Beat grid consumed from Lane C's /beats: one top-level scene.beatGrid (beats kept in FILE seconds, effective offset re-derived from the audio clip so dragging the audio drags the grid and head-trim leaves it put). beat and bar join the snap selector, so keys, clip and audio blocks, both trim edges, cuts and the playhead all became musical for free. Grid drawn faint on beats and brighter on downbeats, suppressed below ~7px spacing. Low confidence still snaps but says so. Tempo extrapolates past the analysed range. FILM panel mounts inside #timeline: sequence CRUD, editable shot rows (scene dropdown, in/out, cut|dissolve + seconds, reorder, delete), live runtime, size picker, and Render film with per-shot/per-frame progress - gated behind hasContent() + a confirm that says plainly every shot replaces the open scene, and locked while running so it cannot be started twice. film.js imported lazily so its absence cannot stop the timeline mounting. Verified live: grid 128.02 BPM/35 beats off house128.wav, snapped positions 8-10ms from the true 0.468735s grid across the whole file, bar snap hits a downbeat, grid survives toJSON->load; FILM lists both sequences with the server's 11.50s runtime and 3 editable rows. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Lane B — Timeline: master clock, tracks, keyframes, evaluation
You own: scenegod/web/timeline.js, tlui.js (+ your marked block at the
bottom of style.css, + your dev-only stagestub.js until SYNC 1).
Milestone: M1. You develop against the Stage API in PLAN §4.2 — code to
the contract, not to Lane A's implementation.
B1. stagestub.js (first commit, deleted at SYNC 1)
Implements the full Stage API from PLAN §4.2 with plain objects: entities
are {id, kind, transform, params}, setTransform/setParam record into a
stub.applied array and console.debug. prepareClip returns a fake
{duration: 2.4} clip. This lets every timeline feature be built and tested
headless before Lane A lands.
B2. timeline.js — the model + clock (no DOM in this file)
- Owns the authoritative scene fields:
fps,duration,entities[].tracks,cameraCuts.load(sceneJson)/toJSON()round-trip losslessly — unknown fields on entities are preserved (Lane A owns them). - Master clock:
play()usesrequestAnimationFramedeltas;seek(t)clamps to[0, duration]; every advance callsevaluate(t)thenonTicklisteners.step(frame)=seek(frame/fps)with NO raf — pure and deterministic (Lane C's final render calls it in a loop). evaluate(t)per entity:- Transform track: binary-search the bracketing keys, interpolate —
pos/scale lerp, rot via Quaternion.slerp (convert stored eulers once at
load, cache quats on the key objects), easing (
linear|in|out|inout= cubic,step= hold) applied to the segment's normalized u. 0 keys → rest transform; 1 key → hold. Result →stage.setTransform(id, …). - Params track: same interpolation per
keyname (numbers lerp, colors lerp in sRGB — fine for v1) →stage.setParam. - Clip blocks (characters): a block covers
[start, start + (out-in)*loop]. If t inside: local clip time =in + ((t-start) % (out-in)); drive via the entity's mixer — oneAnimationActionper block,action.time = localTime; action.weight = w; mixer.update(0)(set-time style, NOT free-running — scrubbing must be exact). Crossfade: in the lastfadeseconds of a block that has a successor, ramp weight 1→0 while successor ramps 0→1. Outside any block: weight 0 (character holds rest / last transform). - Camera cuts: last cut with
cut.t <= t→stage.setActiveCamera.
- Transform track: binary-search the bracketing keys, interpolate —
pos/scale lerp, rot via Quaternion.slerp (convert stored eulers once at
load, cache quats on the key objects), easing (
- Keyframe ops API (tlui + Lane A's event use these):
addKey(id, track, key),moveKey,deleteKey,addClipBlock(id, block),moveClipBlock,trimClipBlock,addCut(t, cameraId)— every mutator keeps arrays sorted bytand pushes an inverse op onto a simple undo stack (M2: wire to Ctrl+Z; the stack itself costs nothing now). - Listen for
scenegod:capturekey(see Lane A dock): on it,addKey(id, 'transform', {t: this.time, ...stage.entityTransform(id), ease:'inout'}).
B3. tlui.js — the panel (mounts into #timeline)
- Left column: track names (one row per entity, auto-synced to
stage.entities via
onChange/poll; + Cameras row + a per-character clip sub-row). Right: time ruler + canvas-drawn track lanes (a<canvas>per lane or one big one — your call, log the decision). - Interactions (M1): click ruler = seek; drag playhead; space = play/pause; double-click a transform lane = add key at that t from current stage state; drag key = move (snap to frame, hold Alt = free); right-click key = delete; drag a clip block horizontally; drag block edges = trim. Home/End = 0/duration.
- Scene bar: name field, duration field, Save/Load buttons →
POST/GET /scenes/{name}(Lane C; until then, localStorage fallback — keep the fetch code, catch and fall back). - Keep ALL DOM here; timeline.js must run headless under node for tests.
