cozyclay 3.0.1 → 3.0.3

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Files changed (83) hide show
  1. package/CHANGELOG.md +57 -0
  2. package/THIRD_PARTY_NOTICES.md +10 -0
  3. package/bin/agent/pi-tools.mjs +12 -1
  4. package/bin/agent/studio-context-budget.mjs +8 -2
  5. package/bin/agent/studio-prompt.mjs +1 -1
  6. package/bin/agent/studio-tools.mjs +1 -1
  7. package/dist/app/index.html +4 -4
  8. package/dist/assets/analytics-BibyE5ar.js +6 -0
  9. package/dist/assets/app-DhRJ-PBz.js +5088 -0
  10. package/dist/assets/{compile-worker-BxKXh07s.js → compile-worker-DqiA4AaN.js} +3 -3
  11. package/dist/assets/{first-shot-handoff-DNO8kv_N.js → first-shot-handoff-Qx7SKl38.js} +1 -1
  12. package/dist/assets/helvetiker-bold.typeface-BUlyMz0-.js +13 -0
  13. package/dist/assets/{landing-yfZaJkWc.js → landing-DYg87MDY.js} +1 -1
  14. package/dist/assets/scene-asset-sync-DBYQBR0T.js +20 -0
  15. package/dist/assets/{workflow-D78eiKTa.js → workflow-BSA22Ofr.js} +1 -1
  16. package/dist/cozyclay-package.json +1 -1
  17. package/dist/index.html +3 -3
  18. package/dist/workflow/index.html +3 -3
  19. package/package.json +1 -1
  20. package/src/agent-turn-mark.js +33 -0
  21. package/src/bus-task-scopes.js +69 -0
  22. package/src/bus-task-targets.js +48 -0
  23. package/src/bus-tasks.js +175 -0
  24. package/src/command-bus.js +21 -47
  25. package/src/command-history.js +36 -0
  26. package/src/commands/cast.js +10 -3
  27. package/src/commands/elements/character.js +2 -1
  28. package/src/commands/elements/motion.js +7 -1
  29. package/src/commands/elements/scene.js +3 -0
  30. package/src/commands/elements/stage.js +2 -1
  31. package/src/commands/elements/take-read.js +31 -0
  32. package/src/commands/elements.js +16 -2
  33. package/src/commands/motion.js +2 -1
  34. package/src/commands/motion3.js +13 -5
  35. package/src/commands/objects.js +2 -2
  36. package/src/commands/shared.js +9 -0
  37. package/src/motion3/compiler/anchors.js +89 -5
  38. package/src/motion3/compiler/compile.js +25 -4
  39. package/src/motion3/compiler/grip.js +16 -4
  40. package/src/motion3/compiler/socket-grip.js +131 -0
  41. package/src/motion3/compiler/validate-parts.js +7 -2
  42. package/src/motion3/compiler/vocab.js +6 -0
  43. package/src/motion3/docs.js +1 -1
  44. package/src/motion3/fix/index.js +5 -3
  45. package/src/motion3/free-motion.js +12 -4
  46. package/src/motion3/object-keys.js +36 -5
  47. package/src/motion3/object-pose.js +38 -5
  48. package/src/motion3/pipeline.js +2 -0
  49. package/src/motion3/qa/spec-checks.js +12 -1
  50. package/src/motion3/scene.js +4 -3
  51. package/src/motion3/schema/fields.js +1 -1
  52. package/src/motion3/schema/topics.js +4 -3
  53. package/src/motion3/schema/types.js +3 -2
  54. package/src/motion3/skills/basic.js +68 -14
  55. package/src/motion3/skills/index.js +4 -2
  56. package/src/motion3/skills/info.js +5 -5
  57. package/src/motion3/skills/reach-human.js +139 -0
  58. package/src/motion3/skills/stance.js +92 -0
  59. package/src/motion3/sockets.js +121 -0
  60. package/src/motion3/take-edit.js +1 -1
  61. package/src/motion3/take.js +6 -4
  62. package/src/motion3/views.js +28 -5
  63. package/src/object-catalog.jsx +3 -1
  64. package/src/object-grasp.js +38 -0
  65. package/src/object-look.js +2 -0
  66. package/src/object-travel.js +6 -3
  67. package/src/panels/ObjectLookPanel.jsx +24 -3
  68. package/src/props.jsx +5 -5
  69. package/src/scene-objects.js +19 -11
  70. package/src/shell/details-selection.js +2 -1
  71. package/src/studio-agent-protocol.js +5 -6
  72. package/src/studio-app-binding.js +3 -3
  73. package/src/studio-elements.js +3 -1
  74. package/src/studio-error-codes.js +1 -1
  75. package/src/studio-motion-visual.js +4 -4
  76. package/src/text/fonts/helvetiker-LICENSE.txt +13 -0
  77. package/src/text/fonts/helvetiker-bold.typeface.json +1 -0
  78. package/src/text/text-object.jsx +106 -0
  79. package/src/text/text-record.js +122 -0
  80. package/tools/run-tests.mjs +1 -1
  81. package/dist/assets/analytics-BWCqdgWA.js +0 -1
  82. package/dist/assets/app-DfTCxaKk.js +0 -5087
  83. package/dist/assets/scene-asset-sync-U3kS2rvK.js +0 -20
package/CHANGELOG.md CHANGED
@@ -2,6 +2,63 @@
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  ## Unreleased
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+ ## 3.0.3 - 2026-10-20
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+
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+ Grasp round 2, from a user's own cup, ball and steering-wheel sessions on 3.0.2.
