SCENEGOD/logs/laneA.md
type-two 22c8a9a324 M12: look, render button, save integrity — 3 workflow rounds, 22 agents
FEATURES (from a 5-lens audit: UX friction, feature gaps, bug hunt, visual
quality, discoverability):
- ACES filmic tone mapping + per-preset exposure. grammar.js runs physical sun
  intensities of 1.2-3.4; with NoToneMapping every lit face clipped to white and
  a warm key rendered neutral. Single biggest look win in the app.
- Real shadows: PCFSoft, a shadow box fitted to the scene's bounds, and plates
  that no longer double as the shadow catcher (dedicated ShadowMaterial).
- A Render button in the scene bar. finalRender had ZERO callers - the app's
  deliverable was console-only.
- Save actually saves the stage you built (gizmo moves, inspector edits), and
  Save/Load stop lying about what happened.
- 2x supersample + lanczos downscale; correct bt709 tagging and faststart.
- Frame guide, camera-from-view, dock counts, delete confirmations.

DEFECTS FOUND BY ADVERSARIAL REVIEW AND FIXED (all reproduced first):
- BLOCKER: save wrote the playhead pose over the authored rest transform of
  keyed entities, so every save produced a different file.
- renders were converted with the bt601 matrix while tagged bt709.
- deleting an unkeyed camera stranded its cut -> scene 422s forever.
- corner plates showed one photo at two exposures across the fold.
- exposure was advertised as keyable but nothing keyed it, so a second lighting
  preset permanently poisoned the first.
- the audio pre-flight could never fire (FastAPI does not route HEAD -> 405).
- the two render buttons were not mutually exclusive.
- frame guide letterboxed a narrow viewport that the render does not crop.

ORCHESTRATOR (round 3): dangling camera cuts are pruned in Timeline.toJSON and
skipped by cutCameraAt, rather than trying to keep every undo history clean -
deleting a camera spans Stage (no undo) and Timeline (undo), so any older entry
can resurrect a cut for a dead camera. Verified against the real validator.
Also replaced a VACUOUS test that drained a stack whose only entry was a seeded
no-op; timeline_test.mjs now replays both real histories and discriminates.

Verified: 4 JS suites + 23 server groups + render client green; blocker repro
now preserves the authored rest at every playhead position; save round-trips
200 with zero dangling cuts; zero console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 22:41:17 +10:00

76 KiB
Raw Blame History

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-over char. Algorithm kept byte-for-byte (30fps world-delta bake, hips-height ratio, quat sign continuity, dup-hierarchy dedupe). Added .bvh to parseAny.
  • web/stage.jsclass Stage per 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 dispatches scenegod: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=1 badge. 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/tree arrays. 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/*.js imports 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 renders thumb (→ /assets/file?path=) when present.
  • P1 eventize clip dropsdock._applyClip(id,path,idx): when window.timeline exists it dispatches scenegod: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 entityStage.addEntity/removeEntity now fire _fireChange(en), so tlui's onChange→_syncRows builds a row per entity, incl. programmatic applyState loads. Fixed the empty-names bug on both add and remove. Also fixed a latent bug: the gizmo mouseUp fired _fireChange with the id not the entity, so the inspector never refreshed on drag.
  • P4 cameras/lights/PiP/backdrop/drag:
    • Stage PiP: 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). setActiveCamera shows/hides it. Verified 16,495 lit pixels (real content).
    • renderActiveCamera(canvas|null) hardened as the M3 final-render target; added pause()/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 castShadow param plumbed.
    • setParam rebuilds the backdrop mesh on mode/image/width change (_rebuildBackdrop).
    • drag-from-dock onto the viewport: cards are draggable; #view drop 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:clipdrop fired 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.entities starts [] (timeline.js:80) and is only filled by timeline.load(sceneJson). Both scenegod:clipdropaddClipDrop and scenegod:capturekeyaddKey call _tracks(id), which throws no 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 scene load().
  • 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 _mirror upserts/removes a scene.entities entry from {id,kind,label,source,params, transform: stage.entityTransform(id), tracks:{}}. I can instead dispatch a dedicated scenegod:entityadd/entityremove event 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). Refactored renderActiveCamera→ 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 minimal SpecGlossPlugin registered on GLTFLoader in room3d.js: spec-gloss → MeshStandard (diffuse→map/color, roughness≈1glossiness, 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-ratio is 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: addEntity defaults camera/light source to {type:'none'} (PLAN §4.1); captureState emits it; applyState skips 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's morphTargetDictionary, loosely maps names → canonical visemes A/E/I/O/U/MBP/FV/L (covers CC V_Open/V_Explosive/V_Dental_Lip/ V_Tongue_*, ARKit jawOpen/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 visemes when 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. setMorph also 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 into assets/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 param bg so 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, fires scenegod: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 /director shows it on 405/200 (FastAPI 405 = POST route exists); hides itself again when a POST returns 503.
  • index.html:14 #direct bar + 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:

  • _buildBackdrop rework (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 ((tvideoStart) 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: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).

2026-07-25 session 6 (M7-A1 non-mixamo rigs + M7-A2 world-integrated backdrops)

DONE — both M7 items, headless-verified (no browser, no servers touched, per orchestrator order):

M7-A1 — bone aliasing. canon() used to strip a mixamorig prefix and nothing else, so every non-mixamo skeleton paired 0 bones and died at "missing hips" (lady.glb has never been animatable).

  • room3d.js:70 legacy strip is now rawCanon; room3d.js:136 canon = raw ∈ CANON ? raw : alias(n) || raw. The CANON short-circuit is what makes mixamo→mixamo bit-identical — a name that already canons to a mixamo bone never touches the alias tables (test asserts all 65 man.fbx bones × 5 namespace spellings against an inlined copy of the old one-liner).
  • Tables (room3d.js:77125): CANON (the 54 mixamo names, generated), EXACT side-less bones, STEMS sided stems + generated finger stems, SIDES side decompositions. alias() walks 4 progressively-normalised candidates — raw → prefix-stripped → index-stripped → both — and takes the first hit, so CC_Base_Spine01 (2nd spine bone) beats the generic spine_01 (1st) reading. Structure handled: namespaces (mixamorig4:, Armature|), rig prefixes (CC_Base_, DEF-/ORG-/ MCH-, Bip01 ), CC's per-export numeric tail (_02, _0100), and side spellings L_/_l/.L/Left. A decomposition only counts when the leftover stem is known, so lowerarm is never read as left-"owerarm" and shoulder is never read as "shoulde"+right.
  • Covered: Character Creator (bone names read out of the REAL lady.glb JSON chunk, not guessed), Unreal/HumanIK, Blender Rigify, Unity-humanoid/VRM/Rokoko long names, plain lowercase, 3ds Max Biped. Twist / share / toe-detail / facial / breast / eye bones deliberately stay UNMAPPED — the pair map already tolerates missing pairs, and a guessed mapping is worse than an unbaked bone.
  • Guardrail: pairing moved out of bakeRetarget into three-free pairBones() (room3d.js:146). Under min(8, boneCount) matches it throws e.g. retarget: only 1/54 bones matched (target looks like 'CC_Base', source looks like 'mixamo'; first unmatched bone 'CC_Base_BoneRoot_01'); unsupported skeleton. rigStyle() (room3d.js:127) does the detection. The missing-hips error (room3d.js:176) now names both styles too. min(8, …) keeps _selftest's 3-bone synthetic skeletons legal.
  • Result on the real asset: lady.glb pairs 52/102 bones — core 6 + both arms/legs + all 30 finger bones, CC_Base_Hip wins hips and CC_Base_Pelvis folds onto the same key and is left unbaked (dedupe does the right thing). Reverse direction (CC as the clip SOURCE onto a mixamo body) is 52/52.

