Give the brute a four-frame lumber
Last body still walking on two frames, and the slowest thing on court, so the lurch was the most visible. Same treatment as the player: the whole cycle regenerated in one pass, then fitted per channel onto the mean and sd of the frames that stay — the four wound skins — so a healthy brute and a wounded one are the same colour (mean error about 1 of 255). Its cycle steps off DISTANCE WALKED, not time, the same rule its wound lurch already used: at brute pace a time-driven cycle is pure foot-slide. Four frames over the same metre, so the cadence is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -97,6 +97,6 @@
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<p id="build"></p>
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</div>
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</div>
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<script type="module" src="main.js?v=57"></script>
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<script type="module" src="main.js?v=58"></script>
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</body>
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</html>
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