added setup documentation and license

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Cr8-xyz uses the GNU General Public License version 3, which describes
the rights to distribute or change the code.
Please read this file for the
full license: docs/LICENSE
Apart from the GNU GPL v3, Cr8-xyz is not available under other licenses.
2025, Thamsanqa J Ncube
thamsanqa.dev@gmail.com

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# Cr8-xyz Platform
## Overview
Cr8-xyz is a CGI content creation platform powered by Blender as the creative engine. Our mission is to democratize 3D content creation by putting the power of Blender in everyone's hands through natural language interfaces and AI automation.
### Core Components
1. **Frontend**: Tanstack-based interface with WebRTC streaming
2. **Cr8_engine**: FastAPI WebSocket server for real-time communication
3. **Blender Cr8tive Engine**: Headless Blender addon for command execution
## Getting Started
### Prerequisites
- Node.js 18.x (for frontend)
- Python 3.10+ (for backend)
- Blender 4.2+ (for creative engine)(Our Unofficial version with Pixel Streaming)
### Installation
1. Clone the repository:
```bash
git clone https://code.streetcrisis.online/Cr8-xyz/cr8-app.git
cd cr8-app
```
2. Set up components:
- [Frontend Setup](frontend/README.md)
- [Cr8_engine Setup](backend/cr8_engine/README.md)
- [Blender Addon Setup](backend/blender_cr8tive_engine/README.md)
## Development
```bash
# Start all services
cd frontend && pnpm dev
cd backend/cr8_engine && uvicorn main:app --reload
```
## Contributing
We welcome contributions!
## License
This project is licensed under the GNU General Public License v3.0 or later - see the [LICENSE](docs/LICENSE) file for details.

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# Blender Cr8tive Engine
## Overview
The Blender Cr8tive Engine is a headless Blender addon that executes commands from the Cr8-xyz platform. It enables:
- Remote control of Blender via WebSocket
- Real-time viewport streaming via WebRTC
- AI-assisted 3D content creation
## Requirements
- Blender (Our unOfficial version of blender with Pixel Streaming )
- Python 3.10+
- WebSocket connection to Cr8_engine
## Installation
1. Install required Python dependencies in Blender's Python environment:
- Open Blender's Python console
- Run:
```python
import pip
pip.main(['install', 'websocket-client'])
```
2. Install the addon in Blender:
- Open Blender
- Go to Edit > Preferences > Add-ons
- Click "drop down button..." button in top right corner
- Select `install from disk`
- Select the `blender_cr8tive_engine` zip file
- Enable the addon
## Key Features
### WebSocket Integration
- Command routing to specific handlers
- Session management
- Error handling with retries
### Asset Operations
- Append/remove assets
- Transform controls (rotate/scale)
- Asset information retrieval
### Template System
- Template wizard for scene setup
- Control parameter management
- Preset loading
## Troubleshooting
- Connection issues: Verify WS_URL and Blender console logs
- Command failures: Check Blender Python console
- Performance: Monitor WebRTC bandwidth usage

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@@ -6,7 +6,7 @@ id = "my_example_extension"
version = "1.0.0"
name = "Cr8tive Engine"
tagline = "The freedom To Dream"
maintainer = "Thamsanqa Dreem <thamsanqa.dev@gmail.com>"
maintainer = "Thamsanqa J Ncube <thamsanqa.dev@gmail.com>"
# Supported types: "add-on", "theme"
type = "add-on"

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# WebSocket Server for Blender and Cr8-xyz Integration
# Cr8-xyz Engine (WebSocket Server)
## Overview
This WebSocket server facilitates communication between Cr8-xyz Blender addon and Cr8-xyz platform, enabling real-time interaction and frame broadcasting.
The Cr8_engine is a FastAPI WebSocket server that acts as the central communication hub between:
## Features
- The Cr8-xyz frontend interface
- The Blender Cr8tive Engine addon
- AI agent processes
- Robust WebSocket connection management
- Command routing for different client actions
- Frame broadcasting
- Comprehensive logging
- Error handling
## Key Features
## Setup
### WebSocket Architecture
1. Clone the repository
2. Create a virtual environment
3. Install dependencies:
- Dual WebSocket endpoints (`/blender` and `/browser`)
- Message routing based on command patterns
- Session management with exponential backoff retries
### Agent Integration
- MCP server for tool integration
- Context management for AI agents
- Command validation and processing
## Setup & Installation
```bash
# Create and activate virtual environment
python3 -m venv venv
source venv/bin/activate
# Install dependencies
pip install -r requirements.txt
# Set up environment variables (copy from .env.example)
cp .env.example .env
```
## Running the Server
```bash
python main.py
# Development mode (auto-reload)
uvicorn main:app --reload --host 0.0.0.0 --port 8000
# Production mode
uvicorn main:app --host 0.0.0.0 --port 8000
```
## Configuration
- Modify host/port in `main.py`
- Adjust logging in `main.py`
### Environment Variables
## Client Connections
- `WS_URL`: WebSocket connection URL
- `API_KEY`: Authentication key
- `LOG_LEVEL`: Debug/Info/Warning/Error
- Blender client connects to '/blender'
- Browser client connects to '/browser'
### Main Configuration
- Edit `main.py` for:
- Host/port settings
- CORS configuration
- Logging levels
## API Endpoints
### WebSocket
- `/ws/blender` - Blender addon connection
- `/ws/browser` - Frontend connection
### REST API
- `/api/v1/...` - Additional HTTP endpoints
## Troubleshooting
- Connection issues: Check firewall and port settings
- Authentication errors: Verify API keys
- Message processing: Check logs in `logs/cr8_engine.log`

