13 KiB
Lane A — Stage: viewport, assets on stage, retarget port
You own: scenegod/web/index.html, style.css, room3d.js, stage.js, dock.js.
Milestone: M1 (do not start M2 items until the orchestrator flips this line).
A1. index.html skeleton (first commit)
- Layout: full-viewport CSS grid — left dock
#dock(280px), center#view, bottom#timeline(260px, empty div — Lane B mounts into it), right#inspector(260px). Dark UI, system font; steal the visual language of MESHGOD's rigroom (read/Users/johnking/Documents/MESHGOD/meshgod/web/rigroom.html). - Importmap: copy rigroom's exactly (same three.js version + addons paths) so behavior matches the code you're porting.
- Script entry:
<script type="module" src="/web/main-stage.js">? No — keep entry inline in index.html:import {Stage} from './stage.js'etc., create the Stage, Dock, and (when it exists)new Timeline(stage)guarded by a dynamic import that tolerates timeline.js not existing yet:try { const {Timeline} = await import('./timeline.js'); ... } catch {}. That keeps lanes decoupled — your page must never be broken by B's absence. - Style:
style.css; leave a/* === LANE B === */marker at the bottom.
A2. room3d.js — port from rigroom.html (the crown jewels)
Source: /Users/johnking/Documents/MESHGOD/meshgod/web/rigroom.html lines
~125–290 (loaders, canon/boneMap, captureRest, bakeRetarget, stats,
disposeRoot). Port rules:
- Make it a real ES module with the exports listed in PLAN §4.2. No DOM, no globals, no toast() — throw Errors, callers handle UI.
- Parameterize the target: rigroom's
bakeRetargetcloses over the globalchar. New signaturebakeRetarget(clip, srcRoot, srcRest, tgtRoot, tgtRest) -> AnimationClip. Keep the algorithm byte-for-byte otherwise: 30fps sampling, world-space rotation delta from source rest applied to target rest, parent-first world quat propagation, hips world-position track scaled by target/source hips height ratio, quaternion sign continuity (dot < 0 → negate), and the duplicate-FBX-hierarchy dedupe (bind only first bone per canon key). - Keep
canon()exactly as-is (mixamorig\d*[:_]?strip) — it encodes real Mixamo quirks. - Self-check:
room3d.jsgets a tiny exported_selftest()that builds two 3-bone synthetic skeletons with different rests, bakes a 1s clip across, and asserts end-pose world quats match within 1e-3. Wire it to?selftest=1on the page; log the result.
A3. stage.js — the Stage class (PLAN §4.2 API)
- Renderer setup: copy rigroom's (antialias, PMREM + RoomEnvironment IBL — metals gotcha), hemisphere + key directional light as default lights (replaced by scene light entities when present), circle floor + grid, OrbitControls director camera.
addEntity(desc):character/prop: fetch/assets/file?path=,parseAny, normalize scale like rigroom (fit ~1.7m for characters; props keep native size but expose scale), ground to y=0, attach to aTHREE.Groupwrapper — ALL transforms (gizmo + timeline) act on the wrapper, never the loaded root. For characters:captureRestonce at load, store on the entity; createAnimationMixeron the wrapper.backdrop:params.mode—plane: textured PlaneGeometry, height from image aspect ×params.width(default 10m);corner: plane + floor plane sharing the image bottom third (cheap "L" street corner);dome: 40m sphere,side: BackSide, texture on inside.SRGBColorSpaceon all image textures.camera: PerspectiveCamera in a wrapper + a small frustum helper mesh so it's visible/selectable in the director view.params.fov.light:key→ DirectionalLight + helper;ambient→ replaces the default hemisphere intensity. Adding the firstkeylight dims defaults.
- Selection: raycast on click →
select(id), outline or bbox highlight,TransformControlsgizmo (W/E/R = move/rotate/scale) on the wrapper; gizmo drag end →onChange(entity). prepareClip(id, path, clipIndex): fetch+parse the clip source, cache{srcRoot, srcRest, anims}per path (Map), bake per (entity, path, index) and cache the baked clip. Baking is the expensive step — never re-bake on seek.renderActiveCamera(canvas): render the active camera to a small PiP canvas overlay (M2) and, for Lane C's final render, to the main canvas at exact size. Keep director-orbit rendering the default main view.captureState()/applyState(): round-trip with scene JSON entities. Assets withsource.type:"upload"(drag-and-dropped local files) live only in memory — mark them in the dock and warn on save.
