes two player bugs found while testing: timeToFrame floored float error (every seek landed a frame early), and J/reverse never ran (the keyboard effect's cleanup stopped it on the next render). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -9,9 +9,17 @@ export function frameToTime(frame: number, fps: number): number {
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return frame / fps;
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}
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/**
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* Tolerance (in frames) for float error at a frame boundary. Seeking to
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* frameToTime(4, 24) = 0.1666… reads back as 3.9999… frames; without this it
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* floors to frame 3, so every seek landed one frame early. Far smaller than
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* any real position inside a frame.
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*/
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const FRAME_EPSILON = 1e-3;
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/** Convert video currentTime to frame number (0-based) */
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export function timeToFrame(time: number, fps: number): number {
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return Math.floor(time * fps);
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return Math.floor(time * fps + FRAME_EPSILON);
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}
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/** Format a frame number as a timecode string: MM:SS:FF */
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