| bid | 2.6x | The coin paw shoots out over the table to the pile on the flick, snaps back as the coin flies. |
| playCard | 2.6x | The side-arm whip slings out long; the card skims off the far paw. |
| paddleUp | 2.2x | The paddle shoots up, wobbles, bobs with the waggle, then snaps back. |
| sold | 1.4, 1.7, 2.0x | The gavel stretches up on each wind-up; the snap back is the smash. |
| makeItRain | 2.0, 2.2x | Both paws shoot up on each fling, in a wider V. |
| coinFlip | 2.0x | Next: the paw shoots up to catch the coin. |
| winkPoint | 1.6x | Next: the point comes at you; short, so the wink stays clear. |
| targeted | 1.4x | Next: the arms fling out on the hit and snap back. |
| win | 1.8x | Next: both arms shoot up on the star jump. |
| idle, fold, lose, robbed, happyDance, backflip, tipHat | 1x | Stay stubby: the rest shape is the brand, and these beats are about the body and face. |
Stretchy. Each arm is cut once, across its widest round part. On a stretch the paw end slides straight out along the arm and the cut opens into a tube exactly that thick. The shoulder and the paw keep their exact shape. Nothing scales, so nothing can thin, wrinkle or twist. The wrist stays straight while the arm is long.
Thinnest: the arm's thinnest cross-section against the same place at rest, every frame at 60 fps. The bar is 0.97.
Plain scale is the obvious shortcut: stretch the arm bone's length. It's here only to show why we're not using it. The arm shears sideways, the paw goes oval, and the shoulder smears.
Today is main's clips, unchanged. Close-up is the table's close-up camera. Board is the gameplay camera, with the animal on the far seat at true phone size.