M7-A2 — world-integrated backdrops. A plate read as a billboard in the void: gap under it, alien floor, no air. Three fixes, all recomputed on load/param/camera change, never per frame (stage.js:340415).

  • params.fit:'frustum'_fitBackdrop scales en.root to COVER the active camera's frustum at params.fitDist (default 14m) with 6% bleed, drops the plate's centre onto the wrapper origin, parks the wrapper on the camera axis and lookAts the camera. Because the plate now extends BELOW y=0 the floor cuts it at a clean horizon — the gap is gone. fitScale() (stage.js:62) is a pure export so node can assert the algebra. Recompute triggers: addEntity, _rebuild, setParam(fov) on the ACTIVE cam, setActiveCamera, _resize, end of applyState, and the inspector's ⤢ refit. Absent fit = old behaviour (saved scenes unchanged); dock-added plates default to 'frustum'.
  • params.groundTint (default on) — _plateGround draws the plate's map (image, poster, or video frame) into a 24×24 2D canvas and averages the bottom 7 rows, once per load/param change; the stage floor takes that colour ×0.85 and the grid helper fades to 0.12 opacity while a plate is present.
  • Atmosphere — FogExp2 coloured from the same sample, density from a keyable fog param on the ambient light entity (same trick as bg: Lane B's params track drives it with zero schema change). Default 0.02, off with no plate. Plate/dome materials get fog:false so atmosphere sits between the camera and the plate instead of washing it out. Fog object is mutated, not reallocated, when keyed.
  • dock.js: inspector gains fit select, fit dist, ⤢ refit to camera, ground tint checkbox (new _chk helper, dock.js:250) and fog on ambient lights; new _chk styling in style.css:52.

VERIFICATION (headless only):

  • node scenegod/web/room3d_test.mjsALL PASS (26 CC bones paired against mixamo). NEW file; it loads the REAL room3d.js with the three imports stripped and imported as a data: URL, so the shipped tables are what's asserted (no drift-prone copy). Covers: 65 mixamo bones × 5 namespaces identical to the legacy canon; 20 CC name→canonical assertions; 8 CC twist/share/facial bones must stay unmapped; 36 Unreal/Rigify/Unity/Biped assertions; side-less limbs must stay unmapped; CC↔mixamo pairing = 26 on the sample; mixamo→mixamo pairing 65/65 unchanged; the guardrail throws with style + unmatched root in the message; 3-bone _selftest skeletons still legal; rigStyle on 5 rigs.
  • node scenegod/web/stage_test.mjsALL PASS (fit s=2.186 → plate 21.9×12.3m over a 20.6×11.6m frame at 14m). NEW file, same import trick on stage.js: frustum size, cover-on-both-axes, bleed factor, portrait/letterbox plates scaling on the tight axis, distance-invariance of framing, longer lens → smaller plate.
  • node scenegod/web/presets_test.mjs (M5) and timeline_test.mjs (Lane B) still pass unchanged.
  • node --check clean on room3d.js / stage.js / dock.js / presets.js / grammar.js and on index.html's inline module.

DECISIONS:

  • Aliasing lives in canon() behind a CANON short-circuit rather than a new module — Lane A owns 5 files and the baker is the only consumer. pairBones/rigStyle/fitScale are exported THREE-free so node can test the parts that actually encode judgement.
  • Ambiguity resolved by qualification, not by guessing: CC's 3-bone torso (Waist/Spine01/Spine02) maps to mixamo Spine/Spine1/Spine2 via ccbase* keys; UE's spine_01/02/03 maps to the same three via generic keys. Chains longer than mixamo's 3 (UE spine_04/05, rigify spine.003+) stay unmapped.
  • Known limit, marked ponytail: at room3d.js:190: lady.glb hangs its hip height off LOCAL Z (Z-up CC export), so the hips-travel ratio lands 0 and clips play IN PLACE. That is the safe read — the source's travel delta is in the SOURCE's axes and scaling it into a Z-up hip would fly the character. Rotations are unaffected (they transfer through world space), so she dances correctly. Proper fix = rotate the travel delta through both rests' parent world quats; deliberately not done, since it would perturb the verified mixamo→mixamo path for a case nobody has asked for yet.
  • Auto-fit OWNS the backdrop's wrapper transform (marked ponytail: at stage.js:355) — keyframe a plate only with fit:'free'. Fit is NOT recomputed on camera movement (only fov/cut/resize): following a dolly would glue the plate to the lens and kill parallax.
  • Absorbed bug fix you should know about (visual delta): _buildLight ran _refreshDefaults() BEFORE the entity was registered in _entities, so adding a scene light never dimmed the built-in hemi (2.2) / key — every M5 lighting preset was being washed out by studio defaults. Now refreshed after registration (stage.js:197). Expect noir/night/golden_hour to read much stronger than in the SYNC-6 screenshots; RoomEnvironment IBL still keeps nothing pitch black.

BLOCKED/REQUESTS:

  • @orchestrator (PLAN §4.1 amendment, no code impact): backdrop params gains fit:"frustum"|"free", fitDist (m, default 14) and groundTint (bool, default true); light params gain fog (FogExp2 density, keyable, lives on the ambient entity next to bg). All round-trip through captureState/applyState today.
  • @Lane B (free win, not blocking): fog behaves exactly like bg — a params-track key on the ambient light entity animates the atmosphere. A "haze up over 2s" key is now a one-liner for the DIRECT panel.
  • Still owed by John: a viseme-bearing test character (carried from session 4).

NEXT / orchestrator SYNC checklist (browser, :8020):

  1. ?selftest=1 → header badge must read selftest: PASS (maxErr=…, alias ok) — the alias check is new (index.html:33), it canons CC + Unreal + namespaced-mixamo names in-page.
  2. Lady dances (the headline): CHARACTERS → lady → ANIMATIONS → hiphop.fbx (drag onto her, or select her and click the card) → block lands on the timeline → press play. Before today this threw retarget: missing hips (mixamorig skeleton?). Console proof if you want it: stage.prepareClip('e1','animations/test/hiphop.fbx',0).then(c=>console.log(c.tracks.length)) → expect 53 tracks (52 bone quats + 1 hips position). She dances in place by design (see the ponytail note above); man.fbx is unchanged and still travels.
  3. Plate fills frame + ground + fog: BACKDROPS → the golden-hour video plate (or street.jpg) → it should land already filling the view with no gap under it, the floor should go warm/orange, the grid should nearly vanish. Inspector shows fit: frustum, fit dist 14, ground tint ✓. Move the director cam and hit ⤢ refit to camera to re-fill. Add an ambient light → its inspector fog field (0.02 default) — crank to 0.08 to see the haze eat the far floor, 0 to kill it.
  4. Cut to a scene camera (◉ set active camera) — the plate refits to THAT lens; change its fov and it refits again. PiP should show the same filled frame.
  5. Regression watch: existing saved scenes (sync2-sunset) have no fit param → plates must load at their old size/place. Lighting will look stronger than before (see the _refreshDefaults note).

