REGISTRY entry + the registered 46.7 MB GLB (add -f per the working-files rule: registered v02 artifacts are tracked even though the v0N dirs are ignored). sha256 verified against the registry line. Recipe 07_fill_crotch.py already tracked; known consequences (hip shelf bulges, flat donor texel) documented in the registry entry, not defects to chase. 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 |
06_open_in_blender.py |
opens a lane mesh in the Blender GUI, framed on her front, Material Preview |
07_fill_crotch.py |
v02: Barbie-fills the crotch — melts the briefs leaves into a smooth featureless surface, bust holes stay open. See below |
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) |
v02 — the Barbie crotch fill (stage 07)
Target: "Barbie doll anatomy" — a completely smooth, undifferentiated pelvic surface, no cleft, no features, belly flowing into thighs. Jeremy's "take the distance and angle between the two sides" is precisely a bi-harmonic membrane: the rim supplies POSITION, the collar behind it supplies SLOPE through the second Laplacian application, and L²x = 0 cannot invent detail. Bust holes stay cut open (v01 behaviour); only the briefs band gets the treatment.
Getting there burned through roughly ten runs; the recipe header carries the full autopsy, the short version is:
| attempt | verdict |
|---|---|
| triangle_fill the v01 holes + membrane | the briefs rim is ONE ~2,500-vert loop snaking front → between the legs → back; beauty triangulation bridges the WRONG BANKS at the bends, and the rim itself still carried leaf-root crumple the membrane faithfully anchored to |
| + rim erosion + Delaunay flips + double solve | better rims, same disease — flips are local, the mis-bridging is global; sliver strands shot off the hips |
| melt instead of fill (the pivot) | the leaf shell IS the disk that spans the hole — the scan's own manifold surface. Free its verts + a skin collar, solve; wrong-bank bridging becomes impossible. This produced the first genuinely smooth pelvis |
| proudness detectors + deflation for the leftovers | fully-masked leaves are PENDANT BALLOONS — closed shells whose excess area the (no-maximum-principle) bi-harmonic parks as smooth raised caps. Smoothing-built references partially follow any bump wider than their radius, and Taubin references are worse than useless here: shape-preserving by design, a 1.5 cm cap sits inside the passband and reads ~0 |
| density excision + scar refill | catches the FLAT wads (the melted shell lies ~4 layers deep, and piles would z-fight) but not inflated caps, which sit BELOW the piled median. Scar refill needs: per-sweep densify scope with a floored target (a sliver scar once re-densified everything to 3.3M faces / 17 h), a slit weld first (scars meeting Tripo slits are ribbons, not loops — fill ops refuse them, and degenerate output crashed Blender once), and a >900-edge refusal |
| occlusion / fin / diffusion detectors for the last four "caps" | all near-zero. A pixel-ray probe finally explained why: the last bumps were not leaf debris at all — they are the melt web itself bridging taut over the inguinal hollow. There was never skin under the vine, and every rim-anchored method spans its anchors by construction |
| + the flow finish (the guarantee) | damped pure-Laplacian flow over the whole changed region, no detector at all: the maximum principle sinks any pendant cap while the 5-10× wider pubic web barely moves. Ramp weight 0→1 over 3 rings — at 8 rings the hip-vine channel (10–20 rings wide) sat entirely in the damped zone |
| + the solid-welt pass | some leaf roots are SOLID skin-painted ridges, not shells — free them (0.5 mm proudness against a whole-band 400-sweep reference; honest skin reads p95 +0.13 mm) and re-solve locally; converges in 2 passes (5,375 verts, then 1) |
Pipeline as shipped in 07_fill_crotch.py: weld → cut bust open (+despike) → free briefs
leaves + collar → remnant sweep (relaxed hue/blown-white key near the melt, no speckle
filter) → bi-harmonic melt (matrix-free Jacobi-PCG, harmonic warm start) → solid-welt pass
×2 → density excision of flat wads + occlusion pass → slit weld + degenerate dissolve →
three scar-fill sweeps + patch solve → flow finish. Melted faces get one donor texel
(thigh-band vertex nearest the band's median tone with the most neutral normal texel) —
the atlas is Tripo chart soup, so interpolating UVs across the fill would sample garbage.
