@bitmagic/cli 0.1.65-dev.2 → 0.1.65-dev.21

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Files changed (69) hide show
  1. package/README.md +137 -14
  2. package/assets/skills/trailer-craft.md +180 -0
  3. package/dist/assets/materials.d.ts +9 -0
  4. package/dist/assets/materials.js +10 -2
  5. package/dist/assets/materials.js.map +1 -1
  6. package/dist/cli.d.ts +9 -0
  7. package/dist/cli.js +2 -0
  8. package/dist/cli.js.map +1 -1
  9. package/dist/commands/character.d.ts +18 -0
  10. package/dist/commands/character.js +268 -0
  11. package/dist/commands/character.js.map +1 -0
  12. package/dist/commands/forge.d.ts +15 -0
  13. package/dist/commands/forge.js +143 -38
  14. package/dist/commands/forge.js.map +1 -1
  15. package/dist/commands/generate.d.ts +31 -13
  16. package/dist/commands/generate.js +48 -56
  17. package/dist/commands/generate.js.map +1 -1
  18. package/dist/commands/trailer.js +1 -1
  19. package/dist/commands/trailer.js.map +1 -1
  20. package/dist/editor/animation-preview-page.js +88 -1
  21. package/dist/editor/animation-preview-page.js.map +1 -1
  22. package/dist/editor/asset-detail-panel.d.ts +2 -2
  23. package/dist/editor/asset-detail-panel.js +21 -0
  24. package/dist/editor/asset-detail-panel.js.map +1 -1
  25. package/dist/editor/asset-viewer.js +31 -8
  26. package/dist/editor/asset-viewer.js.map +1 -1
  27. package/dist/editor/shell-page.js +63 -1
  28. package/dist/editor/shell-page.js.map +1 -1
  29. package/dist/forge/edit-target.d.ts +30 -0
  30. package/dist/forge/edit-target.js +88 -0
  31. package/dist/forge/edit-target.js.map +1 -0
  32. package/dist/forge/prune-store.d.ts +46 -0
  33. package/dist/forge/prune-store.js +86 -0
  34. package/dist/forge/prune-store.js.map +1 -0
  35. package/dist/forge/remote-store.d.ts +36 -0
  36. package/dist/forge/remote-store.js +113 -0
  37. package/dist/forge/remote-store.js.map +1 -0
  38. package/dist/forge/run-pipeline.js +5 -1
  39. package/dist/forge/run-pipeline.js.map +1 -1
  40. package/dist/forge/stream.d.ts +5 -1
  41. package/dist/forge/stream.js +4 -0
  42. package/dist/forge/stream.js.map +1 -1
  43. package/dist/generate/character-body.d.ts +79 -0
  44. package/dist/generate/character-body.js +100 -0
  45. package/dist/generate/character-body.js.map +1 -0
  46. package/dist/mobile/asset-hosts.d.ts +7 -9
  47. package/dist/mobile/asset-hosts.js +7 -16
  48. package/dist/mobile/asset-hosts.js.map +1 -1
  49. package/dist/project/character-search.d.ts +30 -0
  50. package/dist/project/character-search.js +82 -0
  51. package/dist/project/character-search.js.map +1 -0
  52. package/dist/scaffold/asset-pipeline-skill-files.d.ts +38 -0
  53. package/dist/scaffold/asset-pipeline-skill-files.js +202 -0
  54. package/dist/scaffold/asset-pipeline-skill-files.js.map +1 -0
  55. package/dist/scaffold/blender-level-skill-files.js +3 -2
  56. package/dist/scaffold/blender-level-skill-files.js.map +1 -1
  57. package/dist/scaffold/project-files.js +18 -12
  58. package/dist/scaffold/project-files.js.map +1 -1
  59. package/dist/scaffold/project.js +4 -1
  60. package/dist/scaffold/project.js.map +1 -1
  61. package/dist/scaffold/skill-files.d.ts +32 -5
  62. package/dist/scaffold/skill-files.js +102 -63
  63. package/dist/scaffold/skill-files.js.map +1 -1
  64. package/dist/telemetry/creator-prompt.d.ts +18 -2
  65. package/dist/telemetry/creator-prompt.js +24 -3
  66. package/dist/telemetry/creator-prompt.js.map +1 -1
  67. package/dist/telemetry/report.js +31 -16
  68. package/dist/telemetry/report.js.map +1 -1
  69. package/package.json +4 -4
package/README.md CHANGED
@@ -202,7 +202,8 @@ browser reloads itself on every change and the assets panel shows each generatio
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  | `bitmagic publish [--visibility public\|private] [--name <name>] [--description <desc>] [--force] [--single-file] [--version-url] [--no-qr]` | Verify-gate, build if needed, and upload straight to GCS. `--single-file` publishes the offline bundle described under `bitmagic build`; switching the flag between runs always rebuilds, since it changes nothing on disk for the reuse check to notice. **Keeps the game's current visibility**; a new game is private until published with `--visibility public`. Prints the link worth sharing: `bitmagic.ai/play/<ID>/` — the game's page, with its name, cover and comments — for a public game, and `bitmagic.ai/games/<ID>/` for a private one. Both always serve the newest publish, so a link handed out today keeps working after tomorrow's publish; `--version-url` also prints the URL of this one build (`.../indexN.html`), for pinning a bug report to it. Shows the shared URL as a QR code so you can scan it onto a phone — drawn in the terminal, or written to `.bitmagic/publish-qr.png` when it cannot be. `--no-qr` skips both. |
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  | `bitmagic self-update [--tag latest\|dev]` | Update the **CLI itself** to the newest build of its line, installing into the place this CLI actually lives rather than wherever the `npm` on your `PATH` would put it — which under nvm is routinely somewhere else. Reads the project's line from `bitmagic.json` when there is one, so it also fixes a wrong-line install; `--tag` overrides. Verifies the version on disk moved, and refuses (naming the path) for an `npx` run, a source checkout, or an install shape it cannot recognise. Not to be confused with `upgrade`, which is about the project's engine. |
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  | `bitmagic upgrade [--engine <version>] [--force]` | Refresh vendored platform files and the CLI's own skills to the currently published engine. Refuses a dirty git tree unless `--force`. Also records the project's `environment` in `bitmagic.json` if it has none yet — the engine it just vendored came from that api-server — and says so when it does. |
