blacktrigram 0.7.39 → 0.7.41
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
- package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
- package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
- package/lib/systems/animation/core/types.js.map +1 -1
- package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
- package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
- package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
- package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
- package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
- package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
- package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
- package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
- package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
- package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
- package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
- package/lib/systems/bodypart/types.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
- package/lib/systems/breathing/feedback.js.map +1 -1
- package/lib/systems/breathing/integration.js.map +1 -1
- package/lib/systems/combat/BalanceSystem.js.map +1 -1
- package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
- package/lib/systems/combat/CombatStateSystem.js.map +1 -1
- package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
- package/lib/systems/combat/FallIntegration.js.map +1 -1
- package/lib/systems/combat/GrappleSystem.js.map +1 -1
- package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
- package/lib/systems/combat/PainResponseSystem.js.map +1 -1
- package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
- package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
- package/lib/systems/combat/typeGuards.js.map +1 -1
- package/lib/systems/effects.js.map +1 -1
- package/lib/systems/game.js.map +1 -1
- package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
- package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
- package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js.map +1 -1
- package/lib/systems/physics/CoordinateMapper.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/trigram/KoreanCulture.js.map +1 -1
- package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
- package/lib/systems/trigram/StanceManager.js.map +1 -1
- package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/techniques/DarkOpsTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GamTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GanTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/SonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types/GonTechniqueExtensions.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/HitDetection.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
- package/lib/types/AccessibilityTypes.js.map +1 -1
- package/lib/types/PhysicsTypes.js.map +1 -1
- package/lib/types/common.js.map +1 -1
- package/lib/types/constants/colors.js.map +1 -1
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{"version":3,"file":"MartialArtsAnimationBuilder.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsAnimationBuilder.ts"],"sourcesContent":["/**\n * Martial Arts Animation Builder\n *\n * Korean martial arts specific animation builder with semantic methods\n * that make animations readable by martial arts practitioners.\n *\n * 한국 무술 애니메이션 빌더 - 무술 전문가가 이해할 수 있는 시맨틱 메서드 제공\n *\n * @module systems/animation\n * @category Animation System\n * @korean 무술애니메이션빌더\n */\n\nimport type { AnimationKeyframe, SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport * as THREE from \"three\";\n\n// Import constants from dedicated constants module\nimport {\n AnimationType,\n HAND_POSES,\n KICK_PHASES,\n MARTIAL_POSES,\n PUNCH_PHASES,\n calculateStanceWidth,\n} from \"./MartialArtsConstants\";\n\n// Import keyframe configuration helper\nimport { KeyframeConfig } from \"./KeyframeConfig\";\n\n// Import guard position types\nimport type { GuardPositionType } from \"./KoreanGuardPositions\";\n\n// Import hand pose utilities\nimport {\n applyHandPoseToConfig,\n applyHandPoseToKeyframe,\n} from \"./HandPoseApplicator\";\n\n// Import kick phase utilities\nimport {\n applyHighPeakPhaseToConfig,\n applyKickPhaseToConfig,\n applyRoundhousePhaseToConfig,\n applySideKickPhaseToConfig,\n} from \"./KickPhaseApplicator\";\n\n// Import martial pose utilities\nimport { applyMartialPoseToKeyframe } from \"./MartialPoseApplicator\";\n\n// Import punch phase utilities\nimport { applyPunchPhaseToConfig } from \"./PunchPhaseApplicator\";\n\n// Import trigram guard applicator for full-body stance poses\nimport { TrigramStance } from \"@/types/common\";\nimport {\n applyTrigramGuardToConfig,\n getGuardArmBase,\n type TrigramGuardOptions,\n} from \"./TrigramGuardApplicator\";\n\n// Re-export constants for backward compatibility\nexport { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TECHNIQUE TIMING CONSTANTS (기술 타이밍 상수)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Technique Timing Constants\n *\n * Defines standard timing phases for martial arts techniques to ensure\n * all movements are visible and comprehensible. Minimum total duration\n * is 0.5s to prevent \"teleporting\" strikes.\n *\n * Korean martial arts emphasize visible technique phases:\n * - 준비 (Preparation) - Wind-up/chamber\n * - 실행 (Execution) - Strike/extension\n * - 회수 (Recovery) - Retraction\n * - 복귀 (Return) - Return to stance\n *\n * @korean 기술타이밍상수\n */\nexport const TECHNIQUE_TIMING = {\n /**\n * Fast techniques (빠른 기술)\n * Examples: Jabs, quick strikes, fast kicks\n * Total: 550ms\n */\n FAST: {\n chamber: 0.1, // 100ms wind-up (준비)\n extend: 0.15, // 150ms strike (실행)\n peak: 0.05, // 50ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.15, // 150ms return to stance (복귀)\n total: 0.55, // 550ms total\n },\n /**\n * Fast-Medium techniques (빠른-중간 기술)\n * Examples: Low kicks, lead hooks, quick counters\n * Total: 600ms\n */\n FAST_MEDIUM: {\n chamber: 0.1, // 100ms wind-up (준비)\n extend: 0.15, // 150ms strike (실행)\n peak: 0.05, // 50ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.6, // 600ms total\n },\n /**\n * Medium-Light techniques (중간-가벼운 기술)\n * Examples: Lead uppercuts, backfists, push kicks\n * Total: 700ms\n */\n MEDIUM_LIGHT: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.18, // 180ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.22, // 220ms return to stance (복귀)\n total: 0.7, // 700ms total\n },\n /**\n * Medium techniques (중간 기술)\n * Examples: Crosses, roundhouse kicks, hooks\n * Total: 730ms\n */\n MEDIUM: {\n chamber: 0.15, // 150ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.12, // 120ms pull back (회수)\n recover: 0.18, // 180ms return to stance (복귀)\n total: 0.73, // 730ms total\n },\n /**\n * Medium-Heavy techniques (중간-무거운 기술)\n * Examples: Body shots, side kicks, crescent kicks\n * Total: 750ms\n */\n MEDIUM_HEAVY: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.75, // 750ms total\n },\n /**\n * Heavy-Light techniques (무거운-가벼운 기술)\n * Examples: Hooks, uppercuts, sweep kicks\n * Total: 800ms\n */\n HEAVY_LIGHT: {\n chamber: 0.15, // 150ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.1, // 100ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.8, // 800ms total\n },\n /**\n * Heavy-Medium techniques (무거운-중간 기술)\n * Examples: Question mark kicks, crescent kicks\n * Total: 850ms\n */\n HEAVY_MEDIUM: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.28, // 280ms return to stance (복귀)\n total: 0.85, // 850ms total\n },\n /**\n * Heavy techniques (무거운 기술)\n * Examples: Spinning kicks, power punches, jumping techniques\n * Total: 1000ms\n */\n HEAVY: {\n chamber: 0.2, // 200ms wind-up (준비)\n extend: 0.3, // 300ms strike (실행)\n peak: 0.12, // 120ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.23, // 230ms return to stance (복귀)\n total: 1.0, // 1000ms total\n },\n /**\n * Combo techniques (연속 기술)\n * Examples: Jab-cross, double hooks, double kicks\n * Total: 700ms\n */\n COMBO_FAST: {\n chamber: 0.08, // 80ms wind-up (준비)\n extend: 0.12, // 120ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.32, // 320ms return to stance (복귀)\n total: 0.7, // 700ms total (sum of all phases)\n },\n /**\n * Jumping techniques (뛰어차기 기술)\n * Examples: Jumping kicks, jumping punches\n * Total: 900ms\n */\n JUMPING: {\n chamber: 0.18, // 180ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.12, // 120ms pull back (회수)\n recover: 0.3, // 300ms return to stance (복귀)\n total: 0.9, // 900ms total\n },\n /**\n * Combo heavy techniques (연속 무거운 기술)\n * Examples: Double kicks with different heights\n * Total: 950ms\n */\n COMBO_HEAVY: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.38, // 380ms return to stance (복귀)\n total: 0.95, // 950ms total (sum of all phases)\n },\n /**\n * Spinning techniques (회전 기술)\n * Examples: Spinning backfist, tornado kick, spinning heel kick, spinning back kick\n * Total: 1200ms\n */\n SPINNING: {\n chamber: 0.3, // 300ms wind-up with rotation start (준비+회전)\n extend: 0.35, // 350ms strike through rotation (실행)\n peak: 0.12, // 120ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.28, // 280ms complete rotation recovery (복귀)\n total: 1.2, // 1200ms total\n },\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// MARTIAL ARTS ANIMATION BUILDER (무술 애니메이션 빌더)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Martial Arts Animation Builder\n *\n * Fluent API for creating Korean martial arts animations with semantic methods.\n * Designed to be readable by martial arts practitioners.\n *\n * @example\n * ```typescript\n * // Create a front kick (앞차기)\n * const frontKick = MartialArtsAnimationBuilder\n * .create(\"front_kick\", \"앞차기\")\n * .asAttack(0.55)\n * .chamber() // 준비 - Knee lifts\n * .withHighGuard() // 상단방어 - Protect face\n * .extend() // 차기 - Leg extends\n * .retract() // 회수 - Return to chamber\n * .recover() // 복귀 - Return to stance\n * .build();\n * ```\n *\n * @korean 무술애니메이션빌더\n */\nexport class MartialArtsAnimationBuilder {\n private name: string;\n private koreanName: string;\n private duration: number = 0.5;\n private type: \"attack\" | \"defense\" | \"movement\" | \"idle\" | \"stance\" | \"walk\" =\n \"attack\";\n private loop: boolean = false;\n private keyframes: AnimationKeyframe[] = [];\n private currentTime: number = 0;\n\n private constructor(name: string, koreanName: string) {\n this.name = name;\n this.koreanName = koreanName;\n }\n\n /**\n * Create new martial arts animation\n * @param name - English animation name\n * @param koreanName - Korean animation name (한글이름)\n */\n static create(name: string, koreanName: string): MartialArtsAnimationBuilder {\n return new MartialArtsAnimationBuilder(name, koreanName);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // ANIMATION TYPE SETTERS (애니메이션 타입 설정)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Configure as attack animation (공격 애니메이션)\n */\n asAttack(duration: number): this {\n this.type = \"attack\";\n this.duration = duration;\n return this;\n }\n\n /**\n * Configure as defense animation (방어 애니메이션)\n */\n asDefense(duration: number): this {\n this.type = \"defense\";\n this.duration = duration;\n return this;\n }\n\n /**\n * Configure as movement animation (이동 애니메이션)\n */\n asMovement(duration: number, shouldLoop: boolean = false): this {\n this.type = \"movement\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n /**\n * Configure as idle/stance animation (대기 애니메이션)\n */\n asIdle(duration: number, shouldLoop: boolean = true): this {\n this.type = \"idle\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n /**\n * Configure as stance transition animation (자세 전환 애니메이션)\n */\n asStance(duration: number, shouldLoop: boolean = false): this {\n this.type = \"stance\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // STANCE METHODS (자세 메서드)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Add initial fighting stance keyframe (기본 자세)\n *\n * Adds a neutral fighting stance at time 0 as the starting position\n * for attack animations. This is the ready position before techniques.\n *\n * @korean 기본자세추가\n */\n stance(): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(0, \"linear\", (kf) => {\n // Legs in neutral stance\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.HIP_L, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0, 0);\n\n // Spine neutral\n kf.rotate(BoneName.PELVIS, 0, 0, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);\n kf.rotate(BoneName.HEAD, 0, 0, 0);\n\n // Arms in guard position\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n\n // Neutral positions\n kf.position(BoneName.PELVIS, 0, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n kf.position(BoneName.FOOT_L, 0, 0, 0);\n\n // Fists in guard\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n // Don't advance currentTime - stance is at time 0\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // KICK TECHNIQUES (발차기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Chamber - Knee lifts to waist height (준비자세)\n * Starting position for all kicks\n *\n * Authentic Korean martial arts chamber mechanics:\n * - Hip flexed to 90° (1.57 rad) bringing knee to torso height\n * - Knee bent tight (120° angle = -2.0 rad) for power generation\n * - Support leg slightly bent for stability\n * - Pelvis tilts back slightly for balance\n * - Toe neutral, ready for extension\n *\n * @korean 준비자세\n */\n chamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply core kick chamber phase\n applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {\n includeAnkle: true,\n includePelvis: true,\n });\n\n // Additional stability and balance\n kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0); // Slight back lean\n kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0); // Upper body stable\n\n // Arms in guard position\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Extend - Leg snaps forward (차기 - 확장)\n *\n * Authentic Korean martial arts extension mechanics:\n * - Hip maintains elevation (1.7 rad ~97°) for target height\n * - Knee extends fully (0.1 rad ~6°) for maximum reach\n * - Ankle dorsiflexes (0.5 rad ~29°) pointing toe/ball of foot\n * - Pelvis tilts forward (0.15 rad ~9°) for hip thrust\n * - Support leg bends deeper (-0.35 rad) for power transfer\n * - Spine remains upright for balance\n *\n * This is the impact frame where the strike connects.\n *\n * @korean 차기확장\n */\n extend(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply core kick extension phase\n applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {\n includeAnkle: true,\n includePelvis: true,\n });\n\n // Hip thrust forward (key to Korean kick power)\n kf.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0); // Slight forward lean\n kf.rotate(BoneName.SPINE_UPPER, 0.03, 0, 0); // Follow through\n\n // Position foot forward for impact\n kf.position(BoneName.FOOT_R, 0.6, 0, 0); // Forward position\n\n // Arms maintain guard\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Retract - Return to chamber (회수)\n *\n * Authentic Korean martial arts retraction mechanics:\n * - Leg returns THROUGH chamber position (proper 낙법)\n * - Knee bends back to tight position (-2.0 rad)\n * - Hip maintains height initially, then lowers\n * - Foot resets to neutral from pointed position\n * - Pelvis returns to neutral\n * - Support leg maintains stability\n *\n * This is critical for proper technique - the leg must return\n * through chamber to protect against counters and maintain balance.\n *\n * @korean 회수자세\n */\n retract(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Return to chamber position (hip still high)\n applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {\n includeAnkle: true,\n includePelvis: true,\n resetFoot: false, // Foot returns to neutral, not reset\n });\n\n // Spine returns to neutral\n kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0);\n\n // Foot back to neutral\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n\n // Position foot back closer to body\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n\n // Arms still in guard\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Set down - Foot returns to ground (착지)\n * @korean 착지\n */\n setDown(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse chamber - Hip rotates for 돌려차기\n *\n * Authentic Taekwondo roundhouse chamber (돌려차기 준비):\n * - Hip flexed and rotated out (~1.2 rad flex, ~0.8 rad external rotation)\n * - Knee bent tight (-1.5 rad) preparing for snap\n * - Pelvis begins rotation (-0.5 rad on Y-axis)\n * - Spine counter-rotates for power (0.3 rad on Y-axis)\n * - Support leg stable\n * - Arms in high guard\n *\n * The hip rotation is KEY - it opens the hip for the circular strike path\n * that defines a roundhouse kick vs. a front kick.\n *\n * @korean 돌려차기준비\n */\n roundhouseChamber(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply rotational phase\n applyRoundhousePhaseToConfig(kf, KICK_PHASES.ROUNDHOUSE_CHAMBER);\n\n // Support leg begins pivot (축발 회전 시작)\n // Even during chamber, the support foot starts rotating\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0); // Standing hip starts rotation\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.79, 0); // 45° pivot start (half of full)\n\n // Pelvis begins rotation for power loading (힙 회전)\n kf.rotate(BoneName.PELVIS, 0, -0.79, 0); // 45° hip rotation\n\n // Spine lower follows pelvis rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -0.4, 0);\n\n // High guard for head protection - elbows tucked\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0); // Tighter tuck\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0); // Tighter tuck\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse extension - Full hip rotation for 돌려차기\n *\n * Authentic Taekwondo roundhouse extension (돌려차기 실행):\n * - Hip fully extended with maximal rotation (1.2 rad flex, 1.6 rad rotation)\n * - Knee snaps out to nearly straight (-0.1 rad)\n * - Foot pointed and rotated (0.4 rad dorsiflexion, 0.3 rad rotation)\n * - Pelvis fully rotated (-1.5 rad) providing hip whip power\n * - Spine counter-rotates (0.8 rad) for torque generation\n * - Foot position extends laterally (0.8m forward)\n * - Support leg pivots on ball of foot\n *\n * Enhanced with compensatory torso lean (중심축회전):\n * - Torso leans AWAY from kicking leg for balance\n * - Increases reach and prevents backward fall\n * - 12° lateral lean on Z-axis for high kicks\n *\n * The \"snap\" comes from the sudden knee extension combined with\n * the hip rotation - this is the signature of Taekwondo roundhouse.\n *\n * @korean 돌려차기\n */\n roundhouseExtend(\n timeOffset: number = 0.15,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full extension with rotation\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n\n // Apply compensatory torso lean for balance (12° away from kick)\n // This must be called BEFORE setting Y-axis spine rotations\n this.applyKickTorsoLean(kf, \"right\", 12);\n\n // Spine counter-rotation for torque generation (applied after Z-axis lean)\n // Preserve existing Z-axis lean from applyKickTorsoLean\n const upperSpineRot = kf.rotations.get(BoneName.SPINE_UPPER);\n const lowerSpineRot = kf.rotations.get(BoneName.SPINE_LOWER);\n kf.rotate(\n BoneName.SPINE_UPPER,\n upperSpineRot?.x ?? 0,\n 0.8,\n upperSpineRot?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_LOWER,\n lowerSpineRot?.x ?? 0,\n -1.0,\n lowerSpineRot?.z ?? 0,\n );\n\n // Support leg pivots - CRITICAL for Taekwondo roundhouse (축발 회전)\n // Ball of foot rotates 90-180° to allow full hip opening\n kf.rotate(BoneName.HIP_L, 0, -0.4, 0); // Standing hip rotates with pivot\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0); // Deeper bend for stability\n kf.rotate(BoneName.FOOT_L, 0, 1.57, 0); // 90° pivot on ball of foot\n\n // Foot extends laterally\n kf.position(BoneName.FOOT_R, 0.8, 0, 0);\n\n // Arms maintain high guard\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side kick chamber - Turn sideways for 옆차기\n *\n * Authentic Taekwondo side kick chamber (옆차기 준비):\n * - Body turns 90° sideways (pelvis -1.57 rad on Y-axis)\n * - Hip flexed and chambered (1.3 rad flex, 0.3 rad rotation)\n * - Knee bent tight (-1.6 rad) preparing for lateral thrust\n * - Spine rotates with body (-1.2 rad on Y-axis)\n * - Lean away from kick for balance (0.2 rad lean)\n * - Support leg stable and aligned\n * - Arms protect vital areas\n *\n * The perpendicular chamber is essential - the hips must turn\n * sideways to allow the heel to drive through the target laterally.\n *\n * @korean 옆차기준비\n */\n sideKickChamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply side kick rotational phase\n applySideKickPhaseToConfig(kf, KICK_PHASES.SIDE_CHAMBER);\n\n // Support leg alignment\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0); // Turn with body\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n\n // Head looks at target\n kf.rotate(BoneName.HEAD, 0, -0.5, 0);\n\n // Arms in defensive position\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side kick extension - Lateral heel thrust for 옆차기\n *\n * Authentic Taekwondo side kick extension (옆차기 실행):\n * - Hip extends laterally (1.3 rad flex, 0.7 rad rotation)\n * - Knee extends fully (-0.1 rad) driving heel through target\n * - Foot turned heel-first (0.4 rad on Y-axis)\n * - Pelvis maintains 90° turn (-1.57 rad)\n * - Spine leans away (0.4 rad) for counterbalance\n * - Foot extends laterally (0.7m to side)\n * - Support leg drives power\n *\n * The side kick is one of the most powerful kicks because the\n * entire body mass drives through the heel in a straight line.\n *\n * @korean 옆차기\n */\n sideKickExtend(timeOffset: number = 0.1, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full extension laterally\n kf.rotate(BoneName.HIP_R, 1.3, 0, 0.7);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, -1.57, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.2, 0.2);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.2, 0.4);\n\n // Support leg powers the kick\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n\n // Foot extends to side\n kf.position(BoneName.FOOT_R, 0.7, 0, 0);\n\n // Head maintains target focus\n kf.rotate(BoneName.HEAD, 0, -0.5, 0);\n\n // Arms balanced\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick rise - Leg rises high for 내려차기\n *\n * Enhanced with hip rotation and support leg positioning\n * @korean 내려차기올리기\n */\n axeKickRise(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyHighPeakPhaseToConfig(kf, KICK_PHASES.HIGH_PEAK);\n\n // Hip rotation for power generation (골반회전)\n kf.rotate(BoneName.PELVIS, -0.2, -0.6, 0); // Tilt back + Y rotation\n\n // Spine lean for axe kick balance\n kf.rotate(BoneName.SPINE_LOWER, -0.2, -0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.15, -0.2, 0);\n\n // Support leg positioning\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0); // Slight pivot\n\n kf.position(BoneName.FOOT_R, 0, 1.5, 0.3);\n\n // Guard hands protect during exposed position\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick chop - Downward heel strike for 내려차기\n *\n * Enhanced with hip rotation and guard hands\n * @korean 내려차기\n */\n axeKickChop(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Kicking leg drives down\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);\n\n // Hip rotation for power (골반회전)\n kf.rotate(BoneName.PELVIS, 0.1, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.3, 0);\n\n // Support leg maintains pivot\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0);\n\n kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);\n\n // Guard hands remain protective\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Back kick spin - 180° turn for 뒤차기\n *\n * Authentic Taekwondo back kick spin (뒤차기 회전):\n * - Body rotates 180° (pelvis -1.5 rad initially)\n * - Spine rotates with body (lower: -1.3 rad, upper: -1.0 rad)\n * - Head looks over shoulder (0.5 rad) to maintain target visual\n * - Hip chambers (0.3 rad flex)\n * - Knee bends (-0.8 rad) preparing for backward thrust\n * - Support leg maintains balance\n *\n * Looking over the shoulder is CRITICAL - you must see the target\n * to execute an accurate back kick. This is emphasized in all\n * traditional Korean martial arts.