Files
DeeJanuz--frametop/hands/rec/DESIGN.md
T
9d7c8a0b91 Experimental (#29)
* Input relay: typing with the pointer helper down no longer ends the relay

Typing on a pass-through keyboard tells the helper "typing". With the
helper not running (SteamVR off), that send raised ConnectionRefusedError
and the relay exited, dropping every grab until systemd restarted it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* ft-steam: open Steam's menu through Steam's own UI

steam/ft-steam menu opens the SteamVR dashboard on Steam's menu, or closes
the dashboard if it's up, without pointer mode: it asks Steam's UI over its
debugging port to show its dashboard overlay (ShowVROverlay, what Steam
calls itself) and focus the Steam frame's left menu (MenuStore.OpenMainMenu).
ft-steam check says whether those calls still exist, and update-check.py
runs it, since a Steam client update can rename them.

The CDP client moves from display-settings/steam_settings.py to
steam/steamui.py, so both use it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Shortcuts: Steam menu, commands, and modifier taps

Key combinations (and mouse and controller buttons) get two new actions:
- steam_menu: Open Steam menu / close dashboard (steam/ft-steam menu).
- command:CMD: run CMD with sh -c, as the relay's service, with layout/,
  float/ and steam/ on its PATH. Input Settings offers it for key
  combinations as Run a command...
Both work without pointer mode.

A modifier on its own is now a key combination too: a tap, pressed and
released with no other key, mouse button, or scroll in between. A bound
tap sends the desktop F24 before the release, so Plasma's launcher stays
shut. The defaults gain a Meta tap for the Steam menu; this replaces
META_DASHBOARD, which only worked in pointer mode.

input/test/keys-test.py runs the relay against fake devices with every
outgoing socket renamed, so it's safe next to the live relay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Relay: share a key combination's Meta release with frame-voice

A Meta+key combination (Meta+J for gaze_left, say) hides Meta's release
from the desktop, and the relay skipped share_key for it too. frame-voice
saw Meta go down on @frametop_keys and never come up, so it held all
dictated text back, waiting for that release. Keys of grabbed keyboards
are now shared as pressed, before key_binding() decides what the desktop
gets.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: ft-cutouts, the hand cutouts without pinches and grips

hands/ft-cutouts on|off|status starts ft-camd and ft-hands as transient
user units with ft-hands' new --no-gestures: hands are published for
ft-screens' cutouts, but no pinch or grip is detected, so nothing clicks
or drags and a closing hand doesn't raise the tracking rate. It needs a
build and ft-camd's capabilities, not hands/run.sh install. Its units
conflict with ft-handsctl's, so each stops the other, and they stop with
SteamVR.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* ft-cutouts status: only the current run's tracker lines

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: say why gaze mode can't work yet, and open the calibration whenever it's missing

Turning gaze mode on without a calibration opened Calibrate only on the
off-to-on change, and only if it could open right then. With the headset
off, the eye tracker silent, or the panel not built, or with gaze mode
already on when the gaze service started, nothing opened and nothing said
why: the pointer just stayed a mouse.

- The gaze service now checks every second: gaze mode on, no calibration
  for the tracker in use, eyes seen -> the full calibration opens. One
  that closes unfinished opens again only after the headset comes off and
  on, gaze mode off and on, or Calibrate, so it doesn't loop. A start that
  fails retries every 10 s.
- Its status says why gaze mode can't work yet (checks.problem): not
  calibrated and opening, open, closed unfinished, or can't open and why.
- Input Settings shows that under the Gaze pointer switch, along with the
  gaze service not installed or not running and our tracker missing its
  frame grabber.
- ft-gazectl on notes a missing calibration.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: install our eye tracker, prefer it, and say why a calibration dot wasn't taken

A user on a fresh install got "Calibration failed: only 0 of 21 dots" with
no reason. The installer never installed our tracker, so gaze used
SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an
eye for most of the look. The panel just showed a red ring.

- install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh)
  after gaze mode, yes by default; it needs sudo, so --yes runs it only
  when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker.
  Configs that still say GAZE_TRACKER=steam (the old template) are asked
  whether to switch.
- GAZE_TRACKER=auto, the new default: ours when it's installed (the
  frame grabber, its unit, and ft-eyes' Python), else SteamVR's.
  ft-gazed rechecks every second, so installing it switches over. Input
  Settings lists Own tracker first as recommended, and says how to
  install it when it's missing (checking the host's /etc through
  /run/host from the dev container).
- The calibration panel has a note line, orange over the instructions:
  why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for
  SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply
  for ours), what a click is still waiting for after 1.5 s, and a failed
  calibration's most common reason, which the Gaze page shows too.
  steady_samples keeps the same samples as before (checked on 2037
  windows of recordings); a lost eye is named before a blink, since its
  openness reads 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* README: link the Frametop Discord

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Wait for a new container to finish setting up before entering it

container-up.sh starts the dev container in a scope of its own, so
distrobox enter finds it running and skips its wait for distrobox-init.
On a fresh install, init was still setting up passwordless sudo when
dev-container.sh ran sudo dnf install, and sudo asked for a password
with no terminal to read it from. container-up.sh now waits for
container_setup_done itself, and the container's sudo calls use -n,
so a password prompt fails at once with a clear message.

Fixes #9

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Prevent small desktop overlay pointer movements from starting a drag

* Clear reported drag state on controller release

* Click stability: only a hand controller's press starts it

The 3D mouse drives SteamVR's laser through the ft_pointer virtual
controller, so its events reach the screens the same way a controller's
do. The filter held every press, which turned the mouse's short drags
(selecting a character or two, nudging a slider) into clicks. Mark
button events from hand controllers and start the filter only on those.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Input relay: retry a new device until udev gives it to the input group

A new /dev/input node is root:root 0600 until udev applies GROUP=input. The
scan probed each new node once and marked it seen even when the open failed, so
a node caught in that gap was never opened. Behind a KVM, a switch brings back a
hub of devices at once: on the Frame, four nodes failed with EACCES in one switch,
the keyboard was never grabbed, and its keys went to gamescope instead of the
desktop screens. A node that isn't readable yet now waits for the next scan.

* Screens: take a screen's overlays from one copy in the catcher

While a button pressed on a screen is held, UpdateCatcher checks every tick
whether the laser is still on one of the screen's overlays. It built that list
from s.All().begin() and s.All().end(), but All() returns a std::array by
value: iterators into two different temporaries, which is undefined behaviour.
A clang build of ft-screens got a garbage length, threw std::length_error, and
aborted on the first click, taking KWin and the desktop with it.

* Gaze: leave SteamVR's gaze action alone during VR games

From curiousjtuber's PR #13: with the gaze service running, SteamVR
restarted its eye tracker every 10 to 13 s of Beat Saber, as if the
headset came off, and each restart took input focus from the game.
The PR stopped every read in a game. Only the action path reaches
SteamVR (UpdateActionState on the gaze set at overlay-global priority,
then GetEyeTrackingDataRelativeToNow); the mmap and our tracker are
read-only files. So only the action is skipped while a scene app runs,
and gaze keeps moving the pointer over the dashboard in a game. The
action source is only used with --source action.

Co-Authored-By: CuriousJ <curious.j.tuber@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: --record-hz, and the hand recorder's design (hands/rec/DESIGN.md)

ft-hands --record-hz N records at most N frame sets a second, for the hand recorder (10).
DESIGN.md lays out the recorder: the headset panel, the session runner and its script,
the files, review and export, consent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: ft-handpanel, the hand recorder's headset panel

A head-locked SteamVR overlay for the hand recorder (hands/rec/DESIGN.md):
1.2 m ahead, 12 degrees up, 36 degrees wide, drawn with stb_truetype
into three shared DMA-BUFs as ft-gazepanel does. It shows the title,
step, wrapped instruction, note, countdown, hand chips, near/far bar
and a "Paused" cover, driven over @ft_handpanel.

It also places the touch target, a 2 cm dot in its own overlay fixed
in the room where the head was at the first command for that point,
and logs head and controller poses to poses.jsonl at 250 Hz from a
thread of its own. Both threads take one lock around OpenVR calls.

--no-vr prints each picture's state to stdout (and --dump writes the
pictures), for testing without a headset. hands/rec/build.sh builds it
in the dev container.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the recorder's worn check goes by the panel's backlight, as frame-job does

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the hand recorder's session runner and guided script

hands/rec/session.py runs a recording session from script.json: it starts
ft-camd and a tracking ft-hands as transient units only if they aren't
running, records each section as one take (ft-hands --record-only at
10 sets/s, a new sets-N.bin after each pause), drives ft-handpanel, and
writes session.json, calibration.json (identifying fields removed),
prompts.jsonl and take.json. Feedback comes from the live hands file and,
in the controller sections, from the panel's device poll. It also runs
from the command line (--dry-run, --speed, --ring, --no-start).

hands/rec/script.json: 11 sections, about 9 minutes without the object
and controller sections.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the hand recorder's window, review and export

hands/rec/ft_handrec.py + main.qml (Kirigami, dev container; host launcher
hands/rec/ft-handrec): consent (CONSENT.md, asked again when its version
changes; profile.json with a random contributor id), the before-you-start
checklist with the lighting and free-space checks, the session controls
(Space pauses, Esc stops), review with a frame-set viewer that deletes
ranges, takes and sessions, export with progress and cancel (warns while
the headset is worn), and the upload page (UPLOAD.md, the
huggingface-cli command; HF_DATASET is a placeholder). --dry-run runs
sessions without processes, for testing.

hands/rec/takes.py (standard library): indexes sets.bin and sets-N.bin
without reading pixels, reads one set's cameras, keeps deleted ranges in
take.json, and exports: deleted sets left out, zstd -10 -T2 at nice 19,
manifest.json and SHA256SUMS, nothing left behind on cancel.

CONSENT.md and UPLOAD.md are drafts pending a legal review; the window
says contributions aren't open yet. The dev container gains zstd.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: upload from the hand recorder's window, export checks, a rehearsal

hands/rec/validate.py (standard library; Linux and Windows, Python 3.12+)
checks an export before upload and when it's received: SHA256SUMS, an
allow-list of files, the manifest's schema and keys, the consent version,
a uuid4 contributor, no identifying fields in calibration.json or
device.json, every sets.bin.zst decompressed to its end as a stream with
each FHSET01 header checked against the manifest, jsonl lines, the total
size. It decompresses with compression.zstd, zstandard or the zstd
program. validate.py DIR [--json].

hands/rec/hub.py uploads an export with huggingface_hub, as a pull
request to contributions/<contributor>/<session>: validate first, refuse
a repeat of the same export, check the login (whoami) and access
(auth_check), upload_folder(create_pr=True) with the manifest summary as
the description, then record the PR under "uploads" in session.json.
Errors are explained (terms not accepted, not found, 401/403, network).
--dry-run makes no network calls. FT_HANDREC_DATASET overrides
HF_DATASET (DeeJanuz/frametop-hands); while the texts are drafts a real
upload needs FT_HANDREC_ALLOW_UPLOAD=1.

The Upload page shows the login with "Check again" and how to run
hf auth login in a terminal (the token never enters the window), then
Upload with a phase, progress and Cancel (hub.py as a child process), the
PR link, and a warning for an export uploaded before. The manual
command stays as the fallback. ft-handrec --hub-dry-run.

session.py also saves device.json: cv.cad_from_cal and head from
/persist/device_config.json, the labeller's shape, nothing identifying;
export copies it. Session ids with a -N suffix are accepted everywhere.

hands/rec/rehearse.sh runs it all without the headset: ft-ringplay plays
30 s of a capture into a ring, session.py records a short test script
with ft-handpanel --no-vr and a tracker, then export, validate and a
dry-run upload (--repo ID uploads for real). It runs in one frame-job
scope, deletes its data and stops its processes, also on Ctrl+C.

hands/rec/tests/test_validate.py covers good and broken exports and hub.py
without the network. The dev container gains python3-huggingface-hub.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* README: Frametop doesn't work on the SteamOS beta yet

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 072a294941)

* Hands: step mode and pose pictures for the hand recorder

The first real session moved on every 5 s with text only, too fast to follow.
Each step now waits for Next (Space or the window's button), counts down 3-2-1
while recording, then holds. P pauses, R redoes a step, S skips a section;
"Advance by itself" (--auto) keeps the old timed flow. Nothing records while
a step waits: each step is its own recording part.