"$B" --background --factory-startup --python $L/07_fill_crotch.py -- \
characters/originals/female/female_lena_leafbikini_tripo.glb $L/leaf_mask.npz \
$L/v02/lena_leafbikini_crotchfill_sculpt_glb_v02.glb --free-rings 3
Open
- The hip-side shelf bulges are a known consequence, not a bug to chase further. Where the vine crossed the inguinal crease there was never skin underneath, and "take the distance and angle between the two sides" — the membrane — spans its anchors by construction. Any method anchored at the rims produces the same taut bridge (harmonic, bi-harmonic, and flow all agree; the maximum principle protects a two-sided span). Killing them means SCULPTING the crease through the strip — invented anatomy, its own decision, its own stage. Ten runs of detector archaeology confirmed there is nothing foreign left there to remove.
- The bust holes are not filled, by request (v01 deliverable; v02 fills the crotch
only). Whatever fills the bust has to rebuild breast anatomy, not just span it — see
tools/make_lena_nude_body.pyfor how the nude lane sculpted hers procedurally. - The base-colour map still carries the leaves and their baked contact shadows. Around the v01 holes and the v02 fill alike, the surviving skin reads darker than her surrounding tone — an albedo re-author job for a later stage (the nude lane's harmonic refill is the template).
- Both artifacts are unrigged, because they were authored on the pristine original.
They transfer to the shipped body's frame 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 either mesh. Re-running 05/07 against the shipped GLB is a first-argument change — but the result is a new ship folder, never an edit to the frozen one.
Finger-weight re-solve (08_finger_weights.py) — how to run it
The input is v02/lena_leafbikini_quatskin_fingers_glb_exp03.glb, not exp01. This is
the one thing to get right; guessing it cost three wasted bakes on 2026-08-18.
"C:/Program Files/Blender Foundation/Blender 5.1/blender.exe" --background \
--factory-startup --python characters/work/lena_leafbikini/08_finger_weights.py -- \
characters/work/lena_leafbikini/v02/lena_leafbikini_quatskin_fingers_glb_exp03.glb \
characters/work/lena_leafbikini/v02/lena_leafbikini_quatskin_fingers_glb_<tag>.glb
exp01 and exp03 carry the SAME weight groups (identical vertex sets — index_l is 6,985
verts in both) but different meshes: 91,445 verts differ, by up to 12.5 cm. exp01 is
the pre-hand-fit body, so on it those groups land on the wrist/palm, overlapping the real
index finger by only 1.6 cm. Solving from exp01 therefore produces a body where the
arc-length param s never clears the phalanx-1 threshold and every _02/_03 finger
bone gets exactly zero weight — rigid stick fingers hinging at the knuckle, and a torn
flat pose. It fails silently: weight sums are 1.0, the asserts pass, the export succeeds.
Confirm a good run by the label counts — from exp03, side l is index 4,000 / middle 4,718
(these match exp05's groups) and chain-continuity repaired is ~400 per side, not 0.
Verify a bake with tools/handpose_bake_preview.py + tools/handpose_skin_to_obj.py +
edge-stretch; judge on real tears (>=1mm rest length) and visible needles (>=1cm
posed), not raw ratios. Flat must stay at 0-1 real tears per hand — that pose ships.
Measurement tools for this lane: tools/edge_stretch_cmp.py (stretch with the real-tear /
visible-needle split, several builds side by side), tools/skin_bone_territory.py (how many
verts each finger bone actually owns — catches a starved chain), tools/fin_bones.py
(classifies torn edges by bone pair, which is what tells you which defect you are looking
at), tools/handpose_trim_hand_obj.py (trim an arm-sized skin dump to the hand, or a
bbox-framing renderer puts the hand in a corner).