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>
298 lines
21 KiB
Markdown
298 lines
21 KiB
Markdown
# Lane A log — append-only, newest at bottom
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Format per session:
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## <date> session N
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DONE: …
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DECISIONS: …
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BLOCKED/REQUESTS: …
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NEXT: …
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(no sessions yet)
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## 2026-07-18 session 1
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DONE: M1 shipped and verified end-to-end in a browser.
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- `web/room3d.js` — ported the rigroom retarget as a pure ES module (no DOM/globals).
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Exports parseAny/canon/boneMap/captureRest/bakeRetarget/disposeRoot/stats + `_selftest`.
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bakeRetarget is now `(clip, srcRoot, srcRest, tgtRoot, tgtRest, opts?)` — target is a
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parameter instead of the closed-over `char`. Algorithm kept byte-for-byte (30fps world-delta
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bake, hips-height ratio, quat sign continuity, dup-hierarchy dedupe). Added `.bvh` to parseAny.
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- `web/stage.js` — `class Stage` per PLAN §4.2. IBL (RoomEnvironment+PMREM), grid+circle floor,
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OrbitControls director cam, TransformControls gizmo (W/E/R), raycast select, shadow-casting.
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addEntity handles character/prop/backdrop(plane|corner|dome)/camera/light; wrapper-Group holds
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all transforms, loaded root normalized+grounded underneath. prepareClip caches parse-per-path and
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bake-per-(entity,path,index). captureState/applyState round-trip entities.
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- `web/dock.js` — asset dock (Characters/Props/Backdrops/Animations tabs from `/assets/tree`,
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offline→file-drop) + inspector (transform/params editors, ⏺key dispatches `scenegod:capturekey`,
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delete). Local drop: image→backdrop, mesh→character, clip-onto-selected-character→bake+play.
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- `web/index.html` + `web/style.css` — CSS-grid layout (dock/view/inspector/timeline), rigroom
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importmap (three 0.160.0), `?selftest=1` badge. Timeline loaded via guarded dynamic import so the
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page never breaks when Lane B's file is absent.
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VERIFICATION (browser, in-app):
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- `?selftest=1`: PASS — two 3-bone skeletons, different rests+namespaces, baked 1s clip,
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world-delta match maxErr=6.4e-12, srcMoved=0.224rad (guard against a silently-frozen source).
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- Real end-to-end (Female_mixamo.fbx char + "Running.fbx" clip + a jpg backdrop, served from a
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throwaway scratchpad harness): char loaded (65 bones, 18.6k tris, normalized), gizmo-moved,
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clip retargeted (66 tracks) and animating live. Screenshot: `logs/shots/m1-lady-running.png`.
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- Page boots with zero console errors with BOTH timeline.js and the server absent.
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DECISIONS:
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- selftest uses underscore namespaces (`mixamorig1_`/`mixamorig4_`), not colon — a colon in a bone
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name breaks three's PropertyBinding so the source clip wouldn't bind (silent pass). canon() still
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collapses both to the same key, which is the thing under test.
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- Added `Stage.prepareClipUpload(id, buf, name, idx)` (bake from in-memory bytes) so the offline
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file-drop path can retarget without a server. `Stage.setMixerAuto(false)` lets Lane B take over
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mixer stepping at SYNC 1 (default true so dropped clips preview standalone now).
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- backdrop param edits (mode/image/width) don't rebuild the mesh yet — marked M2. fov/light
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color/intensity are live.
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BLOCKED/REQUESTS:
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- @Lane C: please confirm the item shape inside `/assets/tree` arrays. dock.js tolerates both a
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bare path string and `{path,name,files:[{path,ext}]}` (rigroom-style) for now — tell me the real
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one and I'll drop the fallback. Also confirm the page is served such that absolute `/web/*.js`
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imports resolve (I used `/web/...` to be URL-independent).
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NEXT (M2, do not start until orchestrator flips the milestone line):
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- multiple cameras + PiP overlay via renderActiveCamera, light entity param plumbing polish,
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backdrop rebuild-on-param-change, drag-from-dock onto viewport (currently click-to-add).
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## 2026-07-18 session 2 (M2)
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DONE: M2 Lane-A scope shipped and verified in the *integrated* app (Lane C server :8020 +
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Lane B timeline/tlui mounted). Worked the orchestrator's priority order:
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- **P0 /assets/tree shape** — dropped the bare-string fallback; dock.js now reads the confirmed
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`{name, path, formats, thumb}` and renders `thumb` (→ `/assets/file?path=`) when present.