The panel and the window show a picture of each pose (hands/rec/poses,
generated by make_poses.py from a parametric hand, MIT) and a diagram of where
to hold the hands and how far out. prompts.jsonl gains ready, wait and redo
events; session.json gains mode.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the headset button as Next, clearer push steps

The headset's right-side click button (KEY_SELECT on gpio-keys, read without
a grab) now works the session: Next while a step waits, pause during a hold,
resume while paused. With no mouse connected the hints lead with it.

The push sections say plainly to push straight out from the headset and pull
back, with a side-view picture of the head, the headset and the arrow, and
the bar's ends read "At your chest" and "Arm out". The bar labels are sent
as one field, so labels with spaces no longer split.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* ft-floatd: a launch for a missing app no longer kills the control socket

Gio.DesktopAppInfo.new() returns NULL for a desktop file that doesn't
exist, and PyGObject raises TypeError ("constructor returned NULL")
rather than returning None, so launch()'s `if info is None` never ran.
The exception escaped the control socket's GLib callback, GLib dropped
the watch, and ft-floatd stopped answering everything: the float key,
dock, Launch as Standalone, and profiles, until the desktop restarted.

Found on the Frame (2026-10-02): a profile saved with RustDesk's
Flatpak open records its window's app id, com.carriez.flutter_hbb,
which has no desktop file (the Flatpak's is com.rustdesk.RustDesk).
`ft-layout use` on that profile asked ft-floatd to launch it, and
ft-floatd went silent. With this, that launch replies "error no app
com.carriez.flutter_hbb" and the profile's other apps open.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* ft-floatd: profiles keep and relaunch Flatpak apps whose window names another app id

An X11 window in a Flatpak can give KWin an app id with no desktop file:
RustDesk's says com.carriez.flutter_hbb (its GTK application id), and the
Flatpak's desktop file is com.rustdesk.RustDesk. A profile recorded that
id, so it couldn't relaunch the app (PR #16 keeps that from killing
ft-floatd's socket). And the window's pid is the sandbox's own, so a
launched window matched neither by process nor by app id, and didn't
float.

desktop_name() finds the desktop file whose StartupWMClass names the
window's class (or app id) when the app id has none. Capture records
that name, a profile claims open windows by it, and a launch's window
matches by it.

Profiles saved before this keep the old id; save them again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: check the tracking cameras before recording, and watch for losing them

After the headset wakes, XRService sometimes fails to load the colour module's
VCINT FPGA image; then only the two side cameras run, without the IR light,
and the tracker finds no hands. hands/camcheck.py reads XRService's log, the
video nodes it holds and ft-camd's ring, and says ok, degraded or unknown.

The recorder won't start while degraded (--ignore-cameras overrides it), offers
a confirmed SteamVR restart, and stops the first hand-size step when the
tracker sees no hand at all. ft-camwatch (unit file only, not enabled) follows
the log, notifies, and with CAMWATCH_AUTO_RESTART=1 restarts SteamVR when the
headset isn't worn and nothing else uses VR.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: shorter recording sessions with pose sweeps

The second real session took 16 minutes, half of it 36 still poses. Labels
come from the auto-labeller, so what matters is variety, not clean holds.
A sweep step shows a strip of pose pictures and lights one every 4 s while
the hands move slowly near and far; each cue is a prompt event with
"cue": true. The core session is now 15 steps, about 5 minutes recorded.

The pose groups, the one-hand sweeps' groups and the cue order are shuffled
per session, seeded from its id and saved in session.json. A quick round
(--quick, or the checklist's choice) is about 2 minutes for extra lighting.
Touch the dot has 6 dots, the push sections two heights.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Input relay test: let the fake devices past the udev permission check

Since the relay leaves a node it can't read yet for the next scan (12f2e84, PR #12), it
checks os.access first, and the test's fake /dev/input paths don't exist, so the relay never
opened them and every key check failed. The fake os now says they're readable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pause Frametop for VR games

Frametop kept using the headset during games: with gaze mode off, our eye tracker still took
about 60% of a core, remote desktop about 2 cores while on, and KWin kept drawing hidden
screens because ft-screens sent their frame callbacks at 90 Hz. Pausing gives that back, and
resuming brings back only what pausing stopped. It's also a way to keep the gaze service and
our eye tracker off during games, which PR #13 asked for.

Paused (input/game_pause.py, run by the input relay):
- frametop-gaze stops (ft-eyegrab then idles by itself), and hand tracking and remote desktop
  stop if they run
- the desktop hides and slows down: ft-screens "pause on" hides every panel and sends KWin a
  frame callback once a second; or, with pause_desktop "close", the desktop closes and starts
  again on resume
- the relay lets go of the 3D mouse, typing goes to Steam, and mapped buttons and key
  combinations do only pause_toggle, steam_menu and commands

Toggled by both thumbsticks clicked together twice (configurable), read passively from
vrserver's web socket (input/vrws.py) so it works in games and takes nothing from them; by the
new pause_toggle action; by input/ft-pause; and, with pause_auto (default on), by a VR game
starting and ending, which the pointer helper now reports ("vrgame 1|0"). Frametop Input
Settings has a Games page for it. update-check.py checks the web socket, and doesn't count a
paused gaze service as failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: ft-hands works out which side camera is which

ft-camd tells the side cameras apart by XRService's buffer allocation order,
which some XRService starts reverse; both of 2026-10-02's starts did, so the
cutouts missed the hands. HANDS_SWAP_SIDES=auto (the default) has ft-hands
vote from hands seen in both side cameras: the landmark rays meet in front
of both cameras only under the right naming. While undecided it probes the
exchanged naming with the landmark model. It decides in about 2 s of hands
(right on all 7 recordings replayed), swaps the views in place, and publishes
sides.json. 0 and 1 still force it, with a warning when the hands disagree.

Recordings carry each part's naming and the session's decision; review,
export, validate and ft-handreplay put the names right, and takes.py sides
records a decision by hand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: idle while the gaze isn't used

The gaze service ran ft-gaze and our own eye tracker all the time: with gaze mode off, ft-eyes
still took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. Now ft-gaze
and our tracker run only while gaze mode is on and someone wears the headset, while a check or
the calibration is open or asked for, or under a "wake" lease, which the Gaze page of Frametop
Input Settings renews while it's open. 30 s after the last use they stop, and the frame grabber
idles with our tracker.

- The pointer helper answers "gaze ? headset" with worn|away (SteamVR's activity level for the
  headset); an older helper answers it as before, and the service then goes by gaze mode alone.
- A quick check, calibration, or fit check asked for while idle wakes the tracker and opens once
  it sends; the automatic calibration waits quietly while it starts.
- Status has "awake" and "idle" (why), and the Gaze page shows it.
- gaze/test/idle-test.py runs the service with a fake helper and ft-gaze, offline.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* update-check: a still controller isn't a broken web socket

vrserver sends a controller's state only when something on it changes, and one lying still
or asleep may not even send its first one. The check subscribed to one controller and failed
after 3 s of silence. It now subscribes to all, and silence after a good handshake is a skip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the recorder measures the light itself

The checklist page measures the light when it opens, starting ft-camd if
nothing runs it (and stopping it on quit), instead of saying the cameras
aren't running. The round's lighting defaults to what the cameras measure:
daylight or indoor, from the mono cameras' ambient infrared. Lamps give off
little infrared, so dim and normal rooms read alike; picking dim, room or
daylight still overrides it. session.json gets source, measured and
ambient_ir.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: the recorder's host commands run from the home folder

host-spawn starts a host command in the caller's folder. Started from /tmp,
the app's folder in the container is /run/host/tmp, which the host doesn't
have, so starting ft-camd (and every other host command) exited 127.
host_command now runs from home (env -C), and the launcher cds there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Input Settings: the Games page is Game optimization

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: push steps say to follow the hollow circle, not the blue dot

The dot is the current tracker's distance guess, often wrong; the ring is
where the hands should be.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Eye tracker: one thread for OpenCV and numpy

Nothing called cv2.setNumThreads, so OpenCV kept a pool of one worker per core for
pupil windows of 140 to 240 px. Live, its idle workers spun and yielded about 14,000
times a second each, about a quarter of a core, next to SteamVR's compositor. numpy's
OpenBLAS also started 8 threads that never had work.

eyes_pupil.py now sets OpenCV to one thread, and ft-eyes sets OPENBLAS_NUM_THREADS and
OMP_NUM_THREADS to 1 before numpy loads (a value already in the environment wins).

Replaying fit1 into a scratch share (ft-eyes-replay, 14 s measured, capped at one core
with the replay): threads 13 -> 1, involuntary context switches 3,812/s -> 430/s,
system time 6.9% -> 1.6% of a core. Under that cap the frames it kept up with went from
21-36 to 57-69 a second per eye.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer: read the overlay list every 20 s, not every second

The helper ran `vrcmd --overlays` once a second while the pointer was awake, and in gaze
mode the pointer never sleeps. Each run is a shell plus vrcmd, a new SteamVR client, about
26 to 30 ms of CPU, so about 3% of a core all the time.

The list is now read every 20 seconds, and at once (at most once a second) when it may have
changed: the pointer waking, the dashboard opening or closing or creating an overlay, the
scene app changing, an "overlays" request, and a left click that hit nothing, which may be
on a panel that came up since. The thread waits on a condition variable instead of waking
every 100 ms, so it sleeps while paused. The main loop looks the keys up again as soon as a
new list is in, rather than at its next 1 s tick. Overlays already on the list still show
and hide within 50 ms, from the IsOverlayVisible poll.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: ft-eyes and ft-gaze below SteamVR's priority

ft-eyes and ft-gaze run in the dev container through distrobox, so they live in podman's
libpod scope: frametop-gaze.service's limits never reach them, and they ran at nice 0
next to vrcompositor and vrserver, also at nice 0.

- ft-eyes sets itself to nice 10 and SCHED_BATCH at start, before its threads. Batch
  turns off wakeup preemption, so a frame ft-eyes wakes up for can wait out a running
  compositor's turn; a few ms late costs the gaze little.
- ft-gaze sets nice 5 before its threads start, but stays SCHED_OTHER: each sample goes
  on to the pointer, and batch would add the same wait to every one of them.
- Both only ever lower their priority (a higher nice already set wins), and a failure
  is logged and ignored. Checked in the dev container: nice 0 -> 10, policy 0 -> 3
  (SCHED_BATCH) without any capability.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer: sleep on the command socket while the pointer is off

The main loop slept a fixed 8 ms, about 116 wakeups a second, whether the pointer was awake
or not, and every second it looked up every overlay's handle and read a string property from
all 64 device slots to find its own device.

With the pointer off and hand gestures off, the loop now waits in poll() on its command
socket for up to 250 ms, or 20 ms while mapped Frame controller buttons are being read
(SteamVR input has no event to wait for). A mouse command ends the wait at once. The
headset's activity level, the game check, and the "vrgame" and "gazeawake" repeats keep
going at that pace. The 50 ms visibility poll and the 1 s handle lookups run only while the
pointer is awake, and waking forces both. The device index is looked for only while it's
unknown, and again after SteamVR activates or deactivates a device. The HMD pose history is
kept only with hand gestures on, its one user.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Remote desktop: connect FreeRDP only while a VNC viewer is connected

vnc-bridge.sh kept FreeRDP connected to krdpserver from the moment remote desktop
started, so krdp captured and H.264-encoded every KWin redraw in software (openh264)
with nobody watching: krdpserver 55-78% of a core, xfreerdp 16-27%, Xvnc 6-11%, with 0
clients on :5900. krdp 6.7 creates its screencast session per RDP connection and drops
it when the connection closes, so krdpserver itself idles without one and stays up.