2026-07-26 session 7 (M11-A CAMERA MOVEMENT + "+ angle" + fitAnchor)

DONE — all three items, headless-verified (no browser, no git, :8020 untouched per orders):

M11-A1 — move presets. Every shot the app makes was locked off; now the solver places a camera AND moves it. grammar.js:60 MOVES (10, pure data) + SHOT_ORDER (:74) + EASES (:77) + MOVE_MAX_DUR 6s (:78) + DOLLY_CLAMP (:79). presets.js:87 solveMove() returns the same shape solveShot does, twice: {move, from:{pos,rot,fov}, to:{pos,rot,fov}, aim, dist, shot, angle, focal, endShot, endFocal}. START is byte-for-byte what 🎥 frame would solve for the panel's {shot,angle,focal}; END is that state displaced. Per kind:

  • dolly (push_in/pull_out): distance of one rung along SHOT_ORDER (MS→MCU 1.61m→1.12m on a 1.7m subject at 35mm), travelling ALONG the start→aim ray — rot and fov untouched. At ECU/EWS the rung runs out and it clamps by DOLLY_CLAMP (÷1.4 / ×1.4) so the button always does something.
  • truck (L/R): lateral along level camera-right, rot COPIED (a truck stays parallel — it is not a pan and not an orbit). Amount = 0.55 × the half-frame WIDTH, so the subject slides to ~the outer third and stays in frame on any lens, and distance-to-subject shifts <6%.
  • crane (up/down): vertical only, then re-aimed (lookAtEuler) so the subject stays framed; amount = 1.2 × the half-frame HEIGHT. Floor-clamped at y=0.05, and the clamp re-aims too.
  • orbit (L/R): rotates the horizontal offset about the aim, y held → distance constant to 1e-9, sweep exactly ±25° (degrees overridable).
  • zoom (in/out): one rung along FOCALS (35→50 / 35→24; past the ends ×1.6) — pos and rot returned as identical arrays. A zoom is not a dolly and the code makes that structural, not a comment. Amounts are FRAME-RELATIVE (multiples of span·H/2) rather than metres, so a move reads the same on a CU and a WS, an 18mm and an 85mm — asserted, not assumed. moveCamera() (presets.js:143) is the applier: solves, then puts the camera on the START state immediately (viewport shows frame 1 of the move) and returns the pair. moveDuration() (:79) = scene remaining from the playhead, min 0.5s, capped at 6s; no timeline / past the end → the cap. UI: a MOVE segment in the DIRECT bar (presets.js:339) — move select · dur box (blank = auto) · ease select · 🎬 move.

M11-A2 — "+ angle" (presets.js:331, next to 🎥 frame). New op flag newCam:true on the EXISTING shot op, so panel and /director still share one code path: _camFor() (:235) makes a fresh camera labelled by _camLabel() (:225 → cam2, cam3, … skipping taken labels), solves the current shot/angle/lens onto it, activates it, touches nothing else. Emits an ordinary shot event, so Lane B keys + cuts it exactly as today — coverage now takes one click instead of a console call.

M11-A3 — fitAnchor exposed (dock.js:228): 01 slider + live readout (new _range helper, dock.js:262; styles style.css:53), shown next to fit dist when fit:'frustum'. stage.js:507 now refits on fitAnchor too (it was inert from the inspector before).

VERIFICATION (headless):

  • node scenegod/web/presets_test.mjsALL PASS (10 moves; push in 1.61m → 1.12m, orbit ±25°, zoom 35→50mm at a fixed 1.61m). New blocks assert the geometry, not the plumbing: an independent aimsAt() built from three's own Euler('XYZ') third column ([sin y, sin x·cos y, cos x·cos y]) — NOT from lookAtEuler's internals — plus a assert.throws proving that checker fails a camera turned 17° off its subject. Then: push-in ends closer / pull-out farther with both states still aimed; the push-in end distance EQUALS the MCU solve; travel is parallel to the view axis; ECU push-in still pushes; truck distance within 10%, displacement ⟂ to the view axis, level, rot identical, inside the half-frame width, L/R exact mirrors, same metres at 85mm as at 35mm, farther on a WS; crane changes only y, re-aims, pitch crosses from ~0 to negative (up) / positive (down); orbit distance equal to 1e-9, sweep exactly ±25°, a 90° orbit lands square to the side, orbit-left agrees with truck-left; zoom pos/rot deepEqual and distance unchanged while fov moves — with the explicit push-in-vs-zoom-in pair ("position, not lens" / "lens, not position"). Plus the ladders, moveDuration in 5 states, and an applyOps block (stub stage + shimmed dispatchEvent/window.timeline) asserting the exact move event keys, t0 = playhead 2s, dur = 6 (8s remaining capped), explicit dur/ease honoured, unknown ease → inout, the START state actually landing on the camera, no camera spam, and the "+ angle" sequence cam2/cam3 with the other cameras' transforms byte-identical.
  • node scenegod/web/stage_test.mjs and room3d_test.mjs unchanged → ALL PASS. Lane B's timeline_test.mjs also still green (read-only run; their applyDirect ignores an unknown op, so today's build no-ops on move instead of throwing).
  • node --check clean: grammar.js, presets.js, stage.js, dock.js, presets_test.mjs.

THE move OP CONTRACT (Lane B, next session) — emitted once per 🎬 move:

CustomEvent('scenegod:direct', { detail: {
  op: 'move', camId, t0, dur, ease,          // ease ∈ 'inout' | 'linear'
  from: { pos:[x,y,z], rot:[x,y,z], fov },   // ALREADY applied to the live camera by Lane A
  to:   { pos:[x,y,z], rot:[x,y,z], fov },
  entityIds: [camId],
  // informational, safe to ignore: move, subjectId, shot, angle, focal
}})

Expected handling: inside one group()addKey(camId,'transform',{t:t0, ...from, ease}) + addKey(camId,'transform',{t:t0+dur, ...to, ease}), and the same pair on params fov (fov is the ONLY thing that changes on a zoom — key it always, it costs one key and keeps every move uniform). A cut is your call: addCut(t0, camId) matches what shot does and is what I'd expect, but the payload doesn't presume it. t0 is my read of your playhead (window.timeline.time, 0 without a timeline) — prefer your own if they ever disagree. dur is already clamped to the scene remainder, so t0+dur never lands past scene.duration.