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@@ -10,7 +10,7 @@ from .panels import VIEW3D_PT_TemplateSystem, VIEW3D_PT_CameraTemplates, VIEW3D_
bl_info = {
"name": "Cr8-xyz Animation Engine",
"author": "Thamsanqa Dreem",
"author": "Thamsanqa J Ncube",
"version": (1, 0),
"blender": (4, 3, 2),
"location": "View3D > Sidebar > Template System",

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@@ -1,33 +0,0 @@
# Cr8 App Documentation
This documentation provides comprehensive information about the Cr8 App, its architecture, components, and usage.
## Table of Contents
- [Animations System](./animations/overview.md)
- [Architecture](./animations/architecture.md)
- Implementation Details
- [Backend Implementation](./animations/implementation/backend.md)
- [Frontend Implementation](./animations/implementation/frontend.md)
- [WebSocket Communication](./animations/implementation/websocket.md)
- [Usage Guide](./animations/usage.md)
## Project Overview
Cr8 is a creative platform that integrates with Blender to provide a web-based interface for manipulating 3D scenes. The application consists of several key components:
1. **Frontend**: A React-based web application that provides the user interface
2. **cr8_engine**: A middleware service that handles API requests and WebSocket communication
3. **blender_cr8tive_engine**: A Blender addon that interfaces with Blender to manipulate 3D scenes
## Key Features
- Real-time scene manipulation via WebSocket communication
- Template-based scene creation and customization
- Animation controls for camera, lighting, and product animations
- Asset management and placement
- Scene configuration and rendering
## Getting Started
Refer to the specific documentation sections for detailed information about each component and feature.

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@@ -1,33 +0,0 @@
# Cr8tive Engine Architecture
## Overview
The Cr8tive Engine has undergone significant architectural changes to improve modularity and maintainability. The key components are:
### Backend Structure
- **Core Modules**:
- `ws/`: WebSocket handlers for real-time communication
- `core/`: Core utilities and controllers
- `rendering/`: Preview rendering and video generation
- `templates/`: Template management and wizard
### Frontend Structure
- **New Systems**:
- Asset Placer: Manages asset placement and transformations
- Enhanced WebSocket Context: Improved connection handling
- Animation System: Unified animation controls
### Communication Flow
1. Browser ↔ WebSocket Server ↔ Blender Instance
2. Real-time updates through WebSocket messages
3. State management via Zustand stores
## Key Changes
- Refactored Blender controller architecture
- New asset placement system with undo/redo support
- Improved template handling and controls
- Enhanced error handling and recovery mechanisms

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@@ -1,37 +0,0 @@
# Backend Implementation
## WebSocket Handlers
The backend now uses a modular WebSocket handler system with improved error handling:
### Key Handlers
- **CameraHandler**: Manages camera operations and transformations
- **LightHandler**: Controls lighting adjustments and animations
- **MaterialHandler**: Handles material updates and properties
- **ObjectHandler**: Manages object transformations and constraints
- **AssetHandler**: New handler for asset placement operations
### Session Management
- Improved session tracking with state management
- Automatic reconnection handling
- Resource cleanup on session end
## Template System
The template system has been refactored to support:
- Modular template components
- Better validation and error handling
- Improved API endpoints for template management
- Support for camera, light, and product animations
## Asset Placement
New asset placement system features:
- Precise positioning controls
- Rotation and scaling operations
- Undo/redo support
- Real-time synchronization with Blender