The bridge now counts established connections to Xvnc's port with ss, starts FreeRDP
when a viewer appears (the desktop shows about 3 s later; the VNC screen is black until
then) and stops it 45 s after the last one leaves (VNC_IDLE_SEC). Xvnc has no client
hook, so its log output, which it writes for every connection, wakes the bridge early;
otherwise it looks every 5 s while idle (0.1% of a core measured, against 0.9% for ss
once a second) and every second while FreeRDP runs. The layout check runs only while
FreeRDP runs.

While a viewer is connected the bridge sends "watch 15" to ft-screens (@ft_screens) at
once and every 5 s, so screens at a reduced frame rate (out of view, headset on a
stand) stream at full rate; it lapses by itself if the bridge dies, and an ft-screens
without the command just answers an error. The window search after starting FreeRDP
now ends when FreeRDP exits instead of polling for 30 s.

krdp on 127.0.0.1 with a fresh password, VNC on the tailnet address with VncAuth, and
remote-ctl.sh start/stop (pause and resume) are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Remote desktop: read the layout only after it changes

While FreeRDP ran, vnc-bridge.sh called ft-layout remote-view every 5 s, which scans
all of /proc for plasmashell and runs kscreen-doctor -j: about 4.4% of a core for a
layout that rarely changes.

It now stats the two files the answer depends on, the nested KWin's
~/.config/frametop/kwinoutputconfig.json (positions, scales, primary) and
~/.config/frametop-layout.json (screen sizes), once a second while FreeRDP runs. After
either changes it reads the layout every 2 s for 10 s, since KWin's outputs follow the
file a few seconds later; otherwise once a minute, in case a change touched neither.
With no VNC viewer connected nothing runs (previous commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Eye tracker: ft-eyes sleeps until the next frame is due

ft-eyes looked for new frames about 1,000 times a second: each pass of its loop asked the
control socket with a non-blocking recvfrom (a BlockingIOError nearly every time), read
both cameras' counters, and slept 1 ms. The frames come every 11.1 ms per camera, and only
as counters in ft-eyegrab's shared memory, so there's no fd to wait on.

Now each pass ends in select() on the control socket, with a timeout until 2 ms before the
next frame of either camera is due (from when its last one was seen), then every 1 ms until
it comes. A command wakes it at once. A camera with no frame for 0.1 s (headset off,
grabber idle) isn't waited for, and with both stopped it looks every 20 ms. Waiting for the
frame grabber's file uses the same select, 0.2 s at a time, instead of sleeping through
commands.

A new frame is still seen within about 1 ms of when it lands. On a synthetic share at 90 Hz
per camera, on a heavily loaded headset (load average 23, so ft-eyes rarely sat idle), its
waits went from 178 to 81 a second; unloaded, the old loop's 1 ms sleeps add up to about
1,000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Screens: frame rates by attention, ticks in step with the display

ft-screens gave KWin a frame callback for every committed screen on each tick, and the tick
was an 11 ms timer set again after each run, so it slid through the display's frame and came
about 85 times a second at 90 Hz: the desktop repeated a frame several times a second (judder
in scrolling and video), and KWin drew every screen in one burst at a random point of
vrcompositor's frame. Hidden screens got the same 90 Hz unless Frametop was paused for a game.

- Ticks run on a timerfd at absolute times, once per display frame, 1 ms after the vsync
  (IVRSystem::GetTimeSinceLastVsync and the HMD's display frequency, read once a second), so
  KWin gets its callbacks early in the frame. Measured with --no-vr: 91 wakeups a second
  instead of about 85. On the Frame the vsync times SteamVR reports lie on a 90 Hz grid.
- Each screen's callbacks come at a rate for how much of it you see (vr.cpp,
  UpdateAttention): every frame while focused (within 12 degrees of where your head points,
  a laser or the mouse on it in the last 1.5 s, carried, or typed on), 15 a second for the
  rest of what you see (within 60 degrees), and 1 a second when hidden, behind you, or
  paused. Levels rise at once and fall after 1.5 s (focused) or 0.5 s (in view). KWin draws
  a screen only after its callback and its apps wait for theirs, so this throttles the apps
  too. A screen where nothing changes costs nothing at any rate, as before.
- A video in view keeps every frame: 8 commits in a row that each redraw 6% or more of the
  screen, at 10 a second or more, count as one (from the surface's buffer damage).
- "rates F V H" / --rates set the three rates (default 0 15 1, 0 = every frame), "rates?"
  shows them and each screen's level, "watch S" gives everything full rate for S seconds for
  a remote viewer (vnc-bridge.sh renews it), and "phase MS" moves the ticks for tuning.
- ft-screens' main thread runs at nice -5 after the session starts: SteamOS allows down to
  -8 once the soft RLIMIT_NICE is raised, and KWin waits on these ticks. It had spent nearly
  3 times as long waiting to run as running.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer: skip unchanged work while the pointer is awake

Every frame (about 116 a second) the helper tested the cursor ray against every visible
overlay twice with ComputeOverlayIntersection, set the dot's alpha, width, transform and
visibility (five calls into SteamVR), and sent the driver a pose datagram, even with the
mouse and the head still.

Now a frame reuses the last collision result when the mouse, the anchor (1 mm) and the
eye (5 mm) haven't moved and no overlay showed, hid, or changed handle. The passes still run
at least every 100 ms, since overlays move on their own (a floating window's controls follow
it), and always while dragging. The dots' setters go to SteamVR only when their value changes:
the placement when the dot moved 0.2 mm or the eye 5 mm, which turns or resizes it by well
under 1%, and the width on a 0.5% change. The plain pose goes to the driver only when the
laser's origin moved 0.2 mm or its direction 0.04 deg (0.1 mm where it lands, 15 cm on), and
at least every 100 ms; the driver keeps the last pose and reports it every frame. A tilt's
pose, a placement, or waking sends the next one regardless.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Session: blur, background contrast and animations off by default

The nested kwinrc had no [Plugins] group, so KWin ran its default blur and background
contrast effects, and kdeglobals had no AnimationDurationFactor, so animations ran at
full length. KWin renders through zink on Turnip, on the GPU vrcompositor needs, and
blur re-renders what's behind every translucent panel and menu; each animation frame is
another frame for KWin and ft-screens.

Before KWin starts, the session script now writes [Plugins] blurEnabled=false and
contrastEnabled=false to $XDG_CONFIG_HOME/kwinrc and [KDE] AnimationDurationFactor=0 to
its kdeglobals, each only if the desktop's own file has no value for it. It does this
once and records that in $XDG_CONFIG_HOME/frametoprc ([Defaults] effects=1), because
System Settings deletes a key put back to its default: without the marker, turning blur
back on wouldn't survive a restart. The ids blur and contrast are the built-in effects
of KWin 6.2.5 on SteamOS (both enabled by default in its plugin metadata). Tested
against a temporary XDG_CONFIG_HOME: fresh config, an existing blurEnabled=true kept,
and a deleted key not rewritten.

README and docs/reference.md say how to turn them back on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Session: don't autostart Discover's notifier or IBus in the desktop

The nested Plasma session runs the system's XDG autostart entries. Discover's update
notifier (/etc/xdg/autostart/org.kde.discover.notifier.desktop) started
plasma-discover --mode update inside it, 520-620 MB resident and about 9% of a core,
with flatpak-system-helper and AppStream downloads behind it. IBus started a nested
ibus-daemon with kimpanel and ibus-extension-gtk3, which no app in the desktop can use:
KWin's input method is ft-textinput (zwp_input_method_v1, focus reports only; the VR
keyboard types through ft-screens' seat), and the session already drops QT_IM_MODULE,
GTK_IM_MODULE and XMODIFIERS. Nothing in Frametop talks to IBus.

Before Plasma starts, the session script copies both entries into
$XDG_CONFIG_HOME/autostart with Hidden=true, which plasma-session honours for that
desktop only. It does this once ([Defaults] autostart=1 in frametoprc) and skips a name
the user already has a file for, so deleting the copy brings the program back. The
geoclue demo agent stays (it answers apps' location requests outside GNOME and idles at
0%), and orca's entry is OnlyShowIn GNOME-family desktops, so it never ran. Tested
against a temporary XDG_CONFIG_HOME, including an existing user ibus.desktop left alone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Input relay: never block on the pointer helper's socket

The relay sent to @ft_pointer_helper on a blocking socket. When the helper stalled, a
layout placement or grabprobe holds it for seconds while ft-gazed keeps filling its socket at
90 Hz, the relay's one loop blocked with it: keyboards, the volume keys (which must never
reach gamescope), and pausing all stopped until the helper read again.

The socket is non-blocking now. A command the helper doesn't take (EAGAIN) waits in a queue,
and everything after it queues behind it so the order holds; tick() sends what it can on each
loop, and the select timeout drops to 20 ms while anything waits. Mouse moves add up into one
queued move. A scroll notch is dropped rather than queued, since scrolling seconds late is no
use; its release still goes. Presses, releases, show, hide, and the rest are kept, so no
button stays down. The queue holds at most 512 commands. While paused, the configured
pointer's queue still drains, so the releases and "hide" from standing down arrive. A
"vrbind" that hits a full socket is sent again on the next loop instead of being lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer driver: parse outside the lock, report only changes

Handle() held the state lock through a chain of up to a dozen sscanf calls per command, and
RunFrame, which vrserver calls every frame, takes the same lock, so a burst of commands
(about 116 poses a second, plus moves and buttons) could hold up vrserver's frame. Commands
are now parsed into locals first, and the lock is held only to store the result.

RunFrame also called UpdateBooleanComponent six times and UpdateScalarComponent twice every
frame, and TrackedDevicePoseUpdated every frame even while disconnected. Components now go to
SteamVR only when they change (all of them on the first frame). The pose still goes out every
frame while the device is connected, as a tracked device's should; the disconnected pose goes
out once. The helper now sends a pose only when it changes, so the comment says the driver
keeps the last one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* ft-powerd: ask SteamVR every 100 ms, not on every input event

The loop polled the input devices with a 100 ms timeout and then, on every wake, did
SteamVR's part: PollNextEvent, the headset's activity level and every device's pose, all
IPC calls to vrserver. Input wakes it at once so the displays come on with the first
key or motion, but a moving mouse sends hundreds of events a second, so moving the mouse
meant hundreds of rounds of IPC a second instead of 10.

Every wake still drains the input devices and the control socket and counts input as
use straight away; SteamVR's part, and the backlight read that goes with it, now run
only when 100 ms have passed since the last time, and poll sleeps until then. Built in
the dev container (power/build.sh, no warnings); not run, since the live ft-powerd holds
@ft_powerd.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Eye tracker: ft-eyegrab checks only the slot each camera writes next

While copying, ft-eyegrab woke every 300 us (about 1,500 to 3,000 times a second) and
fingerprinted all eight slots each time: 8 x 256 strided reads from DMA-BUF memory.

- Each look now checks only the slot each camera writes next. The order is known (camera 0
  3,0,1,2; camera 1 7,5,4,6,5,7,6,4), and the next slot follows from the last two; the table
  starts from those orders and learns from every frame, so a SteamVR update that changes
  them costs a few seconds of full scans, not frames.
- A camera with nothing in its expected slot 1.5 frames after its last one, or with no
  order yet, gets all four slots checked, as before. A frame that turns up in an unexpected
  slot means full scans for that camera for 2 s.
- A slot's fingerprint is taken again when it stops being one of the two in use, so a later
  check sees only a new frame. A frame is still passed on when its camera starts the frame
  after next.
- Between frames it sleeps until 2.5 ms before the next is due, then looks every 1 ms, with
  0.5 ms of timer slack (PR_SET_TIMERSLACK, --share only). With no frames from either
  camera for 0.5 s (headset off) it looks every 4 ms.
- --rec keeps its 0.3 ms polls (and the expected-slot checks), for its timestamps.

