Oliver asked what the reference sheet is called. It did not have a name — it
was assembled per batch into /tmp and thrown away, so the pose set that took a
day to get right existed only as 33 loose PNGs.
assets/_sheet_master_play.png stance, shuffle A, shuffle B, forehand
assets/_sheet_master_serve.png bounce, toss, strike
assets/_sheet_master_fall.png buckle, knees, down, rise
Magenta-backed, spaced, feet on one ground line — loadable straight into a
generator as-is. `python3 assets/_master.py` rebuilds them from the installed
frames, so the master can never drift from what the game actually draws.
THREE SHEETS AND NOT ONE, for a measured reason: the generator answers at a
fixed width around 1400-1800 px. Four figures across gives each 350-440 px,
which carries the 90-110 px of figure height the style block asks for. All
eleven on one strip would be ~130 px each and the detail gate would reject
every roll. Four, four and three is what fits.
And the thing the master is FOR:
python3 assets/_master.py --variant br "an ENORMOUS FAT ZOMBIE BRUTE: …"
python3 assets/_regen.py br_play br_serve br_fall --tries=4
which writes three restyle batches, seeds their placeholders and declares the
stride pair so the gate covers the new body from its first roll. A variant is
three generator calls and NO POSE DESIGN AT ALL — the reference specifies
eleven poses that already work and the prompt only says who to draw. Measured
on the brute test: the restyled stride pair came back at upper 0.148 / legs
0.618 against the master's own 0.157 / 0.565, very slightly better than what it
copied.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>