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- | `bitmagic generate <skybox\|background\|block-type\|sound\|music\|image\|video\|character\|animation\|model\|prop\|vehicle> ...` | Generate one asset directly into `src/work/world.json`. Costs sparks. `model` mints a **new** 3D object from a prompt, `prop` upgrades an existing placeholder **in place** (both produce voxels directly; `--mesh` takes the older mesh path; a low-poly project keeps the mesh as a `glb` asset — see **Art style**), `vehicle` adds a new drivable one, `animation` takes a parameter spec rather than a prompt, `block-type` registers a custom voxel block, `video` makes a short clip for a cutscene (played with `engine.playVideo("<id>")`) — see **Cutscene clips** below. `skybox` and `background` write the **same** field: pick one. |
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+ | `bitmagic generate <skybox\|background\|block-type\|sound\|music\|image\|video\|character\|animation\|model\|prop\|vehicle> ...` | Generate one asset directly into `src/work/world.json`. Costs sparks. `model` mints a **new** 3D object from a prompt, `prop` upgrades an existing placeholder **in place** (both produce voxels directly; `--mesh` takes the older mesh path; a low-poly project keeps the mesh as a `glb` asset — see **Art style**), `vehicle` adds a new drivable one, `animation` takes a parameter spec rather than a prompt, `block-type` registers a custom voxel block, `video` makes a short clip for a cutscene (played with `engine.playVideo("<id>")`) — see **Cutscene clips** below. `skybox` and `background` write the **same** field: pick one. **`character` now lives in its own group** — `bitmagic character generate|search|add` — and `bitmagic generate character` is a deprecated alias of the first; see **Characters**. |
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+ | `bitmagic character <generate\|search\|add> ...` | Forge a character, look through the ready-made ones, or add one. `generate` costs sparks and may substitute a close-enough stored body (`--fresh` always forges). `search` lists the shelf's closest matches with their scores — free, changes nothing. `add` puts a stored body in the game for free and never forges. See **Characters** below. |
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  | `bitmagic assets add <file> [--name <n>] [--asset-id <id>] [--keep-glb\|--voxelize] [--voxel-size <m>] [--max-voxel-size <m>] [--height <m>] [--hollow\|--solid] [--force]` | Upload **your own** file — `.glb`, `.vxl`, `.png/.jpg/.webp`, `.opus/.ogg/.m4a/.mp3`, `.json` — into the game's assets and write its entry into `src/work/world.json`. A `.glb` is voxelized in a headless browser (Chrome + a free port in 3000–3199, like `prop`) unless `--keep-glb` — or unless the project is low-poly (see **Art style**). Free — no sparks. See **Adding your own assets** below. |
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  | `bitmagic assets list` | The assets in `world.json`: id, name, type, size, placed instances, and total references. Local, no network. |
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  | `bitmagic assets materials <assetId> [--set <file.json>] [--auto] [--clear]` | Show what an asset's voxels look like, or say what they are **made of** — so a sword's steel blade shines and its leather grip does not. With no flag it prints the asset's colour groups; `--set` applies your verdicts; `--auto` lets a model decide (what `generate prop` and `generate model` already do on their own); `--clear` removes them. Free — no sparks, nothing generated. See **Voxel materials** below. |
@@ -215,6 +216,7 @@ browser reloads itself on every change and the assets panel shows each generatio
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  | `bitmagic trailer analyze \| beats \| cut \| render \| merge` | The steps of `make` as separate commands: score a recording into highlight windows with contact sheets; detect a track's beat grid; turn `trailer/shots.json` into a frame-exact `edl.json`; render an EDL (`--ui` redraws the HUD, `--ui-keyframe-rate` caps how often it may change, `--logo`, `--music …`); join recordings from separate sittings. |
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  | `bitmagic trailer publish <file.mp4> [--no-attach]` | Upload a trailer (`.mp4`/`.webm`, ≤ 200 MiB, header-checked so a renamed image is refused before upload) to the CDN under `game-media/<gameId>/` and put it at the front of the game page gallery. Re-running replaces the previous trailer (remembered in `.bitmagic/trailer/published.json`); the page is capped at 12 media items. Works before the first publish — the page goes live on the first `bitmagic publish --visibility public`. `--no-attach` uploads only. |
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  | `bitmagic forge --prompt "..." [--city\|--dungeon\|--platformer\|--freeform] [--name <name>] [--resume <jobId>]` | Design and bake a whole playable level into `world.json`. Costs sparks, and takes many minutes — the bake alone can take twenty. `--resume <jobId>` picks a failed run back up from the last step that finished, rather than redoing the whole thing. |
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+ | `bitmagic forge --edit "..." [--level <id or name>]` | Change a detail of a level this project forged — a door style, the light fixtures, a prop — without re-forging it. The stored design is patched and only what the change touches is re-made; the level is replaced in place. See [Editing a forged level](#editing-a-forged-level). |
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  | `bitmagic tools <list\|path\|install> [bundle]` | The script bundles the CLI ships for skills that drive Blender or Python (`blender-level`, `unity-import`): what they are, where this install keeps them, and `install` to copy one into the project's `tools/`. Local, no network, no sparks. |