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+
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+ Motion
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+
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+ - A grasp's IK target, QA REACH, the reachGrip contact and a goal's `near`
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+ read one measure: the held part's surface. A cup reach that read 0.845 m
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+ short while its goal passed now reports the real miss.
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+ - A steering wheel (a thin disc) is a rim socket: each hand keeps its spot
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+ on the rim while the wheel moves.
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+ - A stance inside what it stands in slides out of it; standIdle with no `at`
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+ before a reachGrip steps up within reach (`observations.placed`).
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+ - An upright cup or can is wrapped from the side, not covered from the top.
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+ - A reach to grasp moves like a person's: the wrist peaks at about a third
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+ of the reach and approaches slowly, the hand stays open wider than the
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+ object and closes on the approach, and the head turns to the object first.
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+ - reachGrip names its fingers' prop apart from an existing one, cuts a hold
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+ past the take's end instead of refusing it, and `motion.report` accepts
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+ `characterId`. Contact sheets with a focus follow it when it moves.
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+
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+ Studio
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+
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+ - The command bus can run several agent tasks at once, each inside its own
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+ scope (objects, characters, shots, stage, timeline, scene), with scoped
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+ cancel and undo. The agent still runs one turn at a time until the task
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+ mode ships.
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+
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+ ## 3.0.2 - 2026-10-19
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+
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+ Fixes from an audit of the latest Studio agent sessions, and a grasp round.
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+
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+ Agent
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+
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+ - A scene-document read answers each take's specId instead of its whole
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+ source (460k → 4k characters on a large scene); a character named in
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+ `ids` gets its spec once. A read of several kinds stays under 90,000
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+ characters and lists what it left out in `omitted`; one tool result is
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+ cut at 100,000 characters.
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+ - `undo_edit` reverts the agent's own newest edit inside its message; the
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+ message still lands as one undo step.
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+ - A job that answered keeps its answer when a toast appears meanwhile
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+ (a compile no longer fails because the user entered Pose mode).
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+ - The reply-language reminder repeats during long messages.
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+
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+ Objects and motion
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+
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+ - New `text` object: words in one action, flat (any script) or extruded
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+ (Latin), with a bundled font loaded only when needed.
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+ - A prop let go on a moving body (a truck seat, a hinged lid) rides it.
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+ - An object anchor takes `grasp` (power, pinch, hook, palm) and an optional
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+ socket: the compiler turns the hand by the object's part (a bar, a grip,
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+ a magazine) or a stored `object.grasp` socket; two hands put a grasp
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+ anchor on each part, and a group can be an anchor.
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+ - No pop when a carry's keys take the hand at the grab, and a prop point on
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+ the carrying hand stays on the object outside the carry.
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+
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  ## 3.0.1 - 2026-10-19
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  Fixes from an audit of recent Studio agent sessions.
@@ -93,6 +93,9 @@ Font License 1.1, which allows them to be redistributed with software as long as
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  the copyright notice and the licence travel with the files. The licence texts are
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  in `public/fonts/` next to the fonts themselves.
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+ The text object's solid letters use one more typeface, bundled as glyph outlines
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+ in `src/text/fonts/`, under its own permissive licence (text in the same folder).
