Lane A: grammar.js (shot/angle/focal/light/mark data), presets.js (bbox shot solver, light/mark appliers, DIRECT bar UI, NL box), stage video plates (VideoTexture plane/corner/dome, screen kind, syncVideos), dock video cards. Lane B: scenegod:direct → grouped-undo keys/cuts, 🗣 lip-sync from audio via /rhubarb, Cmd+wheel zoom / wheel scroll, audio trim, video clock-follow via nullable entityVideo seam. Lane C: POST /director (LLM proxy, server-side op validation vs vocab+scene, mock-tested), render.js awaits stage.syncVideos. Sync6 (orchestrator): VIDEO_EXTS in server tree/media types (video primary, img poster as thumb), stage.entityVideo accessor, syncVideos forces videoTex.needsUpdate (rVFC never fires in hidden tabs → black plates). Verified: 9 server groups + timeline + presets suites green; browser SYNC: one-click MCU framing lands camera+fov keys+cut (single undo), golden_hour relight keys, plate scrub-follow frame-exact, finalRender mp4 shows the Flow golden-hour street plate behind an animated character. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
21 KiB
Lane A log — append-only, newest at bottom
Format per session:
## <date> session N
DONE: …
DECISIONS: …
BLOCKED/REQUESTS: …
NEXT: …
(no sessions yet)
2026-07-18 session 1
DONE: M1 shipped and verified end-to-end in a browser.
web/room3d.js— ported the rigroom retarget as a pure ES module (no DOM/globals). Exports parseAny/canon/boneMap/captureRest/bakeRetarget/disposeRoot/stats +_selftest. bakeRetarget is now(clip, srcRoot, srcRest, tgtRoot, tgtRest, opts?)— target is a parameter instead of the closed-overchar. Algorithm kept byte-for-byte (30fps world-delta bake, hips-height ratio, quat sign continuity, dup-hierarchy dedupe). Added.bvhto parseAny.web/stage.js—class Stageper PLAN §4.2. IBL (RoomEnvironment+PMREM), grid+circle floor, OrbitControls director cam, TransformControls gizmo (W/E/R), raycast select, shadow-casting. addEntity handles character/prop/backdrop(plane|corner|dome)/camera/light; wrapper-Group holds all transforms, loaded root normalized+grounded underneath. prepareClip caches parse-per-path and bake-per-(entity,path,index). captureState/applyState round-trip entities.web/dock.js— asset dock (Characters/Props/Backdrops/Animations tabs from/assets/tree, offline→file-drop) + inspector (transform/params editors, ⏺key dispatchesscenegod:capturekey, delete). Local drop: image→backdrop, mesh→character, clip-onto-selected-character→bake+play.web/index.html+web/style.css— CSS-grid layout (dock/view/inspector/timeline), rigroom importmap (three 0.160.0),?selftest=1badge. Timeline loaded via guarded dynamic import so the page never breaks when Lane B's file is absent.
VERIFICATION (browser, in-app):
?selftest=1: PASS — two 3-bone skeletons, different rests+namespaces, baked 1s clip, world-delta match maxErr=6.4e-12, srcMoved=0.224rad (guard against a silently-frozen source).- Real end-to-end (Female_mixamo.fbx char + "Running.fbx" clip + a jpg backdrop, served from a
throwaway scratchpad harness): char loaded (65 bones, 18.6k tris, normalized), gizmo-moved,
clip retargeted (66 tracks) and animating live. Screenshot:
logs/shots/m1-lady-running.png. - Page boots with zero console errors with BOTH timeline.js and the server absent.
DECISIONS:
- selftest uses underscore namespaces (
mixamorig1_/mixamorig4_), not colon — a colon in a bone name breaks three's PropertyBinding so the source clip wouldn't bind (silent pass). canon() still collapses both to the same key, which is the thing under test. - Added
Stage.prepareClipUpload(id, buf, name, idx)(bake from in-memory bytes) so the offline file-drop path can retarget without a server.Stage.setMixerAuto(false)lets Lane B take over mixer stepping at SYNC 1 (default true so dropped clips preview standalone now). - backdrop param edits (mode/image/width) don't rebuild the mesh yet — marked M2. fov/light color/intensity are live.
BLOCKED/REQUESTS:
- @Lane C: please confirm the item shape inside
/assets/treearrays. dock.js tolerates both a bare path string and{path,name,files:[{path,ext}]}(rigroom-style) for now — tell me the real one and I'll drop the fallback. Also confirm the page is served such that absolute/web/*.jsimports resolve (I used/web/...to be URL-independent).
