Commit Graph
4 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 5.5 ddce4441a9 refactor(tooling): T-1290 — the assets domain, where OFF is the normal case
tooling/db/ (a misnamed directory: connectors, not database work),
trellis-batch.sh and synth_ui_sounds.py become `reach assets`:
audio {health,generate,batch,post {convert,normalize,trim,pipeline}},
image {health,generate}, trellis {health,generate,batch}, and synth-ui.
The four audio bash wrappers are retired, and tooling/db/ is gone.

Parity, from baselines taken before anything moved:

- the four UI-sound WAVs and the harmonic-synth WAVs (exponential and linear
  decay) are byte-identical
- the ffmpeg pipeline's decoded PCM is identical. Its .ogg bytes are not,
  even between two runs of the OLD code: Ogg picks a random stream serial,
  so the encoded file was never the right thing to compare
- the network success paths can't be run in a gate (Stable Audio and Trellis
  are kept off, Gemini costs money), so tooling/test_assets.py stands up a
  fake Gradio and pins every payload: the audio submit, Trellis's six-call
  session sequence with its 9-input image_to_3d, and the Gemini body. It
  failed when one Trellis value was mutated (7.5 → 7.0)

Failure classification, in endpoints.py, is the point of the port. The
services are OFF by design (VRAM on tower-of-joy, D-17), and the topology doc
warns against "fixing" one by restarting it. So a refused connection says OFF
and asks for the service to be turned on rather than restarted; a 4xx/5xx says
the request was rejected; 401/403 says credentials; 429 says quota; and an
unreachable Gemini blames the network, not VRAM.

Behaviour changes, each a failure that used to read as success or crash:

- audio batch and trellis batch exited 0 with failures in their summaries;
  they now print the summary and exit 1
- trellis generate on a missing image crashed with a TypeError
  (print(..., indent=2)); it now names the file, and checks it before the
  service so a typo is not reported as an outage
- the ffmpeg pipeline left its intermediates behind when a step failed

Structure: the connectors called each other as subprocesses (batch spawned
the connector, which spawned audio_post) and parsed each other's stdout. They
are now function calls, and ffmpeg is the only exec, through core/process.
ensure_venv() is removed: it os.execv'd into .venv, which D-263's exec rule
forbids, and reach declares the dependencies itself. config.json moved into
the domain deliberately, and the local-services rule follows it.

Output contract: results are still JSON on stdout with the same keys, so skill
readers keep working. Failures are an exit status with a Fix line, never
{"ok": false}. The audio-gen, glb-gen and image-gen skills, Araminta's agent
file and the allow-list are updated to match. glb-gen's "trellis-batch.sh is
hardcoded to one category" caveat is gone: batch takes --input-dir or --names.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 19:49:20 +02:00
jpmschweitzerandClaude Fable 5 27ed13e35b chore(meta): untrack spike binaries — local-only per D-241
416 binary files (~1.7 GB: .glb/.gltf/.bin/.png) removed from the index,
kept on disk; spikes/ keeps verdict/review markdown + spike code tracked
(61 files). .gitignore extended to cover model/texture/render binaries
under spikes/ going forward. Reproducible from purchased packs in
docs/assets/downloads/ + tracked scripts; zero markdown-embedded images
in spikes/, so no docs break. History rewrite deliberately NOT done —
recorded as out of scope in D-241. Closes fable-ous.md finding S-14.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 12:29:43 +02:00
jpmschweitzerandClaude Opus 4.6 033e9afb2b feat(assets): add body type showcase with 16 Trellis-generated bodies
8 body types (slim, average, stocky, tall_lean, short_stout, athletic,
heavyset, petite) × male/female. Style-anchored concept images fed
through Trellis and Blender postprocess.

Adds body_showcase scene with grid display, highlight controls (1-8),
and toon shader with cull_disabled for Trellis mesh normals.

Finding: Trellis works well for props but produces rough character
meshes — characters will likely need composite body parts approach.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 01:21:53 +01:00
jpmschweitzerandClaude Opus 4.6 f204bf3372 feat(assets): add 3D pipeline spike — Trellis to Godot with recoloring
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.

Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 23:33:35 +01:00