Tested offline by building poll_frames against simulated cameras that write each frame in
four bursts, the last after the next frame starts (6 s, both cameras): 1,076 frames passed
on, none torn or skipped, with the known orders and with camera 1 in a different order.
Wakeups 1,486/s -> 207/s, the poller's CPU 3.6% -> 0.8% of a core (in plain memory; the real
DMA-BUF reads cost more), and a frame's start is seen 1.35 ms after it begins on average
instead of 0.76. With a camera stalling 15 ms every 2 s, the old poller passed on 22 torn
frames and the new one 8 or fewer.

Built (glibc 2.38 symbols at most, the host has 2.39), not installed: it runs as root from
/etc/frametop, so it takes effect only after gaze/tracker/install.sh (sudo).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: upload from the headset, then plug in and leave it

Export and upload are done in the headset now: the export page only notes
that VR may stutter a little. Upload opens the pull request first (a
draft) and shows its link, telling the person to plug in the headset and
leave it until it says Uploaded; the files then go to refs/pr/N, and the
pull request is marked open at the end. A retry of the same export goes on
in the same pull request. While an export or upload runs, a host unit holds
a logind sleep inhibitor so the Frame stays awake with the headset off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Remote Access: check the status every 5 s instead of every 2 s

While its window was open, Frametop Remote Access ran remote-ctl.sh status every 2 s,
and each run spawns bash, curl (the tailnet name from tailscaled) and python3 to parse
it. It now checks every 5 s, plus when the window comes to the front and once more 2 s
after turning remote access on or off or changing the password, so a change still
shows within a couple of seconds. A check doesn't start while one is still running.
Doing the check in-process would duplicate remote-ctl.sh's idea of "running", which
the session and the pause code share.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* update-check: KWin's blur and contrast effect ids, retest hints

The session now turns KWin's blur and contrast effects off by id (blurEnabled and
contrastEnabled in the desktop's kwinrc), and a KWin that renamed them would quietly
leave them on. The check looks for their built-in factories (KWin::blur_factory,
KWin::contrast_factory) in kwin_wayland, which it already reads for --output-count,
and warns if one is gone. The kwin and plasma-workspace retest hints gain the blur and
the hidden autostart entries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pause gesture: look the controllers up every 30 s, not every 3 s

The gesture reader fetched vrserver's /input/getstate.json over HTTP every 3 seconds, the
whole time the relay runs, to notice a controller's root path changing when the 3D mouse
takes or gives back its hand role.

It now looks them up when it connects, when a message comes from a device path it doesn't
know (at most every 3 s; the device is read from the message with two string searches, not
a JSON parse of all 160 a second), 1.5 s after the relay's 3D mouse connects or lets go (the
relay tells it through GamePause.controllers_changed), and otherwise every 30 s. The keys
test's pause stub gets the new method.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Input relay: send mouse motion at most every 4 ms

The relay sent the helper one "move" per SYN_REPORT, so a 1000 Hz mouse sent 1000 datagrams
a second to a helper whose loop runs every 8 ms, and each one went through a dozen sscanf
and strncmp tests in the helper before reaching the move handler. In a 200 ms test at
1000 Hz, 149 reports now make 45 moves with the same total.

flush() on a report now sends only once 4 ms have passed since the last move; tick() sends
the rest when due, and the select timeout shrinks to match. Buttons and the gaze
keys still flush first, unconditionally, so a click lands where the pointer was. In the
helper, "move" is now tested first in the command dispatch, and its handling is one lambda.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: ft-gaze prints and reads only the sources in use

ft-gaze computed and printed all six sources for every sample: about 1.3 KB of JSON a line
with our tracker (practice2), 120 KB a second through podman's stdio relay for ft-gazed to
json.loads 90 times a second. It also read SteamVR's gaze action for every sample outside
games (UpdateActionState and GetEyeTrackingDataRelativeToNow, two calls into vrserver, 180 a
second), though with our tracker ft-gazed only uses own and mmap1.

- ft-gaze takes --sources LIST (action, mmap1, mmap2, left, right, own, and eye for the EYE
  object; all by default, so the probe and ft-eyes-session are unchanged), and with
  --watch-stdin a line "sources LIST" on stdin switches them. A source left out isn't read
  and prints as {"ok":0} ("eye" as null), so every line keeps the same keys. An older
  ft-gaze ignores both, and prints everything as before.
- ft-gazed asks for what it reads: own,mmap1 with our tracker; left,right,mmap1 with
  SteamVR's eyes; the source plus mmap1 and mmap2 on the older one-source path. While a
  check or the calibration runs or waits to open, all of them, since checks record every
  source (the calibration fits the action's correction too) and the fit check reads "eye".
  It switches as soon as that changes, well inside the check's 0.45 s settle.
- So the action is read only during checks, or with --source action.

On recorded samples, a line with own and mmap1 is about 700 bytes instead of 1,300
(practice2), and one with left, right and mmap1 about 550 instead of 940 (test1).
gaze/test/idle-test.py now checks that ft-gaze starts with every source for a check and is
then switched to those in use, without the action or own; all its checks pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer: don't put a vanished panel back in the visibility map

The panel-edge test read visible[edgeKey], and when the last panel the cursor touched was
gone from the overlay list, that added it back as hidden. The map then had more entries than
there are handles, which made the 50 ms visibility poll run every frame, and since the last
commit it also counted as a visibility change each time, so unchanged frames were never
reused. The edge test now looks the key up without adding it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: ft-gaze's loop runs every 4 ms instead of 2

ft-gaze's loop slept 2 ms, so 500 times a second it read the head pose
(GetDeviceToAbsoluteTrackingPose), checked the eye tracker's counter, and drained SteamVR's
events, for samples that come 90 times a second.

It now sleeps 4 ms. A new sample is printed within 4 ms of appearing, 2 on average (was 1),
and the pose history still has a pose within 2 ms of any sample's time, which keeps the
head-pose error under 0.2 degrees for a head turning 100 degrees a second. Sleeping until
the next sample is due would have thinned the pose history to 11 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Gaze: the hidden panel waits for a command instead of waking every 50 ms

The calibration panel runs for as long as the gaze service does, hidden nearly all the time,
and it woke 20 to 30 times a second to look at its socket and SteamVR's events: about 0.9% of
a core, the main cost left with gaze idle.

It now waits in poll() on its command socket: up to a second while hidden, and up to 10 ms
while shown, as before (it still drains SteamVR's events each pass, so a quit is acknowledged
within a second while hidden). A command wakes it at once, so "show" draws sooner than
before. With --watch-stdin, its stdin closing wakes it as well, so stopping it doesn't wait.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pointer: ft-screens announces new panels to the helper

The helper now reads SteamVR's list of panels every 20 s instead of every second, so a panel
made in between (a floating window's menu, frametop.float.N.sub.K, or the Frametop keyboard
the first time it opens) couldn't be clicked with the mouse until the next read. ft-screens
now sends "overlay <key>" to @ft_pointer_helper right after it makes one, and the helper adds
it to its list at once (only frametop.* keys). An older helper ignores it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Hands: fix Export doing nothing, and show it's busy at once

af2ea7c put _stay_awake between exportSession and its @Slot, so the
window's Export button called a method QML couldn't see. A new test checks
every backend call in main.qml against Backend's slots and properties.
Export and Upload now say Exporting…/Uploading… with a spinner the moment
they're pressed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Lazy susan: Meta+Alt+Tab spins the panels around you

- ft-screens "spin next|prev|<degrees>": every unpinned screen and
  floating window turns together about a vertical axis through your
  head (0.3 s, eased), so the next panel on the right or left comes to
  straight ahead; the arrangement stays as it is. Taps during a spin
  add to it, from where the panels are headed; grabbing a panel or
  placing it (ft-layout, ft-floatd) takes it out of the spin
- when a spin settles, the panel in front gets the pointer (recenter),
  typing (as after a click), and KWin's active window: its floating
  window, or the top window on a screen (ft-floatd "front N", the KWin
  script's activate-output). KWin's outputs follow the screens'
  new places (ft-layout scale), as after a move
- the input relay: spin_next and spin_prev actions, Meta+Alt+Tab and
  Meta+Alt+Shift+Tab by default; Frametop Input Settings lists them.
  Not Meta+Tab: that's Cmd+Tab on a Mac reached through a remote
  desktop like RustDesk, and the relay would take the Mac's app
  switcher. Meta+Alt+Tab (Cmd+Option+Tab) is unused on macOS,
  Windows, and KDE

Used on the Frame (SteamOS 0.3.0 build 20260922) with one screen and
three or four floating windows, through RustDesk to a Mac.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* hand recorder: login command works from Frametop's Konsole

Frametop's Konsole sets XDG_RUNTIME_DIR=/run/user/UID/frametop, where podman finds
no container state, so 'distrobox enter dev -- hf auth login' failed with a crun
error. The command the Upload page shows now sets the real runtime folder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* hand recorder: log in from the Upload page, three-step page, no terminal

The Upload page is now three numbered steps: choose the export, log in to
Hugging Face, upload. Log in runs hub.py login, huggingface_hub's browser
login (OAuth device code, as hf auth login does): the link opens in the
browser and the page shows the code to enter, with Copy code and Cancel.
hub.py saves the token; the window never sees one, and nobody pastes one.

The terminal upload and the login command are gone from the page, and
UPLOAD.md is now a short 'About uploading' under the steps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* hand recorder: take.json keeps camera clock samples

sets.bin's capture_ns is CLOCK_MONOTONIC_RAW; poses.jsonl and prompts.jsonl are
CLOCK_MONOTONIC. On 2026-10-03 the two were 0.80 s apart during a session and
1.11 s apart five hours later, so images can't be paired with poses by
capture_ns. take.json now samples RAW minus MONOTONIC as each recording part
starts and stops (as ft-hands' raw_minus_mono_ns), so readers can put each
exposure on the poses' clock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* hand recorder export: no controller poses without controllers, nothing in deleted ranges

When the checklist says no controllers, exported poses.jsonl has left and right
null and feedback lines carry no controller state: controllers left switched on
still get tracked (one wandered 2 m in a real session) and would read as the
hands' ground truth. Poses and live-tracker feedback inside deleted ranges are
left out too, as the images there are.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* hand recorder: final consent text (2026-10-03), residency check, installer

Consent 2026-10-03, after a non-lawyer review: who runs this and how to reach
them, the dataset is public (Hugging Face, possibly abroad), the Hugging Face
username shows next to the contributor id, purposes (no identification), safety,
the maintainer grant passes to whoever maintains Frametop next, withdrawal
before and after merge, rights such as the GDPR's, and what a new version means.
Residents of Illinois, Texas and Washington can't take part for now (biometric
privacy laws): a third checkbox, profile consent.region_ok, checked by
validate.py from this consent version on. The DRAFT banners are gone, so uploads
no longer need FT_HANDREC_ALLOW_UPLOAD.

hands/rec/install.sh installs the recorder on a Frame with Frametop: container
packages, hand tracking and panel builds, ft-camd's capabilities, menu entry.

test_qml_backend also checks each call's argument count against the slots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Screens: a reset button next to the grab bar, clickable in VR games

Each desktop screen gets a reset button left of its bar (a reticle). It
puts every screen back in its layout around where you are now, like
Meta+Shift+R (ft-layout apply).

In a VR game the screens leave the controllers to the game (the
outside_games and dashboard modes), so a controller couldn't click any
of their controls. Aiming a hand controller at the reset button now sets
MakeOverlaysInteractiveIfVisible on that button's overlay alone, so the
trigger clicks it; the flag clears half a second after the aim leaves a
zone twice as wide, and the game gets the controllers back. The aim
comes from the laser poses ft-screens already reads to show the controls.