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  | `bitmagic levels <list\|add\|rename\|set-start\|remove> ...` | Manage the levels `forge` creates: which one boots, their names, registering a bake you already have, deleting one. Local, no network, no sparks. See **Managing levels** below. |
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@@ -877,7 +879,16 @@ from; an image opens as the image; a sound gets a player; an animation plays on
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  character — the same clip preview the Creator has — with play/pause and a speed slider. A clip
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  generated from a recording also shows its source video, with the trim marked on it: the frame
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  dims behind a `CUT 1.2s FROM THE START` badge whenever the playhead is inside a removed stretch,
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- over a seek bar split into labelled `cut | kept | cut` segments. Beside it is everything the row has no
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+ over a seek bar split into labelled `cut | kept | cut` segments.
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+
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+ **A character asset gets a row of built-in animations** — Idle, Walk, Run, Jump, Punch, Kick, Flip,
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+ Dance — so you can see the body move rather than stand there. Each plays the engine's own clip on
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+ your rigged character, with the same play/pause and speed slider; **Model** goes back to the still
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+ mesh. The clips are looked up in your project's vendored engine, so they are the ones your game
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+ actually plays. A very old engine has no `characterUrl` option and falls back to playing the clip
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+ on the block character.
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+
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+ Beside the viewer is everything the row has no
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  room for — extent in world units, voxel count, triangle count, and the asset id, with a button to
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  copy it so you can paste it into a `bitmagic generate prop --asset …`. Escape closes it. The game
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  pauses while it is open and resumes when you close it.
@@ -1207,6 +1218,45 @@ exact `--glb-url … --voxel-size …` command to retry the browser step without
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  If the finished asset reports that it will not drive, the project's vendored engine predates
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  vehicle-fitment derivation: run `bitmagic upgrade`, then regenerate.
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+ ## Editing a forged level
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+
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+ A forged level's design is kept on its record, so a detail can be changed without designing and
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+ baking the world again:
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+
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+ ```bash
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+ bitmagic forge --edit "make the doors sliding bulkheads"
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+ bitmagic forge --edit "warm amber lanterns instead of the lamps" --level "Freighter Mk IV"
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+ bitmagic forge --edit "recolour the hull plating a rusty red" --level level_1788942022362_yujy5i
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+ ```
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+
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+ The change goes to the designer as one small call that returns the handful of edits to the stored
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+ design — a fraction of a design's cost — and the level is then built from the edited design under
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+ a new job. What that build re-makes is decided by comparing it with the original, object by object:
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+
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+ | The change touches | What is re-made |
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+ |---|---|
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+ | the door style | the door leaves and the key pickups |
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+ | the light fixture (kind, colour, flicker) | the fixtures |
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+ | a prop or wall-decor kit piece | that piece |
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+ | a material colour, a wall/floor/ceiling kit piece, the rooms, the viewports, the terrain | the level bake and most objects |
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+
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+ Everything else — the baked level, every untouched object — is reused, so a door-style edit takes
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+ about as long as baking three small objects. The run prints what it reused. The level is replaced
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+ in place: same level id, doors, keys and placed objects rewritten, your other levels untouched. An
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+ object you have since regenerated in high quality is kept as it is.