\n *\n * @korean 뒤차기회전\n */\n backKickSpin(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotation - 180° for back kick\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.0, 0.1);\n\n // CRITICAL: Look over shoulder to see target\n kf.rotate(BoneName.HEAD, 0, 0.5, 0);\n\n // Leg chambers during rotation\n kf.rotate(BoneName.HIP_R, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n\n // Support leg - PROPER PIVOT for 180° rotation (축발 회전)\n // Ball of foot pivots to allow hip rotation\n kf.rotate(BoneName.HIP_L, 0, -0.4, 0); // Standing hip follows rotation\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0); // Deeper bend for stability\n kf.rotate(BoneName.FOOT_L, 0, -1.57, 0); // 90° pivot on ball\n\n // Arms balance during spin - elbows tucked\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Back kick thrust - Heel drives backward for 뒤차기\n *\n * Authentic Taekwondo back kick thrust (뒤차기 밀기):\n * - Body completes 180° rotation (pelvis -3.14 rad = π)\n * - Hip extends backward (0.5 rad flex maintained)\n * - Knee extends fully (-0.2 rad) driving heel back\n * - Foot dorsiflexes (-0.4 rad) presenting heel\n * - Foot position extends backward (0 forward, 0 up, -0.8 back)\n * - Head maintains target visual (1.0 rad look-back)\n * - Spine fully rotated with body\n * - Support leg powers the thrust\n *\n * The back kick delivers tremendous power because the entire\n * body mass drives through the strongest leg muscles (glutes,\n * hamstrings) in a straight line backward.\n *\n * @korean 뒤차기\n */\n backKickThrust(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Complete rotation\n kf.rotate(BoneName.PELVIS, 0, -3.14, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -3.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -2.8, 0.2);\n\n // Head still looking at target\n kf.rotate(BoneName.HEAD, 0, 1.0, 0);\n\n // Full leg extension backward\n kf.rotate(BoneName.HIP_R, 0.5, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.4, 0, 0);\n\n // Foot drives backward\n kf.position(BoneName.FOOT_R, 0, 0, -0.8);\n\n // Support leg powers thrust\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.5, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);\n\n // Arms for balance\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.7, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.7, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low kick chamber - Small knee lift for low kick (하단차기준비)\n * @korean 하단차기준비\n */\n lowKickChamber(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.5, 0, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.2, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low kick sweep - Shin sweeps at thigh height (하단차기)\n * @korean 하단차기\n */\n lowKickSweep(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.3, 0, 1.5);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Crescent kick chamber - Leg swings inward (반달차기준비)\n * @korean 반달차기준비\n */\n crescentKickChamber(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, -0.8);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Crescent kick arc - Leg sweeps across body (반달차기)\n * @korean 반달차기\n */\n crescentKickArc(\n timeOffset: number = 0.12,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.0);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.2, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);\n kf.position(BoneName.FOOT_R, 0.5, 0.8, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Push kick chamber - Ball of foot position (밀어차기준비)\n *\n * Enhanced with hip rotation and guard hand protection\n * @korean 밀어차기준비\n */\n pushKickChamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.8, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n\n // Support leg with slight pivot\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.4, 0); // Support foot pivot\n\n // Hip rotation preparation\n kf.rotate(BoneName.PELVIS, -0.1, -0.3, 0);\n\n // Guard hands protect during chamber\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Push kick thrust - Foot pushes opponent back (밀어차기)\n *\n * Enhanced with hip rotation for power and guard hand protection\n * @korean 밀어차기\n */\n pushKickThrust(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.5, 0, 0);\n\n // Support leg with deeper pivot\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.8, 0); // Support foot pivot for power\n\n // Hip rotation drives the push (골반회전)\n kf.rotate(BoneName.PELVIS, 0.1, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.05, -0.3, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0.5);\n\n // Guard hands protect during thrust\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinning heel kick - 360° with heel strike (뒤돌려차기)\n *\n * Full 360° spin requires complete support foot pivot\n * @korean 뒤돌려차기\n */\n spinningHeelKick(\n timeOffset: number = 0.15,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full body rotation for 360° spin\n kf.rotate(BoneName.PELVIS, 0, -4.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -4.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -4.0, 0.15);\n\n // Kicking leg - heel strike position\n kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);\n kf.position(BoneName.FOOT_R, 0.6, 0.5, 0);\n\n // Support leg - CRITICAL PIVOT for 360° spin (축발 회전)\n kf.rotate(BoneName.HIP_L, 0, -0.5, 0); // Standing hip rotates\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0); // Deep bend for stability\n kf.rotate(BoneName.FOOT_L, 0, -2.1, 0); // 120° pivot (continuous spin)\n\n // Arms tucked for spin speed\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.4, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.4, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook kick extension - Leg extends past target (후려차기 연장)\n *\n * Authentic Korean hook kick (후려차기) first phase:\n * - Body rotates past perpendicular (~100°)\n * - Leg extends past target like a missed side kick\n * - Foot positioned to hook back toward target\n * - Head maintains target visual\n *\n * The hook kick is distinct from crescent kick:\n * - Crescent: sweeps ACROSS body\n * - Hook: extends PAST, then hooks BACK\n *\n * @korean 후려차기연장\n */\n hookKickExtend(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotates past perpendicular\n kf.rotate(BoneName.PELVIS, 0, -1.8, 0); // ~103° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.4, 0.1);\n\n // Head tracks target\n kf.rotate(BoneName.HEAD, 0, 0.6, 0);\n\n // Leg extends past target (like missed side kick)\n kf.rotate(BoneName.HIP_R, 1.3, 0, 0.5);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.2, 0, 0.4);\n\n // Foot positioned past target\n kf.position(BoneName.FOOT_R, 0.3, 0.8, -0.5);\n\n // Support leg\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n\n // Arms for balance\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook kick hook-back - Heel hooks back toward target (후려차기 후림)\n *\n * Authentic Korean hook kick (후려차기) second phase:\n * - Leg retracts/hooks back toward target\n * - Heel is the striking surface (발뒤꿈치)\n * - Body rotates back toward target during hook\n * - Snapping motion at knee for power\n *\n * The hook motion is what makes this kick unique:\n * - Extends past, then HOOKS back\n * - Catches opponent from unexpected angle\n * - Heel strikes back of head or temple\n *\n * @korean 후려차기후림\n */\n hookKickHook(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotates back toward target\n kf.rotate(BoneName.PELVIS, 0, -1.3, 0); // Rotate back ~75°\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.0, 0.1);\n\n // Head stays on target\n kf.rotate(BoneName.HEAD, 0, 0.4, 0);\n\n // Leg hooks back - knee bends, hip rotates inward\n kf.rotate(BoneName.HIP_R, 1.0, 0, -0.3); // Hip rotation inward\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0); // Knee snap for power\n kf.rotate(BoneName.FOOT_R, 0.3, 0, -0.4); // Heel presentation\n\n // Foot hooks back toward target\n kf.position(BoneName.FOOT_R, 0, 0.8, 0.2);\n\n // Support leg\n kf.rotate(BoneName.HIP_L, 0, -0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n // Arms counter for balance\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.2);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.3, -0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Tornado kick jump with 360° rotation (회전차기 도약)\n *\n * Authentic Korean tornado kick (회전차기) jump phase:\n * - Jump with full 360° body rotation\n * - Arms swing to generate rotational momentum\n * - Body elevates during spin\n * - Prepares for roundhouse at apex\n *\n * @korean 회전차기도약\n */\n tornadoJump(timeOffset: number = 0.3): this {\n // First half - 180° rotation while rising\n this.addKeyframe(this.currentTime + timeOffset * 0.4, \"ease-out\", (kf) => {\n kf.rotate(BoneName.PELVIS, 0, -3.14, 0); // 180° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -3.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -2.8, 0);\n\n // Jump - elevate body (use pelvis position)\n kf.position(BoneName.PELVIS, 0, 0.3, 0);\n\n // Both legs tuck for spin\n kf.rotate(BoneName.HIP_R, 0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_L, 0.4, 0, 0);\n kf.rotate(BoneName.KNEE_L, -1.0, 0, 0);\n\n // Arms swing for momentum\n kf.rotate(BoneName.SHOULDER_L, -0.8, 0.6, 0.4);\n kf.rotate(BoneName.SHOULDER_R, -0.8, -0.6, -0.4);\n });\n\n // Complete 360° at apex\n this.addKeyframe(this.currentTime + timeOffset, \"ease-in\", (kf) => {\n kf.rotate(BoneName.PELVIS, 0, -6.28, 0); // Full 360° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -6.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -5.8, 0);\n\n // Peak height (use pelvis position)\n kf.position(BoneName.PELVIS, 0, 0.5, 0);\n\n // Kicking leg begins to chamber\n kf.rotate(BoneName.HIP_R, 1.0, 0, 0.4);\n kf.rotate(BoneName.KNEE_R, -1.5, 0, 0);\n\n // Support leg extends\n kf.rotate(BoneName.HIP_L, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n\n // Arms position for kick\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.3, 0.3);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.3, -0.3);\n });\n\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // PUNCH TECHNIQUES (주먹 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Punch chamber - Fist at hip with vertical palm (주먹준비자세)\n * Korean martial arts chamber position with fist vertical (세로주먹)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to chamber (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 주먹준비자세\n */\n punchChamber(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.CHAMBER, hand, {\n includeWrist: true,\n includeOppositeArm: true,\n includeSpineMiddle: false,\n });\n // Form fist during chamber\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch wind-up - Arm coils back (주먹준비)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to wind up (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 주먹준비\n */\n punchWindup(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.WINDUP, hand, {\n includeOppositeArm: true,\n });\n // Form fist during windup\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch extension - Arm extends with torso rotation (지르기)\n * Includes fist rotation from vertical to pronated and hikite\n *\n * Enhanced with realistic torso rotation (허리비틀기):\n * - Straight punches: 20° counter-rotation for power\n * - Torso rotates OPPOSITE to punch direction\n * - Sequential spine rotation (lower → mid → upper)\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to extend (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 지르기\n */\n punchExtend(\n timeOffset: number = 0.07,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply punch phase first (sets base spine rotation from PUNCH_PHASES)\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, hand, {\n includeWrist: true,\n includeSpineMiddle: true,\n includeOppositeArm: true,\n });\n // Then apply enhanced torso rotation which combines with existing values\n this.applyPunchTorsoRotation(kf, hand, 20);\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch peak - Maximum extension with full rotation (정점)\n * Hold at full extension for impact frame\n *\n * Enhanced with sustained torso rotation at impact:\n * - Maintains 20° counter-rotation at peak\n * - Maximizes power transfer through spine\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is extended (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 정점\n */\n punchPeak(\n timeOffset: number = 0.05,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply punch phase first (sets base spine rotation from PUNCH_PHASES)\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.PEAK, hand, {\n includeWrist: true,\n includeSpineMiddle: true,\n includeOppositeArm: true,\n });\n // Maintain torso rotation at peak which combines with existing values\n this.applyPunchTorsoRotation(kf, hand, 20);\n // Hold fist pose\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Cross punch - Left arm punch with full body rotation (크로스)\n * @korean 크로스\n */\n crossPunch(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Left cross punch: arm extends forward across center (좌 크로스)\n // Shoulder X negative = elevation, Y negative = LEFT arm forward, Z positive = adduction\n kf.rotate(BoneName.SHOULDER_L, -0.7, -0.3, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.05);\n kf.rotate(BoneName.WRIST_L, 0, 0, 0.2);\n // Spine Y negative = drives LEFT shoulder forward for left cross\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.45, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, -0.35, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -0.25, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.3, 0);\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Palm strike extension - Open palm heel strike (장권)\n * @korean 장권\n */\n palmStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Right palm strike (장권): arm extends forward with open palm\n // X negative = elevation, Y positive = RIGHT arm forward, Z near 0 = centered\n kf.rotate(BoneName.SHOULDER_R, -0.7, 0.3, -0.1);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.05);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0.1);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n // Apply open palm pose for palm strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook punch - Circular punch targeting temple (후크)\n * Enhanced with Korean martial arts shoulder rotation and hikite (당기기)\n *\n * Enhanced with realistic circular torso rotation (몸통회전):\n * - Hook punches: 50° rotation for circular power\n * - Torso rotates INTO the punch for arc generation\n * - Sequential spine rotation creates whipping motion\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is hooking (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 후크\n */\n hookPunch(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const wristBone = isRight ? BoneName.WRIST_R : BoneName.WRIST_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hook arm arcs across\n kf.rotate(shoulderBone, -0.1, isRight ? 0.6 : -0.6, isRight ? 0.4 : -0.4);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.35 : -1.35);\n kf.rotate(wristBone, 0, isRight ? 0.2 : -0.2, 0);\n\n // Opposite arm pulls back (hikite)\n kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);\n kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);\n\n // Apply enhanced hook torso rotation for circular power (50°)\n this.applyHookTorsoRotation(kf, hand, 50);\n kf.rotate(BoneName.PELVIS, 0, isRight ? 0.35 : -0.35, 0);\n\n // Rear foot pivot for power generation (축발회전)\n // The rear foot pivots inward as the hip rotates, driving force through kinetic chain\n const rearFoot = isRight ? BoneName.FOOT_R : BoneName.FOOT_L;\n const rearHip = isRight ? BoneName.HIP_R : BoneName.HIP_L;\n kf.rotate(rearFoot, 0, isRight ? 0.4 : -0.4, 0); // Pivot inward ~23°\n kf.rotate(rearHip, 0, isRight ? 0.25 : -0.25, 0); // Hip follows rotation\n\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook wind-up - Arm pulls to side (후크준비)\n * Enhanced with hikite (당기기) preparation\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is hooking (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 후크준비\n */\n hookWindup(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hook arm pulls back to side\n kf.rotate(shoulderBone, 0.1, isRight ? -0.6 : 0.6, isRight ? -0.5 : 0.5);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.57 : -1.57);\n\n // Opposite arm in guard\n kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);\n kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);\n\n // Body coiled away\n kf.rotate(BoneName.SPINE_UPPER, 0, isRight ? -0.3 : 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, isRight ? -0.2 : 0.2, 0);\n\n // Form fist during hook windup\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Uppercut punch - Rising punch to chin (어퍼컷)\n * Enhanced with Korean martial arts leg drive and hikite (당기기)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is uppercutting (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 어퍼컷\n */\n uppercutPunch(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Uppercut arm rises (어퍼컷 상승)\n // Shoulder X negative = arm RISES, Y rotation drives shoulder forward\n kf.rotate(shoulderBone, -0.6, isRight ? 0.3 : -0.3, isRight ? 0.8 : -0.8);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.2 : -1.2);\n\n // Opposite arm pulls back (hikite 당기기)\n kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);\n kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);\n\n // Drive up through legs - explosive extension generates upward force (다리구동력)\n // From crouch position, knees extend to nearly straight (0 = straight)\n kf.rotate(BoneName.KNEE_L, 0.05, 0, 0); // Extend from crouch (nearly straight)\n kf.rotate(BoneName.KNEE_R, 0.05, 0, 0); // Extend from crouch (nearly straight)\n kf.rotate(BoneName.HIP_L, -0.1, 0, 0); // Hip drives upward\n kf.rotate(BoneName.HIP_R, -0.1, 0, 0); // Hip drives upward\n kf.rotate(BoneName.PELVIS, -0.25, isRight ? 0.2 : -0.2, 0); // Explosive rise\n kf.position(BoneName.PELVIS, 0, 0.15, 0.1); // Higher rise from leg drive\n\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Uppercut crouch - Dip before rising punch (어퍼컷준비)\n * Enhanced with hikite (당기기) preparation\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is uppercutting (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 어퍼컷준비\n */\n uppercutCrouch(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Uppercut arm coils low\n kf.rotate(shoulderBone, 0.3, 0, isRight ? 0.2 : -0.2);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.5 : -1.5);\n\n // Opposite arm in guard\n kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);\n kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);\n\n // Drop level to load legs\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.15, isRight ? -0.1 : 0.1, 0);\n kf.position(BoneName.PELVIS, 0, -0.1, 0);\n\n // Apply fist pose to punching hand during preparation\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Overhand punch - Looping downward punch (오버핸드)\n * @korean 오버핸드\n */\n overhandPunch(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.4, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.4, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.15, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0.25, 0);\n kf.position(BoneName.PELVIS, 0, -0.05, 0.1);\n // Apply hammer fist pose for overhand impact\n this.applyHandPose(kf, HAND_POSES.HAMMER_FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // ELBOW & KNEE TECHNIQUES (팔꿈치/무릎 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Elbow strike chamber - Arm crosses body (팔꿈치준비)\n * @korean 팔꿈치준비\n */\n elbowChamber(timeOffset: number = 0.05, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0, 0.8, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.57);\n kf.rotate(BoneName.FOREARM_R, 0, -0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.3, 0);\n kf.position(BoneName.HAND_R, -0.2, 0, 0.3);\n // Fist for elbow chamber\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow strike - Elbow drives through target (팔꿈치치기)\n * @korean 팔꿈치치기\n */\n elbowStrike(timeOffset: number = 0.07, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Forward elbow strike (팔꿈치치기): arm lifts and drives forward\n // X negative = elevation, Y positive = RIGHT arm forward, Z positive = into center\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0.15);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.5, 0.1);\n kf.rotate(BoneName.PELVIS, 0, 0.4, 0);\n kf.position(BoneName.ELBOW_R, 0, 0, 0.7);\n // Clenched fist for elbow strikes\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow uppercut - Upward elbow strike (팔꿈치올려치기)\n * @korean 팔꿈치올려치기\n */\n elbowUppercut(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Elbow rises upward (팔꿈치 올려치기): negative X = arm rises\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0.3, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.KNEE_L, -0.05, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.05, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.15, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.08, 0.15);\n kf.position(BoneName.ELBOW_R, 0, 0.7, 0.5);\n // Clenched fist for elbow uppercut\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Knee strike from clinch (무릎차기)\n *\n * Enhanced with hip rotation and proper clinch mechanics\n * @korean 무릎차기\n */\n kneeStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Clinch grip - hands pulling opponent in (클린치 파지)\n // LEFT: Y negative = forward, Z positive = adduction toward center\n // RIGHT: Y positive = forward, Z negative = adduction toward center\n kf.rotate(BoneName.SHOULDER_L, -0.1, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.8);\n kf.rotate(BoneName.SHOULDER_R, -0.1, 0.3, -0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.8);\n\n // Knee drive - maximum hip rotation for power\n kf.rotate(BoneName.HIP_R, 1.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.5, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0);\n\n // Hip rotation drives the knee (골반회전)\n kf.rotate(BoneName.PELVIS, 0.2, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.3, 0);\n\n // Support leg stable\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0); // Slight pivot\n\n kf.position(BoneName.KNEE_R, 0, 0.4, 0.5);\n\n // Grab hands for clinch knee strike\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Brachial elbow - Horizontal elbow to brachial nerve (상박치기)\n * Targets the lateral neck/brachial plexus area\n * @korean 상박치기\n */\n brachialElbow(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm swings horizontally targeting neck level\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.2, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n // Strong torso rotation for power\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.8, 0.1);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.6, 0.05);\n kf.rotate(BoneName.PELVIS, 0, 0.5, 0);\n // Elbow aimed at neck height\n kf.position(BoneName.ELBOW_R, 0.3, 0.2, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slashing elbow - Diagonal cutting elbow (베기팔꿈치)\n * Diagonal slash across opponent's face/temple\n * @korean 베기팔꿈치\n */\n slashingElbow(timeOffset: number = 0.09, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Diagonal slash motion - high to low\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0.3, 1.0);\n kf.rotate(BoneName.ELBOW_R, 0, 0.2, 1.2);\n // Torso follows diagonal path\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.5, 0.15);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.1, 0.4, 0.1);\n kf.rotate(BoneName.PELVIS, 0.05, 0.3, 0.05);\n // Elbow cuts diagonally\n kf.position(BoneName.ELBOW_R, 0.2, 0.1, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinal elbow - Downward elbow to spine (척추팔꿈치)\n * Strikes spine from behind or above\n * @korean 척추팔꿈치\n */\n spinalElbow(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm drives down toward spine\n kf.rotate(BoneName.SHOULDER_R, -0.8, 0.4, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0.3, 1.0);\n // Body leans forward for reach\n kf.rotate(BoneName.SPINE_UPPER, 0.4, 0.3, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.3, 0.2, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.2, 0);\n // Elbow targets lower target\n kf.position(BoneName.ELBOW_R, 0.15, -0.1, 0.7);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side knee - Lateral knee to ribs (옆무릎)\n * Clinch knee targeting opponent's side\n * @korean 옆무릎\n */\n sideKneeStrike(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Clinch position with lateral knee\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.4, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.4, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n\n // Knee drives laterally\n kf.rotate(BoneName.HIP_R, 1.2, 0, 0.4); // Lateral angle\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n\n // Hip rotation for side angle\n kf.rotate(BoneName.PELVIS, 0.1, -0.4, 0.1);\n kf.rotate(BoneName.SPINE_LOWER, 0.05, -0.3, 0.05);\n\n // Support leg\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.4, 0);\n\n kf.position(BoneName.KNEE_R, 0.3, 0.3, 0.4);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Flying knee - Jumping knee strike (뛰어무릎)\n * Explosive airborne knee\n * @korean 뛰어무릎\n */\n flyingKnee(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Both arms drive for momentum\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n\n // Knee drives high in air\n kf.rotate(BoneName.HIP_R, 1.