A4. dock.js
- Tabs: Characters / Animations / Props / Backdrops from
GET /assets/tree(Lane C; until it exists use a hardcodedmock=1tree + local file-drop — drag any glb/fbx/image onto the page adds it assource.type:"upload"). - Click or drag-onto-viewport →
stage.addEntity. Animations are NOT added to the stage; dragging one onto a character in the viewport (raycast under drop point) or onto its inspector callsprepareClip+ M1 temp "play once" button. In M2, B takes over clip placement (dock drag → timeline track). - Inspector panel: selected entity's label, kind, transform numbers (editable),
params (fov slider for cameras, color+intensity for lights, backdrop mode),
delete button, "⏺ key" button that emits
window.dispatchEvent(new CustomEvent('scenegod:capturekey',{detail:{id}}))— Lane B listens; you don't call timeline code directly.
M1 acceptance (log it with evidence)
?selftest=1retarget check passes.- Load lady.glb (put test files in
assets/yourself — grab from MESHGOD library banks), drop street.jpg as plane backdrop, gizmo-move the lady, drop walk.fbx on her → she walks in place. Screenshot in log dir welcome (logs/shots/, yours to create). - Page loads clean with timeline.js absent AND with server absent (mock=1).
ORCHESTRATOR UPDATES
2026-07-18 — M1 ACCEPTED, SYNC 1 done. M2 is UNLOCKED.
M1 verified end-to-end in-browser by the orchestrator (character + backdrop + retargeted clip + timeline scrub, all through the real Stage). Answers + M2 order:
- /assets/tree item shape confirmed (from Lane C's server):
{name, path, formats: ["fbx", ...], thumb: relpath|null}— rigroom-style, nofilesarray. Drop your bare-string fallback./web/*absolute imports are confirmed correct as served. - Priority 1 — eventize clip drops.
stage.setMixerAuto(false)is now active whenever the timeline mounts, so your drop-clip-to-preview path is dead in the integrated page. Replace it: on clip-drop onto a character, dispatchwindow CustomEvent 'scenegod:clipdrop'with{detail: {id, path, clipIndex}}(Lane B adds the block at the playhead). Keep bake-and-preview ONLY when no timeline is present. - Priority 2 — make sure
onChangefires for every entity added viaapplyState(SYNC finding: tlui's names column stayed empty after a programmatic scene load — fix on both sides; B is doing theirs). - Then per plan: multiple cameras + PiP overlay (
renderActiveCameraneeds to work as the M3 final-render target — treat that contract as hard), backdrop rebuild-on-param-change, drag-from-dock onto viewport. Test assets now live inassets/{characters,animations,backdrops}/test/(man.fbx, hiphop.fbx, carrying.fbx, street.jpg — gitignored, on ultra).
2026-07-18 — M2 ACCEPTED, SYNC 2 PASSED. M3-polish unlocked.
Your entity-mirror seam report was exactly right and well-diagnosed. Resolution:
Lane B's Timeline now subscribes to stage.onChange and mirrors adds/removes
into its model (orchestrator implemented, timeline.js _mirror) — your
onChange-on-every-add fix is what made that possible; no dedicated
entityadd/remove events needed. Verified live: 6 dock-added entities all
keyframable, full sunset demo saved as scene sync2-sunset.
M3-polish list (order):
- PiP is enormous — it covered ~70% of the viewport in the SYNC 2 screenshot. Cap it (~24% width, bottom-right corner, click to swap director/active-cam views or a size toggle).
- lady.glb (non-mixamo rig,
assets/characters/test/lady.glb) renders flat white — her textures didn't come through the GLB load path. Check whether it's the asset or a loader/material issue (compare in rigroom). - Keep
renderActiveCamera/pause/resumestable — the finalRender client drives them now (SYNC 3).
2026-07-18 — session 3 ACCEPTED (PiP + spec-gloss both verified live).
One SYNC 4 regression found & hotfixed by orchestrator, then M4-A unlocked.