DECISIONS:

  • Push-in is a pure axis dolly (rot + fov fixed), not "solve the tighter shot and interpolate". Re-solving would also raise the aim (MS centre .65H → MCU .75H) — a dolly plus a covert tilt. The rung is used for the DISTANCE only. It keeps the dolly/zoom pair a controlled experiment: same intent, one variable each. A director who wants MCU composition picks MCU.
  • Frame-relative amounts, not metres. Truck/crane amounts multiply span·H/2 (and ×aspect for the truck), which is the framed half-height by construction. A fixed 1.5m truck is fine on a WS and throws the subject out of frame on an 85mm CU; this can't.
  • The truck does not re-aim. The lane brief says both "stays parallel" and "keeps the subject framed"; those only co-exist if the lateral is bounded by the frame, so it is (0.55 of half-width) and the test asserts the subject is still inside. Re-aiming would make it a tracking pan, which is a different move and should be a different button if John wants one.
  • 🎥 frame now prefers the LIVE camera (_camFor, presets.js:235), falling back to shotcam→first→create, i.e. the old order whenever no scene camera is active. Without this, "+ angle" was a trap: build cam2, adjust the size, and the edit silently lands on camera 1. Behaviour is unchanged in every scene that existed before (🎥 frame activates the camera it frames).
  • Both new Stage getters are one-liners and read-only: activeCamera() (stage.js:587) and viewAspect() (:634, so the truck is bounded by the REAL frame, not an assumed 16:9). No existing contract touched — Stage API, syncVideos/entityVideo, the shot/light/mark payloads, scene-JSON round-trip and relative URLs are all as they were.
  • newCam rides the existing shot op instead of a new angle op: one code path for buttons and /director, and Lane B needs no change to key coverage cameras.
  • Coverage cameras are numbered (cam2/cam3), not named wide/close: the label outlives the shot size that produced it, and a lying label is worse than a boring one.

BLOCKED/REQUESTS:

  • @Lane B (the one thing that makes this real): implement applyDirect for op:'move' per the contract above. Until then the camera snaps to the move's START and the END exists only in the event — nothing animates.
  • @orchestrator: no PLAN §4.1 schema change needed — moves land as ordinary transform/params keys. Worth adding MOVES/EASES to the M5 grammar bullet in §5 when you next touch it.
  • Still owed by John: a viseme-bearing test character (carried from session 4).

NEXT / orchestrator SYNC checklist (browser, :8020):

  1. Select man → shot MS, lens 35mm → 🎬 move with push in, dur blank, ease inout. Camera jumps to the MS start and the PiP shows it. Console proof of the payload: addEventListener('scenegod:direct', e => console.log(e.detail), {once:true}) before pressing — expect op:'move', t0 = the playhead, dur = min(6, scene remaining), from/to with to closer. Once Lane B lands its handler, play should push in over the duration.
  2. zoom in on the same subject: from.pos and to.pos must be IDENTICAL in that console line and only fov differs (35→50mm ⇒ 37.85°→27.0°). That is the dolly-vs-zoom distinction on screen.
  3. orbit left 25° then crane up: the subject stays centred through both ends (apply the END by hand if B isn't ready: stage.setTransform(camId,{pos:d.to.pos,rot:d.to.rot})).
  4. + angle: with man selected, MS → 🎥 frame (cam becomes shotcam), then CU low 85mm → + angle → a NEW cam2 appears in the dock/timeline rows, goes live, and shotcam has not moved. Press 🎥 frame again → it now adjusts cam2 (the live one), creating nothing. scenes/music-video.json (4 cams) is the scene to sanity-check that nothing else shifts.
  5. Load a plate with fit: frustum → inspector shows anchor under fit dist; drag it 0.75→0.4 and the plate slides down live (horizon drops); 1.0 puts its top edge on the lens axis.

2026-07-28 session 12 — LOOK PASS: tone mapping, shadows, frame guide, dead controls

DONE (5 items, best-first, all shipped):

A1 — ACES tone mapping + unlit backdrop plates + per-preset exposure. stage.js:126-130 sets toneMapping = ACESFilmicToneMapping, toneMappingExposure = 1.0. grammar.js ran physical sun intensities of 1.23.4 into NoToneMapping, so every lit face clipped to 255,255,255 and a warm key went neutral white. Plates stopped being re-lit: _buildBackdrop (stage.js:400-420) builds the wall with MeshBasicMaterial({map, fog:false, toneMapped:false}), the dome material gained toneMapped:false (:404), and so did the screen material (:441). The corner-mode ground copy is now built as its own MeshStandardMaterial (:414) rather than mat.clone() — it still receives the character's shadow, which is the only reason it stays lit. toneMapped:false is load-bearing on all of them: a photo/Flow frame is display-referred and ACES over an already-graded image muddies its blacks. Plate level is params.plateExposure (default 1) via _plateLevel() (stage.js:487), wired in setParam next to fitDist (:640) and exposed as a 02 number field in the dock's backdrop block (dock.js:249). exposure added to every LIGHTS entry (grammar.js:38-52: day 1.0, golden_hour 1.1, night 1.6, noir 1.2, horror 1.4, neon 1.3, overcast 1.0). applyLight writes it exactly like bg (presets.js:174) and returns it (:178), so it rides the ambient entity → keyable, persists in scene JSON. Stage.setParam handles exposure on a light entity (stage.js:632) through clampExposure (exported, stage.js:68, clamps 0.054 so a keyed lerp through 0 can't black the frame); _buildLight's ambient branch applies p.exposure ?? 1 on build (:567), and removeEntity puts the renderer back to 1.0 when the ambient goes (:249) so loading a scene with no ambient doesn't inherit the last one's level. Inspector also got an exposure field on the ambient light next to fog (dock.js:229).

A2 — a stage that actually casts shadows, with a box that fits the shot. this._defKey now casts (stage.js:164-166): until you added a light entity NOTHING cast a shadow despite shadowMap.enabled, so characters hovered on an untouched stage. shadowMap.type = PCFSoftShadowMap (:125). New _shadowRig(dir) (stage.js:216) is the one config for the default key AND scene keys: castShadow, mapSize 2048², normalBias 0.02, bias -0.0005 — applied in _buildLight (:569). shadowHalfExtent(bboxes, margin=6) exported (stage.js:73) + private _fitShadows() (:227) which sets camera.left/right/top/bottom = ±h, near 0.5, far = boomDistance + 2h and updateProjectionMatrix() on _defKey and every directional light entity. Cost control per spec: _shadowDirty set in addEntity (:317), removeEntity (:252), setTransform of a light (:626), setParam of a light (:630), _buildLight (:580); consumed once per frame at the top of the rAF loop (:198), BEFORE the _paused early-return so a paused render still gets a fit. Key-light proxy sphere got userData.chrome = true (stage.js:576) — without it yellow spheres would render into the mp4 the moment Lane C calls pause().

A3 — compose in the real frame. (a) Stage.directorCamState() (stage.js:824) returns {pos, rot, fov} off _dirCam; dock._addRig uses it for a new camera's transform + fov (dock.js:190-194) and the button is now + camera (from view) with a tooltip (dock.js:40). setActiveCamera(en.id) unchanged. (b) ⬚ frame guide: a DOM overlay built in the Stage constructor next to the PiP (stage.js:143-153) — four black bars + rule-of-thirds + 90% action-safe hairlines at 25% opacity, pointer-events:none, z-index:3 (PiP is 5, so the PiP stays clickable). setFrameAspect(a) / setFrameGuide(on) / frameGuide() / frameAspect() at stage.js:207-213; _layoutGuide() (:196) recomputes from the pure guideBars() and is called from _resize() (:194). Styles style.css:83-93. Toggle is a ⬚ frame button in presets.js's lens segment, default ON (presets.js:340-346), guarded on stage.setFrameGuide existing so a stub Stage can't break the panel. It is pure DOM and NOT tied to _chrome(), so it can never reach a captured frame.