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.5, 0, 0);\n\n // Trailing leg extends back\n kf.rotate(BoneName.HIP_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);\n\n // Body drives forward and up\n kf.rotate(BoneName.PELVIS, 0.3, -0.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.2, -0.3, 0);\n\n // Airborne position\n kf.position(BoneName.PELVIS, 0, 0.4, 0.3);\n kf.position(BoneName.KNEE_R, 0, 0.6, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Kidney knee - Knee to kidney from side (신장무릎)\n * Targets kidney area from side clinch\n * @korean 신장무릎\n */\n kidneyKnee(timeOffset: number = 0.11, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Side clinch grip\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.5, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.5, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n\n // Knee hooks around to kidney\n kf.rotate(BoneName.HIP_R, 1.3, 0.2, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.45, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.35, 0.1, 0);\n\n // Body angles for side target\n kf.rotate(BoneName.PELVIS, 0.15, -0.5, 0.1);\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.35, 0.05);\n\n // Support leg angled\n kf.rotate(BoneName.KNEE_L, -0.22, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.45, 0);\n\n kf.position(BoneName.KNEE_R, 0.25, 0.35, 0.45);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Femoral knee - Knee to femoral nerve (대퇴부무릎)\n * Low knee targeting thigh/femoral nerve\n * @korean 대퇴부무릎\n */\n femoralKnee(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Low clinch position\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.SHOULDER_R, 0.5, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n // Knee drives low\n kf.rotate(BoneName.HIP_R, 1.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.25, 0, 0);\n\n // Body stays lower\n kf.rotate(BoneName.PELVIS, 0.25, -0.4, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.15, -0.25, 0);\n\n // Support leg bent\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.35, 0);\n\n // Low target position\n kf.position(BoneName.KNEE_R, 0, 0.2, 0.5);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // VITAL POINT STRIKES - DARKOPS (급소격 - 암살기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Throat strike - Precise strike to trachea (기도격)\n * Fingers extended targeting windpipe\n * @korean 기도격\n */\n throatStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Quick dart-like motion to throat level\n kf.rotate(BoneName.SHOULDER_R, -0.2, 0, 0.15);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.3);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0);\n\n // Off hand guards low\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.2, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n\n // Subtle body rotation for precision\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.15, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.1, 0);\n\n // Spear hand for throat targeting\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Temple strike - Precision temple elbow (관자놀이격)\n * Horizontal elbow targeting temple\n * @korean 관자놀이격\n */\n templeElbow(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // High horizontal elbow arc to temple height\n kf.rotate(BoneName.SHOULDER_R, -0.8, 0.9, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.7);\n kf.rotate(BoneName.WRIST_R, 0.2, 0, 0);\n\n // Pulling hand (controls head position)\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.7, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Heavy torso rotation for power\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.55, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.35, 0);\n\n // Fist for elbow strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Nerve strike - Precision brachial plexus attack (신경격)\n * Short sharp strike to nerve cluster\n * @korean 신경격\n */\n nerveStrike(timeOffset: number = 0.06, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Compact chambered strike\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n kf.rotate(BoneName.WRIST_R, -0.3, -0.2, 0);\n\n // Guard hand high\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n\n // Minimal body movement for stealth\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.12, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.08, 0);\n\n // Knuckle strike for precise nerve targeting\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jugular strike - Knife hand to jugular vein (경정맥격)\n * Slicing motion to jugular\n * @korean 경정맥격\n */\n jugularStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Diagonal knife hand motion\n kf.rotate(BoneName.SHOULDER_R, -0.4, 0.5, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.4);\n kf.rotate(BoneName.WRIST_R, -0.4, 0.3, -0.2);\n\n // Other arm draws back\n kf.rotate(BoneName.SHOULDER_L, 0.2, -0.3, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.7);\n\n // Body rotation for slicing power\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.28, 0.05);\n kf.rotate(BoneName.PELVIS, 0, 0.18, 0);\n\n // Knife hand for cutting strike\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Occipital strike - Palm heel to base of skull (후두부격)\n * Upward palm strike to brain stem area\n * @korean 후두부격\n */\n occipitalStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Upward palm heel motion\n kf.rotate(BoneName.SHOULDER_R, -1.1, 0.2, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.5);\n kf.rotate(BoneName.WRIST_R, -0.8, 0, 0);\n\n // Control arm at shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.5, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n\n // Body drives upward\n kf.rotate(BoneName.SPINE_UPPER, -0.2, 0.2, 0);\n kf.rotate(BoneName.PELVIS, -0.1, 0.15, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n\n // Palm heel for strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jaw attack - Upward palm to jaw (턱격)\n * Palm strike causing jaw dislocation\n * @korean 턱격\n */\n jawStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Sharp upward palm to jaw height\n kf.rotate(BoneName.SHOULDER_R, -0.9, 0.1, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.3);\n kf.rotate(BoneName.WRIST_R, -0.6, 0, 0.1);\n\n // Guard arm stays protective\n kf.rotate(BoneName.SHOULDER_L, 0.1, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Explosive hip drive\n kf.rotate(BoneName.SPINE_UPPER, -0.15, 0.22, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, -0.1, 0.15, 0);\n kf.rotate(BoneName.PELVIS, -0.08, 0.12, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n\n // Palm strike pose\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Eye gouge approach - Fingers to eyes (안격)\n * Two finger strike to eyes\n * @korean 안격\n */\n eyeGouge(timeOffset: number = 0.06, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Quick forward dart to face level\n kf.rotate(BoneName.SHOULDER_R, -0.35, 0.15, 0.25);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.2);\n kf.rotate(BoneName.WRIST_R, -0.2, 0, 0);\n\n // Other hand controls head/shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.35, 0.45, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n\n // Minimal body telegraph\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.08, 0);\n kf.rotate(BoneName.NECK, -0.1, 0.05, 0);\n\n // Two-finger pose for eye attack\n this.applyHandPose(kf, HAND_POSES.TWO_FINGER, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Solar plexus strike - Deep body shot (명치격)\n * Penetrating strike to solar plexus\n * @korean 명치격\n */\n solarPlexusStrike(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Driving straight punch at solar plexus level\n kf.rotate(BoneName.SHOULDER_R, 0.15, 0.05, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.15);\n kf.rotate(BoneName.WRIST_R, 0, 0, -0.1);\n\n // Pulling arm for power generation\n kf.rotate(BoneName.SHOULDER_L, 0.25, -0.3, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.8);\n\n // Full body drive behind punch\n kf.rotate(BoneName.SPINE_UPPER, 0.08, 0.3, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.05, 0.25, 0);\n kf.rotate(BoneName.PELVIS, 0.05, 0.2, 0);\n\n kf.position(BoneName.PELVIS, 0, 0, 0.08);\n\n // Fist for penetrating strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Liver shot - Hook to liver area (간격)\n * Hooking punch targeting liver\n * @korean 간격\n */\n liverShot(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hooking motion to right side body\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.WRIST_R, 0, 0.2, 0);\n\n // Left hand guards head\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.2, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Torso rotates into hook\n kf.rotate(BoneName.SPINE_UPPER, 0.05, 0.4, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.03, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n\n // Fist for hooking strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Kidney strike - Hook to kidney from behind (신장격)\n * Rear kidney targeting hook\n * @korean 신장격\n */\n kidneyStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Circular hook coming from behind\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0.7, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.0);\n kf.rotate(BoneName.WRIST_R, 0, 0.15, -0.1);\n\n // Control arm at opponent's shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n\n // Body rotates around opponent\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.35, 0);\n\n // Fist for kidney shot\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spine strike - Downward elbow to spine (척추격)\n * 12-6 elbow targeting spine\n * @korean 척추격\n */\n spineStrike(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Downward elbow from overhead\n kf.rotate(BoneName.SHOULDER_R, -1.3, 0.1, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.9);\n kf.rotate(BoneName.WRIST_R, 0.3, 0, 0);\n\n // Other arm controls opponent's body\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.4, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n\n // Body drives downward\n kf.rotate(BoneName.SPINE_UPPER, 0.35, 0.1, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.25, 0.08, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.05, 0);\n\n // Fist for elbow point\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Groin strike - Low rising knee or palm (낭심격)\n * Targeting groin area\n * @korean 낭심격\n */\n groinStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Rising palm heel to groin\n kf.rotate(BoneName.SHOULDER_R, 0.4, 0.1, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.4);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0.2);\n\n // Guard arm high\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n\n // Body lowers for low target\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0.15, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n // Palm for groin strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // GRAPPLING TECHNIQUES (잡기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Throw entry - Step in and grab (던지기진입)\n * @korean 던지기진입\n */\n throwEntry(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n kf.rotate(BoneName.SHOULDER_R, 0.8, -0.3, 0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.PELVIS, 0, 0.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.05, 0.2);\n // Apply grab pose to both hands for grappling\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Throw execution - Hip under and throw (던지기)\n * @korean 던지기\n */\n throwExecute(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.8, -0.8);\n kf.rotate(BoneName.SHOULDER_R, -0.2, -0.6, 0.6);\n kf.rotate(BoneName.PELVIS, 0.5, 1.8, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.6, 1.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.7, 1.2, -0.2);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n // Apply grab pose - maintaining grip during throw\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Joint lock application (관절기)\n * @korean 관절기\n */\n jointLock(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -0.1, 1.0, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.7);\n kf.rotate(BoneName.WRIST_L, 0, -0.6, -0.4);\n kf.rotate(BoneName.SHOULDER_R, 0.1, -0.8, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.PELVIS, 0.15, 0.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.25, 0.4, -0.2);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.1, 0.05);\n // Apply grab pose for control during lock\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Wrist lock grab - Two-hand wrist control (손목잡기)\n * @korean 손목잡기\n */\n wristGrab(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.0);\n kf.rotate(BoneName.WRIST_R, 0.3, -0.4, 0.2);\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.4, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n kf.rotate(BoneName.WRIST_L, -0.2, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n // Apply grab pose to both hands for wrist control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Wrist lock twist - Apply rotational pressure (손목꺾기)\n * @korean 손목꺾기\n */\n wristTwist(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.1, 0.5, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.WRIST_R, 0.5, -0.5, 0.4);\n kf.rotate(BoneName.SHOULDER_L, 0.1, 0.6, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.4, -0.2);\n kf.rotate(BoneName.PELVIS, 0, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n // Apply grab pose for maintaining control during twist\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Arm bar entry - Wrap arm across body (팔꺾기진입)\n * @korean 팔꺾기진입\n */\n armBarEntry(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.5, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.PELVIS, 0.2, 0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.4, 0);\n // Grab pose to control opponent's arm\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Arm bar drop - Go to ground for submission (팔꺾기)\n * @korean 팔꺾기\n */\n armBarDrop(timeOffset: number = 0.2, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.9, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n kf.rotate(BoneName.SHOULDER_L, 0, 0.8, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.PELVIS, 1.0, 0.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.7, 0.15, 0);\n kf.rotate(BoneName.HIP_R, 1.4, 0, 0.4);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.HIP_L, 1.2, 0, -0.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.4, -0.1);\n // Grab pose to maintain arm control during drop\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slam lift - Hoist opponent up (슬램올리기)\n * @korean 슬램올리기\n */\n slamLift(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.9, 0.2, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, 0.9, -0.2, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.3, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.1, 0);\n // Grab pose for lifting opponent\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slam down - Drive opponent to ground (슬램)\n * @korean 슬램\n */\n slamDown(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.3, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.3, 0, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.15, 0.2);\n // Grab pose maintained during slam\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // SPECIALIZED GRAPPLING (특수 잡기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Hip throw - Classic hip projection (배대되치기)\n * Rotating hip throw with arm control\n * @korean 배대되치기\n */\n hipThrow(timeOffset: number = 0.18, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hip rotation under opponent\n kf.rotate(BoneName.PELVIS, 0.3, 2.0, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.4, 1.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.5, 1.3, -0.15);\n\n // Arms pull opponent over\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.9, -0.7);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, -0.3, -0.5, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n // Legs provide base\n kf.rotate(BoneName.KNEE_L, -0.5, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Takedown entry - Shoot and grab legs (태클진입)\n * Double leg takedown initiation\n * @korean 태클진입\n */\n takedownShoot(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Low driving position\n kf.rotate(BoneName.PELVIS, 0.7, 0.1, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.5, 0.08, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.4, 0.05, 0);\n\n // Arms reach for legs\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.4, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.6);\n kf.rotate(BoneName.SHOULDER_R, 0.6, -0.4, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n\n // Driving legs\n kf.rotate(BoneName.KNEE_L, -0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.6, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.25, 0.15);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Takedown finish - Lift and dump (태클완료)\n * Complete the takedown with dump\n * @korean 태클완료\n */\n takedownDump(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lifting and dumping motion\n kf.rotate(BoneName.PELVIS, 0.2, 0.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.15, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.35, -0.1);\n\n // Arms secure and dump\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.6, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.1);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.1);\n\n // Legs drive forward\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.5, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.1, 0.25);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow lock application - Arm bar pressure (팔꿈치꺾기)\n * Specific elbow hyperextension lock\n * @korean 팔꿈치꺾기\n */\n elbowLockApply(timeOffset: number = 0.18, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Two-on-one arm control\n kf.rotate(BoneName.SHOULDER_R, 0.3, 0.7, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n kf.rotate(BoneName.WRIST_R, 0.2, -0.3, 0.1);\n\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.8, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.WRIST_L, -0.2, 0.35, -0.1);\n\n // Torso leans back for leverage\n kf.rotate(BoneName.PELVIS, -0.15, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.25, 0.35, 0);\n\n // Wide base\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Shoulder lock twist - Shoulder manipulation (어깨꺾기)\n * Rotational shoulder joint attack\n * @korean 어깨꺾기\n */\n shoulderLockTwist(\n timeOffset: number = 0.2,\n easing: string = \"ease-in\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm wrapped and twisting\n kf.rotate(BoneName.SHOULDER_R, -0.2, 0.9, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.WRIST_R, 0.4, -0.5, 0.3);\n\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.7, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n\n // Body rotation for torque\n kf.rotate(BoneName.PELVIS, 0, 0.7, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.55, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.05, 0.45, 0);\n\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Finger manipulation - Small joint lock (손가락비틀기)\n * Precise finger control technique\n * @korean 손가락비틀기\n */\n fingerLockTwist(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Fine control hand positions\n kf.rotate(BoneName.SHOULDER_R, 0.15, 0.4, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.9);\n kf.rotate(BoneName.WRIST_R, 0.5, -0.6, 0.4);\n\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.5, -0.2);\n\n // Minimal body movement\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.08, 0.2, 0);\n\n // Precision grip for finger control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Choke grip - Rear naked choke position (교살잡기)\n * Setting up blood choke\n * @korean 교살잡기\n */\n chokeGrip(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm across throat\n kf.rotate(BoneName.SHOULDER_R, -0.4, 0.6, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.8);\n kf.rotate(BoneName.WRIST_R, 0.2, 0.3, 0);\n\n // Hand behind head\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.5, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.9);\n kf.rotate(BoneName.WRIST_L, 0, 0.2, -0.1);\n\n // Chest against back\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.2, 0);\n kf.rotate(BoneName.PELVIS, 0.15, 0.15, 0);\n\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Ground control - Mounted position (마운트)\n * Dominant ground position\n * @korean 마운트\n */\n groundMount(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Sitting on opponent's torso\n kf.rotate(BoneName.PELVIS, 0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0, 0);\n\n // Hands controlling\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n\n // Knees wide for base\n kf.rotate(BoneName.HIP_L, 0.8, 0, -0.6);\n kf.rotate(BoneName.KNEE_L, -1.4, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0.6);\n kf.rotate(BoneName.KNEE_R, -1.4, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.4, 0);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Clinch grab - Arms wrap around opponent (클린치잡기)\n * @korean 클린치잡기\n */\n clinchGrab(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n const clinch = MARTIAL_POSES.CLINCH;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, ...clinch.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...clinch.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...clinch.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...clinch.rightElbow);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0, 0);\n // Apply grab pose for clinch control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter parry - Quick deflection (반격막기)\n * @korean 반격막기\n */\n counterParry(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.9);\n kf.rotate(BoneName.WRIST_L, 0, 0.3, 0);\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0, -0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n kf.rotate(BoneName.PELVIS, 0, -0.2, 0);\n // Apply open palm for parrying\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter strike - Fast return strike (반격치기)\n * @korean 반격치기\n */\n counterStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.1);\n kf.rotate(BoneName.WRIST_R, 0, 0, -0.2);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.35, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.25, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n // Apply fist for counter punch\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Sweep - Low sweeping leg (걸기)\n * @korean 걸기\n */\n sweep(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.5, 0, 1.5);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.3, -0.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.5, -0.4, 0);\n kf.position(BoneName.FOOT_R, 0.8, -0.1, 0);\n kf.position(BoneName.PELVIS, 0.1, -0.3, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter parry - Deflect incoming attack (막기)\n * @korean 막기\n */\n parry(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.8);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.WRIST_L, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n // Open palm for parry deflection\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"left\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * High block defensive pose (상단막기)\n * @korean 상단막기\n */\n blockHigh(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -1.0, 0.3, -0.6);\n kf.rotate(BoneName.SHOULDER_R, -1.0, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n // Fists for solid blocking surface\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low block defensive pose (하단막기)\n * @korean 하단막기\n */\n blockLow(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.2, -0.4);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.2, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0, 0);\n // Fists for blocking\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Mid-section block - Standard middle block (중단막기)\n * Arms crossed protecting torso\n * @korean 중단막기\n */\n blockMiddle(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Forearm across body at mid-level\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.5, -0.5);\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.1);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.15, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Knife hand block - Open hand deflection (수도막기)\n * Blade of hand for blocking\n * @korean 수도막기\n */\n blockKnifeHand(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Knife hand position\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.6, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.7);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.4, 0);\n\n // Other hand guards solar plexus\n kf.rotate(BoneName.SHOULDER_R, 0.3, 0.2, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"left\");\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // MOVEMENT TECHNIQUES (이동 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Step forward or backward (스텝)\n * @korean 스텝\n */\n step(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, 0.1);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Forward step - Advancing stance (전진)\n * Weight transfers forward with lead foot\n * @korean 전진\n */\n forwardStep(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lead leg steps forward\n kf.rotate(BoneName.HIP_R, 0.35, 0.1, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.1, 0, 0);\n\n // Rear leg pushes\n kf.rotate(BoneName.HIP_L, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n\n // Body moves forward\n kf.rotate(BoneName.SPINE_UPPER, 0.05, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, 0.15);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Backward step - Retreating stance (후진)\n * Weight transfers backward with rear foot\n * @korean 후진\n */\n backwardStep(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lead leg pulls back\n kf.rotate(BoneName.HIP_R, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n\n // Rear leg steps back\n kf.rotate(BoneName.HIP_L, 0.25, 0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0.1, 0, 0);\n\n // Body moves backward\n kf.rotate(BoneName.SPINE_UPPER, -0.05, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, -0.15);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side step left - Lateral evasion (좌측이동)\n * Quick lateral movement to the left\n * @korean 좌측이동\n */\n sideStepLeft(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Left leg reaches\n kf.rotate(BoneName.HIP_L, 0.1, 0, -0.