0250e9bd20bb56f7d757e628d155d592d8ef235d
Oliver: "when clapping I barely see any movement at all now.. also all of the art could be colored a little more dim as it is perspective wise farther in the background and should not steal too much attention" — and then, "can't we make an animation sprite sheet of the new crowd?", which is the answer to the first half of the first one. A third roll (_crowdroll.py mid) takes the arms-up frame as its reference and asks for the same standing people with their hands brought together in front of their faces. It drifts by 53% of its pixels and that does not matter: the same filter keeps only what was stand and became person. 100 arm blobs in pose 1, 74 in pose 2, 134 spectators once merged, 28 of them owning BOTH poses — those 28 cycle between two raised poses, which is a clap; the rest alternate with the seated frame, which is arms going up and down. The point is the cycle, not the pose. A raiser is ~8x6 logical px on a phone and one that appears and then holds for a second is not something the eye catches; arms moving at 3.5 Hz is. Measured: 2-3% of the stand band now changes every 90 ms during a won game, against near zero before. The sheets are one file per court now — three frames stacked, graded as a single image so they cannot drift apart in colour — and x_crowd2/_c2/_h2 are deleted. TUNE.standBack 0.22 dims the crowd and the boards on every court before the night court's own dim and the splatter rot, in the one function both the cached backdrop and the live raisers already read. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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