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+
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+ One thing it needs: the level must have been forged by a CLI that records the job on the level
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+ and mirrors its bakes to the server — anything forged before that is re-forged once and editable
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+ from then on, from any machine. (A forge keeps its resumable state in the project's
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+ `.bitmagic/forge` and mirrors the browser-baked records to api-server as it goes, so `--resume`
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+ and `--edit` both work from a clone that never ran the original forge; a mirror that fails is
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+ said once and the run continues from the local copy. Once a forge or an edit has landed, the
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+ finished jobs under `.bitmagic/forge` that no level names any more are removed — an edited level
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+ keeps only its newest job; an unfinished job, the one `--resume` continues, is kept; the server's
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+ copies are untouched.) `--level` takes the level's id or name (`bitmagic levels list`), and
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+ can be left out when the project has one forged level. `--edit` takes no other forge flag; a 2D
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+ side-view level cannot be edited yet.
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+
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  ## Managing levels
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  `bitmagic forge` bakes levels but could not manage them: only a game's *first* forge became the
@@ -1274,22 +1324,95 @@ read by everything that used to assume cubes:
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  | `bitmagic cover`, `bitmagic reference make` | MagicaVoxel-style prompt lead and tail | flat-shaded low-poly lead and tail (same image model) |
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  | `bitmagic assets add x.glb` | voxelized in a headless browser | kept as a `glb` asset; `--voxelize` bakes it |
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  | `bitmagic generate model` / `prop` | voxel master, baked in the browser | mesh generated, re-uploaded into the project, registered as `glb` (`--height` / the placeholder's fitBox); `--voxelize` bakes it |
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- | `bitmagic generate character` | voxelized rig, library search first | the textured low-poly rig, no library; `--voxelize` overrides |
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+ | `bitmagic character generate` | voxelized rig, library search first | the textured low-poly rig; its own library shelf, searched only where the server has enabled it; `--voxelize` overrides |
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+ | `bitmagic character search` / `add` | searches the voxel shelf | searches the low-poly shelf |
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  | `bitmagic generate vehicle` | voxel | still voxel — the builder is voxel-native; the command says so |
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  | `bitmagic judge` with no `## Art direction` | grades the style it sees | judges within low-poly |
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  | the engine on load | sunset hemisphere light and a faint bloom | neither; a `MeshLevel` brings its own lighting |
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- In a low-poly game the textured rig IS the product, so `bitmagic generate character` forges it with
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- `runware-meshy-6`: an even remesh with symmetric limbs and an enforced A-pose, rather than a TRELLIS
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- reconstruction that is only as low-poly as the concept image happened to be. **That costs about
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- $0.80 and six minutes per character**, against fractions of a cent and forty seconds — pass
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- `--mesh-model unified-trellis` to put one back on the cheap lane. A voxel game does not get it: the
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- body is rebuilt out of cubes, so the remesh, the pose and the texture are all thrown away.
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-
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- Its wall time is why the forge job budget is 20 minutes and api-server's in-handler generation
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- deadline is 29: at the old 8-minute and 280s ceilings a Meshy character was killed about three
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- seconds before it finished, after being billed. Cloud Run's own 1800s request timeout was already
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- high enough and is set in roleverse-infra.
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+ ### Characters
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+
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+ Characters are their own command group, because two different requests used to
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+ share one command:
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+
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+ ```
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+ bitmagic character generate --name guard --prompt "..." [--fresh]
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+ bitmagic character search --prompt "..." [--limit 5] [--representation voxel|lowpoly]
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+ bitmagic character add --name guard (--id <sid> | --prompt "...")
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+ ```
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+
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+ - **`generate`** forges a new body and costs sparks. It still consults the
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+ library first and substitutes a close-enough stored one where the server has
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+ that enabled — that is a cache hit on a generation you asked for, and it is
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+ what makes a character sometimes arrive in two seconds. `--fresh` turns it off
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+ and always forges. (`--no-library` is the deprecated spelling of `--fresh`.)
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+ - **`search`** lists the closest ready-made bodies with their scores. Free,
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+ read-only, and it writes nothing to your game.
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+ - **`add`** puts a stored body in the game. Free, instant, and it **never
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+ forges**: if the shelf has nothing usable the command fails and charges
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+ nothing, rather than quietly falling back to a paid generation.
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+
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+ `bitmagic generate character` still works and is a deprecated alias of
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+ `bitmagic character generate`; `--library-only` on it is now
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+ `bitmagic character add`.
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+
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+ #### Why `search` exists
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+
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+ Search is not a nicety here, it is the mechanism. Scored against the live index,
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+ genuine matches land at 0.62–0.83 — and humanoid prompts the shelf *cannot*
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+ answer land at 0.55–0.70, inside that range. "A beekeeper" fetches a humanoid bee
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+ at 0.65; "a hazmat worker" a boy mechanic at 0.65. Both are confident, both are
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+ wrong, and no threshold rejects them without also rejecting real matches. A
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+ number cannot tell these apart. You can, in about a second:
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+
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+ ```
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+ $ bitmagic character search --prompt "a deep sea diver"
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+ 3 ready-made voxel character(s) for "a deep sea diver":
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+
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+ # id match auto description
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+ 1 b1877 57% yes a bearded pirate captain
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+ 2 b0412 54% - a man in a rubber raincoat
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+ 3 b2003 52% - an astronaut in a white suit
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+
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+ Add one: bitmagic character add --id b1877 --name <name>
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+ ```
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+
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+ The **auto** column is the bar automatic substitution has to clear (55% on the
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+ voxel shelf, 65% on the thinner low-poly one). It is shown rather than applied:
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+ a body below it is often still the one you want, and knowing it is a stretch is
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+ the useful part.