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n\n // Right leg follows\n kf.rotate(BoneName.HIP_R, 0.05, 0, -0.15);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n\n // Body shifts left\n kf.rotate(BoneName.PELVIS, 0, -0.1, 0);\n kf.position(BoneName.PELVIS, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side step right - Lateral evasion (우측이동)\n * Quick lateral movement to the right\n * @korean 우측이동\n */\n sideStepRight(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Right leg reaches\n kf.rotate(BoneName.HIP_R, 0.1, 0, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n\n // Left leg follows\n kf.rotate(BoneName.HIP_L, 0.05, 0, 0.15);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n // Body shifts right\n kf.rotate(BoneName.PELVIS, 0, 0.1, 0);\n kf.position(BoneName.PELVIS, 0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Lateral shift movement (측면이동)\n * @korean 측면이동\n */\n shift(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n kf.position(BoneName.PELVIS, 0.15, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Rotation/pivot movement (회전)\n * @korean 회전\n */\n rotate(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.PELVIS, 0, 0.78, 0); // ~45 degrees\n kf.rotate(BoneName.SPINE_LOWER, 0, 0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Full 360° spin (회전)\n * @korean 전체회전\n */\n spin(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.PELVIS, 0, 3.14, 0); // 180 degrees\n kf.rotate(BoneName.SPINE_LOWER, 0, 2.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 2.5, 0);\n kf.rotate(BoneName.HEAD, 0, 0.5, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinning kick finish (회전차기)\n * @korean 회전차기\n */\n spinKick(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);\n kf.position(BoneName.FOOT_R, 0.5, 0.3, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jump/hop movement (점프)\n * @korean 점프\n */\n jump(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.15, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Duck/crouch movement (숙이기)\n * @korean 숙이기\n */\n duck(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.15, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.15, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Lean back movement (뒤로젖히기)\n * @korean 뒤로젖히기\n */\n lean(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SPINE_LOWER, -0.2, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.1, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Bob head movement (헤드밥)\n * @korean 헤드밥\n */\n bob(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0.2, 0);\n kf.rotate(BoneName.HEAD, 0.1, 0.1, 0);\n kf.position(BoneName.PELVIS, 0.05, -0.08, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Weave movement (위브)\n * @korean 위브\n */\n weave(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, -0.25, 0);\n kf.rotate(BoneName.HEAD, 0.05, -0.15, 0);\n kf.position(BoneName.PELVIS, -0.05, -0.05, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse kick extension (돌려차기)\n * @korean 돌려차기\n */\n roundhouse(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.8, 0);\n kf.position(BoneName.FOOT_R, 0.8, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick downward motion (내려차기)\n * @korean 내려차기\n */\n axeKick(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // GUARD POSITIONS (방어 자세)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply fighting guard - Hands protect face (경계자세)\n * @korean 경계자세\n */\n withGuard(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.GUARD);\n // Fists up for guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, \"both\");\n }\n return this;\n }\n\n /**\n * Apply high guard - Hands at temple (상단방어)\n * @korean 상단방어\n */\n withHighGuard(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.HIGH_GUARD);\n }\n return this;\n }\n\n /**\n * Apply Korean guard position helper\n *\n * Private helper method to reduce code duplication across guard methods.\n * Applies guard positions to the last keyframe in the animation.\n *\n * @param guardType - Type of guard to apply\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 한국방어자세적용헬퍼\n * @private\n */\n private applyKoreanGuard(\n guardType: GuardPositionType,\n side: \"left\" | \"right\" | \"both\" = \"both\",\n ): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n const kf = new KeyframeConfig();\n kf.withGuard(guardType, side);\n\n // Merge rotations into last keyframe\n for (const [bone, rotation] of kf.rotations.entries()) {\n lastKf.boneRotations.set(bone, rotation);\n }\n\n // Apply fist pose to hands in guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, side);\n }\n return this;\n }\n\n /**\n * Apply Korean high guard position (상단막기)\n *\n * Traditional Korean martial arts high guard with hands at temple level\n * protecting head and face. Uses authentic 막기자세 positioning.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 상단막기자세\n */\n withKoreanHighGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"HIGH_GUARD\", side);\n }\n\n /**\n * Apply Korean middle guard position (중단막기)\n *\n * Standard Korean martial arts guard at chest/solar plexus level.\n * Most versatile guard position, used in most fighting stances.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 중단막기자세\n */\n withKoreanMiddleGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"MIDDLE_GUARD\", side);\n }\n\n /**\n * Apply Korean low guard position (하단막기)\n *\n * Low guard position protecting lower body and groin.\n * Used in grappling and ground-fighting scenarios.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 하단막기자세\n */\n withKoreanLowGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"LOW_GUARD\", side);\n }\n\n /**\n * Apply trigram-specific guard pose (팔괘자세)\n *\n * Sets the complete body position for the specified trigram stance,\n * including arms, legs, torso, and pelvis. Unlike generic guards,\n * this applies the authentic Korean martial arts posture for each\n * of the eight trigram stances.\n *\n * Use this for:\n * - Idle stance animations\n * - Returning to guard after techniques\n * - Walk/run animations (arms only mode)\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @param options - Application options (what body parts to apply)\n * @returns this for chaining\n *\n * @example\n * ```typescript\n * // Full guard pose in idle stance\n * builder.at(0).withTrigramGuard(TrigramStance.GEON);\n *\n * // Arms only for walk animation (legs handled separately)\n * builder.at(0).withTrigramGuard(TrigramStance.TAE, {\n * includeLegs: false,\n * includePelvis: false\n * });\n * ```\n *\n * @korean 팔괘방어자세\n */\n withTrigramGuard(stance: TrigramStance, options?: TrigramGuardOptions): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n const kf = new KeyframeConfig();\n applyTrigramGuardToConfig(kf, stance, options);\n\n // Merge rotations into last keyframe\n for (const [bone, rotation] of kf.rotations.entries()) {\n lastKf.boneRotations.set(bone, rotation);\n }\n\n // Apply fist pose to hands in guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, \"both\");\n }\n return this;\n }\n\n /**\n * Get trigram guard arm positions for locomotion animations\n *\n * Returns the base arm positions for the specified trigram's guard pose.\n * Use this when building walk/run animations that need to maintain\n * the trigram's arm guard while adding swing motion.\n *\n * @param stance - Trigram stance\n * @returns Left and right arm base rotations (shoulder, elbow)\n *\n * @example\n * ```typescript\n * const arms = builder.getTrigramArmGuard(TrigramStance.GEON);\n * // Add swing to left shoulder while keeping guard shape\n * kf.rotate(BoneName.SHOULDER_L,\n * arms.left.shoulder[0] + swingOffset,\n * arms.left.shoulder[1],\n * arms.left.shoulder[2]\n * );\n * ```\n *\n * @korean 팔괘팔자세가져오기\n */\n static getTrigramArmGuard(stance: TrigramStance): {\n left: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n right: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n } {\n return getGuardArmBase(stance);\n }\n\n /**\n * Apply clinch position (클린치)\n * @korean 클린치\n */\n withClinch(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.CLINCH);\n }\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // HAND POSES (손 모양)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Helper to apply finger rotations from a hand pose to a keyframe\n * @internal\n */\n private applyHandPose(\n kf: KeyframeConfig,\n pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],\n hand: \"left\" | \"right\" | \"both\",\n ): void {\n applyHandPoseToConfig(kf, pose, hand);\n }\n\n /**\n * Apply open palm pose - Palm strikes and blocks (장권)\n * @param hand Which hand(s) to apply the pose to\n * @korean 손바닥펴기\n */\n withOpenPalm(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.OPEN_PALM, hand);\n }\n return this;\n }\n\n /**\n * Apply spear hand pose - Finger strikes to throat/eyes (관수)\n * @param hand Which hand(s) to apply the pose to\n * @korean 관수펴기\n */\n withSpearHand(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.SPEAR_HAND, hand);\n }\n return this;\n }\n\n /**\n * Apply backfist pose - Knuckle strikes (등주먹)\n * @param hand Which hand(s) to apply the pose to\n * @korean 등주먹\n */\n withBackfist(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.BACKFIST, hand);\n }\n return this;\n }\n\n /**\n * Apply grab pose - Grappling and holds (잡기)\n * @param hand Which hand(s) to apply the pose to\n * @korean 잡기손\n */\n withGrab(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.GRAB, hand);\n }\n return this;\n }\n\n /**\n * Helper to apply finger rotations from a hand pose to an existing keyframe\n * @internal\n */\n private applyHandPoseToKeyframe(\n kf: AnimationKeyframe,\n pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],\n hand: \"left\" | \"right\" | \"both\",\n ): void {\n applyHandPoseToKeyframe(kf, pose, hand);\n }\n\n /**\n * Apply hand pose during a keyframe (inline version for addKeyframe)\n * @param pose The hand pose to apply\n * @param hand Which hand(s) to apply the pose to\n * @korean 손모양적용\n */\n applyHandPoseDuring(\n kf: KeyframeConfig,\n pose: keyof typeof HAND_POSES,\n hand: \"left\" | \"right\" | \"both\" = \"both\",\n ): void {\n this.applyHandPose(kf, HAND_POSES[pose], hand);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // FOOT POSITIONING (발 위치)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply foot positions based on stance width (발너비)\n * Sets left and right foot X positions symmetrically around center\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @korean 발너비적용\n *\n * @example\n * ```typescript\n * // Jin Thunder stance (2.0x shoulder width)\n * .withFootWidth(2.0, 46) // 0.92m total width\n *\n * // Son Wind stance (0.0x - crane stance)\n * .withFootWidth(0.0, 46) // 0m - single leg\n * ```\n */\n withFootWidth(stanceWidthMultiplier: number, shoulderWidth: number): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n const bonePositions = lastKf?.bonePositions;\n if (bonePositions) {\n // Calculate symmetric foot positions using shared helper\n const totalWidth = calculateStanceWidth(\n stanceWidthMultiplier,\n shoulderWidth,\n );\n const halfWidth = totalWidth / 2;\n\n // Create new map with existing positions plus foot positions\n const newPositions = new Map<BoneName, THREE.Vector3>();\n bonePositions.forEach((pos, bone) => {\n newPositions.set(bone as BoneName, pos);\n });\n newPositions.set(BoneName.FOOT_L, new THREE.Vector3(-halfWidth, 0, 0));\n newPositions.set(BoneName.FOOT_R, new THREE.Vector3(halfWidth, 0, 0));\n\n // Replace with new map (cast to writable for assignment)\n (\n lastKf as { bonePositions: ReadonlyMap<BoneName, THREE.Vector3> }\n ).bonePositions = newPositions as ReadonlyMap<BoneName, THREE.Vector3>;\n }\n return this;\n }\n\n /**\n * Apply foot positions to current keyframe during addKeyframe\n * Inline version for use within keyframe callback\n *\n * @param kf - KeyframeConfig to modify\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @korean 발너비설정\n */\n applyFootPositionsDuring(\n kf: KeyframeConfig,\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n ): void {\n const totalWidth = calculateStanceWidth(\n stanceWidthMultiplier,\n shoulderWidth,\n );\n const halfWidth = totalWidth / 2;\n\n kf.position(BoneName.FOOT_L, -halfWidth, 0, 0);\n kf.position(BoneName.FOOT_R, halfWidth, 0, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // RECOVERY & COMMON (복귀 & 공통)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Recover to fighting guard (복귀)\n * Returns to neutral stance with torso reset\n * @korean 복귀\n */\n recover(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Reset legs\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0, 0);\n // Reset spine and pelvis to neutral\n kf.rotate(BoneName.PELVIS, 0, 0, 0);\n this.resetTorsoRotation(kf);\n // Apply guard\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n // Reset positions\n kf.position(BoneName.PELVIS, 0, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n // Fists up for guard\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Full 360° spin recovery (회전복귀)\n * @korean 회전복귀\n */\n spinRecover(timeOffset: number = 0.2, easing: string = \"ease-in\"): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Complete rotation to forward-facing\n kf.rotate(BoneName.PELVIS, 0, -6.28, 0); // Full 360°\n kf.rotate(BoneName.SPINE_LOWER, 0, -6.28, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -6.28, 0);\n kf.rotate(BoneName.HEAD, 0, 0, 0);\n // Reset legs\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n // Guard\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n kf.position(BoneName.PELVIS, 0, -0.05, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // TORSO ROTATION HELPERS (허리비틀기 도우미)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply torso rotation for straight punch power generation (주먹허리비틀기)\n *\n * Korean martial arts principle: 허리비틀기 (Heori Biteulgi) - Waist twist for power\n * The torso rotates OPPOSITE to the punch direction, creating torque through\n * the spine that transfers power into the strike.\n *\n * Biomechanics:\n * - SPINE_LOWER rotates 50% of target angle (foundation rotation)\n * - SPINE_MIDDLE rotates 70% of target angle (power transfer zone)\n * - SPINE_UPPER rotates 100% of target angle (maximum rotation at shoulders)\n *\n * @param kf - KeyframeConfig to apply rotation to\n * @param side - Which hand is punching (\"left\" | \"right\")\n * @param rotationDegrees - Target rotation in degrees (15-25° recommended)\n *\n * @example\n * ```typescript\n * // Right cross with 20° counter-rotation\n * this.addKeyframe(0.35, \"ease-out\", (kf) => {\n * this.applyPunchTorsoRotation(kf, \"right\", 20);\n * // ... other punch mechanics\n * });\n * ```\n *\n * @korean 주먹허리비틀기\n */\n private applyPunchTorsoRotation(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n rotationDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Punch rotates torso OPPOSITE to punch direction for power\n const direction = isRight ? 1 : -1;\n const rotationRad = (rotationDegrees * Math.PI) / 180;\n\n // Get existing spine rotations if any (from applyPunchPhaseToConfig)\n const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);\n const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);\n const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);\n\n // Sequential spine rotation (lower → mid → upper)\n // Combine with existing Y-axis rotations\n kf.rotate(\n BoneName.SPINE_LOWER,\n existingLower?.x ?? 0,\n (existingLower?.y ?? 0) + rotationRad * direction * 0.5,\n existingLower?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_MIDDLE,\n existingMiddle?.x ?? 0,\n (existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,\n existingMiddle?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_UPPER,\n existingUpper?.x ?? 0,\n (existingUpper?.y ?? 0) + rotationRad * direction,\n existingUpper?.z ?? 0,\n );\n }\n\n /**\n * Apply torso rotation for hook punch circular power (훅허리비틀기)\n *\n * Korean martial arts principle: 몸통회전 (Momtong Hoejeon) - Full torso rotation\n * Hook punches generate power from hip and shoulder rotation in a circular motion.\n * Larger rotation angle (45-60°) creates the circular arc needed for hooks.\n *\n * Biomechanics:\n * - SPINE_LOWER rotates 50% (hip engagement)\n * - SPINE_MIDDLE rotates 70% (core power transfer)\n * - SPINE_UPPER rotates 100% (shoulder whip into target)\n *\n * @param kf - KeyframeConfig to apply rotation to\n * @param side - Which hand is hooking (\"left\" | \"right\")\n * @param rotationDegrees - Target rotation in degrees (45-60° recommended)\n *\n * @example\n * ```typescript\n * // Right hook with 50° rotation\n * this.addKeyframe(0.30, \"ease-out\", (kf) => {\n * this.applyHookTorsoRotation(kf, \"right\", 50);\n * // ... other hook mechanics\n * });\n * ```\n *\n * @korean 훅허리비틀기\n */\n private applyHookTorsoRotation(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n rotationDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Hook rotates torso INTO the punch for circular power\n const direction = isRight ? -1 : 1;\n const rotationRad = (rotationDegrees * Math.PI) / 180;\n\n // Get existing spine rotations if any and preserve X/Z axes\n const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);\n const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);\n const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);\n\n // Sequential spine rotation for circular motion, combining with existing rotations\n kf.rotate(\n BoneName.SPINE_LOWER,\n existingLower?.x ?? 0,\n (existingLower?.y ?? 0) + rotationRad * direction * 0.5,\n existingLower?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_MIDDLE,\n existingMiddle?.x ?? 0,\n (existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,\n existingMiddle?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_UPPER,\n existingUpper?.x ?? 0,\n (existingUpper?.y ?? 0) + rotationRad * direction,\n existingUpper?.z ?? 0,\n );\n }\n\n /**\n * Apply torso lean for kick balance (차기허리기울이기)\n *\n * Korean martial arts principle: 중심축회전 (Jungsim Chuk Hoejeon) - Central axis rotation\n * When executing kicks, the torso leans AWAY from the kicking leg to:\n * 1. Maintain balance on the support leg\n * 2. Increase reach by extending the kick further\n * 3. Prevent falling backward during high kicks\n *\n * Biomechanics:\n * - SPINE_LOWER leans away from kick (foundation)\n * - SPINE_MIDDLE leans with lower spine (stability)\n * - SPINE_UPPER leans slightly less (control)\n *\n * @param kf - KeyframeConfig to apply lean to\n * @param side - Which leg is kicking (\"left\" | \"right\")\n * @param leanDegrees - Amount of lean in degrees (10-20° recommended)\n *\n * @example\n * ```typescript\n * // Right roundhouse kick with compensatory lean\n * this.addKeyframe(0.35, \"ease-out\", (kf) => {\n * this.applyKickTorsoLean(kf, \"right\", 15);\n * // ... other kick mechanics\n * });\n * ```\n *\n * @korean 차기허리기울이기\n */\n private applyKickTorsoLean(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n leanDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Lean AWAY from kicking leg (left kick = lean right, right kick = lean left)\n const direction = isRight ? -1 : 1;\n const leanRad = (leanDegrees * Math.PI) / 180;\n\n // Lateral lean on Z-axis (side-to-side roll) for torso balance.\n // NOTE: This method only sets the Z-axis roll component. Any subsequent kf.rotate\n // calls on these spine bones (e.g. adding Y-axis twist in a kick phase) must\n // preserve or explicitly incorporate this roll, otherwise the lean will be lost.\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, leanRad * direction * 0.9);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, leanRad * direction * 0.7);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, leanRad * direction * 0.5);\n }\n\n /**\n * Reset torso to neutral position (허리중립)\n *\n * Returns all spine bones to neutral rotation (0, 0, 0).\n * Used during recovery phases to return to fighting stance.\n *\n * @param kf - KeyframeConfig to reset\n *\n * @korean 허리중립\n */\n private resetTorsoRotation(kf: KeyframeConfig): void {\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // LOW-LEVEL API (저수준 API)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Add custom keyframe with callback\n */\n private addKeyframe(\n time: number,\n easing: string,\n configure: (kf: KeyframeConfig) => void,\n ): void {\n const kf = new KeyframeConfig();\n configure(kf);\n this.keyframes.push({\n time,\n easing: easing as \"linear\" | \"ease-in\" | \"ease-out\" | \"ease-in-out\",\n boneRotations: kf.rotations,\n bonePositions: kf.positions,\n });\n }\n\n /**\n * Add raw keyframe at specific time\n */\n at(time: number, easing: string = \"linear\"): KeyframeConfig {\n const kf = new KeyframeConfig();\n kf.setBuilder(this, time, easing);\n return kf;\n }\n\n /**\n * Internal: Add keyframe from KeyframeConfig\n */\n _addKeyframe(kf: AnimationKeyframe): void {\n this.keyframes.push(kf);\n }\n\n /**\n * Build the complete animation\n *\n * Automatically normalizes timing to ensure animations start at time 0.\n * This is important for animation system consistency and performance.\n */\n build(): SkeletalAnimation {\n // Normalize keyframe timing to start at 0\n // This ensures all animations begin at the same reference point\n let normalizedKeyframes = this.keyframes;\n\n if (this.keyframes.length > 0) {\n const firstTime = this.keyframes[0].time;\n\n // If animation doesn't start at 0, normalize all keyframe times\n if (firstTime !== 0) {\n normalizedKeyframes = this.keyframes.map((kf) => ({\n ...kf,\n time: kf.time - firstTime,\n }));\n }\n }\n\n return {\n name: this.name,\n koreanName: this.koreanName,\n duration: this.duration,\n loop: this.loop,\n type: this.type,\n keyframes: normalizedKeyframes,\n };\n 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{"version":3,"file":"MartialArtsAnimationBuilder.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsAnimationBuilder.ts"],"sourcesContent":["/**\n * Martial Arts Animation Builder\n *\n * Korean martial arts specific animation builder with semantic methods\n * that make animations readable by martial arts practitioners.\n *\n * 한국 무술 애니메이션 빌더 - 무술 전문가가 이해할 수 있는 시맨틱 메서드 제공\n *\n * @module systems/animation\n * @category Animation System\n * @korean 무술애니메이션빌더\n */\n\nimport type { AnimationKeyframe, SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport * as THREE from \"three\";\n\n// Import constants from dedicated constants module\nimport {\n AnimationType,\n HAND_POSES,\n KICK_PHASES,\n MARTIAL_POSES,\n PUNCH_PHASES,\n calculateStanceWidth,\n} from \"./MartialArtsConstants\";\n\n// Import keyframe configuration helper\nimport { KeyframeConfig } from \"./KeyframeConfig\";\n\n// Import guard position types\nimport type { GuardPositionType } from \"./KoreanGuardPositions\";\n\n// Import hand pose utilities\nimport {\n applyHandPoseToConfig,\n applyHandPoseToKeyframe,\n} from \"./HandPoseApplicator\";\n\n// Import kick phase utilities\nimport {\n applyHighPeakPhaseToConfig,\n applyKickPhaseToConfig,\n applyRoundhousePhaseToConfig,\n applySideKickPhaseToConfig,\n} from \"./KickPhaseApplicator\";\n\n// Import martial pose utilities\nimport { applyMartialPoseToKeyframe } from \"./MartialPoseApplicator\";\n\n// Import punch phase utilities\nimport { applyPunchPhaseToConfig } from \"./PunchPhaseApplicator\";\n\n// Import trigram guard applicator for full-body stance poses\nimport { TrigramStance } from \"@/types/common\";\nimport {\n applyTrigramGuardToConfig,\n getGuardArmBase,\n type TrigramGuardOptions,\n} from \"./TrigramGuardApplicator\";\n\n// Re-export constants for backward compatibility\nexport { AnimationType, HAND_POSES, KICK_PHASES, MARTIAL_POSES, PUNCH_PHASES };\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TECHNIQUE TIMING CONSTANTS (기술 타이밍 상수)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Technique Timing Constants\n *\n * Defines standard timing phases for martial arts techniques to ensure\n * all movements are visible and comprehensible. Minimum total duration\n * is 0.5s to prevent \"teleporting\" strikes.