A4 — a fitted backdrop stops offering controls that do nothing. (1) renderInspector replaces the nine pos/rot/scale fields with one muted line (dock.js:209-217, .inote style style.css:71) when kind==='backdrop' && params.fit==='frustum'setTransform hard-returns for exactly those, so those fields were silently eating input. The fit select sits right below and already re-renders on change. (2) Stage.select() (stage.js:594-598) detaches instead of attaching the gizmo for a frustum-fitted plate; selection/inspector/onSelect all still fire. setParam('fit', …) re-runs select() on the selected entity (stage.js:637) so switching frustum⇄free swaps the gizmo immediately rather than on the next click. (3) videoTimeAt(t, start, dur) exported (stage.js:87) and used by syncVideos (stage.js:797). It used to WRAP (((t-start)%d+d)%d) while Timeline._evalVideo clamps — so a plate with videoStart:2 on a 10s clip showed frame 0 in the viewport at t=0 and the 8.0s frame in the mp4. Same clamp both sides now: what you scrub is what you render.

A5 — destructive delete asks first; the dock stops calling every failure "server offline". (1) dock.js:288-303: counts transform+params+morphs keys and clips blocks off window.timeline.scene.entities, and only confirm()s when keys+clips > 0. A freshly added, unkeyed entity is still one click. With no timeline mounted there is no count, so it confirms for characters/props and never for cameras/lights, per spec. (2) load() (dock.js:26-43) now separates !r.ok (keeps this._loadErr = status + ': ' + body) from a thrown fetch (this._offline). renderBrowser (:112-122) shows the server's own message (escaped with esc() — ship-check) for the first, "server offline" only for the second, and the populated-empty state is now no <tab> on the server yet — drag a .glb / .fbx / image from your desktop onto the stage instead of an instruction you cannot follow from a browser. Tab buttons carry a live item count on a second line (dock.js:51-54, 108-110; style.css:35-38) so an empty category is visible before you click it — a count appended inline overflowed the 65px tab.

VERIFICATION (headless, exact output):

$ node scenegod/web/presets_test.mjs
presets_test: ALL PASS (10 moves; push in 1.61m → 1.12m, orbit ±25°, zoom 35→50mm at a fixed 1.61m)
$ node scenegod/web/stage_test.mjs
stage_test: ALL PASS (fit s=2.186 → plate 21.9×12.3m over a 20.6×11.6m frame at 14m; shadow box
±6.95m solo / ±10.39m for a two-hander; 1600×600 gate bars 266.7px)
$ node scenegod/web/room3d_test.mjs
room3d_test: ALL PASS (26 CC bones paired against mixamo)

node --check clean on stage.js, dock.js, presets.js, grammar.js, stage_test.mjs, presets_test.mjs. Lane B's timeline_test.mjs re-run read-only: OK — timeline_test.mjs: all assertions passed. New assertions (all fail on the old code):

  • presets_test: every LIGHTS key has a finite exposure in [0.5,2]; night/horror exposed ABOVE day (the whole point); applyLight(stub,'noir') records setParam(ambientId,'exposure',1.2) on the existing stub and the returned object carries it.
  • stage_test shadowHalfExtent: empty → 4; one 1.7×0.6m character → exactly half-diagonal + margin (6.95) and already > three's default ±5; a covers() helper asserting EVERY bbox corner sits inside ±h for a two-hander 8m apart (10.39) and for a lone character 8m off-axis (10.25 > 8.3); margin monotonicity; the 4m floor minimum.
  • stage_test guideBars: 1600×600@16:9 → left/right (16001066.67)/2 and zero top/bottom; 800×800 → top/bottom (800450)/2 and zero left/right; 1920×1080 → all zeros; three zero-size viewports → zeros not NaN; plus a gate() check that the remaining rectangle is EXACTLY 16:9 at four viewport shapes (that's the assertion with teeth — bar thicknesses alone could be self-consistent and still wrong).
  • stage_test videoTimeAt: 0/2/10→0, 3/2/10→1, 13/2/10→1, dur 0 and dur NaN → 0, plus an explicit notEqual against what the old wrap returned (8.0) at t=0.
  • stage_test clampExposure: 0→0.05, 3→0.05, 99→4, undefined→1.0 (old scenes unchanged), '1.6'→1.6.

DECISIONS:

  • The 10.7m shadow-length rationale in the A2 brief is wrong, and I did not write that assertion. A directional light's shadow lies EXACTLY behind its caster in light space — the shadowed ground points are the caster's own projection along the light direction — so a low sun does not widen the ortho box laterally at all, it only pushes DEPTH (near/far). Checked numerically at golden_hour's 9° elevation: the character's top (0,1.7,0) and the shadow tip (10.73,0,0) both project to light-Y 1.678. Asserting "≥ 10.7 so the shadow is not guillotined" would have been a test that passes for a reason that isn't true. The real lateral defects are (a) entities spread wider than ±5, and (b) the box being centred on the light→target axis, i.e. on the STAGE ORIGIN, not on the entities. So shadowHalfExtent unions the bboxes with the origin before taking the half-diagonal — a one-word change to the briefed formula that is a genuine fix: a lone character standing 8m off-axis gets 6.95 (clipped!) under the centre-relative version and 10.25 (covered) under this one, and that pair is asserted. far is where the low sun actually needed help: boomDistance + 2h.
  • Only a LIGHT move sets _shadowDirty in setTransform (stage.js:626). The brief also listed characters/props implicitly via add/remove, which I kept — but the timeline re-applies EVERY entity's rest transform each tick, so flagging characters there would run a Box3.setFromObject sweep over skinned meshes every single frame. Marked ponytail: in situ.
  • The corner-mode ground is a fresh MeshStandardMaterial, not mat.clone(). Once the wall became MeshBasic, cloning it would have silently made the shadow-catching ground unlit too.
  • plateExposure clamps 04 in _plateLevel and a non-finite value falls back to 1 (a NaN from a half-typed inspector field would otherwise paint the plate black).
  • select() on a fitted plate DETACHES rather than hiding the gizmo, so _tc.dragging can never be true for it — the pick path and mouseUponChange are untouched.
  • Frame guide is deliberately NOT wired to _chrome(): _chrome is a WebGL-visibility switch and the guide is DOM, so there is nothing to hide. It also can't be captured by readPixels/toBlob.
  • Contracts preserved: Stage API (PLAN §4.2) is additive only — directorCamState, setFrameAspect, setFrameGuide, frameGuide, frameAspect, plus the pure exports shadowHalfExtent, guideBars, videoTimeAt, clampExposure. scenegod:direct (shot/light/mark/move), scenegod:clipdrop, scenegod:capturekey, syncVideos/entityVideo, scene-JSON round-trip and relative URLs all unchanged. exposure / plateExposure are ordinary params entries so they round-trip through captureState/applyState and are keyable with no schema change.