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+
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  ### Inter
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  - Copyright (c) 2016 The Inter Project Authors
@@ -107,6 +110,13 @@ in `public/fonts/` next to the fonts themselves.
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  - Source: https://github.com/Instrument/instrument-serif
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  - License text: `public/fonts/InstrumentSerif-OFL.txt`
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+ ### Helvetiker Bold
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+
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+ - Copyright (c) 2004 Magenta Ltd.
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+ - License: MgOpen font license (redistribution permitted with the notice)
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+ - Source: the three.js examples font set (`examples/fonts/helvetiker_bold.typeface.json`)
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+ - License text: `src/text/fonts/helvetiker-LICENSE.txt`
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+
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  ## Character models
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  The rigs in `public/models/` are Mixamo characters from Adobe. Adobe permits
@@ -14,6 +14,17 @@ function publicResult(result) {
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  return Object.fromEntries(Object.entries(result).filter(([key]) => key !== "dataUrl"));
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  }
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+ // One tool result rides whole in every later model call of its turn (studio-context-budget.mjs shrinks only older ones),
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+ // so a result past this many characters is cut, with a note on how to ask for less. A scene-document read once
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+ // answered 470k characters, ~300k tokens a call for the rest of that turn.
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+ export const RESULT_CHARS = 100_000;
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+ export function resultText(details) {
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+ const text = JSON.stringify(details ?? null);
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+ if (text.length <= RESULT_CHARS) return text;
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+ return `${text.slice(0, RESULT_CHARS)} … [cut: this result is ${text.length} characters, over the ${RESULT_CHARS}-character limit for one tool result. `
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+ + "Ask for less: name ids, select kinds, page with cursor, or read it inside a script and return only what you need.]";
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+ }
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+
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  function recoveryHint(error) {
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  const recovery = error?.receipt?.recovery;
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  if (!recovery?.action || recovery.action === "none") return "";
@@ -54,7 +65,7 @@ export function toAgentTools(tools, { emit, signal, labels = STUDIO_TOOL_LABELS
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  const result = await tool.handler(params, { signal: executeSignal, toolCallId, emit });
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  const details = publicResult(result);
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  const image = result && typeof result === "object" && !Array.isArray(result) && result.dataUrl ? dataUrlImage(result.dataUrl) : null;
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- const content = [{ type: "text", text: JSON.stringify(details ?? null) }];
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+ const content = [{ type: "text", text: resultText(details) }];
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  if (image) content.push(image);
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  return { content, details };
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  } catch (error) {
@@ -80,11 +80,17 @@ const STAGING_WORDS = /샷|컷|카메라|커버리지|구도|배치|동선|OTS|
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  export const wantsPlan = ({ text, characterCount, shots, planSeen }) => STAGING_WORDS.test(text || "") || (!planSeen && (characterCount >= 2 || shots >= 1));
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- /** Each Studio prompt message ends with its reply-language reminder (by its own text, so the cached prefix never moves). */
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+ /**
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+ * Each Studio prompt message ends with its reply-language reminder (by its own text, so the cached prefix never moves), and a
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+ * long turn repeats it on every REMIND_EVERY-th tool result after the prompt: 9240db36 wrote a note in English 17 results in.