The ft-layout spawn is now RunLayout(cmd), shared with the arrange.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Click stability: 32 logical pixels by default, not 8

8 is about 0.2 degrees on a 3.4 m wide 3440-pixel screen 2 m away, so a
trigger press turned into a drag unless the hand was very still. 32
(about 0.9 degrees) felt much better in the headset (2026-10-03).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Screens: in games, pointing a controller at a panel turns its laser on

SteamVR's own floating windows take the laser while a controller points
at them in a game and give it back when it points away. Frametop's
panels didn't: with the controllers left to the game (outside_games, the
default, or dashboard), they couldn't be clicked without the dashboard.

ft-screens now sets MakeOverlaysInteractiveIfVisible on a screen or
floating window while a hand controller's laser pose meets it, its
controls, or its popups (UpdateAim; curved screens hit on their
cylinder), and clears it 0.3 s after the aim leaves a wider margin. A
drag or a held button keeps it on. The keyboard, one overlay, uses
ComputeOverlayIntersection and now follows the mode when a game starts
or ends while it's open. This replaces the reset button's own aim zone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Screens: find the controllers' laser tip during VR games too

GetComponentStateForDevicePath with no input source handle fails for
every render model component while a VR game runs (checked 2026-10-03
with a game up: all 21 components of frame_controller_right). TipOffset
then fell back to the controller's pose, which aims 40 degrees above the
Frame controller's laser. In games, pointing at a screen's middle missed
it and pointing below it hit, so the new aim-to-laser only worked from
the bottom; the controls' reveal and pin/roll aim were off the same way.
GetComponentState still answers then, with the same tip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* input-relay: Add mute key as volume key

Add KEY_MUTE as volume key. It will be mapped to KEY_MACRO28 and
use wpctl to toggle the mute of the default audio sink. The toggle of
the mute state will be done once when the key is pressed instead of
continuously toggling it when it is held down.
This allows the mute button on keyboards to work properly.

Signed-off-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com>

* Session: bring back a taskbar saved on a screen the desktop doesn't have

Plasma 6.2.5 keeps a panel on a screen number and never moves one whose
number is past the screen count, so a taskbar saved on a spare output
(#18, lastScreen=8 with three screens) or on a screen a smaller layout
dropped stayed hidden. Before Plasma starts, session/fix-panels.py moves
such a panel and its tray's containment to screen 0 (the primary),
keeping its widgets, unless screen 0 already has a panel on that edge.
doctor.sh checks the panels' screens, and report.sh lists them with the
live outputs and panels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* keys-test: the spin bindings (Meta+Alt+Tab, Meta+Alt+Shift+Tab), not while paused

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Menu entries: own programs for Reset Screen Layout and Hide/Show Screens

Reset Screen Layout and Hide/Show Screens both ran ft-layout. Steam lists
entries by program, so Hide/Show launched Reset. Each gets a wrapper.

From PR #17 (only this part of 9618be8; its host_command change is for the
Nix packages).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Screens: release a held button that can't come up on a screen

Pausing, or hiding the screen a button went down on, took the laser off
it mid-click; the pause gesture's second thumbstick click does that.
SteamVR's laser mouse then forgot the button ("Mouse down count is 1 but
states are all false"), no release came, and the catcher kept showing
whenever the pressing laser was off the panels, even while paused. Being
interactive, it kept the VR game's controllers from it until the
desktop restarted (2026-10-04, Beat Saber).

ft-screens now releases a held button when it's paused, when the screen
it went down on is hidden, or, during VR games, when the pressing hand
controller has held nothing for a second. GetControllerState answers
overlay apps only while a game runs; outside games a hold is never cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Signed-off-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: Codex <codex@localhost>
Co-authored-by: CuriousJ <curious.j.tuber@gmail.com>
Co-authored-by: Patrick McDavid <fusionjunky@gmail.com>
Co-authored-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com>
Co-authored-by: John Murray <5672686+JRMurr@users.noreply.github.com>
2026-10-04 19:44:30 -06:00

48 KiB

Hand recorder: design (Phase 1 of the hands plan)

The hand recorder guides a person through recording their hands with the headset's cameras. It saves the recordings as files, lets them review and delete anything, then exports a package to contribute to the open hand dataset. Recordings never leave the headset unless the person uploads them.

The plan this belongs to is ~/Desktop/Projects/frame-hands/notes/hands-plan.md (on the maintainer's Frame). In short, the dataset trains a small hand model for Frametop's hand cutouts.

Parts

Part What it does
hands/rec/panel/ft-handpanel.cpp (C++, dev container) The headset panel: a SteamVR overlay fixed to the head that shows the prompts. It also places the "touch the dot" target in the room and logs head and controller poses. Driven over @ft_handpanel.
hands/rec/session.py (Python, no Qt) The session runner. It reads script.json, starts and stops the recordings, and drives the panel. It reads the live hands file for feedback and writes each take's files. It also runs from the command line (--dry-run) for testing.
hands/rec/script.json The guided script: sections, prompts, timings.
hands/rec/poses/ The pose pictures, poses.json and its PNGs (below).
hands/rec/takes.py (Python, no Qt) Reads sessions and takes from disk: frame sets for review, deleted ranges, export (compress, strip, manifest, checksums).
hands/rec/ft_handrec.py + main.qml (PySide6 + Kirigami, dev container) The desktop window: consent, the before-you-start checklist, the session controls, review, export and upload instructions.
hands/rec/ft-handrec The host launcher, like input-settings/ft-input-settings.
hands/rec/build.sh Builds ft-handpanel into hands/rec/build/, like gaze/build.sh.
hands/rec/CONSENT.md, hands/rec/UPLOAD.md The texts the window shows.
hands/rec/install.sh Installs the recorder on a Frame with Frametop: the dev container's packages, hands/build.sh, the panel, ft-camd's capabilities, and the menu entry (uninstall removes the entry).
ft-hands --record-hz N (done) Records at most N frame sets a second. The recorder uses 10.
hands/camcheck.py (shared, standard library) Are all four mono cameras running? The recorder runs it before a session and when a step sees no hands (below; hands/README.md, "Camera check").

Every part runs in the dev container, as ft-hands and Input Settings do. The host Python isn't used: it lacks PySide6 and zstd. setup/dev-container.sh gains zstd.

Processes during a session

  • ft-camd publishes the camera ring. If it isn't running, the session starts it as the transient user unit frametop-handrec-camd.service, the way hands/ft-cutouts starts frametop-cutouts-camd.service (needs hands/build/ft-camd with capabilities: hands/run.sh caps). An ft-camd already running from ft-cutouts or ft-handsctl is used as it is.
  • A tracking ft-hands gives feedback through the hands file: which hands are seen, the palm's distance, the index tip. If none is running, the session starts ft-hands --no-gestures --status 0 (unit frametop-handrec-hands.service). An ft-hands already running is used as it is.
  • A recording ft-hands runs once per recording part: ft-hands --record-only --record DIR --record-for SECONDS --record-hz 10 --status 0 --sides auto|0|1 (below, "Side cameras"). It runs as a plain child process of the session, ended with SIGTERM when the part ends. SIGTERM ends ft-hands' loop, and Recorder writes out its queue when it's destroyed. In step mode (below) a part is one step's countdown and hold, so a take has one part per step (about 40 in the hand poses); in auto mode a take is one part, plus one more after each pause. --record-for is only a safety net.
    • Why a process per part rather than one kept alive and paused: measured in the dev container with ft-ringplay's ring (2026-10-02), ft-hands --record-only writes its first set 16-27 ms after it starts and ends 4-6 ms after SIGTERM, so a new part costs nothing the 3 s countdown doesn't cover. Every reader already takes parts in order (takes.py, validate.py through the export's single stream, the labeller's fhl_io.py, numbering sets-10.bin after sets-9.bin), ft-hands needs no new control, and nothing is written while a step waits. Before the hold starts the session checks that the part has written a set (Recorder.has_data, up to 3 s more), so the hold is recorded from its first frame.
  • Side cameras. ft-camd can name the two side cameras the wrong way round (hands/README.md, "Which camera is which"). The tracking ft-hands decides from the hands within about 2 s of them being in view (HANDS_SWAP_SIDES=auto, hands/track/sides.h) and publishes that in /run/user/UID/frametop-hands/sides.json. The session reads it (sides.py, read_live) and stores it in session.json "sides". Each later part is recorded named right (--sides 1 or 0). Parts recorded before the decision use ft-camd's names (--sides auto; a record-only ft-hands can't tell), and readers rename them (sides.py). Each part's names_swapped goes into take.json "parts". Without a tracking ft-hands nothing decides: "swapped": null, the names stay as recorded, and the maintainer's check (hub_review check, check_sides on a few sets per take) tells. takes.py sides SESSION --set swapped|named records a decision by hand.
  • ft-handpanel runs as a child process with --watch-stdin. It shows the panel and logs poses during each take.
  • The headset button's reader is a thread of the session (ButtonReader, below), not a process.

Test hooks:

  • --ring PATH goes to both ft-hands (ft-ringplay publishes a recording there, so the whole flow runs without the headset).
  • --no-start uses only what's already running.
  • --dry-run runs no processes and only prints the panel commands, with timing sped up by --speed X.
  • --next-after S presses Next by itself after S seconds of waiting (real time), so a step-mode session runs unattended. Lines on stdin steer it too: n or an empty line is Next, p pause or resume, r redo, s skip the section, q stop.
  • --no-headset-button leaves the headset's button alone (ft-handrec --no-headset-button too). --button-device PATH reads it from PATH instead, an event device or a FIFO of input_event structs, also in a dry run: a simulated button for tests.
  • --auto runs the timed flow; --poses DIR takes the pose pictures from DIR; --plan prints the sections, their steps and length.
  • --ignore-cameras (ft-handrec --ignore-cameras too) starts even when the camera check fails. A dry run and --ring skip the check by themselves.

Files

~/.local/share/frametop/hands/contrib/
  profile.json                  consent and contributor id (below)
  sessions/<YYYYMMDD-HHMMSS>/   (a second session started in the same second gets -2, and so on)
    session.json                the session: checklist answers, lighting, versions, mode, takes
    calibration.json            /persist/xrservice.json with identifying fields removed (below)
    device.json                 the rig's pose in the CAD frame from /persist/device_config.json (below)
    takes/<NN>-<section>/
      sets.bin                  ft-hands' recording (FHSET01, hands/track/record.h), 10 sets/s: the first part
      sets-2.bin, sets-3.bin, ...  the next parts (step mode: one per step; any mode: after a pause)
      prompts.jsonl             what the person was asked to do, when (below)
      poses.jsonl               head and controller poses from ft-handpanel (below)
      take.json                 {"section", "title", "started_ns", "ended_ns", "status": "complete"|"stopped"|"skipped",
                                 "deleted": [[from_ns, to_ns], ...], "notes": "",
                                 "parts": {"sets.bin": {"names_swapped": false}, "sets-2.bin": {...}},
                                 "clock": [[mono_ns, raw_minus_mono_ns], ...]}
  exports/<session>/            what export writes (below)

All _ns times are CLOCK_MONOTONIC nanoseconds, the clock of dqbuf_ns in sets.bin and of capture_ns in the hands file. sets.bin's capture_ns is the camera clock (CLOCK_MONOTONIC_RAW). The two drift apart with NTP's corrections: on 2026-10-03 RAW ran 0.80 s ahead, gaining about 10 ppm. take.json "clock" samples the difference (RAW minus MONOTONIC, as ft-hands' raw_minus_mono_ns()) when each part starts and stops, so a set's exposure time on the poses' clock is capture_ns - raw_minus_mono_ns, interpolated between samples. dqbuf_ns is on the right clock already, but a few ms after the exposure. Takes recorded before 2026-10-03 have no "clock".