- applyState dropped cameras/lights on scene load: they carry
source:{type:'upload'}and applyState skips all upload entities, so a loaded scene silently lost its whole directing rig (verified: 3 of 6 entities landed; PiP dead). Hotfix in your stage.js (kind !== camera/light never skipped) — absorb it, then do the clean fix: schema now hassource:{type:'none'}(PLAN §4.1) — emit it for camera/light inaddEntitydefaults +captureState, treat 'none' as always-rebuild in applyState. Keep tolerating legacy 'upload' cams (saved scenes exist). - Your spec-gloss shim + PiP cap verified: lady 26/26 textured on stage and in-render; PiP 178×99 capped 16:9, shows on cut. Nice diagnosis on the CSS aspect-ratio trap and the CC-export extension.
- M4-A — the viseme lane (last A item in PLAN §5): on character load,
detect morph-target dictionaries (
mesh.morphTargetDictionary); exposestage.visemeTargets(id)→ canonical viseme names found (A/E/I/O/U/MBP… match loosely, e.g. CC/ARKit names). Inspector shows a 🗣 badge when present, greyed otherwise. Addstage.setMorph(id, name, weight)for the timeline to drive. Rhubarb-JSON → keyframes lands on Lane B's side; your deliverable is detection + the setMorph hook + the badge.
2026-07-18 — session 4 ACCEPTED with one matcher hotfix. v1 COMPLETE — no open A work.
applyState source:'none' fix verified live (rig survives save/load). Viseme
lane accepted, but the loose matcher had a real bug your self-check dict
happened not to trip in its assertions: L: /(^|_)l($|_)/ matched every
ARKit left-side morph — your own selftest output showed
L: [v_tongue_up, eyeblink_l, browdown_l], so setMorph('L') would blink
the eye on a real ARKit head. Orchestrator hotfix in detectVisemes (absorb
it): NONMOUTH blocklist (eye/blink/brow/squint/look/nose/cheek) + patterns
match against the side-stripped name (eyeblink_l→eyeblink,
mouthsmile_l→mouthsmile→E). Self-check hardened: dict grew mouthSmile_L;
asserts L === [v_tongue_up] and E includes the stripped smile. Lesson worth
keeping: assert group CONTENTS, not just which groups exist.
Still owed by John, not you: a viseme-bearing test character for a live
badge check. Standing by.
2026-07-19 — M5 DIRECTOR MODE unlocked (spec in PLAN §5 M5). Your part:
web/grammar.js— pure data, you own it, everyone reads it: SHOTS (ECU .12H@.93H, CU .25H@.87H, MCU .45H@.75H, MS .65H@.65H, MWS .85H@.55H, WS 1.2H@.5H, EWS 2.5H@.5H — vertical span fraction of subject height @ frame-center height), ANGLES (eye/low/high/dutch 8°roll/OTS-L/OTS-R), FOCALS [18,24,35,50,85] (fovV = 2·atan(12/f) in degrees), LIGHTS (day, golden_hour, night, noir, horror, neon, overcast — each {sunColor, sunIntensity, sunPos-ish elevation/azimuth, ambient, bg}), MARKS (center, two_shot_L/R, face_camera, face_other).web/presets.js—frameSubject(stage, camId, subjectId, {shot, angle, focal}): bbox of subject → camera pos/rot/fov so the shot's span fills the frame; OTS places the cam over the OTHER selected entity's shoulder.applyLight(stage, presetName)→ setParam on sun/ambient + background.applyMark(stage, id, mark)→ transform (marks are stage-relative). Pure functions returning the values AND applying them — Lane B needs the values to write keys.- DIRECT panel UI (top toolbar or dock tab): with an entity selected —
shot-size buttons, angle chips, focal select, "🎥 frame it" (creates/moves
a camera + fires one
scenegod:directCustomEvent with the op payload, detail below); light preset buttons; mark buttons. Event contract (B consumes):scenegod:direct {detail: {op:'shot'|'light'|'mark', ...values, entityIds}}— YOU apply nothing to the timeline; B keys it. - NL box (small text input in the panel) POSTs to
/director(Lane C) and dispatches the returned ops through the samescenegod:directevents. Hidden entirely when /director 503s. Acceptance: select man → CU low 35mm → camera frames his face from below in one click; golden_hour relights the scene in one click; every action lands as keys via B (scrub proves it) and is undo-able.
2026-07-19 — M6 FLOW VIDEO PLATES queued behind M5 (full spec PLAN §5 M6).
Do M5 first; M6 is unlocked the moment your M5 acceptance is logged. Test media will be arriving in assets/backdrops/video/ via scripts/flow_intake.py.