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@@ -1,31 +0,0 @@
# Frontend Implementation
## Asset Placer System
The new asset placer system provides:
- Drag-and-drop asset placement
- Real-time transformations (rotate, scale, move)
- Asset swapping and replacement
- State management via Zustand store
- Undo/redo functionality
## WebSocket Context
The WebSocket system has been enhanced with:
- Connection state tracking
- Automatic reconnection
- Message queuing and retry
- Error handling and recovery
- Blender connection monitoring
## Animation Controls
The animation system now features:
- Unified animation controls
- Camera, light, and product animations
- Animation preview and playback
- Animation timeline controls
- Animation state management

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@@ -1,496 +0,0 @@
# WebSocket Communication
This document details the WebSocket communication protocol used by the Animation System, covering message formats, command structure, and error handling.
## Overview
The Animation System uses WebSocket communication to enable real-time interaction between the frontend and the backend. This allows for immediate feedback when applying animations to the 3D scene.
The communication flow follows this pattern:
1. Frontend sends animation commands to cr8_engine via WebSocket
2. cr8_engine forwards commands to blender_cr8tive_engine
3. blender_cr8tive_engine executes the commands in Blender
4. Results are sent back through the same path in reverse
## WebSocket Connection
### Connection Establishment
The WebSocket connection is established when the user loads the application. The connection URL includes the username and template information:
```typescript
// frontend/hooks/useWebsocket.ts
const getWebSocketUrl = useCallback(() => {
if (!userInfo?.username || !template) {
return null;
}
return `${websocketUrl}/${userInfo.username}/browser?blend_file=${template}`;
}, [userInfo?.username, template, websocketUrl]);
```
### Connection Management
The WebSocket connection is managed by the `useWebSocket` hook, which handles connection establishment, reconnection, and message sending:
```typescript
// frontend/hooks/useWebsocket.ts
export const useWebSocket = (onMessage?: (data: any) => void) => {
const [status, setStatus] = useState<WebSocketStatus>("disconnected");
const websocketRef = useRef<WebSocket | null>(null);
const reconnectTimeoutRef = useRef<NodeJS.Timeout>();
const reconnectAttemptsRef = useRef(0);
// ... other state and refs
const connect = useCallback(() => {
const url = getWebSocketUrl();
if (!url) {
toast.error("Missing connection details");
return;
}
// ... connection logic
try {
setStatus("connecting");
const ws = new WebSocket(url);
websocketRef.current = ws;
ws.onopen = () => {
setStatus("connected");
// ... handle successful connection
};
ws.onclose = (event) => {
// ... handle connection close
};
ws.onerror = (error) => {
// ... handle connection error
};
ws.onmessage = (event) => {
// ... handle incoming messages
};
} catch (error) {
// ... handle connection failure
}
}, [getWebSocketUrl, sendMessage, attemptReconnect]);
// ... other methods
return {
status,
websocket: websocketRef.current,
isConnected: status === "connected",
reconnect,
disconnect,
sendMessage,
requestTemplateControls,
};
};
```
## Message Format
### Command Messages
Commands sent from the frontend to the backend follow a standard format:
```typescript
interface WebSocketMessage {
command: string; // The command to execute
empty_name?: string; // The target empty (for animation commands)
data?: any; // Command-specific data
message_id?: string; // Unique ID for tracking the command
}
```
### Response Messages
Responses from the backend to the frontend also follow a standard format:
```typescript
interface WebSocketResponse {
command: string; // The command that was executed
status: "success" | "error"; // The status of the command
message?: string; // A message describing the result
message_id?: string; // The ID of the original command
data?: any; // Command-specific response data
}
```
## Animation Commands
### Camera Animation Command
```json
{
"command": "load_camera_animation",
"empty_name": "Camera",
"data": {
"animation_id": "cam_orbit_01",
"parameters": {
"duration": 5.0,
"easing": "ease-in-out"
}
},
"message_id": "anim_1234567890"
}
```
### Light Animation Command
```json
{
"command": "load_light_animation",
"empty_name": "Light",
"data": {
"animation_id": "light_pulse_01",
"parameters": {
"duration": 3.0,
"intensity": 1.5
}
},
"message_id": "anim_1234567891"
}
```
### Product Animation Command
```json
{
"command": "load_product_animation",
"empty_name": "Product",
"data": {
"animation_id": "product_rotate_01",
"parameters": {
"duration": 4.0,
"rotation_axis": "z"
}
},
"message_id": "anim_1234567892"
}
```
## Animation Responses
### Success Response
```json
{
"command": "animation_result",
"status": "success",
"message": "Animation applied successfully",
"message_id": "anim_1234567890",
"data": {
"animation_id": "cam_orbit_01",
"target": "Camera",
"duration": 5.0
}
}
```
### Error Response
```json
{
"command": "animation_result",
"status": "error",
"message": "Error applying animation: Target empty not found",
"message_id": "anim_1234567890"
}
```
## Message Handling
### Frontend Message Handling
The frontend handles WebSocket messages using the `processWebSocketMessage` function:
```typescript
// frontend/lib/handlers/websocketMessageHandler.ts
export function processWebSocketMessage(data: any, handlers: MessageHandlers) {
const { command } = data;
switch (command) {
case "animation_result":
if (handlers.onAnimationResponse) {
handlers.onAnimationResponse(data);
}
break;
case "template_controls_result":
if (handlers.onTemplateControls) {
handlers.onTemplateControls(data.data);
}
break;
default:
if (handlers.onCustomMessage) {
handlers.onCustomMessage(data);
}
break;
}
}
```
### cr8_engine Message Handling
The cr8_engine handles WebSocket messages using the `WebSocketHandler` class:
```python
# backend/cr8_engine/app/realtime_engine/websockets/websocket_handler.py
class WebSocketHandler:
def __init__(self):
self.handler_registry = HandlerRegistry()
self.register_handlers()
def register_handlers(self):
# Register animation handlers
self.handler_registry.register_handler("load_camera_animation", AnimationHandler())
self.handler_registry.register_handler("load_light_animation", AnimationHandler())