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- **P1 eventize clip drops** — `dock._applyClip(id,path,idx)`: when `window.timeline` exists it
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dispatches `scenegod:clipdrop {detail:{id,path,clipIndex}}` (Lane B places the block); only
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bakes+previews standalone when no timeline. Uploaded/local clip files can't hand off a server
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path, so with a timeline up they toast a "use the dock" note instead of a dead preview.
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- **P2 onChange on every entity** — `Stage.addEntity`/`removeEntity` now fire `_fireChange(en)`,
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so tlui's `onChange→_syncRows` builds a row per entity, incl. programmatic `applyState` loads.
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Fixed the empty-names bug on both add and remove. Also fixed a latent bug: the gizmo `mouseUp`
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fired `_fireChange` with the *id* not the entity, so the inspector never refreshed on drag.
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- **P4 cameras/lights/PiP/backdrop/drag**:
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- `Stage` PiP: overlay `<canvas class="pip">` in `#view`, rendered each frame from the active
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cam (render active→main canvas, blit to pip, then render director last so the main view is
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correct). `setActiveCamera` shows/hides it. Verified 16,495 lit pixels (real content).
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- `renderActiveCamera(canvas|null)` hardened as the M3 final-render target; added
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`pause()/resume()` so Lane C can freeze the director loop and drive frames deterministically.
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- dock "add rig" toolbar: **+ camera / + key light / + ambient** (these have no asset file);
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inspector gains **◉ set active camera** for cameras; light `castShadow` param plumbed.
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- `setParam` rebuilds the backdrop mesh on mode/image/width change (`_rebuildBackdrop`).
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- drag-from-dock onto the viewport: cards are `draggable`; `#view` drop places chars/props at
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the cursor (`screenToFloor`) and bakes clips onto the character under the cursor (`entityAt`).
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VERIFICATION (in-app, :8020, zero console errors throughout):
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- Added man + key light + ambient + camera via toolbar → all 4 appear as tlui rows immediately
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(P2 proven). Man lit by the scene lights. Screenshot: `logs/shots/m2-cameras-lights-dome.png`.
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- Clicked ANIMATIONS→hiphop on the selected man → `scenegod:clipdrop` fired with
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`{id:'e1', path:'animations/test/hiphop.fbx', clipIndex:0}` (P1 proven). Lane B DOES consume it
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(timeline.js:98) but the block doesn't land — see the integration gap below.
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- capturekey button → `scenegod:capturekey {id:'e1'}`. backdrop plane→dome rebuild swapped the
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root mesh with no error.
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DECISIONS:
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- PiP renders the active cam into the *main* WebGL canvas then blits to the 2D pip canvas (one
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shared context); director view is rendered last each frame so it always wins the main canvas.
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Same primitive is the M3 render path: `pause()` the loop, `renderActiveCamera(null)`, read pixels.
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- Local/upload clip files are a no-op-with-note when a timeline is mounted (no server path to place
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a block). ponytail: revisit only if John wants drag-in clip files to become timeline blocks.
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BLOCKED/REQUESTS — INTEGRATION GAP (orchestrator, please route):
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- Live dock/stage-added entities never reach the timeline's model. `Timeline.scene.entities`
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starts `[]` (timeline.js:80) and is only filled by `timeline.load(sceneJson)`. Both
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`scenegod:clipdrop`→`addClipDrop` and `scenegod:capturekey`→`addKey` call `_tracks(id)`, which
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throws `no entity <id>` for anything added through the dock. Verified live at :8020:
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`manOnStage=true, inTimelineModel=false, addClipDropErr="no entity e1"`. So on today's build,
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keyframing/clip-dropping a dock-added entity is dead — it only works after a scene `load()`.
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- This is a cross-lane seam, not a Lane-A-file fix (timeline.js is Lane B's). The natural hook is
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already in place on my side: **`stage.onChange(en)` now fires on every add AND remove**
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(my P2 fix). Suggested resolution (Lane B, ~4 lines): in the Timeline ctor,
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`stage.onChange(en => this._mirror(en))` where `_mirror` upserts/removes a `scene.entities`
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entry from `{id,kind,label,source,params, transform: stage.entityTransform(id), tracks:{}}`.
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I can instead dispatch a dedicated `scenegod:entityadd/entityremove` event from the dock if the
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orchestrator prefers an explicit contract over reusing onChange — say the word and I'll add it.
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NEXT: once the entity-mirror seam is decided, the "lady + man + street + 2 cameras + sunset" SYNC-2
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demo should play. Holding at the M2 boundary until the orchestrator flips the milestone line.