\n *\n * Korean martial arts emphasize visible technique phases:\n * - 준비 (Preparation) - Wind-up/chamber\n * - 실행 (Execution) - Strike/extension\n * - 회수 (Recovery) - Retraction\n * - 복귀 (Return) - Return to stance\n *\n * @korean 기술타이밍상수\n */\nexport const TECHNIQUE_TIMING = {\n /**\n * Fast techniques (빠른 기술)\n * Examples: Jabs, quick strikes, fast kicks\n * Total: 550ms\n */\n FAST: {\n chamber: 0.1, // 100ms wind-up (준비)\n extend: 0.15, // 150ms strike (실행)\n peak: 0.05, // 50ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.15, // 150ms return to stance (복귀)\n total: 0.55, // 550ms total\n },\n /**\n * Fast-Medium techniques (빠른-중간 기술)\n * Examples: Low kicks, lead hooks, quick counters\n * Total: 600ms\n */\n FAST_MEDIUM: {\n chamber: 0.1, // 100ms wind-up (준비)\n extend: 0.15, // 150ms strike (실행)\n peak: 0.05, // 50ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.6, // 600ms total\n },\n /**\n * Medium-Light techniques (중간-가벼운 기술)\n * Examples: Lead uppercuts, backfists, push kicks\n * Total: 700ms\n */\n MEDIUM_LIGHT: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.18, // 180ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.22, // 220ms return to stance (복귀)\n total: 0.7, // 700ms total\n },\n /**\n * Medium techniques (중간 기술)\n * Examples: Crosses, roundhouse kicks, hooks\n * Total: 730ms\n */\n MEDIUM: {\n chamber: 0.15, // 150ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.12, // 120ms pull back (회수)\n recover: 0.18, // 180ms return to stance (복귀)\n total: 0.73, // 730ms total\n },\n /**\n * Medium-Heavy techniques (중간-무거운 기술)\n * Examples: Body shots, side kicks, crescent kicks\n * Total: 750ms\n */\n MEDIUM_HEAVY: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.75, // 750ms total\n },\n /**\n * Heavy-Light techniques (무거운-가벼운 기술)\n * Examples: Hooks, uppercuts, sweep kicks\n * Total: 800ms\n */\n HEAVY_LIGHT: {\n chamber: 0.15, // 150ms wind-up (준비)\n extend: 0.2, // 200ms strike (실행)\n peak: 0.1, // 100ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.2, // 200ms return to stance (복귀)\n total: 0.8, // 800ms total\n },\n /**\n * Heavy-Medium techniques (무거운-중간 기술)\n * Examples: Question mark kicks, crescent kicks\n * Total: 850ms\n */\n HEAVY_MEDIUM: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.28, // 280ms return to stance (복귀)\n total: 0.85, // 850ms total\n },\n /**\n * Heavy techniques (무거운 기술)\n * Examples: Spinning kicks, power punches, jumping techniques\n * Total: 1000ms\n */\n HEAVY: {\n chamber: 0.2, // 200ms wind-up (준비)\n extend: 0.3, // 300ms strike (실행)\n peak: 0.12, // 120ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.23, // 230ms return to stance (복귀)\n total: 1.0, // 1000ms total\n },\n /**\n * Combo techniques (연속 기술)\n * Examples: Jab-cross, double hooks, double kicks\n * Total: 700ms\n */\n COMBO_FAST: {\n chamber: 0.08, // 80ms wind-up (준비)\n extend: 0.12, // 120ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.1, // 100ms pull back (회수)\n recover: 0.32, // 320ms return to stance (복귀)\n total: 0.7, // 700ms total (sum of all phases)\n },\n /**\n * Jumping techniques (뛰어차기 기술)\n * Examples: Jumping kicks, jumping punches\n * Total: 900ms\n */\n JUMPING: {\n chamber: 0.18, // 180ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.12, // 120ms pull back (회수)\n recover: 0.3, // 300ms return to stance (복귀)\n total: 0.9, // 900ms total\n },\n /**\n * Combo heavy techniques (연속 무거운 기술)\n * Examples: Double kicks with different heights\n * Total: 950ms\n */\n COMBO_HEAVY: {\n chamber: 0.12, // 120ms wind-up (준비)\n extend: 0.22, // 220ms strike (실행)\n peak: 0.08, // 80ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.38, // 380ms return to stance (복귀)\n total: 0.95, // 950ms total (sum of all phases)\n },\n /**\n * Spinning techniques (회전 기술)\n * Examples: Spinning backfist, tornado kick, spinning heel kick, spinning back kick\n * Total: 1200ms\n */\n SPINNING: {\n chamber: 0.3, // 300ms wind-up with rotation start (준비+회전)\n extend: 0.35, // 350ms strike through rotation (실행)\n peak: 0.12, // 120ms hold at extension (정점)\n retract: 0.15, // 150ms pull back (회수)\n recover: 0.28, // 280ms complete rotation recovery (복귀)\n total: 1.2, // 1200ms total\n },\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// MARTIAL ARTS ANIMATION BUILDER (무술 애니메이션 빌더)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Martial Arts Animation Builder\n *\n * Fluent API for creating Korean martial arts animations with semantic methods.\n * Designed to be readable by martial arts practitioners.\n *\n * @example\n * ```typescript\n * // Create a front kick (앞차기)\n * const frontKick = MartialArtsAnimationBuilder\n * .create(\"front_kick\", \"앞차기\")\n * .asAttack(0.55)\n * .chamber() // 준비 - Knee lifts\n * .withHighGuard() // 상단방어 - Protect face\n * .extend() // 차기 - Leg extends\n * .retract() // 회수 - Return to chamber\n * .recover() // 복귀 - Return to stance\n * .build();\n * ```\n *\n * @korean 무술애니메이션빌더\n */\nexport class MartialArtsAnimationBuilder {\n private name: string;\n private koreanName: string;\n private duration: number = 0.5;\n private type: \"attack\" | \"defense\" | \"movement\" | \"idle\" | \"stance\" | \"walk\" =\n \"attack\";\n private loop: boolean = false;\n private keyframes: AnimationKeyframe[] = [];\n private currentTime: number = 0;\n\n private constructor(name: string, koreanName: string) {\n this.name = name;\n this.koreanName = koreanName;\n }\n\n /**\n * Create new martial arts animation\n * @param name - English animation name\n * @param koreanName - Korean animation name (한글이름)\n */\n static create(name: string, koreanName: string): MartialArtsAnimationBuilder {\n return new MartialArtsAnimationBuilder(name, koreanName);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // ANIMATION TYPE SETTERS (애니메이션 타입 설정)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Configure as attack animation (공격 애니메이션)\n */\n asAttack(duration: number): this {\n this.type = \"attack\";\n this.duration = duration;\n return this;\n }\n\n /**\n * Configure as defense animation (방어 애니메이션)\n */\n asDefense(duration: number): this {\n this.type = \"defense\";\n this.duration = duration;\n return this;\n }\n\n /**\n * Configure as movement animation (이동 애니메이션)\n */\n asMovement(duration: number, shouldLoop: boolean = false): this {\n this.type = \"movement\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n /**\n * Configure as idle/stance animation (대기 애니메이션)\n */\n asIdle(duration: number, shouldLoop: boolean = true): this {\n this.type = \"idle\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n /**\n * Configure as stance transition animation (자세 전환 애니메이션)\n */\n asStance(duration: number, shouldLoop: boolean = false): this {\n this.type = \"stance\";\n this.duration = duration;\n this.loop = shouldLoop;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // STANCE METHODS (자세 메서드)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Add initial fighting stance keyframe (기본 자세)\n *\n * Adds a neutral fighting stance at time 0 as the starting position\n * for attack animations. This is the ready position before techniques.\n *\n * @korean 기본자세추가\n */\n stance(): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(0, \"linear\", (kf) => {\n // Legs in neutral stance\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.HIP_L, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0, 0);\n\n // Spine neutral\n kf.rotate(BoneName.PELVIS, 0, 0, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);\n kf.rotate(BoneName.HEAD, 0, 0, 0);\n\n // Arms in guard position\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n\n // Neutral positions\n kf.position(BoneName.PELVIS, 0, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n kf.position(BoneName.FOOT_L, 0, 0, 0);\n\n // Fists in guard\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n // Don't advance currentTime - stance is at time 0\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // KICK TECHNIQUES (발차기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Chamber - Knee lifts to waist height (준비자세)\n * Starting position for all kicks\n *\n * Authentic Korean martial arts chamber mechanics:\n * - Hip flexed to 90° (1.57 rad) bringing knee to torso height\n * - Knee bent tight (120° angle = -2.0 rad) for power generation\n * - Support leg slightly bent for stability\n * - Pelvis tilts back slightly for balance\n * - Toe neutral, ready for extension\n *\n * @korean 준비자세\n */\n chamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply core kick chamber phase\n applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {\n includeAnkle: true,\n includePelvis: true,\n });\n\n // Additional stability and balance\n kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0); // Slight back lean\n kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0); // Upper body stable\n\n // Arms in guard position\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Extend - Leg snaps forward (차기 - 확장)\n *\n * Authentic Korean martial arts extension mechanics:\n * - Hip maintains elevation (1.7 rad ~97°) for target height\n * - Knee extends fully (0.1 rad ~6°) for maximum reach\n * - Ankle dorsiflexes (0.5 rad ~29°) pointing toe/ball of foot\n * - Pelvis tilts forward (0.15 rad ~9°) for hip thrust\n * - Support leg bends deeper (-0.35 rad) for power transfer\n * - Spine remains upright for balance\n *\n * This is the impact frame where the strike connects.\n *\n * @korean 차기확장\n */\n extend(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply core kick extension phase\n applyKickPhaseToConfig(kf, KICK_PHASES.EXTENSION, {\n includeAnkle: true,\n includePelvis: true,\n });\n\n // Hip thrust forward (key to Korean kick power)\n kf.rotate(BoneName.SPINE_LOWER, 0.05, 0, 0); // Slight forward lean\n kf.rotate(BoneName.SPINE_UPPER, 0.03, 0, 0); // Follow through\n\n // Position foot forward for impact\n kf.position(BoneName.FOOT_R, 0.6, 0, 0); // Forward position\n\n // Arms maintain guard\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Retract - Return to chamber (회수)\n *\n * Authentic Korean martial arts retraction mechanics:\n * - Leg returns THROUGH chamber position (proper 낙법)\n * - Knee bends back to tight position (-2.0 rad)\n * - Hip maintains height initially, then lowers\n * - Foot resets to neutral from pointed position\n * - Pelvis returns to neutral\n * - Support leg maintains stability\n *\n * This is critical for proper technique - the leg must return\n * through chamber to protect against counters and maintain balance.\n *\n * @korean 회수자세\n */\n retract(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Return to chamber position (hip still high)\n applyKickPhaseToConfig(kf, KICK_PHASES.CHAMBER, {\n includeAnkle: true,\n includePelvis: true,\n resetFoot: false, // Foot returns to neutral, not reset\n });\n\n // Spine returns to neutral\n kf.rotate(BoneName.SPINE_LOWER, -0.05, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.03, 0, 0);\n\n // Foot back to neutral\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n\n // Position foot back closer to body\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n\n // Arms still in guard\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Set down - Foot returns to ground (착지)\n * @korean 착지\n */\n setDown(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse chamber - Hip rotates for 돌려차기\n *\n * Authentic Taekwondo roundhouse chamber (돌려차기 준비):\n * - Hip flexed and rotated out (~1.2 rad flex, ~0.8 rad external rotation)\n * - Knee bent tight (-1.5 rad) preparing for snap\n * - Pelvis begins rotation (-0.5 rad on Y-axis)\n * - Spine counter-rotates for power (0.3 rad on Y-axis)\n * - Support leg stable\n * - Arms in high guard\n *\n * The hip rotation is KEY - it opens the hip for the circular strike path\n * that defines a roundhouse kick vs. a front kick.\n *\n * @korean 돌려차기준비\n */\n roundhouseChamber(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply rotational phase\n applyRoundhousePhaseToConfig(kf, KICK_PHASES.ROUNDHOUSE_CHAMBER);\n\n // Support leg begins pivot (축발 회전 시작)\n // Even during chamber, the support foot starts rotating\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0); // Standing hip starts rotation\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.79, 0); // 45° pivot start (half of full)\n\n // Pelvis begins rotation for power loading (힙 회전)\n kf.rotate(BoneName.PELVIS, 0, -0.79, 0); // 45° hip rotation\n\n // Spine lower follows pelvis rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -0.4, 0);\n\n // High guard for head protection - elbows tucked\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0); // Tighter tuck\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0); // Tighter tuck\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse extension - Full hip rotation for 돌려차기\n *\n * Authentic Taekwondo roundhouse extension (돌려차기 실행):\n * - Hip fully extended with maximal rotation (1.2 rad flex, 1.6 rad rotation)\n * - Knee snaps out to nearly straight (-0.1 rad)\n * - Foot pointed and rotated (0.4 rad dorsiflexion, 0.3 rad rotation)\n * - Pelvis fully rotated (-1.5 rad) providing hip whip power\n * - Spine counter-rotates (0.8 rad) for torque generation\n * - Foot position extends laterally (0.8m forward)\n * - Support leg pivots on ball of foot\n *\n * Enhanced with compensatory torso lean (중심축회전):\n * - Torso leans AWAY from kicking leg for balance\n * - Increases reach and prevents backward fall\n * - 12° lateral lean on Z-axis for high kicks\n *\n * The \"snap\" comes from the sudden knee extension combined with\n * the hip rotation - this is the signature of Taekwondo roundhouse.\n *\n * @korean 돌려차기\n */\n roundhouseExtend(\n timeOffset: number = 0.15,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full extension with rotation\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n\n // Apply compensatory torso lean for balance (12° away from kick)\n // This must be called BEFORE setting Y-axis spine rotations\n this.applyKickTorsoLean(kf, \"right\", 12);\n\n // Spine counter-rotation for torque generation (applied after Z-axis lean)\n // Preserve existing Z-axis lean from applyKickTorsoLean\n const upperSpineRot = kf.rotations.get(BoneName.SPINE_UPPER);\n const lowerSpineRot = kf.rotations.get(BoneName.SPINE_LOWER);\n kf.rotate(\n BoneName.SPINE_UPPER,\n upperSpineRot?.x ?? 0,\n 0.8,\n upperSpineRot?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_LOWER,\n lowerSpineRot?.x ?? 0,\n -1.0,\n lowerSpineRot?.z ?? 0,\n );\n\n // Support leg pivots - CRITICAL for Taekwondo roundhouse (축발 회전)\n // Ball of foot rotates 90-180° to allow full hip opening\n kf.rotate(BoneName.HIP_L, 0, -0.4, 0); // Standing hip rotates with pivot\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0); // Deeper bend for stability\n kf.rotate(BoneName.FOOT_L, 0, 1.57, 0); // 90° pivot on ball of foot\n\n // Foot extends laterally\n kf.position(BoneName.FOOT_R, 0.8, 0, 0);\n\n // Arms maintain high guard\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side kick chamber - Turn sideways for 옆차기\n *\n * Authentic Taekwondo side kick chamber (옆차기 준비):\n * - Body turns 90° sideways (pelvis -1.57 rad on Y-axis)\n * - Hip flexed and chambered (1.3 rad flex, 0.3 rad rotation)\n * - Knee bent tight (-1.6 rad) preparing for lateral thrust\n * - Spine rotates with body (-1.2 rad on Y-axis)\n * - Lean away from kick for balance (0.2 rad lean)\n * - Support leg stable and aligned\n * - Arms protect vital areas\n *\n * The perpendicular chamber is essential - the hips must turn\n * sideways to allow the heel to drive through the target laterally.\n *\n * @korean 옆차기준비\n */\n sideKickChamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply side kick rotational phase\n applySideKickPhaseToConfig(kf, KICK_PHASES.SIDE_CHAMBER);\n\n // Support leg alignment\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0); // Turn with body\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n\n // Head looks at target\n kf.rotate(BoneName.HEAD, 0, -0.5, 0);\n\n // Arms in defensive position\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side kick extension - Lateral heel thrust for 옆차기\n *\n * Authentic Taekwondo side kick extension (옆차기 실행):\n * - Hip extends laterally (1.3 rad flex, 0.7 rad rotation)\n * - Knee extends fully (-0.1 rad) driving heel through target\n * - Foot turned heel-first (0.4 rad on Y-axis)\n * - Pelvis maintains 90° turn (-1.57 rad)\n * - Spine leans away (0.4 rad) for counterbalance\n * - Foot extends laterally (0.7m to side)\n * - Support leg drives power\n *\n * The side kick is one of the most powerful kicks because the\n * entire body mass drives through the heel in a straight line.\n *\n * @korean 옆차기\n */\n sideKickExtend(timeOffset: number = 0.1, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full extension laterally\n kf.rotate(BoneName.HIP_R, 1.3, 0, 0.7);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, -1.57, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.2, 0.2);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.2, 0.4);\n\n // Support leg powers the kick\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n\n // Foot extends to side\n kf.position(BoneName.FOOT_R, 0.7, 0, 0);\n\n // Head maintains target focus\n kf.rotate(BoneName.HEAD, 0, -0.5, 0);\n\n // Arms balanced\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick rise - Leg rises high for 내려차기\n *\n * Enhanced with hip rotation and support leg positioning\n * @korean 내려차기올리기\n */\n axeKickRise(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyHighPeakPhaseToConfig(kf, KICK_PHASES.HIGH_PEAK);\n\n // Hip rotation for power generation (골반회전)\n kf.rotate(BoneName.PELVIS, -0.2, -0.6, 0); // Tilt back + Y rotation\n\n // Spine lean for axe kick balance\n kf.rotate(BoneName.SPINE_LOWER, -0.2, -0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.15, -0.2, 0);\n\n // Support leg positioning\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0); // Slight pivot\n\n kf.position(BoneName.FOOT_R, 0, 1.5, 0.3);\n\n // Guard hands protect during exposed position\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick chop - Downward heel strike for 내려차기\n *\n * Enhanced with hip rotation and guard hands\n * @korean 내려차기\n */\n axeKickChop(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Kicking leg drives down\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);\n\n // Hip rotation for power (골반회전)\n kf.rotate(BoneName.PELVIS, 0.1, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.3, 0);\n\n // Support leg maintains pivot\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0);\n\n kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);\n\n // Guard hands remain protective\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Back kick spin - 180° turn for 뒤차기\n *\n * Authentic Taekwondo back kick spin (뒤차기 회전):\n * - Body rotates 180° (pelvis -1.5 rad initially)\n * - Spine rotates with body (lower: -1.3 rad, upper: -1.0 rad)\n * - Head looks over shoulder (0.5 rad) to maintain target visual\n * - Hip chambers (0.3 rad flex)\n * - Knee bends (-0.8 rad) preparing for backward thrust\n * - Support leg maintains balance\n *\n * Looking over the shoulder is CRITICAL - you must see the target\n * to execute an accurate back kick. This is emphasized in all\n * traditional Korean martial arts.\n *\n * @korean 뒤차기회전\n */\n backKickSpin(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotation - 180° for back kick\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.0, 0.1);\n\n // CRITICAL: Look over shoulder to see target\n kf.rotate(BoneName.HEAD, 0, 0.5, 0);\n\n // Leg chambers during rotation\n kf.rotate(BoneName.HIP_R, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n\n // Support leg - PROPER PIVOT for 180° rotation (축발 회전)\n // Ball of foot pivots to allow hip rotation\n kf.rotate(BoneName.HIP_L, 0, -0.4, 0); // Standing hip follows rotation\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0); // Deeper bend for stability\n kf.rotate(BoneName.FOOT_L, 0, -1.57, 0); // 90° pivot on ball\n\n // Arms balance during spin - elbows tucked\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.5, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Back kick thrust - Heel drives backward for 뒤차기\n *\n * Authentic Taekwondo back kick thrust (뒤차기 밀기):\n * - Body completes 180° rotation (pelvis -3.14 rad = π)\n * - Hip extends backward (0.5 rad flex maintained)\n * - Knee extends fully (-0.2 rad) driving heel back\n * - Foot dorsiflexes (-0.4 rad) presenting heel\n * - Foot position extends backward (0 forward, 0 up, -0.8 back)\n * - Head maintains target visual (1.0 rad look-back)\n * - Spine fully rotated with body\n * - Support leg powers the thrust\n *\n * The back kick delivers tremendous power because the entire\n * body mass drives through the strongest leg muscles (glutes,\n * hamstrings) in a straight line backward.\n *\n * @korean 뒤차기\n */\n backKickThrust(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Complete rotation\n kf.rotate(BoneName.PELVIS, 0, -3.14, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -3.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -2.8, 0.2);\n\n // Head still looking at target\n kf.rotate(BoneName.HEAD, 0, 1.0, 0);\n\n // Full leg extension backward\n kf.rotate(BoneName.HIP_R, 0.5, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.4, 0, 0);\n\n // Foot drives backward\n kf.position(BoneName.FOOT_R, 0, 0, -0.8);\n\n // Support leg powers thrust\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.5, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, -0.3, 0);\n\n // Arms for balance\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.7, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.7, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low kick chamber - Small knee lift for low kick (하단차기준비)\n * @korean 하단차기준비\n */\n lowKickChamber(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.5, 0, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.8, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.2, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low kick sweep - Shin sweeps at thigh height (하단차기)\n * @korean 하단차기\n */\n lowKickSweep(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.3, 0, 1.5);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Crescent kick chamber - Leg swings inward (반달차기준비)\n * @korean 반달차기준비\n */\n crescentKickChamber(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, -0.8);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Crescent kick arc - Leg sweeps across body (반달차기)\n * @korean 반달차기\n */\n crescentKickArc(\n timeOffset: number = 0.12,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.0);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.2, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);\n kf.position(BoneName.FOOT_R, 0.5, 0.8, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Push kick chamber - Ball of foot position (밀어차기준비)\n *\n * Enhanced with hip rotation and guard hand protection\n * @korean 밀어차기준비\n */\n pushKickChamber(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.8, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n\n // Support leg with slight pivot\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.4, 0); // Support foot pivot\n\n // Hip rotation preparation\n kf.rotate(BoneName.PELVIS, -0.1, -0.3, 0);\n\n // Guard hands protect during chamber\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Push kick thrust - Foot pushes opponent back (밀어차기)\n *\n * Enhanced with hip rotation for power and guard hand protection\n * @korean 밀어차기\n */\n pushKickThrust(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.5, 0, 0);\n\n // Support leg with deeper pivot\n kf.rotate(BoneName.HIP_L, 0, -0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.8, 0); // Support foot pivot for power\n\n // Hip rotation drives the push (골반회전)\n kf.rotate(BoneName.PELVIS, 0.1, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.05, -0.3, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0.5);\n\n // Guard hands protect during thrust\n kf.rotate(BoneName.SHOULDER_L, -0.9, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.9, -0.3, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinning heel kick - 360° with heel strike (뒤돌려차기)\n *\n * Full 360° spin requires complete support foot pivot\n * @korean 뒤돌려차기\n */\n spinningHeelKick(\n timeOffset: number = 0.15,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Full body rotation for 360° spin\n kf.rotate(BoneName.PELVIS, 0, -4.