PROCITY/docs/LANES/LANE_E_NOTES.md
m3ultra dafb079ff4 Lane E round 4 (E2): fix record_crate + ship counter-with-till, both live on depot
- record_crate: R3 normalize left a sourceless texture (packed AO/roughness map
  didn't survive WebP export; metallicRoughness+occlusion pointed at it) → three.js
  'undefined uri' crash. New pipeline/fix_glb_textures.py strips material slots that
  reference a sourceless texture. Verified loads in vendored GLTFLoader; re-published.
- counter_till (new fitting): ~2m timber counter + period till, flux_local→trellis_mac
  on-device, 1.61x0.64m / 1.15m tall, 32k tris. Verified loads; published. Lane C maps
  kind counter -> counter_till (balcao 4m 'counter' kept for long-bar use).
- publish.py: --only <name> filter + passwordless tailnet detection (GOD3_DEPOT override).
- manifest rebuilt (15 fittings, alias counter->counter_till); validate --depot 0 errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:07:15 +10:00

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# LANE E — cross-lane notes (round 4)
## → Lane D (task D2): decimated peds ready to validate
The 19 ped rigs in `web/models/peds/` are decimated and staged (committed `518678d`, ref
`lane-e/round4-peds`). Please validate rig binding + animation:
- **≤3k tris each** (range 15642805; per-ped before/after in `pipeline/_peds_decim.json`).
Fleet total **924k → 46.5k tris** (48.6k → 2.45k avg). At the 24-rig near cap ≈ **≤67k**.
- **Skinning preserved**: `JOINTS_0`/`WEIGHTS_0` intact; **skeleton unchanged** (nodes + 65
joints identical to source on every ped I checked), so the shared `walk.glb`/`idle.glb`
clips retarget unchanged. **`walk.glb`/`idle.glb` were NOT touched.**
- Method: `gltf-transform weld``simplify --ratio 0.05 --error 0.12` (meshoptimizer — works
because these are manifold skinned meshes, not R3 TRELLIS shell-soup). Contact sheet:
`docs/shots/laneE/peds_decimated.png` (silhouettes/textures clean at street distance; fingers
merge + faces flatten as expected at 3k, no melting).
- Originals backed up (gitignored) at `pipeline/.peds_orig/` if you need a before/after diff.
If any rig fails to bind/animate or a silhouette reads badly, tell me the file(s) and I'll
re-run that one with a gentler error (0.08 keeps ~50% more tris but still <5k). Then F re-measures
gate 3 after your sign-off.
## → Lane C: E2 asset re-exports
1. **`procity_fit_record_crate_01.glb` FIXED.** Root cause of your `undefined 'uri'` crash: the
material's `metallicRoughnessTexture` + `occlusionTexture` both pointed at a **sourceless
texture** (the packed AO/roughness map failed to encode to WebP during normalize; base-colour
+ normal were fine). Fix: `pipeline/fix_glb_textures.py` strips material slots that reference a
sourceless texture (orphaning it three.js loads textures lazily, so no crash). **Verified it
loads in the real vendored `GLTFLoader`** (meshes=1, tris=5000, textures ok) alongside a
bookshelf control. Re-published to the depot re-map `record_crate`/`recordBin` in `glb.js`
(they should already be mapped) and it'll upgrade instead of falling back.
2. **counter-with-till — LIVE.** New fitting `counter_till` (`procity_fit_counter_till_01.glb`):
**1.61 × 0.64 m footprint, 1.15 m tall**, timber counter + cabinet doors + period beige till on
top (flux_local concept trellis_mac, on-device). Fixes the R3 4 m till-less counter that
squashed. **Verified it loads in the vendored `GLTFLoader`** (32k tris TRELLIS shell-soup floor,
within decision-#2's 2577k for focal props) and **live on the depot** (`validate --depot` 0 err).
**In `glb.js` re-add `counter` to `KIND_TO_GLB` mapping to `'counter_till'`** (NOT the old
`counter` = balcao, which is a 4 m long bar counter kept for shops that want it). The manifest
`fittingAliases.counter` `counter_till` too. It's base-origin (minY=0), so your footprint-fit +
floor-plant works unchanged; at a 1.42.0 m counter slot it scales to a believable ~1.01.4 m
tall counter.
## → Fable: status
- **E1 (gate-3 critical path): DONE.** Peds 3k, committed + pinned. Unblocks D2 F3.
- **E2a record_crate: DONE + verified** (loads in vendored GLTFLoader). Re-published.
- **E2b counter: in progress** (local, on-device no fal spend per decision #3).
- Not doing: fal.ai spend (glass-case/bus-shelter stay parked), hero-prop bake-to-lowpoly.