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+
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+ `add --id` reads the candidates the last `search` cached in
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+ `.bitmagic/character-search.json`, so it needs only the id — no re-search, and no
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+ retyping the prompt. `add --prompt` with no id takes the closest usable body
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+ whatever it scored, which is the "any of these will do" request.
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+
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+ Neither `--head-scale` nor `--mesh-model` exists on `add`, and that is the point
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+ of the split: proportions are baked into a stored body and a mesh model selects
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+ how a character would be *forged*. The old `--library-only` had to accept the
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+ first and refuse the second; a command that never forges simply does not offer
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+ them.
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+
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+ The shelf follows the project's art style like every other character request: a
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+ voxel game searches voxel bodies, a low-poly game searches low-poly ones, and an
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+ empty result never falls back to the other medium. `--representation` overrides
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+ it if you want to look at the other shelf.
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+
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+ #### Low-poly characters cost more to forge
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+
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+ In a low-poly game the textured rig IS the product, so `bitmagic character generate`
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+ forges it with `runware-rodin-gen-2`: a quad remesh at a triangle count we choose,
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+ with the concept sheet's own A-pose kept. **That bills 60 sparks and takes about
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+ three minutes per character**, against 15 sparks and forty seconds for a voxel
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+ body — pass `--mesh-model unified-trellis` to put one back on the cheap lane at
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+ 15 sparks. A voxel game does not get it: the body is rebuilt out of cubes, so the
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+ remesh and the texture are thrown away.
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+
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+ Wall time is why the forge job budget is 20 minutes and api-server's in-handler
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+ generation deadline is 29: at the old 8-minute and 280 s ceilings a slow mesh
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+ model was killed about three seconds before it finished, after being billed.
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+ Cloud Run's own 1800 s request timeout was already high enough and is set in
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+ roleverse-infra.
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  Both commands print `Art style: … (game.json)` so a transcript shows which medium drove them, and a
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  value that is neither word is reported once and treated as voxel. The web Creator does not read
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+ # Trailer craft — structure, pacing, and on-screen text
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+
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+ Read this before composing a cut or putting any text on screen. Compressed
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+ from Derek Lieu's trailer-editing essays (trailer editor for Half-Life: Alyx,
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+ Dead Cells, Spelunky 2) plus general trailer-typography guidance; sources at
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+ the bottom.
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+
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+ ## Ordering: Genre → Hook → Anchors → Content
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+
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+ - **Genre** in 1–2 shots: the viewer must know what kind of game this is
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+ within the first seconds. For our games one gameplay shot usually does it.
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+ - **Hook** — the thing only this game has — as soon as genre is established:
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+ ideally inside the first 10–15 s, never later than the first third.
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+ Showing generic-but-good content before the hook makes the game read as
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+ "a lesser version of an old game".
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+ - **Anchors** — the features people expect from the genre (for a racer:
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+ overtakes, drifts, crashes, varied tracks) fill the middle.
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+ - **Content** — breadth (levels, modes, vehicles) comes last, once the viewer
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+ already cares.
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+
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+ ## Timeline layout: constraints first, footage last
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+
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+ Lay the timeline out as a skeleton and only then hunt for footage — not the
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+ other way round:
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+
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+ 1. Write the section skeleton: **Cold open → Introduction → Escalation →
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+ Climax → Breath → Button/End card**. Sections have different lengths and
28
+ energy; they are not equal slices.
29
+ 2. Reserve the **end card** first: 2–3 s, ONE card (logo + tagline + CTA),
30
+ never a sequence of closing screens.
31
+ 3. Place any **body title cards** next, as placeholders with their copy
32
+ written — each one names what the following footage must prove.
33
+ 4. Only now fill footage, chosen to demonstrate whatever the neighbouring
34
+ card or section claims.
35
+
36
+ This turns "pick 15 great clips" (squishy, drifts toward sameness) into
37
+ "find the one clip that proves this beat" (constrained, self-diversifying).
38
+
39
+ ## Pacing
40
+
41
+ - Sections need **ebb and flow**: build to a peak, then give a deliberate
42
+ breathing shot (~5 s, calmer, wider) before the next build or the finale.
43
+ The stops emphasize the fast; the fast emphasizes the slow.
44
+ - **Rule of three**: never more than three similar things in a row — three
45
+ crashes, three drift shots, three of anything. Viewers extrapolate after
46
+ two; the fourth is dead time.