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -4.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -4.0, 0.15);\n\n // Kicking leg - heel strike position\n kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);\n kf.position(BoneName.FOOT_R, 0.6, 0.5, 0);\n\n // Support leg - CRITICAL PIVOT for 360° spin (축발 회전)\n kf.rotate(BoneName.HIP_L, 0, -0.5, 0); // Standing hip rotates\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0); // Deep bend for stability\n kf.rotate(BoneName.FOOT_L, 0, -2.1, 0); // 120° pivot (continuous spin)\n\n // Arms tucked for spin speed\n kf.rotate(BoneName.SHOULDER_L, -0.7, 0.4, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -2.0);\n kf.rotate(BoneName.SHOULDER_R, -0.7, -0.4, -0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 2.0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook kick extension - Leg extends past target (후려차기 연장)\n *\n * Authentic Korean hook kick (후려차기) first phase:\n * - Body rotates past perpendicular (~100°)\n * - Leg extends past target like a missed side kick\n * - Foot positioned to hook back toward target\n * - Head maintains target visual\n *\n * The hook kick is distinct from crescent kick:\n * - Crescent: sweeps ACROSS body\n * - Hook: extends PAST, then hooks BACK\n *\n * @korean 후려차기연장\n */\n hookKickExtend(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotates past perpendicular\n kf.rotate(BoneName.PELVIS, 0, -1.8, 0); // ~103° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.4, 0.1);\n\n // Head tracks target\n kf.rotate(BoneName.HEAD, 0, 0.6, 0);\n\n // Leg extends past target (like missed side kick)\n kf.rotate(BoneName.HIP_R, 1.3, 0, 0.5);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.2, 0, 0.4);\n\n // Foot positioned past target\n kf.position(BoneName.FOOT_R, 0.3, 0.8, -0.5);\n\n // Support leg\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n\n // Arms for balance\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.5, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook kick hook-back - Heel hooks back toward target (후려차기 후림)\n *\n * Authentic Korean hook kick (후려차기) second phase:\n * - Leg retracts/hooks back toward target\n * - Heel is the striking surface (발뒤꿈치)\n * - Body rotates back toward target during hook\n * - Snapping motion at knee for power\n *\n * The hook motion is what makes this kick unique:\n * - Extends past, then HOOKS back\n * - Catches opponent from unexpected angle\n * - Heel strikes back of head or temple\n *\n * @korean 후려차기후림\n */\n hookKickHook(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Body rotates back toward target\n kf.rotate(BoneName.PELVIS, 0, -1.3, 0); // Rotate back ~75°\n kf.rotate(BoneName.SPINE_LOWER, 0, -1.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -1.0, 0.1);\n\n // Head stays on target\n kf.rotate(BoneName.HEAD, 0, 0.4, 0);\n\n // Leg hooks back - knee bends, hip rotates inward\n kf.rotate(BoneName.HIP_R, 1.0, 0, -0.3); // Hip rotation inward\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0); // Knee snap for power\n kf.rotate(BoneName.FOOT_R, 0.3, 0, -0.4); // Heel presentation\n\n // Foot hooks back toward target\n kf.position(BoneName.FOOT_R, 0, 0.8, 0.2);\n\n // Support leg\n kf.rotate(BoneName.HIP_L, 0, -0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n // Arms counter for balance\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.2);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.3, -0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Tornado kick jump with 360° rotation (회전차기 도약)\n *\n * Authentic Korean tornado kick (회전차기) jump phase:\n * - Jump with full 360° body rotation\n * - Arms swing to generate rotational momentum\n * - Body elevates during spin\n * - Prepares for roundhouse at apex\n *\n * @korean 회전차기도약\n */\n tornadoJump(timeOffset: number = 0.3): this {\n // First half - 180° rotation while rising\n this.addKeyframe(this.currentTime + timeOffset * 0.4, \"ease-out\", (kf) => {\n kf.rotate(BoneName.PELVIS, 0, -3.14, 0); // 180° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -3.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -2.8, 0);\n\n // Jump - elevate body (use pelvis position)\n kf.position(BoneName.PELVIS, 0, 0.3, 0);\n\n // Both legs tuck for spin\n kf.rotate(BoneName.HIP_R, 0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_L, 0.4, 0, 0);\n kf.rotate(BoneName.KNEE_L, -1.0, 0, 0);\n\n // Arms swing for momentum\n kf.rotate(BoneName.SHOULDER_L, -0.8, 0.6, 0.4);\n kf.rotate(BoneName.SHOULDER_R, -0.8, -0.6, -0.4);\n });\n\n // Complete 360° at apex\n this.addKeyframe(this.currentTime + timeOffset, \"ease-in\", (kf) => {\n kf.rotate(BoneName.PELVIS, 0, -6.28, 0); // Full 360° rotation\n kf.rotate(BoneName.SPINE_LOWER, 0, -6.0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -5.8, 0);\n\n // Peak height (use pelvis position)\n kf.position(BoneName.PELVIS, 0, 0.5, 0);\n\n // Kicking leg begins to chamber\n kf.rotate(BoneName.HIP_R, 1.0, 0, 0.4);\n kf.rotate(BoneName.KNEE_R, -1.5, 0, 0);\n\n // Support leg extends\n kf.rotate(BoneName.HIP_L, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n\n // Arms position for kick\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.3, 0.3);\n kf.rotate(BoneName.SHOULDER_R, -0.6, -0.3, -0.3);\n });\n\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // PUNCH TECHNIQUES (주먹 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Punch chamber - Fist at hip with vertical palm (주먹준비자세)\n * Korean martial arts chamber position with fist vertical (세로주먹)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to chamber (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 주먹준비자세\n */\n punchChamber(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.CHAMBER, hand, {\n includeWrist: true,\n includeOppositeArm: true,\n includeSpineMiddle: false,\n });\n // Form fist during chamber\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch wind-up - Arm coils back (주먹준비)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to wind up (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 주먹준비\n */\n punchWindup(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.WINDUP, hand, {\n includeOppositeArm: true,\n });\n // Form fist during windup\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch extension - Arm extends with torso rotation (지르기)\n * Includes fist rotation from vertical to pronated and hikite\n *\n * Enhanced with realistic torso rotation (허리비틀기):\n * - Straight punches: 20° counter-rotation for power\n * - Torso rotates OPPOSITE to punch direction\n * - Sequential spine rotation (lower → mid → upper)\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand to extend (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 지르기\n */\n punchExtend(\n timeOffset: number = 0.07,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply punch phase first (sets base spine rotation from PUNCH_PHASES)\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.EXTENSION, hand, {\n includeWrist: true,\n includeSpineMiddle: true,\n includeOppositeArm: true,\n });\n // Then apply enhanced torso rotation which combines with existing values\n this.applyPunchTorsoRotation(kf, hand, 20);\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Punch peak - Maximum extension with full rotation (정점)\n * Hold at full extension for impact frame\n *\n * Enhanced with sustained torso rotation at impact:\n * - Maintains 20° counter-rotation at peak\n * - Maximizes power transfer through spine\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is extended (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 정점\n */\n punchPeak(\n timeOffset: number = 0.05,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Apply punch phase first (sets base spine rotation from PUNCH_PHASES)\n applyPunchPhaseToConfig(kf, PUNCH_PHASES.PEAK, hand, {\n includeWrist: true,\n includeSpineMiddle: true,\n includeOppositeArm: true,\n });\n // Maintain torso rotation at peak which combines with existing values\n this.applyPunchTorsoRotation(kf, hand, 20);\n // Hold fist pose\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Cross punch - Left arm punch with full body rotation (크로스)\n * @korean 크로스\n */\n crossPunch(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Left cross punch: arm extends forward across center (좌 크로스)\n // Shoulder X negative = elevation, Y negative = LEFT arm forward, Z positive = adduction\n kf.rotate(BoneName.SHOULDER_L, -0.7, -0.3, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.05);\n kf.rotate(BoneName.WRIST_L, 0, 0, 0.2);\n // Spine Y negative = drives LEFT shoulder forward for left cross\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.45, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, -0.35, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0, -0.25, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.3, 0);\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Palm strike extension - Open palm heel strike (장권)\n * @korean 장권\n */\n palmStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Right palm strike (장권): arm extends forward with open palm\n // X negative = elevation, Y positive = RIGHT arm forward, Z near 0 = centered\n kf.rotate(BoneName.SHOULDER_R, -0.7, 0.3, -0.1);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.05);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0.1);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n // Apply open palm pose for palm strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook punch - Circular punch targeting temple (후크)\n * Enhanced with Korean martial arts shoulder rotation and hikite (당기기)\n *\n * Enhanced with realistic circular torso rotation (몸통회전):\n * - Hook punches: 50° rotation for circular power\n * - Torso rotates INTO the punch for arc generation\n * - Sequential spine rotation creates whipping motion\n *\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is hooking (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 후크\n */\n hookPunch(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const wristBone = isRight ? BoneName.WRIST_R : BoneName.WRIST_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hook arm arcs across\n kf.rotate(shoulderBone, -0.1, isRight ? 0.6 : -0.6, isRight ? 0.4 : -0.4);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.35 : -1.35);\n kf.rotate(wristBone, 0, isRight ? 0.2 : -0.2, 0);\n\n // Opposite arm pulls back (hikite)\n kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);\n kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);\n\n // Apply enhanced hook torso rotation for circular power (50°)\n this.applyHookTorsoRotation(kf, hand, 50);\n kf.rotate(BoneName.PELVIS, 0, isRight ? 0.35 : -0.35, 0);\n\n // Rear foot pivot for power generation (축발회전)\n // The rear foot pivots inward as the hip rotates, driving force through kinetic chain\n const rearFoot = isRight ? BoneName.FOOT_R : BoneName.FOOT_L;\n const rearHip = isRight ? BoneName.HIP_R : BoneName.HIP_L;\n kf.rotate(rearFoot, 0, isRight ? 0.4 : -0.4, 0); // Pivot inward ~23°\n kf.rotate(rearHip, 0, isRight ? 0.25 : -0.25, 0); // Hip follows rotation\n\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Hook wind-up - Arm pulls to side (후크준비)\n * Enhanced with hikite (당기기) preparation\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is hooking (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 후크준비\n */\n hookWindup(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hook arm pulls back to side\n kf.rotate(shoulderBone, 0.1, isRight ? -0.6 : 0.6, isRight ? -0.5 : 0.5);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.57 : -1.57);\n\n // Opposite arm in guard\n kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);\n kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);\n\n // Body coiled away\n kf.rotate(BoneName.SPINE_UPPER, 0, isRight ? -0.3 : 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, isRight ? -0.2 : 0.2, 0);\n\n // Form fist during hook windup\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Uppercut punch - Rising punch to chin (어퍼컷)\n * Enhanced with Korean martial arts leg drive and hikite (당기기)\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is uppercutting (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 어퍼컷\n */\n uppercutPunch(\n timeOffset: number = 0.1,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"ease-out\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Uppercut arm rises (어퍼컷 상승)\n // Shoulder X negative = arm RISES, Y rotation drives shoulder forward\n kf.rotate(shoulderBone, -0.6, isRight ? 0.3 : -0.3, isRight ? 0.8 : -0.8);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.2 : -1.2);\n\n // Opposite arm pulls back (hikite 당기기)\n kf.rotate(oppositeShoulder, -0.2, 0, isRight ? -0.3 : 0.3);\n kf.rotate(oppositeElbow, 0, 0, isRight ? -1.1 : 1.1);\n\n // Drive up through legs - explosive extension generates upward force (다리구동력)\n // From crouch position, knees extend to nearly straight (0 = straight)\n kf.rotate(BoneName.KNEE_L, 0.05, 0, 0); // Extend from crouch (nearly straight)\n kf.rotate(BoneName.KNEE_R, 0.05, 0, 0); // Extend from crouch (nearly straight)\n kf.rotate(BoneName.HIP_L, -0.1, 0, 0); // Hip drives upward\n kf.rotate(BoneName.HIP_R, -0.1, 0, 0); // Hip drives upward\n kf.rotate(BoneName.PELVIS, -0.25, isRight ? 0.2 : -0.2, 0); // Explosive rise\n kf.position(BoneName.PELVIS, 0, 0.15, 0.1); // Higher rise from leg drive\n\n // Apply fist pose to punching hand\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Uppercut crouch - Dip before rising punch (어퍼컷준비)\n * Enhanced with hikite (당기기) preparation\n * @param timeOffset Time offset in seconds\n * @param hand Which hand is uppercutting (\"left\" | \"right\")\n * @param easing Easing function\n * @korean 어퍼컷준비\n */\n uppercutCrouch(\n timeOffset: number = 0.08,\n hand: \"left\" | \"right\" = \"right\",\n easing: string = \"linear\",\n ): this {\n const isRight = hand === \"right\";\n const shoulderBone = isRight ? BoneName.SHOULDER_R : BoneName.SHOULDER_L;\n const elbowBone = isRight ? BoneName.ELBOW_R : BoneName.ELBOW_L;\n const oppositeShoulder = isRight\n ? BoneName.SHOULDER_L\n : BoneName.SHOULDER_R;\n const oppositeElbow = isRight ? BoneName.ELBOW_L : BoneName.ELBOW_R;\n\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Uppercut arm coils low\n kf.rotate(shoulderBone, 0.3, 0, isRight ? 0.2 : -0.2);\n kf.rotate(elbowBone, 0, 0, isRight ? 1.5 : -1.5);\n\n // Opposite arm in guard\n kf.rotate(oppositeShoulder, -0.1, 0, isRight ? 0.2 : -0.2);\n kf.rotate(oppositeElbow, 0, 0, isRight ? 1.4 : -1.4);\n\n // Drop level to load legs\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.15, isRight ? -0.1 : 0.1, 0);\n kf.position(BoneName.PELVIS, 0, -0.1, 0);\n\n // Apply fist pose to punching hand during preparation\n this.applyHandPose(kf, HAND_POSES.FIST, hand);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Overhand punch - Looping downward punch (오버핸드)\n * @korean 오버핸드\n */\n overhandPunch(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.4, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.4, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.15, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0.25, 0);\n kf.position(BoneName.PELVIS, 0, -0.05, 0.1);\n // Apply hammer fist pose for overhand impact\n this.applyHandPose(kf, HAND_POSES.HAMMER_FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // ELBOW & KNEE TECHNIQUES (팔꿈치/무릎 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Elbow strike chamber - Arm crosses body (팔꿈치준비)\n * @korean 팔꿈치준비\n */\n elbowChamber(timeOffset: number = 0.05, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0, 0.8, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.57);\n kf.rotate(BoneName.FOREARM_R, 0, -0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.3, 0);\n kf.position(BoneName.HAND_R, -0.2, 0, 0.3);\n // Fist for elbow chamber\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow strike - Elbow drives through target (팔꿈치치기)\n * @korean 팔꿈치치기\n */\n elbowStrike(timeOffset: number = 0.07, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Forward elbow strike (팔꿈치치기): arm lifts and drives forward\n // X negative = elevation, Y positive = RIGHT arm forward, Z positive = into center\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.4, -0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.6, 0.15);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.5, 0.1);\n kf.rotate(BoneName.PELVIS, 0, 0.4, 0);\n kf.position(BoneName.ELBOW_R, 0, 0, 0.7);\n // Clenched fist for elbow strikes\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow uppercut - Upward elbow strike (팔꿈치올려치기)\n * @korean 팔꿈치올려치기\n */\n elbowUppercut(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Elbow rises upward (팔꿈치 올려치기): negative X = arm rises\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0.3, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.KNEE_L, -0.05, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.05, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.15, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.08, 0.15);\n kf.position(BoneName.ELBOW_R, 0, 0.7, 0.5);\n // Clenched fist for elbow uppercut\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Knee strike from clinch (무릎차기)\n *\n * Enhanced with hip rotation and proper clinch mechanics\n * @korean 무릎차기\n */\n kneeStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Clinch grip - hands pulling opponent in (클린치 파지)\n // LEFT: Y negative = forward, Z positive = adduction toward center\n // RIGHT: Y positive = forward, Z negative = adduction toward center\n kf.rotate(BoneName.SHOULDER_L, -0.1, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.8);\n kf.rotate(BoneName.SHOULDER_R, -0.1, 0.3, -0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.8);\n\n // Knee drive - maximum hip rotation for power\n kf.rotate(BoneName.HIP_R, 1.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.5, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0);\n\n // Hip rotation drives the knee (골반회전)\n kf.rotate(BoneName.PELVIS, 0.2, -0.6, 0); // Forward tilt + Y rotation\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.3, 0);\n\n // Support leg stable\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.HIP_L, 0, -0.2, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.5, 0); // Slight pivot\n\n kf.position(BoneName.KNEE_R, 0, 0.4, 0.5);\n\n // Grab hands for clinch knee strike\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Brachial elbow - Horizontal elbow to brachial nerve (상박치기)\n * Targets the lateral neck/brachial plexus area\n * @korean 상박치기\n */\n brachialElbow(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm swings horizontally targeting neck level\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.2, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n // Strong torso rotation for power\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.8, 0.1);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.6, 0.05);\n kf.rotate(BoneName.PELVIS, 0, 0.5, 0);\n // Elbow aimed at neck height\n kf.position(BoneName.ELBOW_R, 0.3, 0.2, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slashing elbow - Diagonal cutting elbow (베기팔꿈치)\n * Diagonal slash across opponent's face/temple\n * @korean 베기팔꿈치\n */\n slashingElbow(timeOffset: number = 0.09, easing: string = \"linear\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Diagonal slash motion - high to low\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0.3, 1.0);\n kf.rotate(BoneName.ELBOW_R, 0, 0.2, 1.2);\n // Torso follows diagonal path\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.5, 0.15);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.1, 0.4, 0.1);\n kf.rotate(BoneName.PELVIS, 0.05, 0.3, 0.05);\n // Elbow cuts diagonally\n kf.position(BoneName.ELBOW_R, 0.2, 0.1, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinal elbow - Downward elbow to spine (척추팔꿈치)\n * Strikes spine from behind or above\n * @korean 척추팔꿈치\n */\n spinalElbow(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm drives down toward spine\n kf.rotate(BoneName.SHOULDER_R, -0.8, 0.4, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0.3, 1.0);\n // Body leans forward for reach\n kf.rotate(BoneName.SPINE_UPPER, 0.4, 0.3, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.3, 0.2, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.2, 0);\n // Elbow targets lower target\n kf.position(BoneName.ELBOW_R, 0.15, -0.1, 0.7);\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side knee - Lateral knee to ribs (옆무릎)\n * Clinch knee targeting opponent's side\n * @korean 옆무릎\n */\n sideKneeStrike(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Clinch position with lateral knee\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.4, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.4, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n\n // Knee drives laterally\n kf.rotate(BoneName.HIP_R, 1.2, 0, 0.4); // Lateral angle\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n\n // Hip rotation for side angle\n kf.rotate(BoneName.PELVIS, 0.1, -0.4, 0.1);\n kf.rotate(BoneName.SPINE_LOWER, 0.05, -0.3, 0.05);\n\n // Support leg\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.4, 0);\n\n kf.position(BoneName.KNEE_R, 0.3, 0.3, 0.4);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Flying knee - Jumping knee strike (뛰어무릎)\n * Explosive airborne knee\n * @korean 뛰어무릎\n */\n flyingKnee(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Both arms drive for momentum\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, -0.5, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n\n // Knee drives high in air\n kf.rotate(BoneName.HIP_R, 1.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.5, 0, 0);\n\n // Trailing leg extends back\n kf.rotate(BoneName.HIP_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);\n\n // Body drives forward and up\n kf.rotate(BoneName.PELVIS, 0.3, -0.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.2, -0.3, 0);\n\n // Airborne position\n kf.position(BoneName.PELVIS, 0, 0.4, 0.3);\n kf.position(BoneName.KNEE_R, 0, 0.6, 0.6);\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Kidney knee - Knee to kidney from side (신장무릎)\n * Targets kidney area from side clinch\n * @korean 신장무릎\n */\n kidneyKnee(timeOffset: number = 0.11, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Side clinch grip\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.5, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.5, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n\n // Knee hooks around to kidney\n kf.rotate(BoneName.HIP_R, 1.3, 0.2, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.45, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.35, 0.1, 0);\n\n // Body angles for side target\n kf.rotate(BoneName.PELVIS, 0.15, -0.5, 0.1);\n kf.rotate(BoneName.SPINE_LOWER, 0.1, -0.35, 0.05);\n\n // Support leg angled\n kf.rotate(BoneName.KNEE_L, -0.22, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.45, 0);\n\n kf.position(BoneName.KNEE_R, 0.25, 0.35, 0.45);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Femoral knee - Knee to femoral nerve (대퇴부무릎)\n * Low knee targeting thigh/femoral nerve\n * @korean 대퇴부무릎\n */\n femoralKnee(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Low clinch position\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.SHOULDER_R, 0.5, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n // Knee drives low\n kf.rotate(BoneName.HIP_R, 1.