self.handler_registry.register_handler("load_product_animation", AnimationHandler())
# ... other handlers
async def handle_message(self, message: dict, websocket: WebSocket):
command = message.get("command")
if not command:
return {"status": "error", "message": "No command specified"}
handler = self.handler_registry.get_handler(command)
if not handler:
return {"status": "error", "message": f"No handler for command: {command}"}
return await handler.handle(message, websocket)
```
### blender_cr8tive_engine Message Handling
The blender_cr8tive_engine handles WebSocket messages using a similar approach:
```python
# backend/blender_cr8tive_engine/ws/websocket_handler.py
class WebSocketHandler:
def __init__(self):
self.handler_registry = HandlerRegistry()
self.register_handlers()
def register_handlers(self):
# Register animation handlers
self.handler_registry.register_handler("load_camera_animation", AnimationHandler())
self.handler_registry.register_handler("load_light_animation", AnimationHandler())
self.handler_registry.register_handler("load_product_animation", AnimationHandler())
# ... other handlers
async def handle_message(self, message: dict):
command = message.get("command")
if not command:
return {"status": "error", "message": "No command specified"}
handler = self.handler_registry.get_handler(command)
if not handler:
return {"status": "error", "message": f"No handler for command: {command}"}
return await handler.handle(message)
```
## Message Routing
### Frontend to cr8_engine
The frontend sends messages to cr8_engine using the `sendMessage` function from the WebSocket context:
```typescript
// frontend/hooks/useAnimations.ts
const applyAnimation = useCallback(
(animation: Animation, emptyName: string) => {
try {
// Create a unique message ID for tracking
const messageId = `anim_${Date.now()}_${Math.random()
.toString(36)
.substring(2, 9)}`;
// Convert template_type to command type
const animationType =
animation.template_type === "product_animation"
? "product"
: animation.template_type;
// Determine the command based on animation type
const command = `load_${animationType}_animation`;
// Send the animation command via WebSocket
sendMessage({
command,
empty_name: emptyName,
data: animation.templateData,
message: messageId,
});
toast.success(`Applying ${animationType} animation: ${animation.name}`);
} catch (error) {
console.error("Error applying animation:", error);
toast.error("Failed to apply animation");
}
},
[sendMessage]
);
```
### cr8_engine to blender_cr8tive_engine
The cr8_engine forwards messages to blender_cr8tive_engine using the `forward_to_blender` method:
```python
# backend/cr8_engine/app/realtime_engine/websockets/handlers/animation_handler.py
class AnimationHandler(BaseHandler):
async def handle(self, message: dict, websocket: WebSocket):
# ... validation logic
# Forward the command to the Blender engine
response = await self.forward_to_blender(message)
return response
async def forward_to_blender(self, message: dict):
# Implementation of forwarding to Blender
# This would typically involve sending the message to the Blender WebSocket server
# and waiting for a response
pass
```
## Error Handling
### Frontend Error Handling
The frontend handles errors by catching exceptions and displaying toast notifications:
```typescript
// frontend/hooks/useAnimations.ts
try {
// ... animation logic
} catch (error) {
console.error("Error applying animation:", error);
toast.error("Failed to apply animation");
}
```
### Backend Error Handling
The backend handles errors by catching exceptions and returning error responses:
```python
# backend/blender_cr8tive_engine/ws/handlers/animation.py
try:
# Execute the animation in Blender
if command == "load_camera_animation":
result = self.apply_camera_animation(empty_name, data)
elif command == "load_light_animation":
result = self.apply_light_animation(empty_name, data)
elif command == "load_product_animation":
result = self.apply_product_animation(empty_name, data)
else:
return {
"command": "animation_result",
"status": "error",
"message": f"Unknown animation command: {command}",
"message_id": message_id
}
return {
"command": "animation_result",
"status": "success",
"message": "Animation applied successfully",
"message_id": message_id,
"data": result
}
except Exception as e:
return {
"command": "animation_result",
"status": "error",
"message": f"Error applying animation: {str(e)}",
"message_id": message_id
}
```
## Connection Status Handling
The frontend displays connection status information to the user:
```tsx
// frontend/components/animations/AnimationPanel.tsx
{
!isConnected ? (
<div className="mt-4 p-3 bg-yellow-50 text-yellow-800 rounded-md text-sm">
WebSocket connection is {status}. Animations cannot be applied until
connected.
</div>
) : null;
}
```
## Reconnection Strategy
The WebSocket connection includes a reconnection strategy with exponential backoff:
```typescript
// frontend/hooks/useWebsocket.ts
const calculateReconnectDelay = useCallback(() => {
return Math.min(
BASE_DELAY * Math.pow(2, reconnectAttemptsRef.current),
MAX_RECONNECT_DELAY
);
}, []);
const attemptReconnect = useCallback(() => {
if (isManuallyDisconnected.current) {
return false;
}
if (reconnectAttemptsRef.current >= MAX_RECONNECT_ATTEMPTS) {
setStatus("failed");
toast.error(
"Maximum reconnection attempts reached. Please refresh the page to try again."
);
return false;
}
const delay = calculateReconnectDelay();
toast.info(`Attempting to reconnect in ${delay / 1000} seconds...`);
// Clear any existing timeout
if (reconnectTimeoutRef.current) {
clearTimeout(reconnectTimeoutRef.current);
}
reconnectTimeoutRef.current = setTimeout(() => {
reconnectAttemptsRef.current += 1;
connect();
}, delay);
return true;
}, [calculateReconnectDelay]);
```
## Security Considerations
The WebSocket communication includes several security measures:
1. **Authentication**: WebSocket connections are authenticated using JWT tokens
2. **Validation**: Commands are validated before execution
3. **Error Handling**: Error messages are sanitized to prevent information leakage
4. **Rate Limiting**: Excessive message sending is rate-limited
## Conclusion
The WebSocket communication protocol provides a robust foundation for real-time interaction between the frontend and the backend. It enables the Animation System to provide immediate feedback when applying animations to the 3D scene.