47
+ - **Do not cut on every beat.** Snap cuts to the grid, but vary clip lengths
48
+ (2, 3, 4, 6 beats) and sometimes let a musical moment land on an in-clip
49
+ action (a landing, an impact) instead of a cut. Constant per-beat cutting
50
+ reads as a sizzle reel, and gets nauseating.
51
+ - Average shot length is a genre statement: ~1.3 s reads as AAA shooter,
52
+ ~4 s reads as contemplative indie. An arcade racer sits around 1.5–3 s
53
+ with a few longer holds where one continuous action is the payoff.
54
+ - **More editing is not better editing.** A cut must clarify or escalate;
55
+ cutting fast to look "like a real trailer" hides the game. If a single
56
+ take shows the whole stunt, keep the take.
57
+ - Total length: under 90 s unless there's a reason; 30–45 s is a sweet spot
58
+ for social/store use.
59
+
60
+ ## Variety — the five axes
61
+
62
+ Audit the cut on each axis; the labels list in the shots file is the tool
63
+ (read the labels top to bottom — repetition is visible in text before you
64
+ ever re-watch):
65
+
66
+ 1. **Content** — different actions, not the same action in new places.
67
+ Escalate variants (jump → bigger jump) rather than repeating.
68
+ 2. **Composition** — vary camera distance and framing; chase cam all the way
69
+ through is monotone. Watch eye-trace: the viewer's focus point should not
70
+ teleport across the frame on a cut.
71
+ 3. **Energy** — intense vs. quiet moments; contrast matters more than speed.
72
+ 4. **Pacing** — vary section tempo, not just shot tempo.
73
+ 5. **Shot length** — vary beats-per-clip even inside a fast section.
74
+
75
+ ## Where the shots come from
76
+
77
+ Played footage is the default and the bulk of any trailer: it is the only
78
+ thing that shows what the game DOES, and a trailer of pure scenery reads as a
79
+ tech demo however pretty it is. But two of the beats above are ones a chase
80
+ camera almost never hands you:
81
+
82
+ - the **cold open**, which wants the level to look composed and deliberate;
83
+ - the **breath**, which wants one calm wide shot with nothing happening.
84
+
85
+ Both are what an authored **camera fly-through** is for — a path through the
86
+ level with the game running underneath, so traffic still drives and animations
87
+ still play while the camera moves on rails. Recording one is cheap and nobody
88
+ has to play it, so a fly-through is worth having even when there is plenty of
89
+ gameplay: cut one or two of its shots into a gameplay trailer rather than
90
+ building a trailer out of it.
91
+
92
+ A fly-through alone is the right whole trailer in a narrow set of cases — a
93
+ world reveal, an architectural or exploration piece, a level that is the
94
+ feature — and whenever there is no one available to play. Otherwise it is a
95
+ source of shots, not a substitute for showing the game.
96
+
97
+ ## On-screen text
98
+
99
+ When to use text at all: only when footage cannot say it. A card that
100
+ narrates what the next shot visibly shows is noise. Default for our
101
+ gameplay trailers: **end card only**; add body cards only when they carry
102
+ information the footage can't (game name early, a hook that isn't visual,
103
+ release date).
104
+
105
+ Writing the cards:
106
+ - Copy must sound like this game and no other. Exercise: describe the game
107
+ in three words; build cards from what's left after cutting everything
108
+ generic.
109
+ - ≤ 6 words per card. Evocative verbs beat feature lists ("Forge your own
110
+ path", not "Over 40 unique tracks").
111
+ - Banned: content quantities ("5 unique levels"), genre-descriptor stacks
112
+ ("a 2D rogue-lite action adventure"), player-verb lists ("Race! Drift!
113
+ Win!"), and stock phrases ("In a world…", "Get ready…", "Experience…",
114
+ "…like never before").
115
+
116
+ Showing the cards:
117
+ - **Intercut, don't overlay**: a card gets its own beat between gameplay
118
+ shots (dimmed still or plain background). Never ask the viewer to read
119
+ while action plays — they do neither. Small persistent text (logo bug,
120
+ date) is the exception.
121
+ - Reading time: ~0.5–0.7 s per word, minimum 2.5 s on screen; end card
122
+ 2–3 s (ours may run longer over a music outro).
123
+ - Cards ride the same beat grid as the cuts — a card is a clip.
124
+ - Typography must match the game's art quality and universe: one typeface
125
+ family for the whole trailer, generous letter-spacing for all-caps,
126
+ strong contrast against footage (our title raster already adds shadow),
127
+ subtle animation only (fade/scale-in) — a static default-font card reads
128
+ as a last-minute add-on.