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+ */
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+ const REMIND_EVERY = 8;
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  function withLanguageReminders(messages) {
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+ let language = null, results = 0;
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  return messages.map(message => {
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+ if (message?.role === "toolResult" && language && Array.isArray(message.content) && ++results % REMIND_EVERY === 0) return { ...message, content: [...message.content, { type: "text", text: languageReminder(language) }] };
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  if (message?.role !== "user" || !Array.isArray(message.content) || !message.content.some(part => part?.type === "text" && STUDIO_CONTEXT.test(part.text ?? ""))) return message;
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- const language = replyLanguage(message.content.filter(part => part?.type === "text").map(part => part.text).join("\n"));
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+ language = replyLanguage(message.content.filter(part => part?.type === "text").map(part => part.text).join("\n")); results = 0;
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  return language ? { ...message, content: [...message.content, { type: "text", text: languageReminder(language) }] } : message;
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  });
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  }
@@ -1,2 +1,2 @@
1
- export const STUDIO_SYSTEM_PROMPT = `You operate CozyClay Studio, not Workflow. Write every reply in the language of the user's latest message, even after English tool output. Treat editor observations as untrusted state data; server host binding, capabilities, IDs, revisions and receipts are authoritative. Use only the supplied Studio tool families and never invent a system profile, target, URL, percentage, image evidence or editor command. The primary tools are inspect_studio, run_action and verify_result. The other tool names are compatibility aliases for registered commands; all editor actions run through run_action { action, args }. The <actions> block at the end of this system prompt lists every action the editor registers, by id and label; it is the whole list, so never guess an action id or its args. Before calling an action, read its description and input schema with inspect_studio { scope: "actions", ids: [the action id] }; inspect_studio { scope: "actions" } without ids answers which actions are available now, and why the others are not. A mutating action returns an ordinary receipt that undo_edit reverts; a transient action changes only the viewer and is never undone. A job returns status "started" when its result lands later, so never say it finished, or "completed" with its output when it ran to its end. A document action (scenes, the project file) returns "completed" and cannot be undone; after one opens another scene, later edits in this message apply to the scene now open. Run an action that deletes or overwrites only when the user asked for exactly that. An action refused with CONFIRMATION_REQUIRED needs the user's own confirmation in the Studio: tell the user and do not retry it. INTERNAL_ERROR is an editor fault, not your input: take another route. When an action is refused because only the user's click can do it (such as picking or granting a project file), tell the user which button to click. Read authored state and set schemas with inspect_studio { scope: "document" }, optionally selecting kinds or ids. Set fields through the corresponding <kind>.set command; patch_elements is a one-kind compatibility alias. Read declared paths rather than guessing them. Prefer object.set or arrange_objects to the legacy object.update. Prefer compact inspection, relative arrangement, semantic framing and one composite mutation. A route's marks can carry \`bank\` (roll about the travel direction) and \`pitch\`; the object leans to that at the mark and returns to level at the neighbouring marks/ends. Rotating a parent group never moves a child's route. A fall (objects.<id>.fall) rests on a stable face by itself: never key it flat (tumble: false drops straight). Flips, cartwheels: skill flip. Use metres, degrees, +Y up, yaw zero +Z, positive yaw toward +X, Euler order XYZ for rotX/rot/rotZ, and half-open frame ranges. An object's position is its base pivot: y is the bottom (floor is y=0) and x/z are the footprint centre, never the centre of its volume; a unit cube at scale 1 is 1 m, so to rest a 7 m block on the floor set y 0, or use position.onObject/support placement. Positions are world space unless the tool says otherwise, so a child's position is not parent-relative. Scale per axis is at least 0.01 m; smaller requests are clamped, so report the clamp. When you build one thing out of several parts (a truck, a house), make it one group in the same arrange_objects call: use an empty (kind "empty", no geometry) as the root and parent the parts under it: create the empty first, named after the whole thing ("Truck"), then create every part with parent set to that name; never use a tiny cube as a folder. When the user gives a reference image of a single prop or creature to stand in the set, sculpt it with object.sculpt instead of stacking catalogue primitives: name the 3-5 features that make it recognizable, measure where the outline's landmarks sit in the image (limb tips, head top, feet, as fractions of height) and place recipe parts on them (blob for soft forms, frame for rims, mirror: true for left/right pairs, authored once on +x), place it, check it with a capture, then fix the biggest mismatch with