BLOCKED/REQUESTS:

  • @Lane C (small, optional): the frame guide defaults to 16:9. If render.js knows the delivery size, one call — stage.setFrameAspect(width / height) before a render setup — makes the guide match what will actually be encoded. Purely cosmetic; nothing breaks without it.
  • @Lane B (FYI, no action needed): Timeline._evalVideo's clamp is now the shared definition — stage.videoTimeAt(t, start, dur) is exported if you'd rather import it than keep the inline copy.
  • @orchestrator: exposure (ambient light param) and plateExposure (backdrop param) are new keyable scalars worth a line in PLAN §4.1's params-by-kind note when you next touch it.
  • Still owed by John: a viseme-bearing test character (carried from session 4).

NEXT / browser checks the orchestrator must do at :8020 (nothing here is DOM-testable headlessly):

  1. Look pass. Load scenes/sync2-sunset (or any old scene). Every preset button in turn: noir must now show the PLATE (it used to black out at ambient 0.15) while the character stays hard-lit; night and horror should read as lit-but-dark rather than as holes; day should no longer clip faces to flat white. Ambient inspector now has exposure — drag it and the whole frame should ride, live.
  2. Shadows. Fresh page, drop ONE character, no lights: he should now have a shadow (he never did). Then two characters ~8m apart → both shadows present and neither sliced off in a straight line. golden_hour → long soft shadow, no acne bands on the body.
  3. Frame guide. Black bars + thirds + safe box on load; ⬚ frame in the DIRECT bar toggles them; drag the timeline panel taller/shorter (or resize the window) and the bars must re-fit. The PiP must still be clickable through/over the guide. Then render an mp4 and confirm the bars are NOT in it (they're DOM, but confirm once).
  4. + camera (from view). Orbit to a framing you like → + camera (from view) → the PiP shows the SAME framing (it used to spawn at [0,1.6,4] looking down Z).
  5. Fitted plate. Select a fit:frustum backdrop → the inspector shows the muted "placed by the camera…" line instead of pos/rot/scale, and there is NO gizmo. Switch fit to free → nine fields and the gizmo come back immediately. New plate exp field: 0.5 should visibly darken it.
  6. videoStart. Video plate, vid start = 2, scrub to t=0 → the plate's FIRST frame (not 8.0s), and the rendered mp4 must match frame-for-frame at t=0.
  7. Delete + dock errors (item A5 is browser-only by design, no DOM harness): (a) add a character, delete → no dialog; (b) key it twice, delete → dialog naming "2 keyframes"; (c) stop the server, reload → "server offline"; (d) run a scratch server on ANOTHER port with SCENEGOD_ASSETS=/nope → the dock shows the server's own "asset root missing: … (set SCENEGOD_ASSETS)" text, not "offline". Tab buttons should read CHARACTERS/2 style counts.

2026-07-28 session 8 — adversarial-review fixes (6 majors + 4 minors)

An independent reviewer audited session 7 and confirmed six majors and five minors. Every one was REPRODUCED first with a scratch harness (scratchpad/laneA5/repro.mjs) that loads the SHIPPED files — stage.js/dock.js with their three/room3d imports stripped and a stubbed globalThis.THREE so real Stage/Dock methods can be called via Object.prototype.call, plus Lane B's REAL Timeline for anything that crosses the seam. That harness is now the pattern the new assertions use, so these fixes are testable headlessly instead of "browser-only by design".

DONE (defect → root cause → fix; every fix has an assertion that goes red when reverted):

  1. exposure was advertised as keyable and nothing keyed it. Reproduced: day at t=0, night at t=5, scrub back → the ambient's param keys were color/intensity/bg ×2 and exposure stayed 1.6 over the whole day stretch (viewport AND mp4, then saved). Root cause: Lane B's applyDirect light branch keys sun colour/intensity/transform + ambient colour/intensity/bg, and the exposure was only ever pushed to the renderer. Fix in presets.js applyOps (:271): after the normal light payload, fire a SECOND op in the handler's documented GENERIC shape ({op:'light', entityIds:[ambientId], params:{exposure}} — the else branch of if (d.sunId != null && d.sun)), so it lands as an ordinary param key at the playhead with no Lane B change. Verified end-to-end against the real Timeline: keys exposure@0 + exposure@5, scrub to 0 → 1.0, scrub to 5 → 1.6. Cost: two undo entries per preset press instead of one — REQUEST below asks Lane B to fold it into the light branch, after which this stays correct.
  2. + ambient / deleting an ambient reset the whole frame to 1.0. Reproduced: 1.6 → 1.0 on add, still 1.0 after deleting the new one. Root cause: two places wrote a RENDERER GLOBAL from whichever light was built/removed last. Fix: one rule, sceneExposure(entities) (stage.js:80, exported+pure) = the last ambient that actually STATES an exposure, clamped; _applyExposure() (:656) is the only writer and runs from addEntity, removeEntity and setParam('exposure'). _buildLight no longer touches the renderer at all.
  3. The ⬚ frame guide was geometrically wrong on a narrow viewport. Reproduced: 900×700 @16:9 → 96.875px bars top and bottom, while the vertical half-angle of the render and of the viewport are IDENTICAL (0.4142 at 45°) — the mask hid content that is in the mp4. Root cause: the guide assumed the render loses height; three's fov is VERTICAL and _render only rewrites cam.aspect, so the render can only gain/lose WIDTH. Fix: guideBars (:143) returns left/right bars only — top/bottom are now always 0 — plus overscan (delivery ÷ viewport aspect) which _layoutGuide (:267) turns into a .over class; style.css marks the gate edges dashed with "the render is wider than this viewport — its sides are off-screen".
  4. corner plates showed one photo at two levels across the fold. Reproduced: wall MeshBasicMaterial toneMapped=false, ground MeshStandardMaterial toneMapped=undefined (→ three's default true) — lit + tone-mapped below the fold, neither above it. Root cause: the ground was a different material MODEL because it was doing double duty as the shadow catcher. Fix: _plateMat() (:566) is now the ONE factory for every surface showing the plate (wall, corner ground, dome), and the shadow lands on a dedicated THREE.ShadowMaterial catcher (:455) floated 2mm over the ground copy. setParam('plateExposure') now only collects map-bearing materials — setScalar(1) on a ShadowMaterial would have erased the shadow.
  5. Deleting an unkeyed camera stranded its cut → every later save 422s. Reproduced: the old ask = keys+clips > 0 rule with a cameraCuts:[{t:0,camera:'e1'}] model → no confirm, one dangling cut; and removeEntity left _activeCamId on the dead id. Fix: deleteWarning(tl, en) exported from dock.js:19 counts cuts as work, names them in the dialog and hands the cut OBJECTS back; the delete handler (dock.js:326-335) drops them through the public timeline.removeCut inside one group(). stage.removeEntity (:369) falls back to the director cam when the active camera is the one being deleted.
  6. videoStart still meant two things. Reproduced: inspector edit → model 0 / stage 2 → viewport showed the 3.0s frame and the render the 1.0s frame at t=3. Root cause: the inspector wrote only to the stage while Timeline._evalVideo reads the timeline's own params snapshot (taken once by _mirror). Fix: every inspector param edit goes through Dock._param (dock.js:237) = stage.setParam + Lane B's own syncFromStage(). Now 1.0 vs 1.0.