NEXT (M2, do not start until orchestrator flips the milestone line):
- multiple cameras + PiP overlay via renderActiveCamera, light entity param plumbing polish, backdrop rebuild-on-param-change, drag-from-dock onto viewport (currently click-to-add).
2026-07-18 session 2 (M2)
DONE: M2 Lane-A scope shipped and verified in the integrated app (Lane C server :8020 + Lane B timeline/tlui mounted). Worked the orchestrator's priority order:
- P0 /assets/tree shape — dropped the bare-string fallback; dock.js now reads the confirmed
{name, path, formats, thumb}and rendersthumb(→/assets/file?path=) when present. - P1 eventize clip drops —
dock._applyClip(id,path,idx): whenwindow.timelineexists it dispatchesscenegod:clipdrop {detail:{id,path,clipIndex}}(Lane B places the block); only bakes+previews standalone when no timeline. Uploaded/local clip files can't hand off a server path, so with a timeline up they toast a "use the dock" note instead of a dead preview. - P2 onChange on every entity —
Stage.addEntity/removeEntitynow fire_fireChange(en), so tlui'sonChange→_syncRowsbuilds a row per entity, incl. programmaticapplyStateloads. Fixed the empty-names bug on both add and remove. Also fixed a latent bug: the gizmomouseUpfired_fireChangewith the id not the entity, so the inspector never refreshed on drag. - P4 cameras/lights/PiP/backdrop/drag:
StagePiP: overlay<canvas class="pip">in#view, rendered each frame from the active cam (render active→main canvas, blit to pip, then render director last so the main view is correct).setActiveCamerashows/hides it. Verified 16,495 lit pixels (real content).renderActiveCamera(canvas|null)hardened as the M3 final-render target; addedpause()/resume()so Lane C can freeze the director loop and drive frames deterministically.- dock "add rig" toolbar: + camera / + key light / + ambient (these have no asset file);
inspector gains ◉ set active camera for cameras; light
castShadowparam plumbed. setParamrebuilds the backdrop mesh on mode/image/width change (_rebuildBackdrop).- drag-from-dock onto the viewport: cards are
draggable;#viewdrop places chars/props at the cursor (screenToFloor) and bakes clips onto the character under the cursor (entityAt).
VERIFICATION (in-app, :8020, zero console errors throughout):
- Added man + key light + ambient + camera via toolbar → all 4 appear as tlui rows immediately
(P2 proven). Man lit by the scene lights. Screenshot:
logs/shots/m2-cameras-lights-dome.png. - Clicked ANIMATIONS→hiphop on the selected man →
scenegod:clipdropfired with{id:'e1', path:'animations/test/hiphop.fbx', clipIndex:0}(P1 proven). Lane B DOES consume it (timeline.js:98) but the block doesn't land — see the integration gap below. - capturekey button →
scenegod:capturekey {id:'e1'}. backdrop plane→dome rebuild swapped the root mesh with no error.
DECISIONS:
- PiP renders the active cam into the main WebGL canvas then blits to the 2D pip canvas (one
shared context); director view is rendered last each frame so it always wins the main canvas.
Same primitive is the M3 render path:
pause()the loop,renderActiveCamera(null), read pixels. - Local/upload clip files are a no-op-with-note when a timeline is mounted (no server path to place a block). ponytail: revisit only if John wants drag-in clip files to become timeline blocks.
BLOCKED/REQUESTS — INTEGRATION GAP (orchestrator, please route):
- Live dock/stage-added entities never reach the timeline's model.
Timeline.scene.entitiesstarts[](timeline.js:80) and is only filled bytimeline.load(sceneJson). Bothscenegod:clipdrop→addClipDropandscenegod:capturekey→addKeycall_tracks(id), which throwsno entity <id>for anything added through the dock. Verified live at :8020:manOnStage=true, inTimelineModel=false, addClipDropErr="no entity e1". So on today's build, keyframing/clip-dropping a dock-added entity is dead — it only works after a sceneload(). - This is a cross-lane seam, not a Lane-A-file fix (timeline.js is Lane B's). The natural hook is
already in place on my side:
stage.onChange(en)now fires on every add AND remove (my P2 fix). Suggested resolution (Lane B, ~4 lines): in the Timeline ctor,stage.onChange(en => this._mirror(en))where_mirrorupserts/removes ascene.entitiesentry from{id,kind,label,source,params, transform: stage.entityTransform(id), tracks:{}}. I can instead dispatch a dedicatedscenegod:entityadd/entityremoveevent from the dock if the orchestrator prefers an explicit contract over reusing onChange — say the word and I'll add it.