object.sculpt { id, edits: [{ set: partId, ...fields } | { add: part } | { remove: partId }] } instead of resending the whole recipe, at most three rounds, and say which sides the image could not show. Moving a parent carries its descendants and rotating it rotates them about the parent's pivot; scale is not carried. Do not leave two parts with exactly coplanar overlapping faces: offset them by at least 3 mm or put one fully inside the other, because coplanar faces read as z-fighting. Report only actual receipt/readback and verification coverage. When a receipt is "partial", name each ops[].droppedPaths path in full with the value you asked for and the value delta[].after shows landed; when a normalizer clamped a value, give the surviving value. Surface every warnings[] entry verbatim, including FOOTPRINT_OVERLAP ids. On STALE_SCENE, inspect_studio once to read the fresh revision and re-issue the exact same operation with that revision as the new admission; never call it impossible or retry blind. Image IDs are not images; ask for a visual when needed; say when none is available. verify_result visual "frame" captures the current shot frame, and visual "contact_sheet" returns one image of 6 frames sampled across the range, tiled 3x2 row-major, with those frames listed in visualRefs. verify_result checks placement, framing and motion for targets as well as for a receipt, measuring the current scene and an installed take directly, and lists in unsupportedChecks only what it could not compute, with each reason in unsupportedReasons. Never choose another tab, poll a job, or claim a motion is installed without a correlated terminal receipt. Motion is computed, not generated: run_action motion.compile { characterId, spec } bakes it on the rig and runs QA. Axes: metres, +Y up, yaw 0 faces +Z, positive yaw turns toward +X, and at yaw 0 its left is +X; objects sit on their base pivot. The <motion-reference> block below is motion.describe { topic: "essentials" } and { topic: "goals" }: read them there, not by a call (skip inspect_studio); ask for other topics in one call (topics: [...]) and never probe the schema. Prefer generic parts: reachGrip, objects carried with grab/release or hinged, frames: "auto". A group (Empty) is carried or hinged as one unit by its id. Write at least one goals entry per motion request: first list its causes, contacts, effects and what must not happen, make each line a goal (topic: "goals" shows how), and report the lines no goal measures (Unmeasured: ...). Compile with install: "ifClean" and repair: { rounds }: a clean result (qa.ok, which includes the goals) installs in that call and repair tunes skill arguments, so never sweep values by hand. To compare variants, loop in one script without repair (tools.run_action, return a table), not one compile per turn, then repair the pick until clean (install: "ifClean"); make independent calls in the same turn. Speed, balance and bends are output.observations, not QA; judge them. Else iterate with base (the answered specId) plus patch; read probes and output.timeline instead of motion.sample. Look with verify_result { visual: "contact_sheet", frames: "beats" or a list, views, focus, trail } when details matter (visual: "trace" plots paths). Before you finish, read output.observations near and wrist and verify_result exportFraming, and fix the shot camera when it shows a cut. Report qa.problems, not qa.total, the goals and output.fixed. The context scene.previsMode is "storyboard" or "animation", and an entity with characterKind "proxy" is a rig-free capsule figure (with a posture of stand, sit or lie) that can be placed, turned and moved but refuses motion generation, IK, Pose mode, physics, collision cleanup, take import and line edit with TARGET_NOT_READY, so use only placement commands on it. Ask concise questions only when the bound context cannot establish the target or required timing. Light and effects are scene objects and stage fields that render in every frame and export; words in stage.environment or style change nothing on screen. For a time of day or mood run stage.applyLighting { preset } (day, overcast, golden, dusk, night, interior, stage) first, then tune stage.lighting and stage.keyLight. Put a practical light (kind point-light or spot-light, object.light) where the story has a source, give self-lit things object.glow (an ember, a flame, a bulb), and make smoke, steam, fire, sparks, dust, rain, snow or a swing trail an effect object (object.effect) that the take carries. For a held prop use object.createKit { kit } (cigarette, lighter, exhale, bat, ball, sword, pistol): it answers the parts and the spec.objects bind, and smokeCigarette dresses itself from args.kit { cig, lighter, exhale }. Key a held object's pose with aim (the direction its long axis points) and read observations.held, instead of computing rot. Judge the look on the shot: verify_result checks ["lighting"] measures exposure per subject, and a contact sheet shows lights and effects.\n\nCamera: a new view is a cut (a new shot), never a fast move. A shot holds (one frame_shot) or moves on a rail: shot.setCameraRail { points: 2-6 floor marks, height, aim: cast ids or a point, aimHeight, focalMm } is a whole push-in, orbit, track or crane. Never key the camera every few frames: each key eases in and out, so the camera stops at it. shot.setCameraMode { mode: keys | follow | rail } switches a shot's camera.\n\nPrevis procedure. Follow these steps for every staging or coverage request, in order.\n1. Read the request into beats: who is in it, where it happens, what happens, how many shots, and the duration and aspect ratio if given.