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## 2026-07-18 session 3 (M3-polish)
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DONE: both M3-polish items the orchestrator flagged, verified live at :8020.
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- **PiP cap + swap.** Was fixed 256×144 and (with the CSS `aspect-ratio`/`%` combo) blew up to
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340×413 portrait on a `<canvas>` — CSS aspect-ratio is unreliable on replaced elements. Now sized
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in `_resize()`: `clamp(180, view.width*0.24, 340)` wide × 16:9, bottom-right. Click the inset to
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swap main↔active-cam (`_pipSwap`). Refactored `renderActiveCamera`→ private `_render(cam,canvas)`
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that restores the cam's aspect after a pip blit, so swapping never distorts either camera
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(verified: dirCam.aspect stays 1.79 while it's shown in the inset). `renderActiveCamera(canvas)`
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is now a one-line wrapper over `_render(this._activeCam(), canvas)` — M3 contract unchanged;
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`pause()/resume()` untouched. Verified 180×101 @1.78 ratio, swap flips the views cleanly.
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- **lady.glb flat-white diagnosed + fixed.** It's the ASSET: a Reallusion/Character-Creator export
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with `extensionsRequired:["KHR_materials_pbrSpecularGlossiness"]` — diffuse lives in that
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extension, which three r160 dropped, so all 26 materials fell back to white MeshStandard. (rigroom
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would show the same — no port regression.) Since SCENEGOD must eat any dropped character, added a
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minimal `SpecGlossPlugin` registered on GLTFLoader in room3d.js: spec-gloss → MeshStandard
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(diffuse→map/color, roughness≈1−glossiness, metalness 0). Only touches materials carrying the
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extension; metallic-rough GLBs and FBX untouched. Verified: lady loads with withMap=26/26 and
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renders fully textured (skin/clothes/face). Shot: `logs/shots/m3-pip-swap.png`.
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DECISIONS:
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- Runtime spec-gloss shim over an offline gltf-transform convert: keeps CC characters "just work"
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in the drop-on-stage flow and in the render pipeline, no per-asset conversion step. Approximation
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(ignores the specular map) is fine for machinima lighting; upgrade path = full spec→metal convert
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if a hero asset needs it.
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- PiP size lives in JS, not CSS — `<canvas>` + `aspect-ratio` is the trap that produced the giant
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inset. CSS keeps only position/border.
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BLOCKED/REQUESTS: none.
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NEXT: hold at M3-polish boundary. Available for SYNC-3 findings (finalRender drives
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`pause`/`resume`/`renderActiveCamera` — kept stable per the hard contract).
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## 2026-07-18 session 4 (SYNC4 fix + M4-A visemes)
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DONE:
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- **applyState/source clean fix.** Absorbed the orchestrator's SYNC4 hotfix and did the schema-correct
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version: `addEntity` defaults camera/light `source` to `{type:'none'}` (PLAN §4.1); `captureState`
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emits it; `applyState` skips only entities that need bytes it lacks (`type:'upload'` AND
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kind∈{character,prop,backdrop}), so `'none'` always rebuilds and legacy `'upload'` cams still
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rebuild. Verified live: save→load of {character, camera, light} → srcTypes
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`[character:assets, camera:none, light:none]`, all 3 come back (rig no longer lost).
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- **M4-A viseme lane** (my deliverable = detection + setMorph hook + badge; Rhubarb→keys is Lane B):
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- `detectVisemes(root)` (stage.js): scans every skinned mesh's `morphTargetDictionary`, loosely
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maps names → canonical visemes A/E/I/O/U/MBP/FV/L (covers CC `V_Open/V_Explosive/V_Dental_Lip/
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V_Tongue_*`, ARKit `jawOpen/mouthPucker/mouthFunnel/mouthClose`, plain vowels). Built once at
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character load; stored on the entity as `{morphs, visemes}` (head/teeth/tongue meshes sharing a
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morph name are grouped so one call drives them all).
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- `stage.visemeTargets(id)` → canonical names present; `stage.setMorph(id, name, weight)` drives a
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canonical viseme OR a raw morph name across all mapped meshes.
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- inspector 🗣 badge (dock.js): lists detected visemes, greyed `🗣 no visemes` when the rig has none.
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- `visemeSelfCheck()` exported: synthetic dict of CC+ARKit+blink names → asserts A/U/MBP/FV/L
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detected, E/I/O NOT (no blink/brow false positives), and setMorph('A') drives the mapped indices
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only. Verified in-browser: `ok=true, found=[A,FV,L,MBP,U]`.