129
+
130
+ ## Structure template (30–45 s, gameplay-only, end card close)
131
+
132
+ | Section | ~share | What goes here |
133
+ |---|---|---|
134
+ | Cold open | 5–15% | The single most striking moment; genre obvious at a glance |
135
+ | Introduction | 15–20% | Clean, readable driving; establish look + one anchor |
136
+ | Escalation | 35–45% | Varied action, rising energy, hook prominent early in it |
137
+ | Climax | 15–20% | Densest, loudest stretch; biggest moments back to back |
138
+ | Breath | ~5% | One calmer, wider shot; lets the climax land |
139
+ | End card | 2–3 s+ | Logo, tagline, CTA — over the music's outro |
140
+
141
+ ## Selection rules already paid for
142
+
143
+ These came out of review rounds on real cuts. They cost time to learn and
144
+ nothing to apply, so apply them before the first render, not after.
145
+
146
+ - **Never use slow motion.** On gameplay footage it reads as the game running
147
+ at a low framerate, not as drama. `speed` stays 1.0.
148
+ - **Numbers are not interest.** Event `severity` / `impactSpeed` ranks
149
+ car-stops-dead-against-a-wall highest — the worst possible clip. A crash
150
+ earns its slot only if things visibly break (`destruction` events, debris)
151
+ and motion continues through the hit.
152
+ - **Low speed can BE the drama.** Wheelspin recoveries throwing dirt or snow,
153
+ plowing back onto the track, being overtaken while struggling
154
+ (`position-change` with `gained: false`), `off-track` +
155
+ `hard-acceleration` clusters — these are among the best clips and score
156
+ near zero on any speed metric.
157
+ - **"Some shots of X" means a few.** The failure mode is 0-or-100: one
158
+ standing start is an opener, five is a broken trailer.
159
+ - **Quota check before rendering.** Read the shots list labels top to bottom.
160
+ Max one standing start; no more than three of any shot type in the whole
161
+ cut and never three similar in a row; vary track or biome, camera distance
162
+ and action type (the five axes above).
163
+ - **Menu and selection clips need `"ui": false`** — the HUD replay only knows
164
+ the gameplay HUD and will paint it over menus.
165
+ - **Verify on pixels.** Contact sheets and stills for every candidate, and
166
+ stills from the RENDERED file for anything you changed. The timeline knows
167
+ about events; it cannot see framing, occlusion or beauty.
168
+ - **Iterate cheaply, keep history.** Editing the shots and re-rendering is
169
+ minutes, and revisions auto-version — so render rather than debate, and
170
+ compare against the previous `-rN` before delivering.
171
+
172
+ ## Sources
173
+
174
+ - [How to Hook the Audience and How Quickly to Do it](https://www.derek-lieu.com/blog/2022/10/24/how-to-hook-the-audience-and-how-quickly-to-do-it)
175
+ - [Step Two of Starting a Game Trailer Timeline](https://www.derek-lieu.com/blog/2023/2/19/step-two-of-starting-a-game-trailer-timeline)
176
+ - [How to Think About Pacing in a Trailer](https://www.derek-lieu.com/blog/2020/11/16/how-to-think-about-pacing-in-a-trailer)
177
+ - [Variety is the Spice of Trailers](https://www.derek-lieu.com/blog/2019/3/27/variety-is-the-spice-of-trailers)
178
+ - [More Trailer Editing is not Better Trailer Editing](https://www.derek-lieu.com/blog/2023/4/23/more-trailer-editing-is-not-better-trailer-editing)
179
+ - [How to Write Trailer Title Cards With Strong Messaging](https://www.derek-lieu.com/blog/2020/4/19/how-to-write-trailer-title-cards-with-strong-messaging)
180
+ - [10 Common Indie Game Trailer Mistakes & How to Fix Them](https://www.derek-lieu.com/blog/2020/9/14/10-common-indie-game-trailer-mistakes-and-how-to-fix-them)
@@ -132,10 +132,19 @@ export type ClassifyMaterials = (request: {
132
132
  export interface ClassifyMaterialsOptions extends MaterialsBaseOptions {
133
133
  /** Test seam; the default posts to api-server. */
134
134
  classify?: ClassifyMaterials;
135
+ /**
136
+ * Leave an asset that already carries material classes as it is, without
137
+ * asking the model. A forged archetype baked with the level's
138
+ * `materialByColor` map has its classes from the designer's own words; a
139
+ * model's guess must not overwrite them, and the round trip is wasted.
