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>
16 KiB
133x220px
16 KiB
133x220px