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VERIFICATION (:8020, zero console errors): viseme self-check ok; man/lady show greyed 🗣 badge
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(neither rig carries mouth morphs — lady.glb is a CC body export with 0 morph targets, confirmed by
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reading the GLB); save/load round-trip keeps cameras+lights.
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DECISIONS:
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- Viseme matcher is intentionally loose (orchestrator asked "match loosely") and detection-only; the
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authoritative Rhubarb-letter→canonical mapping + keyframing is Lane B's. `setMorph` also accepts
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raw morph names so B can drive anything the matcher missed.
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BLOCKED/REQUESTS:
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- @orchestrator: no viseme-bearing test character in `assets/` (man.fbx and lady.glb both have zero
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mouth morphs), so the LIT badge + a visible mouth move are proven only by the synthetic self-check,
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not on a real asset. If you can drop a CC/ARKit head with visemes into `assets/characters/test/`,
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I'll confirm live and Lane B can validate Rhubarb end-to-end.
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NEXT: hold at M4-A boundary. Available for a live viseme asset check and any SYNC findings.
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## 2026-07-20 session 5 (M5 DIRECTOR MODE + M6 FLOW VIDEO PLATES)
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DONE — both milestones, headless-verified (no browser/servers touched per orchestrator order):
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M5:
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- `web/grammar.js` (NEW, pure data, zero imports): SHOTS (exact spans/centers from the lane
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spec), ANGLES (eye/low −18°/high +22°/dutch 8° roll/ots_L/ots_R), FOCALS [18,24,35,50,85],
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LIGHTS (day/golden_hour/night/noir/horror-underlight/neon/overcast — {sun{color,intensity,
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elev,azim}, ambient{color,intensity}, bg}), MARKS (center/two_shot_L/R/face_camera/face_other).
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- `web/presets.js` (NEW, NO three.js import — node-runnable): fovForFocal (presets.js:11),
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lookAtEuler w/ dutch roll + three-matching XYZ euler extraction (:14), solveShot bbox→
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pos/rot/fov/dist deterministic solver incl. OTS over-the-shoulder placement (:37),
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frameSubject (:62, bbox via new stage.entityBBox), applyLight (:75 — ensures/reuses one
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sun+ambient pair, writes grammar values verbatim, aims a 20m sun boom via lookAtEuler,
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background rides the AMBIENT entity as param `bg` so it's keyable AND survives save/load),
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applyMark (:99, pos marks keep y; face marks yaw toward active cam / nearest character),
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applyOps (:139) — ONE op runner shared by panel buttons and /director NL, fires
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`scenegod:direct {op, ...values, entityIds}` per action (B keys them; I never touch the
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timeline), mountDirectPanel (:174) — shot/angle/lens segments + 🎥 frame, light buttons,
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mark buttons, NL box.
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- NL box: POST /director {text, selected, entities:[{id,kind,label}]} → expects {ops:[...]},
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applied via applyOps. Hidden by default; probe `GET /director` shows it on 405/200 (FastAPI
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405 = POST route exists); hides itself again when a POST returns 503.
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- index.html:14 `#direct` bar + guarded dynamic import (:49) — page survives presets.js absent.
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style.css:85 DIRECT styles (before the LANE B marker).
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- stage.js additions for M5: entityBBox (stage.js:490, plain arrays — keeps presets three-free),
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cameraWorldPos (:497), light param `bg` → scene.background live (:393) + restored at
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_buildLight (:335) so a loaded scene gets its sky back.
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M6:
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- `_buildBackdrop` rework (stage.js:225): params.mode gains "video" (renders as plane), and
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plane/corner/dome accept .mp4/.webm/.mov sources; THREE.VideoTexture muted+loop+playsInline,
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SRGB; poster jpg (server /assets/thumb same-stem sidecar) shown until first play/seek then
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swapped in via _swapOnPlay (:309). Standalone page (no timeline → _mixerAuto) auto-plays as
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ambient preview; with a timeline mounted videos stay paused at poster for B's clock.
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- NEW kind `screen` (addEntity :165, _buildScreen :272): video plane, params {video,width,
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emissive}, MeshStandard + emissiveMap boost (default 0.6) so club screens read "on" under
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noir/night. ponytail: CRT curve skipped until a real TV asset asks.
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- `stage.syncVideos(t)` (:506): seeks every video to ((t−videoStart) mod duration), pauses,
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awaits 'seeked' per video (1.5s timeout guard so a stuck decoder can't hang a render), skips
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sub-4ms deltas. render.js already awaits it per frame (Lane C landed the hook). Plus
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videos() (:501) + setVideoPlaying(on) (:503) for Lane B's clock-follow, and params.videoStart
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plumbed (inspector fields, dock.js:214/220).