profile.json

{"schema": 1, "contributor": "<random uuid4>", "consent": {"version": "2026-10-02", "accepted": "<ISO time>", "adult": true},
 "optional": {"handedness": "right|left|both|", "notes": ""}}

No name, email, or account. The contributor id is random, so several sessions from one person can be held out together in evaluation. Withdrawal also goes by that id.

session.json

{"schema": 1, "tool": "ft-handrec <git describe>", "started": "<ISO>", "contributor": "<uuid>",
 "lighting": {"chosen": "dim|room|daylight|indoor", "source": "measured|picked", "measured": "indoor|daylight|",
              "ambient_ir": 0.0, "ring": {"<cam>": {"mean": 0.0, "dark_mean": 0.0}}},
 "checklist": {"objects": ["pencil", "phone", "cup", "keyboard", "mouse", "gamepad", "small"], "own_objects": ["..."],
               "controllers": "straps|none", "sleeves": "short|long|", "rings": false, "watch": false, "notes": ""},
 "device": {"steamos": "<VERSION_ID from /etc/os-release>", "steamvr": "<version if known>", "cameras": [{"name", "width", "height"}]},
 "mode": "step|auto", "quick": false, "shuffle": {"seed": 123, "sweeps": {"pose-sweeps": [{"id", "hands", "cues"}]}},
 "takes": ["01-hand-size", "..."],
 "camera": {"status": "ok|unknown|degraded", "reason": "..."}, "stop_reason": "...",
 "sides": {"swapped": true|false|null, "decided_by": "auto|config|option|manual", "state": "decided|confirmed|...",
           "evidence": {"as_named": 0, "swapped": 10, "seconds": 1.8, "miss_mm": [-1, 4.2], "probes": 30, "found": 10},
           "decided_at": "<ISO>", "decided_ns": 0}}

sides: whether ft-camd's side camera names were backwards during the session (swapped), as the live tracker decided it (above, "Side cameras"); null while nobody knows. A part's names are right when its take.json names_swapped equals swapped. Parts without a parts entry were recorded with ft-camd's names. Sessions from before this have no sides.

camera is the camera check's verdict at the start (no paths or log lines: those go to session.log). stop_reason is there when a session was stopped at the no-hands screen, with the check's result.

A session started before step mode existed has no mode: it ran as auto. quick and shuffle (below, "Sweeps" and "Quick round") are missing from sessions before the sweeps.

calibration.json

This is a copy of /persist/xrservice.json (/run/host/persist/ in the container). Keep the cameras' intrinsics and extrinsics, and drop anything that identifies the unit: keys containing serial, sn, uuid, mac or id, or values that look like serial numbers. List what was removed in session.json ("calibration_removed": [...]), so a reviewer can check it.

device.json

The head frame needs the rig's pose in the CAD frame, from /persist/device_config.json. Only two of its keys are kept, cv.cad_from_cal (Cam0 in the CAD frame) and head (the head in CAD), in the shape the labeller in frame-hands train/label reads, as its cut.py writes it:

{"cv": {"cad_from_cal": {"method": "FrontAndUpperCamPositions", "plus_x": [x, y, z], "plus_z": [x, y, z], "position": [x, y, z]}},
 "head": {"plus_x": [x, y, z], "plus_z": [x, y, z], "position": [x, y, z]}}

The rest of that file identifies the unit (serial number, display EDID) and is never copied. The two kept keys go through strip_calibration as well, and anything it removes is listed in calibration_removed as device.json:<path>. Sessions recorded before device.json existed have none: they still validate, with a warning, and the labeller falls back to another unit's pose.

prompts.jsonl

One JSON object per line:

{"t": 123, "event": "take", "section": "static-poses", "take": "03-static-poses"}
{"t": 123, "event": "prompt", "id": "static-poses/fist/left/near", "text": "...", "hands": "left|right|both|none",
 "pose": "fist", "distance": "near|mid|far|", "position": "centre|left|right|up|down|", "object": "", "controller": false}
{"t": 123, "event": "target", "id": "touch/3", "head": [x, y, z], "room": [x, y, z], "state": "show|hold|done|timeout"}
{"t": 123, "event": "bar", "target": 0.0}
{"t": 123, "event": "feedback", "left": true, "right": false, "palm_m": [0.0, 0.0]}
{"t": 123, "event": "pause"}
{"t": 123, "event": "resume"}
{"t": 123, "event": "ready", "id": "static-poses/fist/left/near", "seconds": 3}
{"t": 123, "event": "wait"}
{"t": 123, "event": "redo", "id": "static-poses/fist/left/near", "from": 123, "to": 123}
{"t": 123, "event": "nohands", "id": "hand-size/flat/both", "reads": 120, "published": 118}
{"t": 123, "event": "end", "status": "complete|stopped|skipped"}

feedback is written about twice a second while recording. It's the live tracker's view, kept for later checks; it's not a label.

A prompt holds from its prompt until the next prompt, ready, wait or end. A step in step mode reads:

ready      Next pressed: recording part N starts, the 3-2-1 countdown runs (recorded, no label)
prompt     the hold: its labels start here
(bar, target, feedback, pause/resume during the hold)
wait       the hold is over: no labels from here; part N stops

The touch-the-dot targets after the first follow straight on: no ready or wait between them. redo marks a try done again (R): from is that step's ready (or its prompt if it had none), to its end. Its prompt is skipped; the sets stay. In auto mode there's no ready or wait, and the intro is a recorded prompt <section>/intro. nohands marks the first hand-size step stopped because no hand was seen (below, "Camera check"); a redo over the same range follows it, so the try gets no labels. A sweep step (below, "Sweeps") has a prompt per cue, each with its pose, "cue": true and "step", the step's id; its ready, wait and redo carry the step's id. Readers that knew only prompt and end keep working, but they'd give the countdown to the step before: hub_review.py (frame-hands train/hub) shows it as "(countdown)", redone prompts as "(redone)" and cues as "[pose] text"; FORMAT.md in the dataset repo has the rules.

poses.jsonl

ft-handpanel writes one line per sample, 250 a second, from GetDeviceToAbsoluteTrackingPose(TrackingUniverseStanding, 0):

{"t": 123, "hmd": {"m": [12 floats, row-major 3x4], "r": 200, "ok": true},
 "left": {"m": [...], "r": 200, "ok": true}, "right": null}

r is ETrackingResult (200 = Running_OK, 201 = Running_OutOfRange, and so on). left and right are the devices holding those controller roles, or null. No device serials are logged.

The panel (ft-handpanel)

  • Placement. A SteamVR overlay fixed to the head, like gaze/panel/ft-gazepanel.cpp: key frametop.handpanel, sort order 250. It sits 1.2 m ahead, centred 12 degrees above straight ahead, so the hands stay clear below it. It's 36 degrees wide, 4:3, 1024x768 pixels, dim and see-through. It's drawn on the CPU with stb_truetype (and stb_image for the pose pictures, PNG only, the same pinned stb commit) into three shared DMA-BUFs SteamVR imports once, as ft-gazepanel does, and is drawn again only when something changes.
  • Layout. The title and step on top (a red "Rec" by the step while recording), a rule. With a pose picture or a diagram, a 14-degree column on the left holds the picture (or the flipped copy and the picture side by side) and the where-to diagram under it; the text takes the right. The text column holds the instruction, the orange note, the big countdown ("3", "2", "1", then "Hold" or "Go") and the cyan action line ("Ready? Press Space or click Next"), centred together. At the bottom: the near/far bar, the hand chips, the time-left bar and the key hints.
  • Socket. Abstract unix datagram @ft_handpanel (--socket NAME). A sender with an address gets ok ... or error ....
  • Options: --watch-stdin (quit when stdin closes), --socket NAME, --distance M, --no-vr. --no-vr makes no SteamVR connection and prints each picture's text to stdout: for testing without a headset.

Commands (UTF-8; | starts a new line in text):

Command Effect
show / hide The panel. A "show" makes it visible with its first picture.
title <text> Big line at the top.
step <text> Small line at the top right, e.g. Section 3 of 11.
text <text> The instruction, large, wrapped to the panel's width, centred.
note <text> An orange line under the instruction: a warning ("I can't see your left hand"). Empty clears it.
countdown <0..1> / countdown off A thin bar along the bottom: the share of this prompt's time left.
hands <left> <right> Two chips, "Left hand" and "Right hand", each seen (green), lost (orange) or off (hidden).
bar <target 0..1> <current 0..1 or -1> [near label] [far label] / bar off The near/far bar for the push out and back: a horizontal track with a target marker and the hand's current position.
paused on / paused off A "Paused" overlay over the picture.
image <path> [mirror|both] / image off The pose picture, a PNG (below), in the left column. mirror flips it (a left hand); both draws a flipped copy on its left. A file that can't be read: error ... and no picture.
where <position|-> <distance|-> / where off The where-to diagram under the picture: a 3x3 front view with the asked cell lit (centre, left, right, up, down, and the push sections' chest, desk, eye), and a side view of the head and three marks for near ("Close"), mid ("Halfway out") and far ("Arm out"). - leaves that half out.
action <text> The cyan line under the instruction (empty clears it).
big <text> Large cyan text under the instruction: the countdown (empty clears it).
keys <text> The faint key hints along the bottom.
rec on / rec off The red "Rec" by the step line.
strip <cue> <path>|<mode>|<label>;... / strip off A sweep's row of pose pictures (path -: none; mode - or mirror), each with its label under it; the one at index cue (from 0, -1 for none) framed in cyan and bright, the others dim. It sits along the bottom of the space left, the where-to diagram at its right end if there is one, and the text above it; it takes the left column's place. Each picture is loaded once. A file that can't be read: error can't read ..., and that item shows an empty frame.
target <x> <y> <z> [show|hold <0..1>|done] / target off The touch target: a small sphere-like dot about 2 cm across, in its own overlay (frametop.handpanel.target). The point is in the head frame (metres, +x right, +y up, -z forward). The first target with a new point places it in the room with the current HMD pose, and it stays there. Later commands with the same point change only the state. hold draws a filling ring, done turns it green. Reply: ok <room x> <room y> <room z>.
poses start <path> / poses stop Log poses to the path (appending, poses.jsonl format above) from a thread at 250 Hz, until stopped.
devices Reply: ok hmd <r> left <r or -> right <r or ->, the current ETrackingResult values (- for no device in that role).
head Reply: ok <12 floats>, the current HMD pose (standing universe).
ping ok shown or ok hidden.

It quits on SteamVR's quit event, as ft-gazepanel does. --no-vr --dump DIR writes each picture to DIR/panel.pam, to check the layout without a headset.

The pose pictures (poses/)

poses/poses.json maps the script's pose ids to pictures: {"<pose>": {"file": "<name>.png", "two_hands": false, "caption": "..."}}. Each PNG is RGBA, square (512x512), drawn as the wearer sees it: a right hand, unless two_hands (then it shows both). How a prompt shows it (session.pose_view):

Prompt's hands Picture
right (and any, none, empty) as drawn
left flipped left to right (image ... mirror)
both, not two_hands a flipped copy on the left, the picture on the right (image ... both)
anything, two_hands as drawn

A pose with no entry, or whose file is missing, shows no picture: the text alone. The session reads poses.json when it starts. The window shows the same picture (QML Image.mirror), its caption, and the same diagram.

