Six sessions of asking an image model for a row of running figures, and it
never once drew a gait: three phases repeated with the same leg leading,
"ropeskipping, not running". A frame-by-frame LEFT/RIGHT skeleton spec, a
closing checklist, a loop clause, six figures instead of eight — all lost.
One 5-second image-to-video clip has no such problem, because it moves a
body instead of drawing poses. ~$0.42 a character through the key already in
.env, pose pinned at BOTH ends (pinned only at the front, she rotated into
profile halfway), stride period MEASURED off the frames rather than sampled
by eye — hers repeats in 6 clip frames, his in 23 — and the phases cut and
palette-snapped through _stride.cut. assets/_vidroll.py films and cuts it;
her first frame came from one still roll that took his approved pose as a
picture instead of a paragraph.
Wired: runN probes the sheet through SK() so the women's tour counts HER
frames, the player is no longer clamped to a two-frame pair, runHz 2.4 ->
1.9 ("this looks like roadrunner"), and the bench grew two PLAYER stops —
a cycle only ever seen mid-rally is a cycle nobody has watched.
Also in: the difficulty retune (medium is a real step above the shipped CPU
and is where `smart` first appears; hard stepped back off superhuman; easy
closed its gap) with MEDIUM's dial-for-dial pin to TUNE removed from the
test, and Oliver's own transparency fixes on the male frames.
SPRV 138 — the frames were right on disk and wrong on screen for an hour
because assets are cached for a year unless the ?v= moves. main.js v269.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver, after the facing fix: still flashing, female worst. Film-strip
diagnosis in the pane: with facing pinned the racket STILL alternated —
frame 4 of the female cycle tucked it across the body, and half the frames
of both player cycles lost or shrank the hoop to cut fragments (overlapping
figures sliced by the even-spaced valley cuts).
Both cycles re-rolled with three new prompt rules that now live in
_runroll.py: the racket stays right of the midline in EVERY figure (named
again for the airborne pose, where it kept vanishing), and the figures
never overlap (no more sliced hoops — a debris-stripping pass was tried
and removed: after the recrop a real racket is indistinguishable from a
fragment, prevention beats cleanup). The model returns 2-row grids at
times; a coherent band is cropped and cut. Installed: racket-side spread
+0.01..+0.05 across all frames of both cycles (was a full side swap).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Oliver: 'the motion seems very flashy and unnatural'. Two causes, both
measured: drawChar centres a frame by its total width while the racket's
reach varies across the cycle, so the BODY teleported sideways up to 28
source px on a frame swap (the female player was worst) — every frame is now
padded until its lower-third centroid sits at the frame centre (residuals
±0.2 px, the normalisation lives in _runroll.py's cut). And the hardcoded
4.5 cycles/s was tuned on 2-4 near-duplicate frames; on eight real phases it
was a strobe — rolled sets stride at TUNE.runHz (2.4), old art keeps 4.5.
In-pane: body wobble down from ~36 device px per swap to 3.2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The old run frames were generated one at a time and it showed: 91/110/92/98 px
of body-width drift, duplicated poses drawn differently, no racket. Each
character (player m/f 6 frames, opponent m/f 8) now comes from ONE 4K call
anchored on a composed identity reference of its settled frames — the broken
run art stayed out of the reference on purpose. Stride-gated, cut with _fine,
judged by eye per roll. drawChar probes run8/run6/run4/run2.
Side effect: the male opponent's old run art faced LEFT against the
art-faces-RIGHT convention — he had been moonwalking right since install.
Fixed by drawing the new rows to the convention.
Pipeline lessons recorded in PROJECT.md (the model negotiates the count; a
back view has no direction; the racket clause goes early and loud).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The court screen picks WHO as well as WHERE now: two tiles above the court
rows, men's or women's singles, remembered like the court is. No new stage —
three rows and a pair of buttons already fill a phone, so the tiles go side by
side and the tap count from splash to play does not change.
Everything downstream is one line: drawChar already built every frame name off
a single prefix, so SK() appends '_f' when the women's tour is picked and falls
straight through to the men's frame for anything without a twin. The horde, the
officials and the ball boys are shared — they are staff, not the draw — but the
turned CPU is not: a male corpse opposite a female player reads as a bug.
Her frames came back as a different woman in every batch — blonde in one,
auburn in the next, greyscale line art in a third — because each was anchored on
the MAN whose pose it was. "newart" repaints the character and "state" is welded
to the corpse palette, so neither could say "the same living woman, a new pose".
That mode now exists, and every batch anchors on her own settled frame.
The death is drawn to frame 3 and recoloured after it. The generator will not
draw a dead woman in any wording worth using; frames 4 and 5 survive that
because by then she is flat and then a heap of cloth, so they are the men's
drawing with the blue shorts painted into her white (see assets/_die_f.py). The
collapse still falls 224/159/117/103/43 straight through the handoff.
Her first bounce frames reached to the shoulder, which is a catching pose, not
patting a ball — redrawn low rather than bending BOUNCE_IDLE to fit a wrong
drawing, so both tours share one apex and the ball meets her palm.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>