NEXT: once the entity-mirror seam is decided, the "lady + man + street + 2 cameras + sunset" SYNC-2 demo should play. Holding at the M2 boundary until the orchestrator flips the milestone line.
2026-07-18 session 3 (M3-polish)
DONE: both M3-polish items the orchestrator flagged, verified live at :8020.
- PiP cap + swap. Was fixed 256×144 and (with the CSS
aspect-ratio/%combo) blew up to 340×413 portrait on a<canvas>— CSS aspect-ratio is unreliable on replaced elements. Now sized in_resize():clamp(180, view.width*0.24, 340)wide × 16:9, bottom-right. Click the inset to swap main↔active-cam (_pipSwap). RefactoredrenderActiveCamera→ private_render(cam,canvas)that restores the cam's aspect after a pip blit, so swapping never distorts either camera (verified: dirCam.aspect stays 1.79 while it's shown in the inset).renderActiveCamera(canvas)is now a one-line wrapper over_render(this._activeCam(), canvas)— M3 contract unchanged;pause()/resume()untouched. Verified 180×101 @1.78 ratio, swap flips the views cleanly. - lady.glb flat-white diagnosed + fixed. It's the ASSET: a Reallusion/Character-Creator export
with
extensionsRequired:["KHR_materials_pbrSpecularGlossiness"]— diffuse lives in that extension, which three r160 dropped, so all 26 materials fell back to white MeshStandard. (rigroom would show the same — no port regression.) Since SCENEGOD must eat any dropped character, added a minimalSpecGlossPluginregistered on GLTFLoader in room3d.js: spec-gloss → MeshStandard (diffuse→map/color, roughness≈1−glossiness, metalness 0). Only touches materials carrying the extension; metallic-rough GLBs and FBX untouched. Verified: lady loads with withMap=26/26 and renders fully textured (skin/clothes/face). Shot:logs/shots/m3-pip-swap.png.
DECISIONS:
- Runtime spec-gloss shim over an offline gltf-transform convert: keeps CC characters "just work" in the drop-on-stage flow and in the render pipeline, no per-asset conversion step. Approximation (ignores the specular map) is fine for machinima lighting; upgrade path = full spec→metal convert if a hero asset needs it.
- PiP size lives in JS, not CSS —
<canvas>+aspect-ratiois the trap that produced the giant inset. CSS keeps only position/border.
BLOCKED/REQUESTS: none.
NEXT: hold at M3-polish boundary. Available for SYNC-3 findings (finalRender drives
pause/resume/renderActiveCamera — kept stable per the hard contract).
2026-07-18 session 4 (SYNC4 fix + M4-A visemes)
DONE:
- applyState/source clean fix. Absorbed the orchestrator's SYNC4 hotfix and did the schema-correct
version:
addEntitydefaults camera/lightsourceto{type:'none'}(PLAN §4.1);captureStateemits it;applyStateskips only entities that need bytes it lacks (type:'upload'AND kind∈{character,prop,backdrop}), so'none'always rebuilds and legacy'upload'cams still rebuild. Verified live: save→load of {character, camera, light} → srcTypes[character:assets, camera:none, light:none], all 3 come back (rig no longer lost). - M4-A viseme lane (my deliverable = detection + setMorph hook + badge; Rhubarb→keys is Lane B):
detectVisemes(root)(stage.js): scans every skinned mesh'smorphTargetDictionary, loosely maps names → canonical visemes A/E/I/O/U/MBP/FV/L (covers CCV_Open/V_Explosive/V_Dental_Lip/ V_Tongue_*, ARKitjawOpen/mouthPucker/mouthFunnel/mouthClose, plain vowels). Built once at character load; stored on the entity as{morphs, visemes}(head/teeth/tongue meshes sharing a morph name are grouped so one call drives them all).stage.visemeTargets(id)→ canonical names present;stage.setMorph(id, name, weight)drives a canonical viseme OR a raw morph name across all mapped meshes.- inspector 🗣 badge (dock.js): lists detected visemes, greyed
🗣 no visemeswhen the rig has none. visemeSelfCheck()exported: synthetic dict of CC+ARKit+blink names → asserts A/U/MBP/FV/L detected, E/I/O NOT (no blink/brow false positives), and setMorph('A') drives the mapped indices only. Verified in-browser:ok=true, found=[A,FV,L,MBP,U].