MINORS fixed:

  • Per-frame shadow sweep. Any light param key set _shadowDirty, and _evalParams re-applies every keyed param every tick → Box3.setFromObject over every character, every frame. Now shadowAffectingParam(key) (:93, castShadow/type only) and samePos() (:96) gate it, so a keyed sun re-applying the same pose is free. The refit was also moved OUT of the rAF loop into _render (:842) — the render path drives _render directly while paused, so the fit is now deterministic per drawn frame instead of dependent on rAF timing.
  • shadowHalfExtent's premise is now enforced, not assumed. The light's target was a CHILD of its wrapper at z=1, so gizmo-moving a light carried the light→target axis (and therefore the ortho box) off the stage. _buildLight (:643) parents the target to the SCENE at the origin: a sun's aim IS its position, which is exactly the boom applyLight solves.
  • setFrameAspect was dead code. Now wired: aspectFromSize() (presets.js:15) parses tlui's render-size selector value and mountDirectPanel (:368) reads select.rsize (delegated change listener + a deferred first read, because the timeline mounts after the DIRECT panel).
  • Implicit global view. All three constructor appends use this.view; a static assertion in stage_test keeps it that way.

DECISIONS:

  • The exposure key rides the GENERIC op shape rather than me calling timeline code directly: the lane contract is "you apply nothing to the timeline, B keys it", and the generic branch is a documented part of the same handler. The one cost (2 undo entries) is disclosed, not hidden.
  • Camera-cut cleanup DOES call timeline.removeCut from dock — deleting an entity has no event contract, and the alternative was leaving a scene that cannot be saved until Lane B ships. It is idempotent: if _mirror starts dropping cuts (REQUEST below), w.cutObjs is simply empty.
  • Dock._param calls the whole syncFromStage() rather than poking Lane B's model per key. It also copies transforms, which is exactly what save() already does, and rest transforms are only read for entities with no transform keys.
  • The corner ground could have gone the other way (make the wall lit too) — that would re-open the bug where noir (ambient 0.15) blacks a photograph out. Display-referred plate + separate catcher keeps both properties.
  • Reverting each fix individually was checked: 13 of 14 reverts turn the new assertions red. The one that does not is re-adding the old _buildLight exposure write while _applyExposure() is still in addEntity — the stomp is immediately corrected in the same synchronous call, so the defect genuinely does not occur in that configuration. That is why the write was REMOVED from _buildLight rather than guarded: one writer, one rule.

BLOCKED/REQUESTS:

  • @Lane B (real request this time, not an FYI): please key exposure inside applyDirect's light branch — if (d.exposure != null) key(d.ambientId, ['exposure', d.exposure]); right after the bg line. The main light payload already carries exposure at top level. That makes one preset press one undo entry again; my second generic-shape event can then be deleted (it lands on the same (t, 'exposure') key, so both together are harmless in the meantime).
  • @Lane B (optional): Timeline._mirror is the natural home for "entity gone from stage → drop the cameraCuts that point at it"; dock does it defensively today.
  • @Lane C (optional, unchanged): render.js could call stage.setFrameAspect(w/h) before a render; the guide now follows tlui's select.rsize on its own, so nothing is broken without it.
  • Still owed by John: a viseme-bearing test character (carried from session 4).

VERIFICATION (exact output):

$ node scenegod/web/presets_test.mjs
presets_test: ALL PASS (10 moves; push in 1.61m → 1.12m, orbit ±25°, zoom 35→50mm at a fixed 1.61m)
$ node scenegod/web/stage_test.mjs
stage_test: ALL PASS (fit s=2.186 → plate 21.9×12.3m over a 20.6×11.6m frame at 14m; shadow box
±6.95m solo / ±10.39m for a two-hander; 1600×600 gate bars 266.7px)
$ node scenegod/web/room3d_test.mjs
room3d_test: ALL PASS (26 CC bones paired against mixamo)
$ node scenegod/web/timeline_test.mjs      # Lane B's, read-only
OK — timeline_test.mjs: all assertions passed

node --check clean on stage.js, dock.js, presets.js, grammar.js, room3d.js and all three .mjs.

NEXT / browser checks the orchestrator must do at :8020:

  1. Guide. Drag the window narrow (taller than 16:9): NO black bars top/bottom any more, and the gate edges go dashed with the "render is wider" note. Widen: pillarbox bars return. Change tlui's render size — with a non-16:9 option the gate must change shape (all three are 16:9 today, so this is only visible if Lane C adds one).
  2. Exposure. day at t=0, night at t=5, scrub: the frame's level must ride with the presets. Then + ambient — the image must NOT jump; delete it — still no jump.
  3. Corner plate. mode=corner under noir: the ground third and the wall must read as ONE photograph, and a character standing on it must still cast a visible shadow onto it.
  4. Camera delete. + camera (from view) → gizmo-move it (no key) → 🗑: the dialog must mention "1 camera cut", and after confirming, Save must succeed (this is the 422 that was reproducible). The PiP must close instead of showing a duplicate of the director view.
  5. vid start. Video plate, vid start = 2, scrub to t=3 → the 1.0s frame, and the rendered mp4 must match at t=3.
  6. Key light aim. Add a key light, translate it far along X: the character keeps his shadow (the light still aims at the stage), and rotating a key light now does nothing — expected.

2026-07-28 session 9 — round-2 review: 2 majors (both UNDO regressions of my own session-8 fixes) + 6 minors

Every defect was REPRODUCED first against the shipped files with the reviewer's own harness (scratchpad/laneA6/harness.mjs, copied from scratchpad/rev/) — real stage.js/dock.js/presets.js with three/room3d imports stripped, plus Lane B's REAL timeline.js. Then every fix was broken again in a scratch COPY (scratchpad/laneA6/discriminate.sh, 10 mutations) to prove the new assertions discriminate: 10/10 go RED on the mutation and GREEN on restore.

MAJOR 1 — one Ctrl+Z after deleting a camera resurrected the dangling cut

REPRO (laneA6/r5b_cut.mjs): + camera (from view)_mirror auto-cuts at 0 → gizmo-move → 🗑 → after delete: cuts=[] dangling=0, then ONE tl.undo()cuts=[{"t":0,"camera":"e1"}] dangling=1, and the real validator (.venv/bin/python -c "from scenegod.server import validate_scene") said ["cameraCut references non-camera entity 'e1'"]. ROOT CAUSE: a delete spans two subsystems and only one of them has an undo. Stage.removeEntity pushes nothing; Timeline._mirror splices the entity + its tracks out just as silently; but my session-8 cleanup removed the cuts through tl.group(() => tl.removeCut(c)), which DOES push one. Half-undoable = a state that is neither before nor after. FIX (dock.js, exported dropCuts(tl, cuts)): still tl.removeCut for the model change (so Lane B keeps owning _activeCam invalidation), then truncate tl.undoStack back to the mark taken before the loop — the same field tlui marks/collapses around a drag. The cuts leave the way the camera did. The dialog now says so, and lists only what exists: Delete "camera"? 1 camera cut goes with it. This cannot be undone. (was 0 keyframes, 0 clip blocks, 1 camera cut go with it.). PROOF: post-undo scene through the real validator → validate_scene(...) -> [], six undos deep. TESTS (stage_test): "no undo entry survives", "undoing everything on the stack can never resurrect a cut whose camera is gone", plural/singular + "cannot be undone" wording, dropCuts(null|{}) no-ops.