B4. self-check — web/timeline_test.mjs
Runs under plain node (import timeline.js + stagestub): build a scene with
2 transform keys + 1 clip block + 2 camera cuts, step() through 90 frames,
assert: interpolated midpoint position, ease-step hold, clip local time at
3 sample frames, active camera flips at the cut, toJSON() deep-equals a
re-loaded copy. node web/timeline_test.mjs green = M1 code-done.
M1 acceptance (log it)
- timeline_test.mjs passes.
- In the browser against the stub: scrub bar moves entities in the stub log, keys draggable, play/pause works, save/load round-trips via localStorage.
- Do NOT integrate with the real Stage yourself — that's SYNC 1, the orchestrator runs it (your code should make it a one-line swap).
M2 preview (locked until orchestrator flips it)
Clip crossfades polish, params lanes UI, camera-cut lane UI, snapping config, undo wiring, box-select + multi-drag of keys.
ORCHESTRATOR UPDATES
2026-07-18 — M1 ACCEPTED, SYNC 1 done. M2 is UNLOCKED.
Your model survived integration with the real Stage; transform interp and
clip retarget playback verified frame-exact via step(). Notes:
- Fix applied by orchestrator (in your file, keep it):
_evalClipsnow early-returns when the entity has no clip blocks or no mixer — the real Stage returnsnullfromentityMixerfor backdrops/props/cameras; your stub always returned an object, which hid the crash. Lesson for the stub: mirror the contract's nullable returns. - stagestub.js was NOT deleted —
timeline_test.mjsimports it. It's now a permanent test fixture, not dev scaffolding. tldev.html is gone. - SYNC findings, fix first in M2: (a) after
load()+applyState, your track-name rows never appeared (only "Cameras") — rebuild rows onload()and onstage.onChange; (b) the scene-bar name/duration fields don't refresh afterload()— bind them. Verified repro: load a 2-entity scene programmatically, rows stay empty. - New event: Lane A will dispatch
scenegod:clipdrop{detail:{id, path, clipIndex}}when a clip is dropped on a character — add a clip block on that entity at the playhead (default out = clip duration after preload, fade 0.25 when it abuts a neighbor). - rAF note: in the embedded preview the tab can be
document.hidden→ rAF fully suspended →play()appears frozen. Not a bug in your clock (verified); don't "fix" it.step()is the deterministic path and works. - Injected
<style id=laneB-tl-css>is fine permanently — keep it. Then per plan: crossfade fade-IN polish, params + camera-cut lane UI, snapping config, box-select multi-drag (undo already wired).
2026-07-18 — M2 ACCEPTED, SYNC 2 PASSED. Session 3 (polish) granted.
Your flagged dock-entity gap is closed: orchestrator added _mirror to
timeline.js (ctor subscribes stage.onChange; upserts an entity with empty
tracks, removes when gone from stage — removal detected via
stage.getEntity(id) === null). Verified live: 6 dock-added entities entered
the model, clipdrop landed a 4.47s block, sunset param lerp + camera cuts all
frame-exact. Session 3 items:
- Absorb
_mirror— review it, then add a timeline_test.mjs case (stub add → mutate → remove; assert entity+tracks lifecycle). The stub needsgetEntityto return null after removal for this to test honestly. - Programmatic
scene.duration = xdoesn't refresh the scene bar (onlyload()fires onLoad). Add asetDuration(x)mutator that clamps existing keys' visibility and notifies the UI; wire the dur field to it. - Your listed polish: snapping increment config, keyable-param add UI.
2026-07-18 — session 3 ACCEPTED. M4-B unlocked: audio on the timeline.
Good catch fixing the stub's removeEntity-onChange payload — that's the honest-stub lesson applied. All three items verified (setDuration bar refresh + snap select seen live; tests green). M4-B scope (PLAN §5):
- Audio rows in tlui from
scene.audio[]: one lane per clip, draggable offset (start), gain in the inspector-side of the row, add via a 🎵 button reading/assets/treeaudio category; delete. - Web Audio playback synced to the master clock: on
play()scheduleAudioBufferSourceNodes atstart - timeoffsets; onseek/pausestop- reschedule.
step()NEVER touches audio (deterministic render path — the server muxes from scene.audio, already working end-to-end).
- reschedule.
- Viseme keyframes (pairs with Lane A's M4-A): a
morphstrack kind —{t, key: visemeName, value: weight}evaluated viastage.setMorph(id, name, weight)with lerp between keys; plusimportRhubarb(id, rhubarbJson, t0)mapping mouthShape cues → morph keys. Guard: only offer whenstage.visemeTargets(id).length > 0.
2026-07-18 — session 4 ACCEPTED. v1 COMPLETE — no required B work.