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@@ -1,75 +0,0 @@
# Animation System Overview
## Introduction
The Animation System in Cr8 provides a way for users to apply pre-defined animations to various elements in a 3D scene. This system has been designed to replace the previous approach where animations were loaded from the templateSystem's panels. Instead, animations are now loaded directly from the frontend, allowing users to select animations from a database and apply them to the scene via WebSocket commands.
## Key Features
- **Multiple Animation Types**: Support for three primary animation types:
- **Camera Animations**: Control camera movement, rotation, and focus
- **Light Animations**: Animate light properties such as intensity, color, and position
- **Product Animations**: Animate 3D objects/products in the scene
- **User-Friendly Interface**: Intuitive UI components for browsing and selecting animations
- Tabbed interface for organizing animations by type
- Dropdown selectors for quick animation selection
- Apply buttons for immediate animation application
- **Real-time Feedback**: Visual feedback on animation application status
- Connection status indicators
- Success/error notifications
- Loading states during animation fetching
- **WebSocket Communication**: Efficient communication between frontend and Blender
- Commands sent from frontend to cr8_engine
- cr8_engine forwards commands to blender_cr8tive_engine
- Blender executes animations in the 3D scene
## System Components
The Animation System consists of several interconnected components:
1. **Frontend Components**:
- `AnimationControls`: Tabbed interface for browsing animations by type
- `AnimationPanel`: Container component with connection status
- `AnimationSelector`: Dropdown selector for individual animation types
- Integration with `SceneControls` for a unified UI experience
2. **Backend Services**:
- **cr8_engine**: Middleware that handles WebSocket communication
- **blender_cr8tive_engine**: Blender addon that executes animations
3. **Communication Protocol**:
- WebSocket messages for real-time communication
- Standardized command and response formats
- Error handling and status reporting
## Benefits Over Previous Implementation
The new Animation System offers several advantages over the previous templateSystem-based approach:
1. **Improved User Experience**: Animations are now accessible directly from the main UI, eliminating the need to navigate to separate template panels.
2. **Centralized Control**: All animation types (camera, light, product) are managed through a consistent interface.
3. **Real-time Feedback**: Users receive immediate feedback on animation application status.
4. **Scalability**: The system is designed to easily accommodate new animation types and features.
5. **Maintainability**: Clear separation of concerns between frontend, middleware, and Blender execution.
## Next Steps
For more detailed information about the Animation System, refer to the following documentation:
- [Architecture](./architecture.md): Detailed system architecture and data flow
- [Backend Implementation](./implementation/backend.md): Details of the backend implementation
- [Frontend Implementation](./implementation/frontend.md): Details of the frontend components
- [WebSocket Communication](./implementation/websocket.md): Details of the WebSocket protocol
- [Usage Guide](./usage.md): How to use the Animation System