140
+ */
141
+ skipIfClassed?: boolean;
135
142
  }
136
143
  export interface ClassifyMaterialsResult extends SetMaterialsResult {
137
144
  /** The model that answered, for provenance. Absent when no verdicts came back. */
138
145
  model?: string;
146
+ /** True when `skipIfClassed` found classes already on the asset and asked nothing. */
147
+ alreadyClassed?: boolean;
139
148
  }
140
149
  /**
141
150
  * Read, classify and apply in ONE browser session: what `generate prop|model` run
@@ -305,6 +305,9 @@ export async function classifyAssetMaterials(options) {
305
305
  context, environment, token, log, subject: `"${name}"`, retryHint,
306
306
  }, async (session) => {
307
307
  const { signature, table } = await readSignatureInSession(session, { assetId, name, url, log });
308
+ if (options.skipIfClassed && signature.existingSlots.length > 0) {
309
+ return { reply: null, model: undefined, alreadyClassed: signature.existingSlots };
310
+ }
308
311
  log(`Deciding what "${name}" is made of…`);
309
312
  const answer = await classify({
310
313
  gameId: context.metadata.gameId,
@@ -331,10 +334,12 @@ export async function classifyAssetMaterials(options) {
331
334
  return { reply, model };
332
335
  });
333
336
  if (outcome.reply === null) {
337
+ const already = 'alreadyClassed' in outcome ? outcome.alreadyClassed : undefined;
334
338
  return {
335
- assetId, assetName: name, slots: [], dropped: [], baseShare: 1,
339
+ assetId, assetName: name, slots: already ?? [], dropped: [], baseShare: 1,
336
340
  unchanged: true, instanceCount: countInstances(world, assetId),
337
341
  ...(outcome.model === undefined ? {} : { model: outcome.model }),
342
+ ...(already === undefined ? {} : { alreadyClassed: true }),
338
343
  };
339
344
  }
340
345
  const recorded = await recordApplied({
@@ -360,7 +365,10 @@ export async function classifyAssetMaterialsQuietly(options) {
360
365
  return null;
361
366
  try {
362
367
  const result = await classifyAssetMaterials(options);
363
- if (result.unchanged) {
368
+ if (result.alreadyClassed) {
369
+ log(`Materials: ${result.slots.join(', ')} — baked into "${result.assetName}" from the level's own materials.`);
370
+ }
371
+ else if (result.unchanged) {
364
372
  log(`Materials: nothing on "${result.assetName}" needs special shading.`);
365
373
  }
366
374
  else {
@@ -1 +1 @@
1
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1
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package/dist/cli.d.ts CHANGED
@@ -365,6 +365,7 @@ declare const rawCommands: {
365
365
  };
366
366
  }>;
367
367
  generate: CommandDef<ArgsDef>;
368
+ character: CommandDef<ArgsDef>;
368
369
  assets: CommandDef<ArgsDef>;
369
370
  levels: CommandDef<ArgsDef>;
370
371
  theme: CommandDef<ArgsDef>;
@@ -479,6 +480,14 @@ declare const rawCommands: {
479
480
  readonly type: "boolean";
480
481
  readonly description: "Boot the game into this level. Without it, only a game's FIRST forge becomes the start level, so a later forge lands in the level list unseen.";
481
482
  };
483
+ readonly edit: {
484
+ readonly type: "string";
485
+ readonly description: "Change a detail of a level this project forged (\"make the doors sliding bulkheads\", \"warm amber lanterns instead of the lamps\") without re-forging it: the stored design is patched and only what the change touches is re-made. Replaces the level in place. Takes --level; no other forge flag.";
486
+ };
487
+ readonly level: {
488
+ readonly type: "string";
489
+ readonly description: "With --edit: the level to change, by id or name (`bitmagic levels list`). Omit when the project has one forged level.";
490
+ };
482
491
  readonly json: {
483
492
  readonly type: "boolean";
484
493
  readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
package/dist/cli.js CHANGED
@@ -22,6 +22,7 @@ import { reloadCommand } from './commands/reload.js';
22
22
  import { verifyCommand } from './commands/verify.js';
23
23
  import { buildCommand } from './commands/build.js';
24
24
  import { generateCommand } from './commands/generate.js';
25
+ import { characterCommand } from './commands/character.js';
25
26
  import { assetsCommand } from './commands/assets.js';
26
27
  import { levelsCommand } from './commands/levels.js';
27
28
  import { themeCommand } from './commands/theme.js';
@@ -214,6 +215,7 @@ const rawCommands = {
214
215
  verify: verifyCommand,
215
216
  build: buildCommand,
216
217
  generate: generateCommand,
218
+ character: characterCommand,
217
219
  assets: assetsCommand,
218
220
  levels: levelsCommand,
219
221
  theme: themeCommand,
package/dist/cli.js.map CHANGED
@@ -1 +1 @@
1
- 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@@ -0,0 +1,18 @@
1
+ import { type CharacterSearchRecord } from '../project/character-search.js';
2
+ import { type CharacterArgs } from '../generate/character-body.js';
3
+ /**
4
+ * What `bitmagic character add` will ask for, from its flags and the cached search.
5
+ *
6
+ * Pure, and separated from the command so the branch that matters — which of the
7
+ * two forms was asked for, and whether the cache can answer it — is testable
8
+ * without a project, a token or a network. It returns the character args rather
9
+ * than a body so the shared `buildCharacterBody` still owns the wire shape.
10
+ */
11
+ export declare function resolveAddRequest(args: {
12
+ name: string;
13
+ id?: string;
14
+ prompt?: string;
15
+ applyToPlayer?: boolean;
16
+ record: CharacterSearchRecord | null;
17
+ }): CharacterArgs;
18
+ export declare const characterCommand: import("citty").CommandDef<import("citty").ArgsDef>;