The script (script.json)

{"version": 1,
 "cue_names": {"thumbs-up": "Thumbs up", "...": "..."},
 "sections": [
   {"id": "hand-size", "title": "Hand size", "requires": [], "intro": "text shown before the first prompt: 4 s, or until Next", "go": "Hold",
    "quick": true, "prompts": [{"text": "...", "cues": ["flat", "flat-back", "spread"], "cue_s": 5, "hands": "both", "distance": "mid"}]},
   {"id": "pose-sweeps", "title": "Hand poses", "kind": "sweep", "quick": true, "cue_s": 4, "step_s": 20,
    "groups": [["open", "fist", "point", "pinch"], ["ok", "thumbs-up", "spread", "claw"], ["count-1", "...", "count-5"]],
    "sweeps": [{"hands": "both", "group": "next", "text": "..."}, {"hands": "left", "group": "any", "quick": false, "text": "..."}]},
   {"id": "objects", "title": "Things you hold", "requires": ["objects"], "for_each": "object",
    "prompts": [{"text": "Pick up the {object} and use it the way you normally would.", "seconds": 15, "hands": "both", "object": "{object}"}]},
   {"id": "touch", "title": "Touch the dot", "kind": "targets", "hold_s": 1.0, "timeout_s": 8,
    "targets": [[0.0, -0.15, -0.40], ...], "text": "Touch the dot with your index fingertip and hold still."},
   {"id": "controller-push", "title": "Depth with controllers", "requires": ["controllers"], "kind": "bar",
    "intro": "...", "heights": ["chest", "desk", "eye", "left", "right"], "reps": 5, "period_s": 6, "near_m": 0.2, "far_m": 0.6}
 ]}
  • requires: objects (at least one object ticked), controllers (straps ticked). A section whose requirements aren't met is skipped and logged.
  • go: the word the countdown ends on, "Go" unless set ("Hold" for the still poses).
  • quick: the section is in a quick round; a step with "quick": false isn't (below).
  • kind:
    • prompts (the default): each prompt shows for its seconds with a countdown. A prompt with cues (and cue_s) is a sweep step with those cues in that order, seconds = cues x cue_s (hand size; the mouse and switch step).
    • sweep: steps built from sweeps (below).
    • targets: each target shows until the live index tip is within 3 cm of it for hold_s, or timeout_s passes.
    • bar: the target marker sweeps near to far and back, reps times per height, at period_s per sweep. The current marker follows the live palm distance.
  • Each section is one take. Prompts within it are marked in prompts.jsonl.
  • cue_names: the short labels under the strip's pictures (otherwise the pose id).

Sweeps

The second in-headset session (sessions/20261002-202734) took about 16 min and was "super long and kind of annoying": the 36 held poses alone took 7.9 min, 3.2 of it reading, and the person skipped the wrist turns and gave up on the bare push after 3 steps. The labels come from the auto-labeller (teacher model and triangulation, frame-hands train/label), not from the prompts, so what the recordings need is variety (shapes, distances, angles), not clean holds. So the poses are swept:

  • A sweep step shows a strip of 2-5 pose pictures and asks for slow, continuous movement (near and far, all around) while the hands change shape with the lit picture. The light moves on every cue_s (4 s), cycling, over step_s (20 s): 5 cues for a group of 4 or 5. Each cue is a prompt event with that pose, "cue": true and "step" (the step's id); distance and position are "" (varied). So the timeline tags each pose roughly, and the countdown, wait and redo work per step as before. The time-left bar covers the whole step.
  • groups: lists of poses. A step takes "group": "next" (the groups in turn) or "any" (one drawn at random, a different one for each "any" while there are groups left), or names its own cues. "shuffle": false (gestures) keeps the script's order; "cycle": false runs the cues once; "fixed": true keeps one step's order.
  • The pose sweeps: 3 two-hand sweeps, one per group ([open, fist, point, pinch], [ok, thumbs-up, spread, claw], [count-1 ... count-5]); then a left-hand and a right-hand sweep (the other hand in the lap) on groups drawn from those three, which also turn the wrist as they go, so the wrist angles come for free (the old wrist-turns section is gone).
  • The shuffle, per session. The groups' order, the "any" draws and the cues' order in each step are shuffled with a seed from the session's id (session_seed: the first 8 hex digits of its SHA-256), separately per section (random.Random("<seed>/<section>")). The sections' order isn't shuffled (the controller sections need their before and after). session.json records "shuffle": {"seed", "sweeps": {section: [{"id", "hands", "cues"}]}}, and build_plan(script, checklist, seed=...) gives the same again. --seed N overrides it; --plan without one shows the script's order.
  • The strip has one picture per pose, a single hand: both hands make the same shape, and five pairs wouldn't fit. A left hand's pictures are flipped.
  • Gestures are sweeps too, in order and once: tap then drag; grab, cross, overlap; near the face then a screen's distance. Hand size is one step of three held shapes (flat, backs, spread; 5 s each), still the no-hands check's first step.

Quick round

For more lighting rounds: "Quick round (about 3 min)" on the checklist page, session.py --quick. It has the sections marked quick (hand size, the pose sweeps without the one-hand ones, touch the dot, no hands), about 2 min recorded in 6 steps. session.json gets "quick": true. The checklist page suggests it (and picks it) once a full session has gone to the end (Backend.hasFullSession: a session.json with status done, not quick, not a dry run).

Step mode (the default) and auto mode

The first in-headset session (2026-10-02) went too fast: each prompt advanced after 4-8 s, before there was time to read it and find the hand shape. So by default every step waits:

  1. Ready. The panel shows the step: section title, "step N of M", the instruction, the pose picture, the where-to diagram, and the Next hint ("Ready? Press the button on the right side of the headset", or with a mouse also Space and Next: see Controls). The hand chips show which hands are seen, with no warnings yet. It waits as long as it takes, and nothing records.
  2. Countdown. Next starts a new recording part and a "ready" event, and the panel counts 3, 2, 1 (big), recorded so the hold is captured from its first frame. In the push sections the bar sits at near meanwhile.
  3. Hold. The prompt event, the section's word ("Hold" or "Go") and the time-left bar for the prompt's seconds (or the bar's sweeps, or the targets). Then a wait event and the part stops.

Steps that wait: each prompt, each bar height, and the first touch-the-dot target (the others follow straight on, as each waits for the touch anyway). Before a section, one screen shows the section's intro (with its before text, such as putting on the controllers) and waits for Next too; the welcome screen as well. The take starts with the section's first countdown, so a section skipped at its intro leaves no take. A pause in a hold works as before (the part stops; resume starts the next one).

Auto mode ("Advance by itself" on the checklist page, session.py --auto) is the old timed flow: the welcome, the between and before screens, the intro (recorded) and each prompt for its seconds, one recording per take. R still works there: it restarts the step running.

Steps are 20 s sweeps, 16-18 s gestures, 10-12 s desk and object steps, the touch targets (6) and the push heights (2, 3 reps of 6 s). The core session (no objects, no controllers) records about 5 min in 15 steps; with 5 s of reading a step that's about 6 min. Everything ticked (four objects, controllers): about 7.3 min recorded in 24 steps. A quick round: about 2 min in 6 steps. The window and session.py --plan give these (plan_summary); in step mode they leave the reading time out and say so.

The sections, in this order (see the plan):

  1. hand size (one step: flat, backs, spread)
  2. pose sweeps (above: 3 with both hands, one with each hand)
  3. gestures (3 sweeps: pinch taps and drags; grabs, crossing and overlapping; near the face, then pointing at screen distance)
  4. desk work (typing or pretend typing; the mouse, with switching to the keyboard when both are there)
  5. objects (one prompt per ticked object, own objects included)
  6. touch the dot (6 dots spread near and far, left and right, low)
  7. controller depth, straps (push out and back at chest and eye level, 3 reps each; then the wrists and fingers with the controllers on). "Out and back" is straight away from the headset and back toward it: the first in-headset session took the left-right bar for sideways. The texts say so, the bar's ends read "At your chest" and "Arm out" (near_label, far_label, sent as bar ... At your chest|Arm out), and the picture is a side view.
  8. bridge (one controller on, the bare fingertip on its thumbstick while that hand moves from close to arm's length and back, then swap; then a controller on the desk, touched from the front and above, then from the sides: 4 steps, the controller changes during the ready screens)
  9. bare repeat of section 7's pushes, controllers off
  10. no hands (10 s)

Before section 7: "Put on both controllers and tighten the straps". Before section 9: "Take the controllers off and put them out of view".

Feedback while recording

  • Hands seen: from the hands file. A hand counts as seen if its flags match the side and the file is fresh (publish within 0.3 s). Prompts with hands set show the hands chips. If an asked-for hand is lost for more than 1.5 s, the note says "I can't see your left hand: bring it into view".
  • Controller tracking: in sections 8 and 9, devices is polled once a second. A result other than 200 for more than 1 s says "The left controller lost tracking: turn your palm slightly toward you". Each such stretch goes into prompts.jsonl as feedback with "controller": {...}.
  • Lighting, measured: the checklist page measures the light when it opens, starting ft-camd (frametop-handrec-camd.service) if nothing runs it; the window stops it again on quit if it started it. The mean of every mono camera's mean and dark_mean from the ring (hands/tools/ring.py layout; struct only, no numpy) is compared with the person's earlier sessions. If it matches an earlier round's within 15%, the window says so before starting.
  • Lighting label: "Measured by the cameras" is the default. ambient_ir, the mono cameras' mean dark_mean (the room's infrared), labels the round daylight from 6.0 and indoor below (session.classify_lighting). Lamps and LEDs give off hardly any infrared, so a dim room and a lit one read about the same (1.8 by one lamp, 2.2 in a lamp-lit room) and the cameras can't tell them apart; the person can pick dim, room or daylight instead (source: "picked"). The 6.0 threshold is a guess until a daylight round is measured.

Camera check

On 2026-10-02 a whole session showed "I can't see your hands": after the headset slept, SteamVR had failed to load the colour module's FPGA image, which left the upper cameras and the IR light off (hands/README.md, "Camera check"). Two checks keep that from wasting a session:

  • Before the session. The window runs hands/camcheck.py when the checklist page opens ("Tracking cameras:", with the evidence under Details and Check again), and again when Start is pressed; session.py runs it first thing, before it makes the session's folder or starts anything (Session._preflight). If it finds the cameras degraded, the session doesn't start. The window says: "The headset's upper cameras and IR light are off. SteamVR couldn't start the colour camera module (it happens sometimes after the headset sleeps). Restart SteamVR, or restart the headset if that doesn't fix it." (another degraded: reason gets a sentence naming it), and Start stays off. unknown (SteamVR not running, the cameras asleep) doesn't stop it: the session's own start fails clearly then. From the command line, session.py prints the check and exits with status 3.
  • Restart SteamVR. The message has a Restart SteamVR button. After a confirmation it runs systemctl --user restart --no-block steamvr.service on the host (through distrobox-host-exec), then checks the cameras every 3 s, for up to 2 minutes, until a new XRService has opened its cameras. The confirmation says what really happens: every VR app closes, and so does the Frametop desktop with all its windows, this one included, and it doesn't come back by itself (hands/README.md, "What a SteamVR restart does to Frametop"). So the check after the restart mostly happens when the recorder is opened again; it re-runs when the checklist page opens. --no-block lets the restart finish after the window is gone.
  • No hands in the first step. The first step of the hand-size section has both hands up, about 40 cm away. During its hold, the session counts the hands file's reads (about 20 a second). If the tracker published in at least half of at least 10 reads and never saw a hand, the step stops: a wait and the recording stops as usual, then a nohands event and a redo over the try. The session runs the camera check and shows "I can't see your hands" with its result (the camera text above when it's the VCINT failure, else "The camera check found nothing wrong"). The state is nohands, waiting: Next (the headset button, Space, Try again) or R starts the same step's countdown at once; Stop (Esc) ends the session with stop_reason set; S skips the section. One missed step costs a retry, not the session, and every hold of that step is logged ("hands check ...: a hand in N of M reads"). Without a tracker publishing the session can't tell, logs that, and goes on. Only that one step is checked: later steps have their notes ("I can't see your left hand") as before. Auto mode does the same; its recording pauses meanwhile.