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@@ -1,218 +0,0 @@
# Animation System Usage Guide
This document provides a comprehensive guide on how to use the Animation System in the Cr8 application. It covers how to select and apply animations, as well as how to create new animations.
## Accessing Animation Controls
The Animation System is integrated into the Scene Controls panel in the Cr8 application. To access the animation controls:
1. Open a project in the Cr8 application
2. Locate the Scene Controls panel on the left side of the screen
3. Click on the "Animations" section to expand it
## Selecting and Applying Animations
### Using the Animation Selectors
The Animation System provides three animation selectors, one for each animation type:
1. **Camera Animation Selector**: For selecting and applying camera animations
2. **Light Animation Selector**: For selecting and applying light animations
3. **Product Animation Selector**: For selecting and applying product animations
To select and apply an animation:
1. Choose the appropriate animation selector based on the type of animation you want to apply
2. Click on the dropdown to see available animations
3. Select an animation from the list
4. Click the "Apply" button to apply the animation to the scene
### Using the Animation Panel
For a more detailed view of available animations, you can use the Animation Panel:
1. Click on the "Animations" section in the Scene Controls panel
2. The Animation Panel will display tabs for Camera, Light, and Product animations
3. Select a tab to view animations of that type
4. Browse through the available animations
5. Click the "Apply" button on an animation card to apply it to the scene
## Animation Types
### Camera Animations
Camera animations control the movement, rotation, and focus of the camera in the scene. Examples include:
- **Orbit**: The camera orbits around a focal point
- **Dolly**: The camera moves forward or backward
- **Pan**: The camera moves horizontally
- **Tilt**: The camera rotates up or down
- **Zoom**: The camera's field of view changes
### Light Animations
Light animations control the properties of lights in the scene. Examples include:
- **Pulse**: The light intensity pulses up and down
- **Color Shift**: The light color changes over time
- **Flicker**: The light intensity varies randomly
- **Rotate**: The light rotates around a point
- **Fade**: The light fades in or out
### Product Animations
Product animations control the movement and properties of 3D objects in the scene. Examples include:
- **Rotate**: The object rotates around an axis
- **Scale**: The object scales up or down
- **Move**: The object moves along a path
- **Bounce**: The object bounces up and down
- **Shake**: The object shakes or vibrates
## Connection Status
The Animation System requires a WebSocket connection to the backend to apply animations. The connection status is displayed in the Animation Panel:
- **Connected**: Animations can be applied
- **Connecting**: The system is attempting to establish a connection
- **Disconnected**: The connection has been lost
- **Failed**: The connection could not be established
If the connection is not established, you will see a warning message in the Animation Panel. You will need to wait for the connection to be established before you can apply animations.
## Creating New Animations
### Prerequisites
To create new animations, you need:
1. Access to the Blender file for the template
2. Basic knowledge of Blender animation tools
3. Understanding of the animation data format
### Creating a Camera Animation
To create a new camera animation:
1. Open the template in Blender
2. Select the camera object
3. Create keyframes for the camera's location, rotation, and other properties
4. Export the animation data using the template export tool
5. Import the animation data into the Cr8 database
### Creating a Light Animation
To create a new light animation:
1. Open the template in Blender
2. Select the light object
3. Create keyframes for the light's intensity, color, and other properties
4. Export the animation data using the template export tool
5. Import the animation data into the Cr8 database
### Creating a Product Animation
To create a new product animation:
1. Open the template in Blender
2. Select the product object
3. Create keyframes for the object's location, rotation, scale, and other properties
4. Export the animation data using the template export tool
5. Import the animation data into the Cr8 database
## Animation Data Format
Animations are stored in a JSON format with the following structure:
```json
{
"id": "unique_animation_id",
"name": "Animation Name",
"template_type": "camera|light|product_animation",
"templateData": {
"keyframes": [
{
"frame": 0,
"properties": {
"location": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
},
{
"frame": 10,
"properties": {
"location": [1, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
}
],
"duration": 5.0,
"easing": "ease-in-out"
},
"is_public": true,
"created_at": "2025-03-04T12:00:00Z",
"updated_at": "2025-03-04T12:00:00Z",
"creator_id": "user_id"
}
```
## Troubleshooting
### Animation Not Applying
If an animation is not applying to the scene, check the following:
1. **WebSocket Connection**: Ensure that the WebSocket connection is established
2. **Target Empty**: Make sure the target empty exists in the scene
3. **Animation Data**: Verify that the animation data is valid
4. **Console Errors**: Check the browser console for any error messages
### Animation Looks Incorrect
If an animation is applying but looks incorrect, check the following:
1. **Animation Data**: Verify that the animation data is correct
2. **Target Empty**: Make sure the animation is being applied to the correct target
3. **Scene Setup**: Ensure that the scene is set up correctly for the animation
### WebSocket Connection Issues
If you are experiencing WebSocket connection issues, try the following:
1. **Refresh the Page**: Refresh the page to attempt to re-establish the connection
2. **Check Server Status**: Ensure that the backend server is running
3. **Network Issues**: Check for any network issues that might be preventing the connection
4. **Firewall Settings**: Ensure that your firewall is not blocking WebSocket connections
## Best Practices
### Animation Selection
- Choose animations that complement the scene and product
- Avoid animations that distract from the main focus of the scene
- Use subtle animations for a professional look
### Animation Timing
- Keep animations short and to the point
- Use appropriate timing for the type of animation
- Consider the overall flow of the scene when selecting animation timing
### Animation Combinations
- Combine animations thoughtfully to create a cohesive scene
- Avoid conflicting animations that might cancel each other out
- Consider how different animations will interact with each other
## Conclusion
The Animation System provides a powerful way to add dynamic elements to your 3D scenes. By following this guide, you should be able to effectively select, apply, and create animations for your projects.
For more detailed information about the Animation System, refer to the following documentation:
- [Architecture](./architecture.md): Detailed system architecture and data flow
- [Backend Implementation](./implementation/backend.md): Details of the backend implementation
- [Frontend Implementation](./implementation/frontend.md): Details of the frontend components
- [WebSocket Communication](./implementation/websocket.md): Details of the WebSocket protocol