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.25, 0, 0);\n\n // Body stays lower\n kf.rotate(BoneName.PELVIS, 0.25, -0.4, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.15, -0.25, 0);\n\n // Support leg bent\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0.35, 0);\n\n // Low target position\n kf.position(BoneName.KNEE_R, 0, 0.2, 0.5);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // VITAL POINT STRIKES - DARKOPS (급소격 - 암살기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Throat strike - Precise strike to trachea (기도격)\n * Fingers extended targeting windpipe\n * @korean 기도격\n */\n throatStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Quick dart-like motion to throat level\n kf.rotate(BoneName.SHOULDER_R, -0.2, 0, 0.15);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.3);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0);\n\n // Off hand guards low\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.2, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n\n // Subtle body rotation for precision\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.15, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.1, 0);\n\n // Spear hand for throat targeting\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Temple strike - Precision temple elbow (관자놀이격)\n * Horizontal elbow targeting temple\n * @korean 관자놀이격\n */\n templeElbow(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // High horizontal elbow arc to temple height\n kf.rotate(BoneName.SHOULDER_R, -0.8, 0.9, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.7);\n kf.rotate(BoneName.WRIST_R, 0.2, 0, 0);\n\n // Pulling hand (controls head position)\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.7, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Heavy torso rotation for power\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.55, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.35, 0);\n\n // Fist for elbow strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Nerve strike - Precision brachial plexus attack (신경격)\n * Short sharp strike to nerve cluster\n * @korean 신경격\n */\n nerveStrike(timeOffset: number = 0.06, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Compact chambered strike\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n kf.rotate(BoneName.WRIST_R, -0.3, -0.2, 0);\n\n // Guard hand high\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n\n // Minimal body movement for stealth\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.12, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.08, 0);\n\n // Knuckle strike for precise nerve targeting\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jugular strike - Knife hand to jugular vein (경정맥격)\n * Slicing motion to jugular\n * @korean 경정맥격\n */\n jugularStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Diagonal knife hand motion\n kf.rotate(BoneName.SHOULDER_R, -0.4, 0.5, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.4);\n kf.rotate(BoneName.WRIST_R, -0.4, 0.3, -0.2);\n\n // Other arm draws back\n kf.rotate(BoneName.SHOULDER_L, 0.2, -0.3, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.7);\n\n // Body rotation for slicing power\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.28, 0.05);\n kf.rotate(BoneName.PELVIS, 0, 0.18, 0);\n\n // Knife hand for cutting strike\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Occipital strike - Palm heel to base of skull (후두부격)\n * Upward palm strike to brain stem area\n * @korean 후두부격\n */\n occipitalStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Upward palm heel motion\n kf.rotate(BoneName.SHOULDER_R, -1.1, 0.2, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.5);\n kf.rotate(BoneName.WRIST_R, -0.8, 0, 0);\n\n // Control arm at shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.5, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n\n // Body drives upward\n kf.rotate(BoneName.SPINE_UPPER, -0.2, 0.2, 0);\n kf.rotate(BoneName.PELVIS, -0.1, 0.15, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n\n // Palm heel for strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jaw attack - Upward palm to jaw (턱격)\n * Palm strike causing jaw dislocation\n * @korean 턱격\n */\n jawStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Sharp upward palm to jaw height\n kf.rotate(BoneName.SHOULDER_R, -0.9, 0.1, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.3);\n kf.rotate(BoneName.WRIST_R, -0.6, 0, 0.1);\n\n // Guard arm stays protective\n kf.rotate(BoneName.SHOULDER_L, 0.1, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Explosive hip drive\n kf.rotate(BoneName.SPINE_UPPER, -0.15, 0.22, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, -0.1, 0.15, 0);\n kf.rotate(BoneName.PELVIS, -0.08, 0.12, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n\n // Palm strike pose\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Eye gouge approach - Fingers to eyes (안격)\n * Two finger strike to eyes\n * @korean 안격\n */\n eyeGouge(timeOffset: number = 0.06, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Quick forward dart to face level\n kf.rotate(BoneName.SHOULDER_R, -0.35, 0.15, 0.25);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.2);\n kf.rotate(BoneName.WRIST_R, -0.2, 0, 0);\n\n // Other hand controls head/shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.35, 0.45, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n\n // Minimal body telegraph\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.08, 0);\n kf.rotate(BoneName.NECK, -0.1, 0.05, 0);\n\n // Two-finger pose for eye attack\n this.applyHandPose(kf, HAND_POSES.TWO_FINGER, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Solar plexus strike - Deep body shot (명치격)\n * Penetrating strike to solar plexus\n * @korean 명치격\n */\n solarPlexusStrike(\n timeOffset: number = 0.1,\n easing: string = \"ease-out\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Driving straight punch at solar plexus level\n kf.rotate(BoneName.SHOULDER_R, 0.15, 0.05, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.15);\n kf.rotate(BoneName.WRIST_R, 0, 0, -0.1);\n\n // Pulling arm for power generation\n kf.rotate(BoneName.SHOULDER_L, 0.25, -0.3, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.8);\n\n // Full body drive behind punch\n kf.rotate(BoneName.SPINE_UPPER, 0.08, 0.3, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.05, 0.25, 0);\n kf.rotate(BoneName.PELVIS, 0.05, 0.2, 0);\n\n kf.position(BoneName.PELVIS, 0, 0, 0.08);\n\n // Fist for penetrating strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Liver shot - Hook to liver area (간격)\n * Hooking punch targeting liver\n * @korean 간격\n */\n liverShot(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hooking motion to right side body\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.WRIST_R, 0, 0.2, 0);\n\n // Left hand guards head\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.2, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.5);\n\n // Torso rotates into hook\n kf.rotate(BoneName.SPINE_UPPER, 0.05, 0.4, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.03, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n\n // Fist for hooking strike\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Kidney strike - Hook to kidney from behind (신장격)\n * Rear kidney targeting hook\n * @korean 신장격\n */\n kidneyStrike(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Circular hook coming from behind\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0.7, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.0);\n kf.rotate(BoneName.WRIST_R, 0, 0.15, -0.1);\n\n // Control arm at opponent's shoulder\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n\n // Body rotates around opponent\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.35, 0);\n\n // Fist for kidney shot\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spine strike - Downward elbow to spine (척추격)\n * 12-6 elbow targeting spine\n * @korean 척추격\n */\n spineStrike(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Downward elbow from overhead\n kf.rotate(BoneName.SHOULDER_R, -1.3, 0.1, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.9);\n kf.rotate(BoneName.WRIST_R, 0.3, 0, 0);\n\n // Other arm controls opponent's body\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.4, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n\n // Body drives downward\n kf.rotate(BoneName.SPINE_UPPER, 0.35, 0.1, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.25, 0.08, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.05, 0);\n\n // Fist for elbow point\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Groin strike - Low rising knee or palm (낭심격)\n * Targeting groin area\n * @korean 낭심격\n */\n groinStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Rising palm heel to groin\n kf.rotate(BoneName.SHOULDER_R, 0.4, 0.1, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.4);\n kf.rotate(BoneName.WRIST_R, -0.5, 0, 0.2);\n\n // Guard arm high\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.3, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n\n // Body lowers for low target\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0.15, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n // Palm for groin strike\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"right\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // GRAPPLING TECHNIQUES (잡기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Throw entry - Step in and grab (던지기진입)\n * @korean 던지기진입\n */\n throwEntry(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n kf.rotate(BoneName.SHOULDER_R, 0.8, -0.3, 0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.PELVIS, 0, 0.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.05, 0.2);\n // Apply grab pose to both hands for grappling\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Throw execution - Hip under and throw (던지기)\n * @korean 던지기\n */\n throwExecute(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.8, -0.8);\n kf.rotate(BoneName.SHOULDER_R, -0.2, -0.6, 0.6);\n kf.rotate(BoneName.PELVIS, 0.5, 1.8, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.6, 1.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.7, 1.2, -0.2);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n // Apply grab pose - maintaining grip during throw\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Joint lock application (관절기)\n * @korean 관절기\n */\n jointLock(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -0.1, 1.0, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.7);\n kf.rotate(BoneName.WRIST_L, 0, -0.6, -0.4);\n kf.rotate(BoneName.SHOULDER_R, 0.1, -0.8, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.PELVIS, 0.15, 0.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.25, 0.4, -0.2);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.1, 0.05);\n // Apply grab pose for control during lock\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Wrist lock grab - Two-hand wrist control (손목잡기)\n * @korean 손목잡기\n */\n wristGrab(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.0);\n kf.rotate(BoneName.WRIST_R, 0.3, -0.4, 0.2);\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.4, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.2);\n kf.rotate(BoneName.WRIST_L, -0.2, 0.3, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n // Apply grab pose to both hands for wrist control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Wrist lock twist - Apply rotational pressure (손목꺾기)\n * @korean 손목꺾기\n */\n wristTwist(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.1, 0.5, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.WRIST_R, 0.5, -0.5, 0.4);\n kf.rotate(BoneName.SHOULDER_L, 0.1, 0.6, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.4, -0.2);\n kf.rotate(BoneName.PELVIS, 0, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n // Apply grab pose for maintaining control during twist\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Arm bar entry - Wrap arm across body (팔꺾기진입)\n * @korean 팔꺾기진입\n */\n armBarEntry(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.5, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.PELVIS, 0.2, 0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.4, 0);\n // Grab pose to control opponent's arm\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Arm bar drop - Go to ground for submission (팔꺾기)\n * @korean 팔꺾기\n */\n armBarDrop(timeOffset: number = 0.2, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.3, 0.9, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.6);\n kf.rotate(BoneName.SHOULDER_L, 0, 0.8, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.PELVIS, 1.0, 0.2, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.7, 0.15, 0);\n kf.rotate(BoneName.HIP_R, 1.4, 0, 0.4);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.HIP_L, 1.2, 0, -0.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.4, -0.1);\n // Grab pose to maintain arm control during drop\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slam lift - Hoist opponent up (슬램올리기)\n * @korean 슬램올리기\n */\n slamLift(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.9, 0.2, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, 0.9, -0.2, 0.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n kf.rotate(BoneName.KNEE_L, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.3, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.1, 0);\n // Grab pose for lifting opponent\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Slam down - Drive opponent to ground (슬램)\n * @korean 슬램\n */\n slamDown(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.3, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.4);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.3, 0, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.15, 0.2);\n // Grab pose maintained during slam\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // SPECIALIZED GRAPPLING (특수 잡기 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Hip throw - Classic hip projection (배대되치기)\n * Rotating hip throw with arm control\n * @korean 배대되치기\n */\n hipThrow(timeOffset: number = 0.18, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Hip rotation under opponent\n kf.rotate(BoneName.PELVIS, 0.3, 2.0, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.4, 1.6, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.5, 1.3, -0.15);\n\n // Arms pull opponent over\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.9, -0.7);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, -0.3, -0.5, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n // Legs provide base\n kf.rotate(BoneName.KNEE_L, -0.5, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Takedown entry - Shoot and grab legs (태클진입)\n * Double leg takedown initiation\n * @korean 태클진입\n */\n takedownShoot(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Low driving position\n kf.rotate(BoneName.PELVIS, 0.7, 0.1, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.5, 0.08, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.4, 0.05, 0);\n\n // Arms reach for legs\n kf.rotate(BoneName.SHOULDER_L, 0.6, 0.4, -0.35);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.6);\n kf.rotate(BoneName.SHOULDER_R, 0.6, -0.4, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n\n // Driving legs\n kf.rotate(BoneName.KNEE_L, -0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.6, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.25, 0.15);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Takedown finish - Lift and dump (태클완료)\n * Complete the takedown with dump\n * @korean 태클완료\n */\n takedownDump(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lifting and dumping motion\n kf.rotate(BoneName.PELVIS, 0.2, 0.5, 0);\n kf.rotate(BoneName.SPINE_LOWER, 0.15, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.35, -0.1);\n\n // Arms secure and dump\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.6, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.1);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.6, 0.5);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.1);\n\n // Legs drive forward\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.5, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.1, 0.25);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Elbow lock application - Arm bar pressure (팔꿈치꺾기)\n * Specific elbow hyperextension lock\n * @korean 팔꿈치꺾기\n */\n elbowLockApply(timeOffset: number = 0.18, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Two-on-one arm control\n kf.rotate(BoneName.SHOULDER_R, 0.3, 0.7, 0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n kf.rotate(BoneName.WRIST_R, 0.2, -0.3, 0.1);\n\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.8, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.6);\n kf.rotate(BoneName.WRIST_L, -0.2, 0.35, -0.1);\n\n // Torso leans back for leverage\n kf.rotate(BoneName.PELVIS, -0.15, 0.4, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.25, 0.35, 0);\n\n // Wide base\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Shoulder lock twist - Shoulder manipulation (어깨꺾기)\n * Rotational shoulder joint attack\n * @korean 어깨꺾기\n */\n shoulderLockTwist(\n timeOffset: number = 0.2,\n easing: string = \"ease-in\",\n ): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm wrapped and twisting\n kf.rotate(BoneName.SHOULDER_R, -0.2, 0.9, 0.8);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.2);\n kf.rotate(BoneName.WRIST_R, 0.4, -0.5, 0.3);\n\n kf.rotate(BoneName.SHOULDER_L, 0.5, 0.7, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n\n // Body rotation for torque\n kf.rotate(BoneName.PELVIS, 0, 0.7, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, 0.55, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0.05, 0.45, 0);\n\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Finger manipulation - Small joint lock (손가락비틀기)\n * Precise finger control technique\n * @korean 손가락비틀기\n */\n fingerLockTwist(timeOffset: number = 0.12, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Fine control hand positions\n kf.rotate(BoneName.SHOULDER_R, 0.15, 0.4, 0.35);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.9);\n kf.rotate(BoneName.WRIST_R, 0.5, -0.6, 0.4);\n\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.0);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.5, -0.2);\n\n // Minimal body movement\n kf.rotate(BoneName.PELVIS, 0, 0.25, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.08, 0.2, 0);\n\n // Precision grip for finger control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Choke grip - Rear naked choke position (교살잡기)\n * Setting up blood choke\n * @korean 교살잡기\n */\n chokeGrip(timeOffset: number = 0.15, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Arm across throat\n kf.rotate(BoneName.SHOULDER_R, -0.4, 0.6, 0.7);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.8);\n kf.rotate(BoneName.WRIST_R, 0.2, 0.3, 0);\n\n // Hand behind head\n kf.rotate(BoneName.SHOULDER_L, -0.6, 0.5, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.9);\n kf.rotate(BoneName.WRIST_L, 0, 0.2, -0.1);\n\n // Chest against back\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0.2, 0);\n kf.rotate(BoneName.PELVIS, 0.15, 0.15, 0);\n\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.GRAB, \"right\");\n this.applyHandPose(kf, HAND_POSES.GRAB, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Ground control - Mounted position (마운트)\n * Dominant ground position\n * @korean 마운트\n */\n groundMount(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Sitting on opponent's torso\n kf.rotate(BoneName.PELVIS, 0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0, 0);\n\n // Hands controlling\n kf.rotate(BoneName.SHOULDER_L, 0.4, 0.3, -0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.SHOULDER_R, 0.4, -0.3, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.8);\n\n // Knees wide for base\n kf.rotate(BoneName.HIP_L, 0.8, 0, -0.6);\n kf.rotate(BoneName.KNEE_L, -1.4, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0.6);\n kf.rotate(BoneName.KNEE_R, -1.4, 0, 0);\n\n kf.position(BoneName.PELVIS, 0, -0.4, 0);\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Clinch grab - Arms wrap around opponent (클린치잡기)\n * @korean 클린치잡기\n */\n clinchGrab(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n const clinch = MARTIAL_POSES.CLINCH;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, ...clinch.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...clinch.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...clinch.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...clinch.rightElbow);\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.2, 0, 0);\n // Apply grab pose for clinch control\n this.applyHandPose(kf, HAND_POSES.GRAB, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter parry - Quick deflection (반격막기)\n * @korean 반격막기\n */\n counterParry(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.9);\n kf.rotate(BoneName.WRIST_L, 0, 0.3, 0);\n kf.rotate(BoneName.SHOULDER_R, 0.1, 0, -0.2);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.5);\n kf.rotate(BoneName.PELVIS, 0, -0.2, 0);\n // Apply open palm for parrying\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"left\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter strike - Fast return strike (반격치기)\n * @korean 반격치기\n */\n counterStrike(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_R, -0.6, 0, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.1);\n kf.rotate(BoneName.WRIST_R, 0, 0, -0.2);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.35, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0.25, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n // Apply fist for counter punch\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Sweep - Low sweeping leg (걸기)\n * @korean 걸기\n */\n sweep(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -1.2, 0, 0);\n kf.rotate(BoneName.HIP_R, 0.5, 0, 1.5);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.3, -0.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.5, -0.4, 0);\n kf.position(BoneName.FOOT_R, 0.8, -0.1, 0);\n kf.position(BoneName.PELVIS, 0.1, -0.3, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Counter parry - Deflect incoming attack (막기)\n * @korean 막기\n */\n parry(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.2, 0.5, -0.8);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.8);\n kf.rotate(BoneName.WRIST_L, 0, 0.4, 0);\n kf.rotate(BoneName.PELVIS, 0, -0.3, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0);\n kf.rotate(BoneName.KNEE_L, -0.3, 0, 0);\n // Open palm for parry deflection\n this.applyHandPose(kf, HAND_POSES.OPEN_PALM, \"left\");\n this.applyHandPose(kf, HAND_POSES.FIST, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * High block defensive pose (상단막기)\n * @korean 상단막기\n */\n blockHigh(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, -1.0, 0.3, -0.6);\n kf.rotate(BoneName.SHOULDER_R, -1.0, -0.3, 0.6);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.3);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n // Fists for solid blocking surface\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Low block defensive pose (하단막기)\n * @korean 하단막기\n */\n blockLow(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SHOULDER_L, 0.3, 0.2, -0.4);\n kf.rotate(BoneName.SHOULDER_R, 0.3, -0.2, 0.4);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.6);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 0.6);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0, 0);\n // Fists for blocking\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Mid-section block - Standard middle block (중단막기)\n * Arms crossed protecting torso\n * @korean 중단막기\n */\n blockMiddle(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Forearm across body at mid-level\n kf.rotate(BoneName.SHOULDER_L, -0.4, 0.5, -0.5);\n kf.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.3);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -1.1);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.4);\n\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.15, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Knife hand block - Open hand deflection (수도막기)\n * Blade of hand for blocking\n * @korean 수도막기\n */\n blockKnifeHand(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Knife hand position\n kf.rotate(BoneName.SHOULDER_L, -0.5, 0.6, -0.5);\n kf.rotate(BoneName.ELBOW_L, 0, 0, -0.7);\n kf.rotate(BoneName.WRIST_L, -0.3, 0.4, 0);\n\n // Other hand guards solar plexus\n kf.rotate(BoneName.SHOULDER_R, 0.3, 0.2, 0.4);\n kf.rotate(BoneName.ELBOW_R, 0, 0, 1.3);\n\n kf.rotate(BoneName.SPINE_UPPER, 0, -0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"left\");\n this.applyHandPose(kf, HAND_POSES.KNIFE_HAND, \"right\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // MOVEMENT TECHNIQUES (이동 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Step forward or backward (스텝)\n * @korean 스텝\n */\n step(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.3, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, 0.1);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Forward step - Advancing stance (전진)\n * Weight transfers forward with lead foot\n * @korean 전진\n */\n forwardStep(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lead leg steps forward\n kf.rotate(BoneName.HIP_R, 0.35, 0.1, 0);\n kf.rotate(BoneName.KNEE_R, -0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.1, 0, 0);\n\n // Rear leg pushes\n kf.rotate(BoneName.HIP_L, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n\n // Body moves forward\n kf.rotate(BoneName.SPINE_UPPER, 0.05, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, 0.15);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Backward step - Retreating stance (후진)\n * Weight transfers backward with rear foot\n * @korean 후진\n */\n backwardStep(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Lead leg pulls back\n kf.rotate(BoneName.HIP_R, -0.1, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n\n // Rear leg steps back\n kf.rotate(BoneName.HIP_L, 0.25, 0.1, 0);\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0.1, 0, 0);\n\n // Body moves backward\n kf.rotate(BoneName.SPINE_UPPER, -0.05, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0, -0.15);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side step left - Lateral evasion (좌측이동)\n * Quick lateral movement to the left\n * @korean 좌측이동\n */\n sideStepLeft(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Left leg reaches\n kf.rotate(BoneName.HIP_L, 0.1, 0, -0.3);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n\n // Right leg follows\n kf.rotate(BoneName.HIP_R, 0.05, 0, -0.15);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n\n // Body shifts left\n kf.rotate(BoneName.PELVIS, 0, -0.1, 0);\n kf.position(BoneName.PELVIS, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Side step right - Lateral evasion (우측이동)\n * Quick lateral movement to the right\n * @korean 우측이동\n */\n sideStepRight(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Right leg reaches\n kf.rotate(BoneName.HIP_R, 0.1, 0, 0.3);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n\n // Left leg follows\n kf.rotate(BoneName.HIP_L, 0.05, 0, 0.15);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n\n // Body shifts right\n kf.rotate(BoneName.PELVIS, 0, 0.1, 0);\n kf.position(BoneName.PELVIS, 0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Lateral shift movement (측면이동)\n * @korean 측면이동\n */\n shift(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.25, 0, 0);\n kf.rotate(BoneName.PELVIS, 0, 0.2, 0);\n kf.position(BoneName.PELVIS, 0.15, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Rotation/pivot movement (회전)\n * @korean 회전\n */\n rotate(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.PELVIS, 0, 0.78, 0); // ~45 degrees\n kf.rotate(BoneName.SPINE_LOWER, 0, 0.