Controls

  • The window has Start, a big Next (while a step waits; its hint is the panel's), Pause/Resume, Redo step, Skip section and Stop. While it has focus: Space is Next, P pauses or resumes, R redoes, S skips the section, Esc stops. The panel's bottom line and the window list them. The window also shows the step's picture, diagram, countdown and "Hold".
  • The headset's button. The Frame has a click button on its right side, for use without controllers: KEY_SELECT (353) on the evdev device gpio-keys. While a step waits (the welcome, a section's intro, a step's ready screen) a press is Next; during a countdown or hold (and auto mode's timed screens) it pauses; while paused it resumes. The session finds the device in /proc/bus/input/devices by name and its KEY bitmap (event3 on the maintainer's Frame) and reads input_event structs with plain struct (no python-evdev), from a thread. Only key-downs count (value 1: releases and autorepeat, value 2, don't), and presses closer than 0.3 s count once.
    • It's read, never grabbed (EVIOCGRAB). Frametop's input relay (input/input-relay.py), ft-powerd, SteamVR and gamescope read the same device, and the relay remaps its volume keys (the experimental branch's docs/hazards.md). A grab would take the volume keys from the relay.
    • steamos is in the input group, so it needs no sudo. The dev container sees the host's /dev/input and /proc/bus/input/devices, and the group carries over (checked 2026-10-02), so it works from the window there and from session.py on the host. If the device is missing or can't be opened, the session logs it, keeps trying every 5 s, and the hints don't mention the button.
    • Not known yet (needs the headset): what SteamVR and gamescope do with the same press. They read it too, so it may also click whatever is under the head or gaze pointer in VR, or open something. Check on the first session; if it does, the fix is on their side or a different button, not a grab.
  • The Next hint follows what's there. No mouse connected: "Ready? Press the button on the right side of the headset" (the window's Next can't be clicked, and Space needs the window focused). A mouse: "Ready? Press Space, click Next, or press the headset button". No button: "Ready? Press Space or click Next". The panel's bottom line leads with "Headset button: next, pause". A mouse is a device in /proc/bus/input/devices with EV_REL, REL_X and REL_Y that isn't made in software: uinput devices (Frametop's virtual mouse, frame-voice's keyboard) sit under /devices/virtual/input or on the virtual bus (6), and are left out; Bluetooth mice come through uhid, under /devices/virtual/misc/uhid, and count. It's looked at again at each step, so a mouse plugged in mid-session counts from the next step.
  • R (redo). During a step's countdown or hold: that step starts again from its ready screen. At a step's ready screen: the step before it (in this section) goes again. Either way a redo event marks the range of the try being redone, so its labels are skipped; the sets stay, to delete in review if wanted.
  • A pause stops the take's recording and starts it again on resume as the next part of the same take (sets-2.bin, and so on). takes.py reads all parts in order. A pause while a step waits only shows "Paused"; a Next pressed while paused doesn't count.

Review and export (takes.py, the window)

  • Review. Each session lists its takes: title, duration, status, a thumbnail (the first set's slam_left). A viewer shows one frame set (all cameras side by side, 8-bit grey) at a time with a slider. It can mark a range and delete it. Deleted ranges go into take.json, and export leaves them out; the files keep everything until export. A whole take or session can be deleted (files removed, after a confirmation).

  • Export. It writes exports/<session>/:

    • manifest.json: profile fields except optional.notes unless kept, session.json (without its uploads records), takes, schema, tool version, the consent version.
    • calibration.json and device.json, when the session has them.
    • Per take: prompts.jsonl, poses.jsonl, take.json, and sets.bin.zst (sets in deleted ranges removed, then zstd -10 with 2 threads).
    • The side cameras are named right in every exported set when the session's sides.swapped is known: parts that need it get slam_left and slam_right (and their _dk) exchanged in the set headers as they're compressed. The exported take.json says "parts": {"sets.bin": {"names_swapped": <swapped>}}, and the manifest's take entry "sides": {"names_swapped", "renamed_sets"}. Unknown, the names stay as recorded.
    • poses.jsonl and prompts.jsonl without what's in the deleted ranges: no poses and no live-tracker feedback there (the prompt timeline stays). With the checklist's controllers at none, the controllers' poses are null and feedback has no controller (takes.export_jsonl): controllers left switched on still get tracked, and their poses would pass for the hands' ground truth.
    • SHA256SUMS.

    Compression runs at nice 19. While it runs with the headset worn, the window notes that VR may stutter a little (exports are done in the headset). Worn is judged the way frame-job does: vrcompositor runs and a /sys/class/backlight/*/brightness reads over 0 (SteamVR turns the panel off 5 s after the headset comes off). CPU work while in VR causes stutter. The proximity sensor is no use here: it read 9-43 with the headset sitting unworn.

  • Upload. The Upload page uploads an export from the window, logging in included: no terminal. Below its steps it shows UPLOAD.md ("About uploading"), with the export's path, size and contributor id filled in.

    • hands/rec/validate.py (standard library) checks an export. The window runs it before an upload, and the maintainer runs it on each submission (validate.py DIR [--json], exit status 1 on errors). It checks:

      • SHA256SUMS: every file listed and matching.
      • An allow-list: manifest.json, calibration.json, device.json and SHA256SUMS at the top, and prompts.jsonl, poses.jsonl, take.json and sets.bin.zst in takes/<NN>-<section>/. Anything else is an error, and so is a symlink.
      • The manifest's schema, keys and types, and that it matches the files.
      • The consent version is present and the contributor confirmed being an adult. The contributor id is a uuid4.
      • calibration.json has nothing that session.py's strip_calibration would still remove.
      • device.json holds only cv.cad_from_cal and head, each plus_x, plus_z and position as 3 numbers (plus cad_from_cal's method). Without it: a warning.
      • Each sets.bin.zst decompresses to its end, so a truncated one fails, and every set's FHSET01 header is sane: camera names, sizes, record length. Set counts and raw bytes match the manifest. Pixels aren't decoded.
      • Every jsonl line parses.
      • session.sides is {"swapped": true|false|null}, and every take's sides.names_swapped equals it (else an error: export again). Without sides, or null: a warning (the maintainer's check tells).
      • The total size: a warning over 15 GB, an error over 40 GB.

      Warnings cover notes kept in the export, a home folder path in the manifest, and missing poses.jsonl files.

      It runs on Linux and on Windows (the maintainer's PC) with Python 3.12 or later. It decompresses with Python 3.14's compression.zstd, else the zstandard package, else the zstd program, and handles several zstd frames in a row.

    • hands/rec/hub.py does the upload. It runs as a child process of the window (Cancel ends it), or from the command line (hub.py [--base DIR] whoami | login | upload SESSION [--dry-run] [--again] [--json]). It uses huggingface_hub (python3-huggingface-hub in the dev container) with the login saved in huggingface_hub's token file.

      • login is huggingface_hub's browser login (OAuth device code), the same as hf auth login's default since huggingface_hub 1.x. It asks Hugging Face for a link (https://hf.co/oauth/device) and a short code, prints them ({"phase": "code", "url", "code", "expires_in"}), and waits while the person enters the code in their browser and approves. Then it saves the token, which can refresh itself. Nobody types or pastes a token, and the window never sees one. It uses huggingface_hub's own helpers (request_device_code, poll_device_token, _save_oauth_token), as there's no public call that hands back the code. On 2026-10-03 the code lasted 5 minutes and wasn't filled into the link. The consent screen lists the person's organizations: none are needed, as a pull request on a public dataset comes from the person's own account.

      An upload goes through these steps: An upload goes through these steps:

      1. Validate, and stop on errors.
      2. Stop if the same export was uploaded before (same SHA256SUMS), unless asked again.
      3. Stop while the texts are drafts, unless FT_HANDREC_ALLOW_UPLOAD=1.
      4. whoami: a read-only token is refused.
      5. auth_check on the dataset: a gated dataset whose terms aren't accepted gives "accept the dataset's terms first", with the link.
      6. Open the pull request first: create_pull_request(HF_DATASET, title, description=...), an empty draft. Its link goes to the window right away ({"phase": "opened", "pr_url"}), which tells the person to plug the headset in and leave it. Record {"repo", "pr_url", "pr_num", "started", "export_sha", "status": "started"} in uploads in session.json. A retry of the same export goes on in that pull request while it's draft or open.
      7. upload_folder(repo_id=HF_DATASET, repo_type="dataset", folder_path=EXPORT, path_in_repo="contributions/<contributor>/<session>", revision="refs/pr/N", commit_message=..., commit_description=...). The description summarizes the manifest: takes, minutes, sets, lighting, objects, controllers, the consent and tool versions, the size, and validate's warnings. Then mark the pull request open if it's still a draft (the maintainer's list shows open ones, so drafts are uploads still in progress).
      8. Mark the record "status": "done" with uploaded. export_sha is the SHA256 of SHA256SUMS. The file keeps its modification time, so the export doesn't count as out of date. Only finished records count as "uploaded before" (records without a status are from before 2026-10-03 and finished).

      Errors get a plain explanation: not logged in, a login Hugging Face rejects (401), a login that can't open a pull request (403), terms not accepted, dataset not found, network errors. --dry-run does everything except the network calls and the record, and lists what it would upload.

    • The page has three numbered steps:

      1. Choose the export, with its size.
      2. Log in to Hugging Face. The page shows whether someone is logged in (whoami). Log in runs hub.py login, opens the link in the browser, and shows the code large, with Copy code and Cancel. "Use another account" logs in again. A classic read-only token counts as not logged in.
      3. Upload, with a note to accept the dataset's terms the first time.

      Upload has Cancel, the phase with a progress bar (a share while the export is checked, a sweep while it's sent, as huggingface_hub reports no progress), the pull request's link once it's open, with "plug in the headset and leave it plugged in until this says Uploaded", and Uploaded at the end. If this export was uploaded before, the page says so, and uploading it again asks first. A stale export can't be uploaded.

    • Staying awake: while an export or an upload runs, the window holds a host unit, frametop-handrec-awake.service, running systemd-inhibit --what=sleep:idle --mode=block ... sleep infinity, and stops it when the last of them ends (or on quit). It's meant to keep Steam from putting the Frame to sleep with the headset off; whether Steam's sleep honours a logind block inhibitor is still to be checked on the device. Exports and uploads are done in the headset: the export page only notes that VR may stutter a little while it compresses.

    • While the texts are drafts, Upload stays off unless FT_HANDREC_ALLOW_UPLOAD=1, so the maintainer can rehearse against a private test repo. FT_HANDREC_DATASET overrides HF_DATASET. ft-handrec --hub-dry-run makes Upload a dry run: no network, so it isn't held back by the drafts.

    • Rehearsal: hands/rec/rehearse.sh [--repo ID] runs it all without the headset, in the dev container, in one frame-job --local scope when frame-job is installed. ft-ringplay plays 30 s of a recording into a ring in /run/user/UID. A tracking ft-hands that's already running is used, or one is started on that ring. ft-handpanel --no-vr stands in for the panel. session.py --no-start --next-after 0.3 records a three-section test script (a prompt, a two-cue sweep, no hands) in step mode, three parts of 6 s (countdown and hold), about 360 MB once exported. Then takes.py exports, validate.py checks, and hub.py uploads: a dry run by default, or for real to --repo ID with FT_HANDREC_ALLOW_UPLOAD=1. It prints a summary, deletes its temporary folders (camera images of a room) and stops everything it started, Ctrl+C included. The --no-vr panel logs no poses, so poses.jsonl is missing there (a warning).

  • The dataset is CC BY-NC 4.0.
  • Contributors also grant the maintainer (DeeJanuz) a broad, non-exclusive license to their contribution.
  • Contributors confirm they're 18 or older.
  • The text explains what's recorded and that nothing uploads automatically, how review works, how to withdraw (by contributor id), and that a withdrawal is purged from the repo's history.
  • The texts need a legal review before the dataset launches. Until then they carry a "draft" banner, and the Upload page says contributions aren't open yet.
  • The dataset repo: HF_DATASET in hub.py, DeeJanuz/frametop-hands (private until launch).