MAJOR 2 — one Ctrl+Z after a light preset stripped ONLY the exposure key

REPRO (laneA6/r1b_undo.mjs): day@0 + night@5 → undoStack 4 (2/press); one undo left color@5,intensity@5,bg@5 with no exposure@5 — night's colours running at day's ACES level. ROOT CAUSE: one scenegod:direct event gets one applyDirect → one group() → one undo entry, and a preset has to go out as TWO events. WHY THE BRIEF'S FIX ("fold exposure into the single payload, delete the second event") IS NOT AVAILABLE YET, measured not assumed: grep -c exposure timeline.js tlui.js0 and 0. The light branch keys sun colour/intensity/transform + ambient colour/intensity/bg and has no exposure line, and the two branches are if (d.sunId != null && d.sun) … else {generic} — one event, one branch, so a single event can carry EITHER the sun transform key OR a third ambient param, never both. The payload already carries exposure at top level; nothing reads it. Counterfactual, run end-to-end against the real Timeline (laneA6/cf.mjs):

SHIPPED (2 events, joined) | undo entries/press: 1 | exposure keys: 2 | renderer at t=0 after scrub back: 1
2nd event DELETED          | undo entries/press: 1 | exposure keys: 0 | renderer at t=0 after scrub back: 1.6

i.e. deleting the event alone re-opens round-1 major #1 (the day stretch renders at night's 1.6). FIX (presets.js _undoMark/_undoJoin around the light branch): collapseUndo is Lane B's own documented tool for "edits that span EVENTS rather than a function call" — it is how tlui turns 50 mousemoves into one entry. Mark the stack before the first event, collapse after the last. One press = one entry; one Ctrl+Z takes the whole look (sun keys included) back. TESTS (presets_test, real Timeline): undoStack.length grows by exactly 1 per press; the press keys bg,color,exposure,intensity on the ambient AND color,intensity on the sun at the playhead; ONE undo removes ALL of them (including the half that arrived on the other event) and restores the stack depth; the earlier presses still agree with each other.

MINORS

  1. Thirds/action-safe were drawn at VIEWPORT fractions in the overscan branch. guideBars now also returns side — the SIGNED inset of the encoded frame's edges — and _layoutGuide places the gate at it, so on a 900×700 window at 16:9 the gate hangs off both sides at 172px and its 33.333% mark lands at x=242.6 (the real left third) instead of 300. .frameguide{overflow:hidden} clips it; the dashed "⟷ the render is wider…" disclosure moved from .fggate to .frameguide because the gate's own edges are now off-screen. Asserted twice: the pure geometry AND _layoutGuide driving a fake DOM (-172px / 267px).
  2. setTimeout(readSize, 0) lost the race with two awaited dynamic imports. Deleted: mountDirectPanel returns syncFrameAspect, and index.html calls it right after new TimelineUI — the first moment select.rsize exists. Asserted: no timer in the code, and the call site is AFTER new TimelineUI( in index.html.
  3. Light rotation was a silent no-op (target nailed to the origin). Made honest rather than re-broken: the inspector shows pos + "aims at the stage centre — MOVE it to change the light angle (rotating does nothing)" (ambient: "no position, no angle"), e/r refuse to switch the gizmo on a light, and selecting one resets it to translate. Plus the degenerate case the review named: a light dragged ONTO (0,0,0) had a zero-length light→target vector — _aimLight aims it straight down instead.
  4. Shadow catcher kept three's default fog:true over a fog-free plate. fog:false, asserted.
  5. The ambient exposure field is inert once keyed — now it says so. keyedParam(tl,id,key) (exported from dock.js) + a message through tlui's toast channel (window.sgToast), the same banner that already carries "… is keyed — press ⏺ key…" for a gizmo drag, so if Lane B lands the same message inside syncFromStage (their timeline_test is currently red on exactly that) the two writes overwrite instead of stacking two banners.
  6. Stale comment at _shadowDirty = true → "consumed once per DRAWN frame in _render". The "1 camera cut go" grammar nit went with MAJOR 1's dialog rewrite.

DECISIONS:

  • Delete stays NOT undoable, in both halves. Restoring an entity would mean re-loading its asset and re-inserting Lane B's tracks; the honest reading is a one-way door, and the dialog now states it. Truncating undoStack (rather than never calling removeCut) keeps the model change inside Lane B's method, so _activeCam invalidation stays theirs.
  • I did NOT delete the second exposure event: measured, it is still the only thing keying exposure (counterfactual above). The undo cost it used to carry is gone, which was the actual defect. The comment marks the exact one-line deletion for the day Lane B keys d.exposure, after which _undoJoin self-neutralises (collapseUndo is a no-op for a single entry).
  • The gate rectangle IS the encoded frame, even off-screen. Every interior mark is a percentage of it, so this is one rule instead of a second set of overscan-aware coordinates for thirds and safe.

BLOCKED/REQUESTS:

  • @Lane B (unchanged, now measured): if (d.exposure != null) key(d.ambientId, ['exposure', d.exposure]); after the bg line in applyDirect's light branch. grep -c exposure timeline.js = 0 today. When it lands, delete the second _fire + _undoMark/_undoJoin in presets.js.
  • @Lane B (FYI): external harnesses that cherry-pick Stage.prototype methods need _aimLight added alongside _buildLight now (mine and stage_test's are updated).
  • Still owed by John: a viseme-bearing test character (carried from session 4).

VERIFICATION (exact output):

$ node scenegod/web/presets_test.mjs
presets_test: ALL PASS (10 moves; push in 1.61m → 1.12m, orbit ±25°, zoom 35→50mm at a fixed 1.61m)
$ node scenegod/web/stage_test.mjs
stage_test: ALL PASS (fit s=2.186 → plate 21.9×12.3m over a 20.6×11.6m frame at 14m; shadow box
±6.95m solo / ±10.39m for a two-hander; 1600×600 gate bars 266.7px)
$ node scenegod/web/room3d_test.mjs
room3d_test: ALL PASS (26 CC bones paired against mixamo)

node --check clean on stage.js, dock.js, presets.js, grammar.js, room3d.js and all three .mjs. Lane B's timeline_test.mjs is RED at the moment on THEIR own new assertion ("an edit to a KEYED param is no longer discarded in silence" — timeline.js has no such message yet); nothing in it touches Lane A files.

BROWSER CHECKS for the orchestrator at :8020:

  1. Camera delete + undo. + camera (from view) → 🗑 → dialog reads "1 camera cut goes with it. This cannot be undone." → Ctrl+Z: NOTHING comes back, and Save still succeeds.
  2. Light preset undo. day at 0, night at 5, ONE Ctrl+Z at the playhead: night's colours AND its level go together (the frame must not sit at day's exposure with night's colours).
  3. Guide on a tall window. Drag the window narrow: dashed edges + the "⟷ the render is wider…" note, and the thirds must sit INSIDE the visible area at ~27%/73%, not at 33%/67%.
  4. Light inspector. Select a key light: pos + the "aims at the stage centre" line, no rot/scale fields, and e leaves the gizmo in translate.
  5. Keyed exposure. After any preset, type into the ambient's exposure: the tlui toast must say "exposure is keyed — … Press ⏺ key…" (and only one banner, if Lane B lands theirs too).