Using the 3D viewer¶
The viewer is your throw rebuilt in three dimensions: your body, the hammer's path, and the circle you threw from. You can orbit around it, step through it a frame at a time, and turn on overlays that draw the things the report only gives you as numbers.
Open it from View 3D on your throw card. On a throw's detail page it also appears embedded next to the video.
Getting your bearings¶
- Drag to orbit around the thrower. Scroll to zoom.
- The frame counter — "Frame 0 / 124" — tells you where you are in the clip.
- The View Reset button puts the camera back where it started. Use it freely; it is easy to end up underground.
- Top-left is a small inset of your original video, kept in step with the 3D scene, with the hammer's detected position drawn on it. When you want to know whether the reconstruction is telling the truth, compare it against that inset.
Moving through the throw¶
Along the bottom: play, step one frame forward or back, and reset, plus a speed control running from 1× down to 0.1×. A hammer throw takes a couple of seconds, so almost all useful watching happens at 0.25× or slower, or a frame at a time.
The timeline underneath is marked with the phases the analysis found:
| Marker | What it marks |
|---|---|
| W0 | The start of the winds |
| T0 | The start of the throw proper — the first turn |
| T1 | The first turn boundary |
| REL | Release |
Above it, three tabs — All, Wind, Throw — restrict playback to the whole clip, the winds only, or the turns only. Throw is where the useful frames are.
The overlays¶
The buttons down the right-hand side draw things onto the scene. Turn them on one at a time; all at once is unreadable.
| Overlay | What it draws | What to look at |
|---|---|---|
| Circle | The throwing circle, at regulation size | Whether you are inside it, and where you finish relative to where you started |
| Leg Planes | The plane through your legs | How your legs are oriented through each turn |
| Back Tilt | Your lean against the hammer | Whether you are counterbalancing the hammer or being pulled by it |
| Separation | The angle between hips and shoulders | The wind-up in your torso, frame by frame, rather than the per-turn number in the report |
| Max/Min | The extremes of the hammer's orbit | The high point and low point of the circle the hammer travels |
Two legends explain the colours on the hammer's path. Ball color tells you where each position came from — found automatically, marked by you, or taken from a saved set of marks. Provenance is finer-grained: whether a point was directly detected, filled in from nearby frames, or smoothed. Long stretches that are not directly detected are exactly the stretches worth correcting by hand.
Two more buttons¶
- Report opens the numbers for this throw.
- Annotate opens the tagging tool, where you fix what the tracking got wrong. That is its own page: When tracking fails.
Next: When tracking fails