Commit Graph
5 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 e8b5c1905f The run cycles anchor on their feet, and stride at a real cadence
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>
2026-08-13 18:53:22 +02:00
wuwiandClaude Fable 5 99a87115b3 Four real run cycles, rolled one-call-one-row through a new _runroll.py
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>
2026-08-13 18:17:16 +02:00
wuwiandClaude Opus 5 e4c59e2c26 Turn the player around, point the runner at you, match the wounds
The playtest list, art side. The generator had been copying the very frames I
wanted changed, so:

- The player is drawn FROM BEHIND again in every pose — standing, bouncing,
  serving, swinging. He had turned to face the camera in the redraw, which is
  also why he "looked at you" in different poses.
- The serve frames are back at full size. That batch had been anchored on the
  toss frame, so the whole serve set came out about a fifth too small.
- The runner CHARGES AT YOU down the court instead of sprinting sideways across
  it, which is what he actually does in the game.
- The brute's wound stages are drawn a pair at a time from their own A frame, so
  the injury stops moving between the two feet.
- The bounce frames had a ball painted into them while the game draws a live one
  on top — he was bouncing two. The painted one is gone, and the live one now
  falls on the side the sprite actually reaches for.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 22:46:19 +02:00
wuwiandClaude Opus 5 ff6515670f Redraw the player and the opponent
Both full sets through the same pipeline: stances and ball-bounce, serve toss,
smash and both swing frames, the four-frame run, and the five-frame death. The
opponent's ten frames with them. Inner-edge density roughly doubles across the
board — the serve frames go 0.22-0.32 to 0.41-0.54.

_regen.py retries a rejected batch itself now (default three attempts). A
rejection is usually just a bad roll — two figures drawn close enough that the
slicer sees one frame, or a limb off the canvas — and re-rolling fixes it without
me sitting in the loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 21:47:29 +02:00
wuwiandClaude Opus 5 94136ddf8c Run the player on four frames instead of two
Two frames is a lurch, and he is on screen the whole run — during a horde he is
the only thing moving. Regenerated the whole cycle in one pass rather than
bolting two new frames onto the old pair, so the four are consistent with each
other, then fitted them per channel onto the mean and sd of the frames that
stay (idle + swing): mean error under 3 of 255, so he does not change colour
when he starts moving.

The pick is frame-count driven, not hardcoded — the opponent has no run3/run4
and stays on two, and the cycle RATE is unchanged either way: more frames
subdivide the stride, they do not speed it up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:02:15 +02:00