Files
animation/characters/work/lena_leafbikini/README.md
T

127 lines
7.3 KiB
Markdown
Raw Normal View History

# work/lena_leafbikini — the leaf-bikini lena lane
Grammar-exempt (REGISTRY rule 11). This lane has already produced one ship —
`characters/female/lena_leafbikini_base_v01`, the game's female default since 2026-08-13,
which is **frozen** (REGISTRY rule 2). Everything still here is lane material governed by
`.agents/rules/working-files.md`; when the next body ships it graduates into
`characters/female/lena_leafbikini_base_v02/` and gets its own Ships row.
Parent original: `characters/originals/female/female_lena_leafbikini_tripo.glb`
(sha256 `977104ba…66cf29`, 1,029,360 v / 1,992,503 f, 0.9792 units tall → 1 unit = 1.815
of a 1.777 m body). Read-only, and re-hashed by every stage that opens it.
## Layout
| | |
|---|---|
| `NN_*.py` | the recipes. **These are the history** — kilobytes each, and they regenerate any state below from the original |
| `leaf_mask.npz` | the leaf mask (stage 04): per welded point, plus the vertex→welded map and the hue/sat/val the key was cut from. Regenerable, kept because stage 05 consumes it and re-deriving it costs a full import |
| `v01/` | stage output. **gitignored** (`characters/work/*/v0[0-9]/`) — registered artifacts inside it are `git add -f`'d by hand |
| `v01/review/` | QA renders. gitignored, regenerable, reused rather than re-minted |
## The stages
| stage | what it does |
|---|---|
| `01_graft.py` | grafts the AccuRig skeleton onto the pristine GLB (nearest-surface, not index-exact — the bait was decimated 20:1). This is what produced `lena_leafbikini_base_v01`. Independent of 0205 |
| `02_probe_leaves.py` | what are the leaves? Reports the albedo key candidates and per-vertex proudness |
| `03_render_leaves.py` | textured **and clay** turnaround of any mesh in the lane. The clay pass is what settled the question |
| `04_leaf_mask.py` | builds and *proves* the leaf mask: hue key → component filter → close → hole fill → grow, baked to vertex colour and rendered |
| `05_cut_leaves.py` | deletes the masked faces. Holes left open, on purpose |
## What the leaves turned out to be
The clay render (stage 03) shows every leaf, curled tip and hip vine with all materials
stripped, so:
1. **They are real geometry, not paint.** This is the opposite of Lena's game-body
underwear, where a ray-crossing census found the bra *was* the skin and deleting it
opened a hole — the whole reason `tools/make_lena_nude_body.py` re-fairs a rim band
instead of cutting. Here there is a solid shell to remove.
2. **They are welded into the body.** One Tripo mesh, one material, one UV map: the
leaves are a bulge in the body surface, not a separable object, material slot or UV
island. Nothing can be selected "by object"; the seam has to be found.
3. **The seam is both a colour edge and a crease** — where a leaf meets skin the surface
folds back on itself.
## Why the key is hue
Stage 02 first keyed on green dominance, `G - max(R, B)`, and topped out at 0.20: Tripo
painted these leaves a dark desaturated olive (sRGB ~0.27/0.35/0.20), so the channel gap
is only ~0.050.09 and any threshold catching the leaf also catches shadow noise on skin.
Hue separates them outright — skin 2040°, leaf 6080° — and is invariant to exactly the
thing that ruins the channel gap, which is how dark the pixel is.
Everything after the key is repaired **on the mesh, over position-welded adjacency**, not
in texture space:
| step | why |
|---|---|
| min-comp 200 | drops JPEG speckle |
| close 6 rings | fills specular blowouts inside a leaf, where the highlight clips to near-white and its hue becomes noise. At `--val-max 0.62` the hip vine leaves came back half-grey |
| enclosed-hole fill | a mask hole fully surrounded by leaf is a mask defect, not a skin island |
| grow 2 rings | lands the cut just outside the rim. A hole one ring too big is invisible; a leftover leaf stub is not |
| z ≤ 0.85 of height | **her irises and eyebrows are green too.** Without this the key takes her eyes (929 verts) |
Result: 239,561 welded points in exactly **two** islands — bust (z 0.6310.755 of height)
and briefs (z 0.4550.594). Two islands is itself the check that nothing else keyed.
Welded adjacency is not optional anywhere here: the glTF importer splits every UV seam
into separate Blender vertices, so on the raw mesh a face on a texture-chart border is
indistinguishable from a face on a hole rim, and ring operations would leak along the
seams (33,202 of the 1,029,360 verts are seam duplicates).
## The cut rule
A face dies only if **all** of its vertices are masked. With the 2-ring grow that puts the
surviving rim about one ring outside the green, i.e. just onto skin. Both directions of
that asymmetry are deliberate: "any vertex masked" erodes a further ring into her skin and
leaves single triangles hanging off every zig-zag in the mask edge, while a cut one ring
short leaves leaf root standing proud — the one outcome that would make the file useless
for judging the seam.
Then two passes that can only remove things that are already not part of a smooth surface:
dangling-face erosion (a face with ≥2 welded-boundary edges is joined to the surface by at
most one edge; no such face exists on a closed surface, so it cannot bite into skin) and
detached-shell removal. On this mesh they found **2 faces and 0 shells** — the colour cut
was already clean, which is the strongest evidence the mask was right.
## Regenerating `v01/lena_leafbikini_leafcut_sculpt_glb_v01.glb`
```
B="/c/Program Files/Blender Foundation/Blender 5.1/blender.exe"
L=characters/work/lena_leafbikini
"$B" --background --factory-startup --python $L/04_leaf_mask.py -- \
characters/originals/female/female_lena_leafbikini_tripo.glb $L/v01/review
"$B" --background --factory-startup --python $L/05_cut_leaves.py -- \
characters/originals/female/female_lena_leafbikini_tripo.glb $L/leaf_mask.npz \
$L/v01/lena_leafbikini_leafcut_sculpt_glb_v01.glb
"$B" --background --factory-startup --python $L/03_render_leaves.py -- \
$L/v01/lena_leafbikini_leafcut_sculpt_glb_v01.glb $L/v01/review cut
```
Stage 05's gates, all reported and the first two fatal:
| gate | result |
|---|---|
| every surviving vertex position present in the input | 0 strays — this is a deletion and only a deletion |
| loose vertices | 0 |
| surviving shells | 1 |
| removed geometry's extent | z 0.4550.755 of height (bust + briefs bands only) |
## Open
- **The holes are not filled, by request.** Filling is a separate and harder decision:
the crotch/gusset history in `work/lena/06*.py` is what happens when a membrane spans a
wide footprint — it flattens the anatomy it spans, which is why the nude lane only ever
faired a narrow rim band. Whatever fills these has to rebuild bust and crotch anatomy,
not just span them.
- The base-colour map still carries the leaves and their baked contact shadows. The rim of
each hole is skin painted with leaf shadow, so it reads darker than her surrounding tone.
- **The cut is unrigged**, because it was authored on the pristine original. It transfers
to the shipped body for free: `01_graft.py` moved the mesh 0.000000 mm, so
`lena_leafbikini_base_v01` carries the *same* 1,029,360 vertices in the same order and
`leaf_mask.npz` indexes it directly. Cutting the shipped GLB is running stage 05 with a
different first argument — but the result is a new ship folder, never an edit to the
frozen one.