View File

@@ -1,213 +0,0 @@
# State Management Reset System
## Overview
The Cr8-xyz application now includes a comprehensive state reset system that ensures complete cleanup of application state during logout or session termination. This system provides robust state management with proper cleanup to prevent data leakage between user sessions.
## Components
### 1. Store Reset Methods
All Zustand stores now include a `reset()` method that restores the store to its initial state:
#### User Store (`useUserStore`)
```typescript
reset: () =>
set({
username: "",
isAuthenticated: false,
preferences: {
theme: "dark",
autoSave: true,
},
});
```
#### Animation Store (`useAnimationStore`)
```typescript
reset: () =>
set({
animations: { camera: [], light: [], product: [] },
isLoading: false,
error: null,
selectedAnimations: { camera: null, light: null, product: null },
});
```
#### Asset Placer Store (`useAssetPlacerStore`)
```typescript
reset: () =>
set({
availableAssets: STATIC_ASSETS,
placedAssets: [],
selectedAssetId: null,
});
```
#### Template Controls Store (`useTemplateControlsStore`)
```typescript
reset: () =>
set({
controls: null,
isLoading: false,
error: null,
});
```
#### Visibility Store (`useVisibilityStore`)
```typescript
reset: () =>
set({
isSceneControlsVisible: true,
isAssetSelectionVisible: true,
isBottomControlsVisible: true,
isFullscreen: false,
});
```
### 2. Logout Service
The centralized logout service (`frontend/lib/services/logoutService.ts`) provides two approaches:
#### Class-based Service (Singleton)
```typescript
const logoutService = LogoutService.getInstance();
await logoutService.performLogout();
```
#### React Hook
```typescript
const logout = useLogout();
await logout();
```
### 3. Logout Process
The complete logout process includes:
1. **Store Reset**: All Zustand stores are reset to initial state
2. **LocalStorage Cleanup**: Persisted data is removed from localStorage
3. **WebSocket Disconnection**: Active WebSocket connections are closed
4. **Navigation**: User is redirected to home page
5. **User Feedback**: Success/error messages are displayed
### 4. WebSocket Integration
The WebSocket context listens for logout events:
```typescript
useEffect(() => {
const handleLogoutDisconnect = () => {
if (wsHookWithHandler.websocket) {
wsHookWithHandler.disconnect();
setBlenderConnected(false);
setAlreadyReconnected(false);
}
};
window.addEventListener("logout-disconnect", handleLogoutDisconnect);
return () => {
window.removeEventListener("logout-disconnect", handleLogoutDisconnect);
};
}, []);
```
## Usage Examples
### Basic Logout
```typescript
import { useLogout } from "@/lib/services/logoutService";
const MyComponent = () => {
const logout = useLogout();
const handleLogout = async () => {
await logout();
};
return <button onClick={handleLogout}>Logout</button>;
};
```
### Manual Store Reset
```typescript
import useUserStore from "@/store/userStore";
import { useAnimationStore } from "@/store/animationStore";
// Reset individual stores
useUserStore.getState().reset();
useAnimationStore.getState().reset();
```
### Custom Cleanup
```typescript
import { LogoutService } from "@/lib/services/logoutService";
const performCustomCleanup = async () => {
const logoutService = LogoutService.getInstance();
await logoutService.performLogout();
// Additional custom cleanup logic
customCleanupFunction();
};
```
## Benefits
1. **Security**: Ensures no sensitive data persists between sessions
2. **Performance**: Prevents memory leaks from accumulated state
3. **Reliability**: Consistent application state on fresh sessions
4. **User Experience**: Clean slate for each user session
5. **Development**: Easier debugging with predictable initial state
## Best Practices
1. **Always use the logout service** instead of manual state clearing
2. **Test logout functionality** to ensure complete state reset
3. **Monitor localStorage** to verify proper cleanup
4. **Handle errors gracefully** during logout process
5. **Provide user feedback** for logout actions
## Error Handling
The logout service includes comprehensive error handling:
```typescript
try {
await logout();
} catch (error) {
console.error("Logout failed:", error);
toast.error("Error during logout. Please refresh the page.");
}
```
## Testing
To test the reset system:
1. **Login and use the application** to populate stores
2. **Logout using the navbar menu**
3. **Verify all stores are reset** to initial state
4. **Check localStorage** is cleared
5. **Confirm WebSocket disconnection**
6. **Verify navigation** to home page
## Future Enhancements
Potential improvements to the reset system:
1. **Selective Reset**: Reset only specific parts of the application
2. **Reset Confirmation**: Ask user confirmation before logout
3. **Background Cleanup**: Periodic cleanup of unused data
4. **Reset Analytics**: Track reset operations for debugging
5. **Custom Reset Hooks**: Store-specific reset behaviors