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- dock.js: _videoPath (:86, derives <stem>.<videoext> from formats), 🎞 badge + 📺
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add-as-screen button on video backdrop cards (:106), click/drag adds mode:'video' plates
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(:132 and _viewDrop), local .mp4 drop → upload video plate, screen/backdrop inspector fields
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(width/emissive/vid start; mode select gains 'video').
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- Lifecycle: removeEntity/_rebuild release the <video> (_dropVideo :316); applyState treats
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upload screens as needs-bytes (skip+warn) like backdrops.
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VERIFICATION (headless):
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- `web/presets_test.mjs` (NEW): fov-from-focal exact for 18/35/85mm (+35mm≈37.849°); CU dist <
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MS dist on a 1.7m subject + exact span-formula match + CU aims at .87H; dutch sets rot z =
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8° with zero stray pitch/yaw; low angle puts camera below aim pitched up;
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applyLight('golden_hour') returns grammar values verbatim (deepEqual) + applies
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intensity/bg to a stub stage + reuses the sun/ambient pair on a second preset.
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→ `node scenegod/web/presets_test.mjs` = ALL PASS.
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- Scratchpad ops smoke (not committed): applyOps shot-by-LABEL auto-creates 'shotcam', sets
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85mm fov 16.07°, activates cam, low-angle below aim; ots_R auto-resolves the other
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character; two_shot_L pos; face_camera/face_other yaw; unresolvable subject reports error
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without throwing. ALL PASS.
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- ESM syntax-check (node --check via scratchpad .mjs copies): stage/dock/presets/grammar/room3d
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all clean. Retarget code and every existing Stage API untouched.
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DECISIONS:
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- presets.js takes bboxes as plain arrays (new stage.entityBBox) instead of importing three —
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the whole solver runs under node, same trick as Lane B's timeline.
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- ONE op path: panel buttons call applyOps exactly like /director responses do, so button and
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LLM behavior can never drift; every applied op fires one scenegod:direct event.
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- Background color is a param (`bg`) on the ambient light entity rather than new scene-level
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schema — keyable through B's existing params track, persists via captureState, zero schema
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change. Orchestrator: if you'd rather have scene-level bg in PLAN §4.1, say so and I'll move it.
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- Poster-until-play = swap material maps on first 'playing' OR 'seeked' — so a final render
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that never plays (only seeks) still gets real video frames, and an idle stage shows the jpg.
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- OTS shoulder offset is a fixed 0.35m slide + 0.1m rise along the partner line — deterministic,
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no LLM; eyeball-tune at SYNC if the shoulder isn't reading.
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BLOCKED/REQUESTS:
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- **@Lane C (blocking M6 dock visibility): mp4 is invisible to the server.** server.py
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ASSET_EXTS/CATEGORIES: backdrops primary = IMG_EXTS only and mp4 ∉ ASSET_EXTS, so
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assets/backdrops/video/scenegod_plates/suburb_strip_goldenhour.mp4 never appears in
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/assets/tree (its poster jpg shows up as a plain image backdrop instead). Please add
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VIDEO_EXTS = {"mp4","webm","mov"} to ASSET_EXTS and to the backdrops primary set. My dock
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already handles the resulting shape (finds the video ext in `formats`, derives
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<stem>.<ext>). Also add MEDIA_TYPES entries ("mp4":"video/mp4","webm":"video/webm",
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"mov":"video/quicktime") — /assets/file currently serves octet-stream and <video> can be
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picky about that (and note Range support matters for long plates).
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Until then, video plates ARE testable via console: `stage.addEntity({kind:'backdrop',
|
||
label:'plate', source:{type:'assets', path:'backdrops/video/scenegod_plates/
|
||
suburb_strip_goldenhour.mp4'}, params:{mode:'video', image:'backdrops/video/
|
||
scenegod_plates/suburb_strip_goldenhour.mp4', width:12}})` (file streams fine, just untyped).
|
||
- @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:direct` events 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):
|
||
1. Select man → CU low 35mm → 🎥 frame: camera frames his face from below in one click; PiP
|
||
shows it (frame auto-activates the shot cam).
|
||
2. 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).
|
||
3. 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.
|
||
4. finalRender a 2s scene with the plate — frames must show advancing video (syncVideos is
|
||
awaited by render.js already).
|
||
5. NL box stays hidden until /director exists (probe is GET → expect 405 to reveal).
|