Nine sheets meant nine chances for the character to drift, and all day it took
every one of them — a brute that was three different brutes, a corpse that came
back a living man. Asking for the WHOLE family in one image removes that by
construction: one roll, one light, one palette, 31 figures.
What was missing was the way back down. _fine.py cuts a single row; a family
sheet is nine. _zsheet.py is that step and nothing else — it reuses _fine's
keyer, block detection and column cutter, and adds the two things that have to
be GLOBAL or the family breaks:
SCALE taken once from the play row's standing frame. Per-band scaling would
make the serve strike the same height as the idle stance, and the game
sizes a sprite off its own PNG height. Measured after: serve 319,
prone fall 83 — the racket family's are 307 and 85.
PALETTE taken once from the largest figure anywhere, so a wound row cannot
quantise onto slightly different colours than the row above it.
The enclosed magenta rule is INVERTED here, deliberately. _fine.py repaints
magenta trapped inside a figure because the generator used to fill string beds
with the backdrop colour by accident. This sheet asks for exactly that and gets
it, so the bed cuts to transparency and the racket is an open hoop.
_regen.py keeps three fixes found on the way: margins as a PROPORTION (an
absolute pixel margin means nothing to a model that picks its own resolution —
it clipped 3 rolls in 4), reference sheets that fill keyed-out string beds
instead of showing the model a magenta racket, and --verify, which asks the
question no gate here ever asked: is the art already on disk what it claims to
be. It found 27 of the brute's 31 frames dead — z_brw1fall was one drawing
pasted four times, 0.011 apart where a real sequence is 0.53.
The brute is live: ZFAMS gains 'br', the KEEPER wears it. Verified in #bench,
healthy and arm-off, 54 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Re-running --variant to rewrite a spec re-seeded EVERY placeholder from the
master, and placeholders are copies of the lean red-shirted man the poses came
from. That silently replaced a finished brute's bounce, toss, strike and four
fall frames with racket-zombie art. I restored z_br1..4 by hand afterwards and
did not notice the other seven were gone — so three subsequent passes were
regenerating sheets that already existed and had been good since this morning.
Recovered from 0e92c72, and variant() now refuses to seed over a frame that is
already there: a placeholder is a stand-in for art that does not exist yet, and
nothing else.
Then colour-matched every brute frame onto z_br1 rather than generating: five
moved from failing the palette gate to passing, with no generator calls at all.
That is the point of the correction being arithmetic — it applies retroactively
to art already on disk.
WHERE THE BRUTE HONESTLY STANDS:
HEALTHY 11/11 — stance, shuffle pair, forehand, bounce, toss, strike, and
the full fall. Consistent, colour-matched, done.
ARM OFF the play and serve frames read; the four FALL frames are standing
figures of the wrong build entirely.
HEADLESS not headless — z_brw2 still has its head, and is near-identical to
the arm-off frame it was drawn from. The `changed` gate passed it
because SOMETHING moved; it does not know that the something has to
be the head.
So about a third of the brute is right and it is the third that matters least —
the healthy row was always the easy one. The wound stages are the job.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The character-as-image fix landed and did NOT close the gap, which is the answer
I promised to report rather than paper over. The brute's serve sheet came back
with his build, his garments and his DARK TONES PIXEL-IDENTICAL to the anchor —
(56,56,32) both — and his big pale shirt two shades brighter, (200,200,184)
against (176,176,152). The model was looking straight at the character. It held
identity perfectly and re-lit the largest flat area anyway, because every call
re-renders and re-rendering re-lights.
No prompt fixes that. Six gates spent a day trying to make a generator do
arithmetic.
So the arithmetic happens here now. Pair each of a frame's dominant colours with
its nearest anchor colour, fit one gain+offset per channel across those pairs,
apply it to every pixel. Pairs further apart than NEW_COLOUR are dropped from the
FIT — colours the anchor genuinely has not got, i.e. blood on a fresh wound — but
they still RECEIVE the transform, so a wound stays the right red relative to the
body it is on. The gain is clamped so one odd pair cannot posterise a frame.
PROVEN ON THE REJECTED FRAME BEFORE SPENDING A SINGLE CALL, which is the
discipline I skipped all day: the frame that measured 20.0 away passes after
correction, its shirt pulled from (200,200,184) to (176,176,160).
And the order is now CORRECT, THEN CHECK — the palette gate is a safety net for
what arithmetic could not fix, not a tripwire for what it can.
The model this leaves:
the generator, given references -> identity, pose, composition
the pipeline, deterministically -> exact colour
the gates -> layout accidents only
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Oliver, on the brute's fall frames: "now the fall zombie has a different skin
tone.. man this is all so tiresome." Both halves were right. The skin IS twenty
points lighter across that sheet, and the tiresome part is mine: I had been
adding one hand-picked gate per drift I discovered — redness, then hue, then
`changed`, then no-grids — which is a loop with no end, because naming features
is not the same as comparing pictures.
`kit` names four: shirt redness, shorts brightness, shorts hue, near-white
fraction. Every character breaks a different one. The brute's shirt has no red
in it at all, so its reference redness was 0 and blood scored 70-100 against a
tolerance meant for a garment. A body face down shows a fraction of the shirt it
shows standing, so two of the four move with POSE. And nothing in that list ever
measured SKIN, which is exactly how a brute's flesh drifted across a whole sheet
with six gates green.
The palette gate asks the only question that generalises: are the big colour
areas of this frame the same colours as the anchor's? Top SIX by area — the
garments and the skin. Proportions ignored, so a pose change is invisible; blood
is never in the top six, so a fresh wound cannot look like drift.
CALIBRATED BEFORE IT WAS WIRED IN, which is the discipline I skipped all day.
Frames known to be right score 0.0-8.5; the drifts we could actually see score
12.0-15.9. The threshold is 10, in the gap. Three formulations were measured and
the two that overlapped were thrown away.
And every sheet of a variant is now anchored to that variant's FIRST sheet, not
to the stage above it. Chaining let a legal hop compound into a drift nobody
authorised — the shorts walking -9 to -19 down the wound ladder was that, and so
was this.
Its first verdict on the existing brute: br_play is the character, and every
other sheet sits 15 to 48 away from it. It would have caught all of this on the
first roll.
Also in: the GRID guard from the same session — the valley-cut rescue would slice
a 2x2 sheet into four frames of a torso above someone else's boots, turning a
loud failure into a silent one. Asked per cut PIECE, because a body is vertically
continuous and a piece with a gap in it caught two of them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>