VERIFICATION (:8020, zero console errors): viseme self-check ok; man/lady show greyed 🗣 badge (neither rig carries mouth morphs — lady.glb is a CC body export with 0 morph targets, confirmed by reading the GLB); save/load round-trip keeps cameras+lights.
DECISIONS:
- Viseme matcher is intentionally loose (orchestrator asked "match loosely") and detection-only; the
authoritative Rhubarb-letter→canonical mapping + keyframing is Lane B's.
setMorphalso accepts raw morph names so B can drive anything the matcher missed.
BLOCKED/REQUESTS:
- @orchestrator: no viseme-bearing test character in
assets/(man.fbx and lady.glb both have zero mouth morphs), so the LIT badge + a visible mouth move are proven only by the synthetic self-check, not on a real asset. If you can drop a CC/ARKit head with visemes intoassets/characters/test/, I'll confirm live and Lane B can validate Rhubarb end-to-end.
NEXT: hold at M4-A boundary. Available for a live viseme asset check and any SYNC findings.
2026-07-20 session 5 (M5 DIRECTOR MODE + M6 FLOW VIDEO PLATES)
DONE — both milestones, headless-verified (no browser/servers touched per orchestrator order):
M5:
web/grammar.js(NEW, pure data, zero imports): SHOTS (exact spans/centers from the lane spec), ANGLES (eye/low −18°/high +22°/dutch 8° roll/ots_L/ots_R), FOCALS [18,24,35,50,85], LIGHTS (day/golden_hour/night/noir/horror-underlight/neon/overcast — {sun{color,intensity, elev,azim}, ambient{color,intensity}, bg}), MARKS (center/two_shot_L/R/face_camera/face_other).web/presets.js(NEW, NO three.js import — node-runnable): fovForFocal (presets.js:11), lookAtEuler w/ dutch roll + three-matching XYZ euler extraction (:14), solveShot bbox→ pos/rot/fov/dist deterministic solver incl. OTS over-the-shoulder placement (:37), frameSubject (:62, bbox via new stage.entityBBox), applyLight (:75 — ensures/reuses one sun+ambient pair, writes grammar values verbatim, aims a 20m sun boom via lookAtEuler, background rides the AMBIENT entity as parambgso it's keyable AND survives save/load), applyMark (:99, pos marks keep y; face marks yaw toward active cam / nearest character), applyOps (:139) — ONE op runner shared by panel buttons and /director NL, firesscenegod:direct {op, ...values, entityIds}per action (B keys them; I never touch the timeline), mountDirectPanel (:174) — shot/angle/lens segments + 🎥 frame, light buttons, mark buttons, NL box.- NL box: POST /director {text, selected, entities:[{id,kind,label}]} → expects {ops:[...]},
applied via applyOps. Hidden by default; probe
GET /directorshows it on 405/200 (FastAPI 405 = POST route exists); hides itself again when a POST returns 503. - index.html:14
#directbar + guarded dynamic import (:49) — page survives presets.js absent. style.css:85 DIRECT styles (before the LANE B marker). - stage.js additions for M5: entityBBox (stage.js:490, plain arrays — keeps presets three-free),
cameraWorldPos (:497), light param
bg→ scene.background live (:393) + restored at _buildLight (:335) so a loaded scene gets its sky back.
M6:
_buildBackdroprework (stage.js:225): params.mode gains "video" (renders as plane), and plane/corner/dome accept .mp4/.webm/.mov sources; THREE.VideoTexture muted+loop+playsInline, SRGB; poster jpg (server /assets/thumb same-stem sidecar) shown until first play/seek then swapped in via _swapOnPlay (:309). Standalone page (no timeline → _mixerAuto) auto-plays as ambient preview; with a timeline mounted videos stay paused at poster for B's clock.- NEW kind
screen(addEntity :165, _buildScreen :272): video plane, params {video,width, emissive}, MeshStandard + emissiveMap boost (default 0.6) so club screens read "on" under noir/night. ponytail: CRT curve skipped until a real TV asset asks. stage.syncVideos(t)(:506): seeks every video to ((t−videoStart) mod duration), pauses, awaits 'seeked' per video (1.5s timeout guard so a stuck decoder can't hang a render), skips sub-4ms deltas. render.js already awaits it per frame (Lane C landed the hook). Plus videos() (:501) + setVideoPlaying(on) (:503) for Lane B's clock-follow, and params.videoStart plumbed (inspector fields, dock.js:214/220).- dock.js: _videoPath (:86, derives . from formats), 🎞 badge + 📺 add-as-screen button on video backdrop cards (:106), click/drag adds mode:'video' plates (:132 and _viewDrop), local .mp4 drop → upload video plate, screen/backdrop inspector fields (width/emissive/vid start; mode select gains 'video').