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.3, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Full 360° spin (회전)\n * @korean 전체회전\n */\n spin(timeOffset: number = 0.2, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.PELVIS, 0, 3.14, 0); // 180 degrees\n kf.rotate(BoneName.SPINE_LOWER, 0, 2.8, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 2.5, 0);\n kf.rotate(BoneName.HEAD, 0, 0.5, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Spinning kick finish (회전차기)\n * @korean 회전차기\n */\n spinKick(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, 1.2);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0.2);\n kf.position(BoneName.FOOT_R, 0.5, 0.3, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Jump/hop movement (점프)\n * @korean 점프\n */\n jump(timeOffset: number = 0.15, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.4, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0.3, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.3, 0, 0);\n kf.position(BoneName.PELVIS, 0, 0.15, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Duck/crouch movement (숙이기)\n * @korean 숙이기\n */\n duck(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.6, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.6, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.15, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.2, 0, 0);\n kf.position(BoneName.PELVIS, 0, -0.15, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Lean back movement (뒤로젖히기)\n * @korean 뒤로젖히기\n */\n lean(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.SPINE_LOWER, -0.2, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.15, 0, 0);\n kf.rotate(BoneName.PELVIS, -0.1, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Bob head movement (헤드밥)\n * @korean 헤드밥\n */\n bob(timeOffset: number = 0.08, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.35, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.35, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.15, 0.2, 0);\n kf.rotate(BoneName.HEAD, 0.1, 0.1, 0);\n kf.position(BoneName.PELVIS, 0.05, -0.08, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Weave movement (위브)\n * @korean 위브\n */\n weave(timeOffset: number = 0.1, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.4, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0.1, -0.25, 0);\n kf.rotate(BoneName.HEAD, 0.05, -0.15, 0);\n kf.position(BoneName.PELVIS, -0.05, -0.05, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Roundhouse kick extension (돌려차기)\n * @korean 돌려차기\n */\n roundhouse(timeOffset: number = 0.12, easing: string = \"ease-out\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 1.2, 0, 1.6);\n kf.rotate(BoneName.KNEE_R, -0.1, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0.4, 0, 0.3);\n kf.rotate(BoneName.PELVIS, 0, -1.5, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0.8, 0);\n kf.position(BoneName.FOOT_R, 0.8, 0, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Axe kick downward motion (내려차기)\n * @korean 내려차기\n */\n axeKick(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n kf.rotate(BoneName.HIP_R, 0.8, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.15, 0, 0);\n kf.rotate(BoneName.FOOT_R, -0.3, 0, 0);\n kf.rotate(BoneName.PELVIS, 0.1, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0.5, 0.4);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // GUARD POSITIONS (방어 자세)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply fighting guard - Hands protect face (경계자세)\n * @korean 경계자세\n */\n withGuard(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.GUARD);\n // Fists up for guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, \"both\");\n }\n return this;\n }\n\n /**\n * Apply high guard - Hands at temple (상단방어)\n * @korean 상단방어\n */\n withHighGuard(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.HIGH_GUARD);\n }\n return this;\n }\n\n /**\n * Apply Korean guard position helper\n *\n * Private helper method to reduce code duplication across guard methods.\n * Applies guard positions to the last keyframe in the animation.\n *\n * @param guardType - Type of guard to apply\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 한국방어자세적용헬퍼\n * @private\n */\n private applyKoreanGuard(\n guardType: GuardPositionType,\n side: \"left\" | \"right\" | \"both\" = \"both\",\n ): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n const kf = new KeyframeConfig();\n kf.withGuard(guardType, side);\n\n // Merge rotations into last keyframe\n for (const [bone, rotation] of kf.rotations.entries()) {\n lastKf.boneRotations.set(bone, rotation);\n }\n\n // Apply fist pose to hands in guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, side);\n }\n return this;\n }\n\n /**\n * Apply Korean high guard position (상단막기)\n *\n * Traditional Korean martial arts high guard with hands at temple level\n * protecting head and face. Uses authentic 막기자세 positioning.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 상단막기자세\n */\n withKoreanHighGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"HIGH_GUARD\", side);\n }\n\n /**\n * Apply Korean middle guard position (중단막기)\n *\n * Standard Korean martial arts guard at chest/solar plexus level.\n * Most versatile guard position, used in most fighting stances.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 중단막기자세\n */\n withKoreanMiddleGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"MIDDLE_GUARD\", side);\n }\n\n /**\n * Apply Korean low guard position (하단막기)\n *\n * Low guard position protecting lower body and groin.\n * Used in grappling and ground-fighting scenarios.\n *\n * @param side - Which side to apply (\"left\" | \"right\" | \"both\")\n * @returns this for chaining\n * @korean 하단막기자세\n */\n withKoreanLowGuard(side: \"left\" | \"right\" | \"both\" = \"both\"): this {\n return this.applyKoreanGuard(\"LOW_GUARD\", side);\n }\n\n /**\n * Apply trigram-specific guard pose (팔괘자세)\n *\n * Sets the complete body position for the specified trigram stance,\n * including arms, legs, torso, and pelvis. Unlike generic guards,\n * this applies the authentic Korean martial arts posture for each\n * of the eight trigram stances.\n *\n * Use this for:\n * - Idle stance animations\n * - Returning to guard after techniques\n * - Walk/run animations (arms only mode)\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @param options - Application options (what body parts to apply)\n * @returns this for chaining\n *\n * @example\n * ```typescript\n * // Full guard pose in idle stance\n * builder.at(0).withTrigramGuard(TrigramStance.GEON);\n *\n * // Arms only for walk animation (legs handled separately)\n * builder.at(0).withTrigramGuard(TrigramStance.TAE, {\n * includeLegs: false,\n * includePelvis: false\n * });\n * ```\n *\n * @korean 팔괘방어자세\n */\n withTrigramGuard(stance: TrigramStance, options?: TrigramGuardOptions): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n const kf = new KeyframeConfig();\n applyTrigramGuardToConfig(kf, stance, options);\n\n // Merge rotations into last keyframe\n for (const [bone, rotation] of kf.rotations.entries()) {\n lastKf.boneRotations.set(bone, rotation);\n }\n\n // Apply fist pose to hands in guard\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.FIST, \"both\");\n }\n return this;\n }\n\n /**\n * Get trigram guard arm positions for locomotion animations\n *\n * Returns the base arm positions for the specified trigram's guard pose.\n * Use this when building walk/run animations that need to maintain\n * the trigram's arm guard while adding swing motion.\n *\n * @param stance - Trigram stance\n * @returns Left and right arm base rotations (shoulder, elbow)\n *\n * @example\n * ```typescript\n * const arms = builder.getTrigramArmGuard(TrigramStance.GEON);\n * // Add swing to left shoulder while keeping guard shape\n * kf.rotate(BoneName.SHOULDER_L,\n * arms.left.shoulder[0] + swingOffset,\n * arms.left.shoulder[1],\n * arms.left.shoulder[2]\n * );\n * ```\n *\n * @korean 팔괘팔자세가져오기\n */\n static getTrigramArmGuard(stance: TrigramStance): {\n left: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n right: {\n shoulder: [number, number, number];\n elbow: [number, number, number];\n };\n } {\n return getGuardArmBase(stance);\n }\n\n /**\n * Apply clinch position (클린치)\n * @korean 클린치\n */\n withClinch(): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n applyMartialPoseToKeyframe(lastKf, MARTIAL_POSES.CLINCH);\n }\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // HAND POSES (손 모양)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Helper to apply finger rotations from a hand pose to a keyframe\n * @internal\n */\n private applyHandPose(\n kf: KeyframeConfig,\n pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],\n hand: \"left\" | \"right\" | \"both\",\n ): void {\n applyHandPoseToConfig(kf, pose, hand);\n }\n\n /**\n * Apply open palm pose - Palm strikes and blocks (장권)\n * @param hand Which hand(s) to apply the pose to\n * @korean 손바닥펴기\n */\n withOpenPalm(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.OPEN_PALM, hand);\n }\n return this;\n }\n\n /**\n * Apply spear hand pose - Finger strikes to throat/eyes (관수)\n * @param hand Which hand(s) to apply the pose to\n * @korean 관수펴기\n */\n withSpearHand(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.SPEAR_HAND, hand);\n }\n return this;\n }\n\n /**\n * Apply backfist pose - Knuckle strikes (등주먹)\n * @param hand Which hand(s) to apply the pose to\n * @korean 등주먹\n */\n withBackfist(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.BACKFIST, hand);\n }\n return this;\n }\n\n /**\n * Apply grab pose - Grappling and holds (잡기)\n * @param hand Which hand(s) to apply the pose to\n * @korean 잡기손\n */\n withGrab(hand: \"left\" | \"right\" | \"both\" = \"both\"): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n if (lastKf) {\n this.applyHandPoseToKeyframe(lastKf, HAND_POSES.GRAB, hand);\n }\n return this;\n }\n\n /**\n * Helper to apply finger rotations from a hand pose to an existing keyframe\n * @internal\n */\n private applyHandPoseToKeyframe(\n kf: AnimationKeyframe,\n pose: (typeof HAND_POSES)[keyof typeof HAND_POSES],\n hand: \"left\" | \"right\" | \"both\",\n ): void {\n applyHandPoseToKeyframe(kf, pose, hand);\n }\n\n /**\n * Apply hand pose during a keyframe (inline version for addKeyframe)\n * @param pose The hand pose to apply\n * @param hand Which hand(s) to apply the pose to\n * @korean 손모양적용\n */\n applyHandPoseDuring(\n kf: KeyframeConfig,\n pose: keyof typeof HAND_POSES,\n hand: \"left\" | \"right\" | \"both\" = \"both\",\n ): void {\n this.applyHandPose(kf, HAND_POSES[pose], hand);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // FOOT POSITIONING (발 위치)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply foot positions based on stance width (발너비)\n * Sets left and right foot X positions symmetrically around center\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @korean 발너비적용\n *\n * @example\n * ```typescript\n * // Jin Thunder stance (2.0x shoulder width)\n * .withFootWidth(2.0, 46) // 0.92m total width\n *\n * // Son Wind stance (0.0x - crane stance)\n * .withFootWidth(0.0, 46) // 0m - single leg\n * ```\n */\n withFootWidth(stanceWidthMultiplier: number, shoulderWidth: number): this {\n const lastKf = this.keyframes[this.keyframes.length - 1];\n const bonePositions = lastKf?.bonePositions;\n if (bonePositions) {\n // Calculate symmetric foot positions using shared helper\n const totalWidth = calculateStanceWidth(\n stanceWidthMultiplier,\n shoulderWidth,\n );\n const halfWidth = totalWidth / 2;\n\n // Create new map with existing positions plus foot positions\n const newPositions = new Map<BoneName, THREE.Vector3>();\n bonePositions.forEach((pos, bone) => {\n newPositions.set(bone as BoneName, pos);\n });\n newPositions.set(BoneName.FOOT_L, new THREE.Vector3(-halfWidth, 0, 0));\n newPositions.set(BoneName.FOOT_R, new THREE.Vector3(halfWidth, 0, 0));\n\n // Replace with new map (cast to writable for assignment)\n (\n lastKf as { bonePositions: ReadonlyMap<BoneName, THREE.Vector3> }\n ).bonePositions = newPositions as ReadonlyMap<BoneName, THREE.Vector3>;\n }\n return this;\n }\n\n /**\n * Apply foot positions to current keyframe during addKeyframe\n * Inline version for use within keyframe callback\n *\n * @param kf - KeyframeConfig to modify\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @korean 발너비설정\n */\n applyFootPositionsDuring(\n kf: KeyframeConfig,\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n ): void {\n const totalWidth = calculateStanceWidth(\n stanceWidthMultiplier,\n shoulderWidth,\n );\n const halfWidth = totalWidth / 2;\n\n kf.position(BoneName.FOOT_L, -halfWidth, 0, 0);\n kf.position(BoneName.FOOT_R, halfWidth, 0, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // RECOVERY & COMMON (복귀 & 공통)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Recover to fighting guard (복귀)\n * Returns to neutral stance with torso reset\n * @korean 복귀\n */\n recover(timeOffset: number = 0.1, easing: string = \"ease-in\"): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Reset legs\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.2, 0, 0);\n kf.rotate(BoneName.FOOT_R, 0, 0, 0);\n kf.rotate(BoneName.FOOT_L, 0, 0, 0);\n // Reset spine and pelvis to neutral\n kf.rotate(BoneName.PELVIS, 0, 0, 0);\n this.resetTorsoRotation(kf);\n // Apply guard\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n // Reset positions\n kf.position(BoneName.PELVIS, 0, 0, 0);\n kf.position(BoneName.FOOT_R, 0, 0, 0);\n // Fists up for guard\n this.applyHandPose(kf, HAND_POSES.FIST, \"both\");\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n /**\n * Full 360° spin recovery (회전복귀)\n * @korean 회전복귀\n */\n spinRecover(timeOffset: number = 0.2, easing: string = \"ease-in\"): this {\n const guard = MARTIAL_POSES.GUARD;\n this.addKeyframe(this.currentTime + timeOffset, easing, (kf) => {\n // Complete rotation to forward-facing\n kf.rotate(BoneName.PELVIS, 0, -6.28, 0); // Full 360°\n kf.rotate(BoneName.SPINE_LOWER, 0, -6.28, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, -6.28, 0);\n kf.rotate(BoneName.HEAD, 0, 0, 0);\n // Reset legs\n kf.rotate(BoneName.HIP_R, 0, 0, 0);\n kf.rotate(BoneName.KNEE_R, -0.2, 0, 0);\n kf.rotate(BoneName.KNEE_L, -0.25, 0, 0);\n // Guard\n kf.rotate(BoneName.SHOULDER_L, ...guard.leftShoulder);\n kf.rotate(BoneName.ELBOW_L, ...guard.leftElbow);\n kf.rotate(BoneName.SHOULDER_R, ...guard.rightShoulder);\n kf.rotate(BoneName.ELBOW_R, ...guard.rightElbow);\n kf.position(BoneName.PELVIS, 0, -0.05, 0);\n });\n this.currentTime += timeOffset;\n return this;\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // TORSO ROTATION HELPERS (허리비틀기 도우미)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Apply torso rotation for straight punch power generation (주먹허리비틀기)\n *\n * Korean martial arts principle: 허리비틀기 (Heori Biteulgi) - Waist twist for power\n * The torso rotates OPPOSITE to the punch direction, creating torque through\n * the spine that transfers power into the strike.\n *\n * Biomechanics:\n * - SPINE_LOWER rotates 50% of target angle (foundation rotation)\n * - SPINE_MIDDLE rotates 70% of target angle (power transfer zone)\n * - SPINE_UPPER rotates 100% of target angle (maximum rotation at shoulders)\n *\n * @param kf - KeyframeConfig to apply rotation to\n * @param side - Which hand is punching (\"left\" | \"right\")\n * @param rotationDegrees - Target rotation in degrees (15-25° recommended)\n *\n * @example\n * ```typescript\n * // Right cross with 20° counter-rotation\n * this.addKeyframe(0.35, \"ease-out\", (kf) => {\n * this.applyPunchTorsoRotation(kf, \"right\", 20);\n * // ... other punch mechanics\n * });\n * ```\n *\n * @korean 주먹허리비틀기\n */\n private applyPunchTorsoRotation(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n rotationDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Punch rotates torso OPPOSITE to punch direction for power\n const direction = isRight ? 1 : -1;\n const rotationRad = (rotationDegrees * Math.PI) / 180;\n\n // Get existing spine rotations if any (from applyPunchPhaseToConfig)\n const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);\n const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);\n const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);\n\n // Sequential spine rotation (lower → mid → upper)\n // Combine with existing Y-axis rotations\n kf.rotate(\n BoneName.SPINE_LOWER,\n existingLower?.x ?? 0,\n (existingLower?.y ?? 0) + rotationRad * direction * 0.5,\n existingLower?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_MIDDLE,\n existingMiddle?.x ?? 0,\n (existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,\n existingMiddle?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_UPPER,\n existingUpper?.x ?? 0,\n (existingUpper?.y ?? 0) + rotationRad * direction,\n existingUpper?.z ?? 0,\n );\n }\n\n /**\n * Apply torso rotation for hook punch circular power (훅허리비틀기)\n *\n * Korean martial arts principle: 몸통회전 (Momtong Hoejeon) - Full torso rotation\n * Hook punches generate power from hip and shoulder rotation in a circular motion.\n * Larger rotation angle (45-60°) creates the circular arc needed for hooks.\n *\n * Biomechanics:\n * - SPINE_LOWER rotates 50% (hip engagement)\n * - SPINE_MIDDLE rotates 70% (core power transfer)\n * - SPINE_UPPER rotates 100% (shoulder whip into target)\n *\n * @param kf - KeyframeConfig to apply rotation to\n * @param side - Which hand is hooking (\"left\" | \"right\")\n * @param rotationDegrees - Target rotation in degrees (45-60° recommended)\n *\n * @example\n * ```typescript\n * // Right hook with 50° rotation\n * this.addKeyframe(0.30, \"ease-out\", (kf) => {\n * this.applyHookTorsoRotation(kf, \"right\", 50);\n * // ... other hook mechanics\n * });\n * ```\n *\n * @korean 훅허리비틀기\n */\n private applyHookTorsoRotation(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n rotationDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Hook rotates torso INTO the punch for circular power\n const direction = isRight ? -1 : 1;\n const rotationRad = (rotationDegrees * Math.PI) / 180;\n\n // Get existing spine rotations if any and preserve X/Z axes\n const existingLower = kf.rotations.get(BoneName.SPINE_LOWER);\n const existingMiddle = kf.rotations.get(BoneName.SPINE_MIDDLE);\n const existingUpper = kf.rotations.get(BoneName.SPINE_UPPER);\n\n // Sequential spine rotation for circular motion, combining with existing rotations\n kf.rotate(\n BoneName.SPINE_LOWER,\n existingLower?.x ?? 0,\n (existingLower?.y ?? 0) + rotationRad * direction * 0.5,\n existingLower?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_MIDDLE,\n existingMiddle?.x ?? 0,\n (existingMiddle?.y ?? 0) + rotationRad * direction * 0.7,\n existingMiddle?.z ?? 0,\n );\n kf.rotate(\n BoneName.SPINE_UPPER,\n existingUpper?.x ?? 0,\n (existingUpper?.y ?? 0) + rotationRad * direction,\n existingUpper?.z ?? 0,\n );\n }\n\n /**\n * Apply torso lean for kick balance (차기허리기울이기)\n *\n * Korean martial arts principle: 중심축회전 (Jungsim Chuk Hoejeon) - Central axis rotation\n * When executing kicks, the torso leans AWAY from the kicking leg to:\n * 1. Maintain balance on the support leg\n * 2. Increase reach by extending the kick further\n * 3. Prevent falling backward during high kicks\n *\n * Biomechanics:\n * - SPINE_LOWER leans away from kick (foundation)\n * - SPINE_MIDDLE leans with lower spine (stability)\n * - SPINE_UPPER leans slightly less (control)\n *\n * @param kf - KeyframeConfig to apply lean to\n * @param side - Which leg is kicking (\"left\" | \"right\")\n * @param leanDegrees - Amount of lean in degrees (10-20° recommended)\n *\n * @example\n * ```typescript\n * // Right roundhouse kick with compensatory lean\n * this.addKeyframe(0.35, \"ease-out\", (kf) => {\n * this.applyKickTorsoLean(kf, \"right\", 15);\n * // ... other kick mechanics\n * });\n * ```\n *\n * @korean 차기허리기울이기\n */\n private applyKickTorsoLean(\n kf: KeyframeConfig,\n side: \"left\" | \"right\",\n leanDegrees: number,\n ): void {\n const isRight = side === \"right\";\n // Lean AWAY from kicking leg (left kick = lean right, right kick = lean left)\n const direction = isRight ? -1 : 1;\n const leanRad = (leanDegrees * Math.PI) / 180;\n\n // Lateral lean on Z-axis (side-to-side roll) for torso balance.\n // NOTE: This method only sets the Z-axis roll component. Any subsequent kf.rotate\n // calls on these spine bones (e.g. adding Y-axis twist in a kick phase) must\n // preserve or explicitly incorporate this roll, otherwise the lean will be lost.\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, leanRad * direction * 0.9);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, leanRad * direction * 0.7);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, leanRad * direction * 0.5);\n }\n\n /**\n * Reset torso to neutral position (허리중립)\n *\n * Returns all spine bones to neutral rotation (0, 0, 0).\n * Used during recovery phases to return to fighting stance.\n *\n * @param kf - KeyframeConfig to reset\n *\n * @korean 허리중립\n */\n private resetTorsoRotation(kf: KeyframeConfig): void {\n kf.rotate(BoneName.SPINE_LOWER, 0, 0, 0);\n kf.rotate(BoneName.SPINE_MIDDLE, 0, 0, 0);\n kf.rotate(BoneName.SPINE_UPPER, 0, 0, 0);\n }\n\n // ═══════════════════════════════════════════════════════════════════════\n // LOW-LEVEL API (저수준 API)\n // ═══════════════════════════════════════════════════════════════════════\n\n /**\n * Add custom keyframe with callback\n */\n private addKeyframe(\n time: number,\n easing: string,\n configure: (kf: KeyframeConfig) => void,\n ): void {\n const kf = new KeyframeConfig();\n configure(kf);\n this.keyframes.push({\n time,\n easing: easing as \"linear\" | \"ease-in\" | \"ease-out\" | \"ease-in-out\",\n boneRotations: kf.rotations,\n bonePositions: kf.positions,\n });\n }\n\n /**\n * Add raw keyframe at specific time\n */\n at(time: number, easing: string = \"linear\"): KeyframeConfig {\n const kf = new KeyframeConfig();\n kf.setBuilder(this, time, easing);\n return kf;\n }\n\n /**\n * Internal: Add keyframe from KeyframeConfig\n */\n _addKeyframe(kf: AnimationKeyframe): void {\n this.keyframes.push(kf);\n }\n\n /**\n * Build the complete animation\n *\n * Automatically normalizes timing to ensure animations start at time 0.\n * This is important for animation system consistency and performance.\n */\n build(): SkeletalAnimation {\n // Normalize keyframe timing to start at 0\n // This ensures all animations begin at the same reference point\n let normalizedKeyframes = this.keyframes;\n\n if (this.keyframes.length > 0) {\n const firstTime = this.keyframes[0].time;\n\n // If animation doesn't start at 0, normalize all keyframe times\n if (firstTime !== 0) {\n normalizedKeyframes = this.keyframes.map((kf) => ({\n ...kf,\n time: kf.time - firstTime,\n }));\n }\n }\n\n return {\n name: this.name,\n koreanName: this.koreanName,\n duration: this.duration,\n loop: this.loop,\n type: this.type,\n keyframes: normalizedKeyframes,\n };\n 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