Lena with the leaf bikini sculpted into the mesh — a separate character descending from her own Tripo original, not a lena_base_v02. Full-res (1,029,360 v) at 1.777 m, now Ariki_Female_QuatSkin.glb + LOD1. First nearest-surface graft in the rig lane: AccuRig had to be fed a 20:1 decimated bait, so the index-exact graft the two earlier ships used was impossible. The bait recovers AccuRig's 9.346 mm offset in closed form, which makes it a required input forever — copied into the ship folder, and rig-work's "disposable" rule amended to say so. Mesh moved 0 mm, 0 unweighted verts. lena_base_v01 goes superseded, not rolled-back: she lost the default slot but Ariki_Female_QuatSkin_Nude.glb is untouched, so per rule 9 her folder stays put. Also lands the leaf-cut lane (work/lena_leafbikini): hue-keyed seam detection that removes the leaf shell and leaves both holes open by request, registered as a lane milestone with its sha256. Corrects the rig-work trap note — baits do carry embedded textures; it is AccuRig that strips them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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 02–05 |
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:
- 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.pyre-fairs a rim band instead of cutting. Here there is a solid shell to remove. - 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.
- 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 ~0.05–0.09 and any threshold catching the leaf also catches shadow noise on skin.
Hue separates them outright — skin 20–40°, leaf 60–80° — 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 0.631–0.755 of height) and briefs (z 0.455–0.594). 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 0.455–0.755 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*.pyis 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.pymoved the mesh 0.000000 mm, solena_leafbikini_base_v01carries the same 1,029,360 vertices in the same order andleaf_mask.npzindexes 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.