83
frontend/README.md Normal file
View File

@@ -0,0 +1,83 @@
# Cr8-xyz Frontend
## Overview
The frontend is built with Tanstack Start and provides an intuitive interface for interacting with Blender via WebRTC streaming. This is the first implementation of pixel streaming for Blender, allowing real-time viewport interaction.
## Requirements
- Node.js 18.x (LTS)
- pnpm 8.x
- Modern browser (Chrome, Firefox, Edge latest versions)
## Installation
```bash
# Using nvm (recommended)
nvm install 18
nvm use 18
# Install pnpm globally
npm install -g pnpm
# Install dependencies
pnpm install
```
## Development
```bash
# Start development server
pnpm dev
# Build for production
pnpm build
# Start production server
pnpm start
```
## Key Features
- **WebRTC Streaming**: Real-time Blender viewport streaming
- **Tanstack Router**: Modern client-side routing
- **Zustand State Management**: Lightweight state management
- **Tailwind CSS**: Utility-first styling
- **WebSocket Integration**: Real-time communication with Cr8_engine
## Project Structure
```
frontend/
├── app/ # Application routes
├── components/ # React components
├── hooks/ # Custom hooks
├── lib/ # Utilities and services
├── store/ # Zustand state stores
├── styles/ # Global styles
└── public/ # Static assets
```
## Environment Variables
Create a `.env` file with:
```
VITE_WS_URL=ws://localhost:8000/ws
VITE_API_URL=http://localhost:8000/api
```
## Deployment
The frontend is designed to be deployed as a static site. For production:
```bash
pnpm build
# Output will be in dist/ directory
```
## Troubleshooting
- **Node version issues**: Ensure you're using Node 18.x
- **WebRTC connection**: Check firewall settings for WebRTC ports
- **WebSocket errors**: Verify Cr8_engine is running

View File

@@ -12,8 +12,12 @@
"3d/CGI",
"Content Creation"
],
"author": "Thamsanqa Dreem",
"license": "ISC",
"author": "Thamsanqa J Ncube",
"license": "GPL-3.0-or-later",
"repository": {
"type": "git",
"url": "https://code.streetcrisis.online/Cr8-xyz/cr8-app.git"
},
"dependencies": {
"@hookform/resolvers": "^3.10.0",
"@radix-ui/react-accordion": "^1.2.2",
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"reactflow": "^11.11.4",
"sonner": "^1.7.1",
"tailwind-merge": "^2.6.0",
"tailwindcss-animate": "^1.0.7",

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