- Lifecycle: removeEntity/_rebuild release the
VERIFICATION (headless):
web/presets_test.mjs(NEW): fov-from-focal exact for 18/35/85mm (+35mm≈37.849°); CU dist < MS dist on a 1.7m subject + exact span-formula match + CU aims at .87H; dutch sets rot z = 8° with zero stray pitch/yaw; low angle puts camera below aim pitched up; applyLight('golden_hour') returns grammar values verbatim (deepEqual) + applies intensity/bg to a stub stage + reuses the sun/ambient pair on a second preset. →node scenegod/web/presets_test.mjs= ALL PASS.- Scratchpad ops smoke (not committed): applyOps shot-by-LABEL auto-creates 'shotcam', sets 85mm fov 16.07°, activates cam, low-angle below aim; ots_R auto-resolves the other character; two_shot_L pos; face_camera/face_other yaw; unresolvable subject reports error without throwing. ALL PASS.
- ESM syntax-check (node --check via scratchpad .mjs copies): stage/dock/presets/grammar/room3d all clean. Retarget code and every existing Stage API untouched.
DECISIONS:
- presets.js takes bboxes as plain arrays (new stage.entityBBox) instead of importing three — the whole solver runs under node, same trick as Lane B's timeline.
- ONE op path: panel buttons call applyOps exactly like /director responses do, so button and LLM behavior can never drift; every applied op fires one scenegod:direct event.
- Background color is a param (
bg) on the ambient light entity rather than new scene-level schema — keyable through B's existing params track, persists via captureState, zero schema change. Orchestrator: if you'd rather have scene-level bg in PLAN §4.1, say so and I'll move it. - Poster-until-play = swap material maps on first 'playing' OR 'seeked' — so a final render that never plays (only seeks) still gets real video frames, and an idle stage shows the jpg.
- OTS shoulder offset is a fixed 0.35m slide + 0.1m rise along the partner line — deterministic, no LLM; eyeball-tune at SYNC if the shoulder isn't reading.
BLOCKED/REQUESTS:
- @Lane C (blocking M6 dock visibility): mp4 is invisible to the server. server.py
ASSET_EXTS/CATEGORIES: backdrops primary = IMG_EXTS only and mp4 ∉ ASSET_EXTS, so
assets/backdrops/video/scenegod_plates/suburb_strip_goldenhour.mp4 never appears in
/assets/tree (its poster jpg shows up as a plain image backdrop instead). Please add
VIDEO_EXTS = {"mp4","webm","mov"} to ASSET_EXTS and to the backdrops primary set. My dock
already handles the resulting shape (finds the video ext in
formats, derives .). Also add MEDIA_TYPES entries ("mp4":"video/mp4","webm":"video/webm", "mov":"video/quicktime") — /assets/file currently serves octet-stream and - @Lane C: /director endpoint per PLAN M5 — my probe expects GET→405 (or 200) when it exists, and I hide the box on POST 503. Request contract above; response {ops:[{op:'shot'|'light'| 'mark', ...}]} — shapes documented at presets.js:136.
- @Lane B: your M5/M6 hooks are ready on my side —
scenegod:directevents carry full values for keying; for video clock-follow use stage.videos() [{id,video,start}] + stage.setVideoPlaying(on) + drift-check video.currentTime yourself per PLAN (>50ms), or just await stage.syncVideos(t) on hard seeks.
NEXT / orchestrator SYNC checklist (browser):
- Select man → CU low 35mm → 🎥 frame: camera frames his face from below in one click; PiP shows it (frame auto-activates the shot cam).
- golden_hour button: sun+ambient recolor + orange sky in one click; scrub proves B keyed it (needs B's scenegod:direct consumer — not landed yet as of this session).
- Suburb plate: console addEntity above → poster shows, then video motion (auto-play only when timeline absent; with timeline mounted it waits for B's clock). 📺 dock button appears once Lane C ships the tree change.
- finalRender a 2s scene with the plate — frames must show advancing video (syncVideos is awaited by render.js already).
- NL box stays hidden until /director exists (probe is GET → expect 405 to reveal).