Audio rows + Web Audio + morphs track all verified live (🎵 picker, decoded
8s block at 0.5s offset, gain input, param/cut/sun lanes, zero console
errors). Your ownership note is acted on: CLAUDE.md now mandates staging
own files explicitly — thanks for flagging it instead of letting it slide.
Optional session-5 backlog, in order of value: (1) "lip-sync from audio"
button — POST the audio path to Lane C's /rhubarb, feed the JSON to
importRhubarb (503 → toast the install hint); (2) audio block trim; (3) UX
nit found live: mouse wheel over the track canvas zooms, so users may not
discover the panel scrolls — consider wheel = scroll, Cmd/Ctrl+wheel = zoom.
2026-07-19 — M5 DIRECTOR MODE unlocked (spec in PLAN §5 M5). Your part:
- Listen for
scenegod:direct(contract in lanes/A §M5.3): every preset op becomes NORMAL keys/cuts at the playhead through your existing mutators —shot→ transform+fov keys on the camera + a cut to it;light→ param keys on sun/ambient (+bg);mark→ transform key;walk_to_mark→ key at playhead-with-current-pos + key at playhead+2s at the mark. All undo-able (one undo entry per op — group the batch, don't leave 5 half-undoable keys). - Wire the "lip-sync from audio" button now that
/rhubarbis LIVE and verified (GET /rhubarb?path=audio/test/vo.wavreturns real mouthCues — vo.wav is in assets): on an audio row, 🗣 button → fetch cues →importRhubarb(characterId, json, audioStart); character picker if >1 viseme-bearing char; toast the 503 install hint if absent. - Session-5 backlog if time remains: audio trim, wheel-scroll fix (above).
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.
2026-07-20 — M5+M6 ACCEPTED at SYNC 6 (all lanes ran as orchestrator subagents).
Verified live: DIRECT bar CU/low/frame → camera+keys+cut, ONE undo reverts; golden_hour keys; video plate follows the clock frame-exact; finalRender shows the Flow plate behind an animating character. Orchestrator seam fixes to absorb: (1) server: VIDEO_EXTS in tree/media-types, video beats poster as primary; (2) stage.entityVideo(id) added (Lane B seam); (3) syncVideos forces videoTex.needsUpdate — r160 VideoTexture rides requestVideoFrameCallback which never fires in hidden tabs → black plates in renders. Backlog carried: honor audio in/out at mux (C), walk-to-mark prevPos pre-apply (A), live viseme asset still owed by John.
2026-07-25 — M7-B ACCEPTED at SYNC 9. M7 COMPLETE.
Verified live: scene bar reads ? · New… · Save · Load; picker lists all three templates
(2 with thumbs, golden-hour first); NO confirm on an empty scene, confirm DOES fire on a
dirty one; the pick loads 7 entities + 2 cuts and refreshes name/dur; toJSON() carries no
template key. Help overlay: opens on ?, 24 real bindings across STAGE/TIMELINE/SCENE BAR,
Escape closes, and it correctly does NOT hijack ? while the name field has focus.
One orchestrator fix absorbed: .tl-help dt was auto-width + white-space:nowrap, so long
terms overflowed and the three columns overlapped on screen — now a capped, wrapping term
column (tlui.js CSS). Your call to strip the template key inside applyScene rather than
lean on round-trip behaviour was the right one; PLAN §4.1 stays honest.
Carried forward (yours or Lane C's): audio in/out still ignored at ffmpeg mux — draft
playback honours the trim, the render doesn't. Worth closing before anyone cuts to music.
2026-07-26 — M9-B ACCEPTED at SYNC 12. Beat snapping + FILM panel both verified live.
Grid: 128.02 BPM / 35 beats / 8 downbeats / conf 0.865 off house128.wav, snap select auto-flips to beat, and snapped positions land 8–10 ms from the TRUE grid (0.468735s period) at t=0.3 through t=12.4 — i.e. all residual is Lane C's detector, none is yours. Bar snap hits a downbeat. beatGrid survives toJSON→load. FILM panel lists both sequences, demo-two-shot shows 3 editable shot rows and the server's own 11.50s arithmetic. Two calls I want to endorse, because both were judgement rather than instruction-following:
- Storing ONE top-level
scene.beatGridrather than per-clip — "which grid am I snapping to" needs exactly one answer. - Keeping beats in FILE seconds and re-deriving the offset from the audio clip, so
dragging the audio drags the grid and a head-trim leaves it put. That's the behaviour a
musician expects and it falls out of the data shape instead of special-casing.
And you CHECKED validate_scene before inventing a field (and round-tripped it live) rather
than guessing — exactly right; that's the difference between a schema change and a bug.
NEXT: nothing queued. Open ideas if you want them:
?from=&to=windowing on /beats for DJ mixes (logged for Lane C), and auto-cut — given a grid and a shot list, distribute cuts onto downbeats automatically. That last one is small now and would be the whole music-video workflow in one button.