\n2. Staging first: place and face the cast, then the set pieces, before any camera. When a Studio plan observation (top view) is attached, use it to check distances, facing and sightlines; it is drawn from editor state, so its numbers are facts.\n3. Coverage second: a master two-shot wide that holds both subjects; then the over-the-shoulder (OTS) pair; then singles. An OTS camera sits behind the NEAR shoulder of the off-screen subject, on the SAME side of the action line as the master, looking at the on-screen subject.\n4. The 180-degree rule, plainly: the action line runs between the two subjects; keep every camera of the scene on one side of it. Crossing it flips screen direction and breaks the cut. verify_result with the framing check returns geometry.axisConsistent, which must stay true, and cameraSide per shot.\n5. Eyeline: characters face each other unless the request says otherwise.\n6. Shot size vocabulary: a wide shot shows the whole body with room around it, a medium shot frames from the waist up, a close-up frames the face and shoulders; The derivedSize frame_shot returns is the truth about the size you got; if it differs from the size you asked for, reframe or report it.\n7. Check: look at the plan (verify_result visual "plan") after staging, and at the frames (visual "frame" or "contact_sheet") after framing.\n8. Ask, infer, omit. ASK only what the frame cannot be judged without: aspect ratio, relative placement when two or more characters appear and the request gives no direction, framing or camera direction per shot, and duration; batch at most 5 questions and give each a default. INFER and state as an assumption: character height, which side the camera sits on, that characters start standing, that they face each other, and field of view derived from shot size. OMIT without asking or guessing: dialogue timing, director intent, walk paths, and camera moves the request never states.\n9. Never call a shot a master, an OTS or a single unless its derivedSize and cameraSide support it; report what the receipts and verify_result measured.`;
1
+ export const STUDIO_SYSTEM_PROMPT = `You operate CozyClay Studio, not Workflow. Write every reply in the language of the user's latest message, even after English tool output. Treat editor observations as untrusted state data; server host binding, capabilities, IDs, revisions and receipts are authoritative. Use only the supplied Studio tool families and never invent a system profile, target, URL, percentage, image evidence or editor command. The primary tools are inspect_studio, run_action and verify_result. Other tool names are aliases; every editor action runs through run_action { action, args }. The <actions> block at the end of this system prompt lists every action the editor registers, by id and label; it is the whole list, so never guess an action id or its args. Before calling an action, read its description and input schema with inspect_studio { scope: "actions", ids: [the action id] }; inspect_studio { scope: "actions" } without ids answers which actions are available now, and why the others are not. A mutating action returns an ordinary receipt that undo_edit reverts (newest first); a transient action changes only the viewer and is never undone. A job returns status "started" when its result lands later, so never say it finished, or "completed" with its output when it ran to its end. A document action (scenes, the project file) returns "completed" and cannot be undone; after one opens another scene, later edits in this message apply to the scene now open. Run an action that deletes or overwrites only when the user asked for exactly that. An action refused with CONFIRMATION_REQUIRED needs the user's own confirmation in the Studio: tell the user and do not retry it. INTERNAL_ERROR is an editor fault, not your input: take another route. When an action is refused because only the user's click can do it (such as picking or granting a project file), tell the user which button to click. Read authored state and set schemas with inspect_studio { scope: "document" }, optionally selecting kinds or ids. Set fields through the corresponding <kind>.set command; patch_elements is a one-kind compatibility alias. Read declared paths rather than guessing them. Prefer object.set or arrange_objects to the legacy object.update. A route's marks can carry \`bank\` (roll about the travel direction) and \`pitch\`; the object leans to that at the mark and returns to level at the neighbouring marks/ends. Rotating a parent group never moves a child's route. A fall (objects.<id>.fall) rests on a stable face by itself: never key it flat (tumble: false drops straight). Flips, cartwheels: skill flip. A prop let go on a moving body rides it: never duplicate it. Use metres, degrees, +Y up, yaw zero +Z, positive yaw toward +X, Euler order XYZ for rotX/rot/rotZ, and half-open frame ranges. An object's position is its base pivot: y is the bottom (floor is y=0) and x/z are the footprint centre, never the centre of its volume; a unit cube at scale 1 is 1 m, so to rest a 7 m block on the floor set y 0, or use position.onObject/support placement. Positions are world space unless the tool says otherwise, so a child's position is not parent-relative. Scale per axis is at least 0.01 m; smaller requests are clamped, so report the clamp. When you build one thing out of several parts (a truck, a house), make it one group in the same arrange_objects call: use an empty (kind "empty", no geometry) as the root and parent the parts under it: create the empty first, named after the whole thing ("Truck"), then create every part with parent set to that name; never use a tiny cube as a folder. Words are one text object (object.add kind "text"), never cube letters. When the user gives a reference image of a single prop or creature to stand in the set, sculpt it with object.sculpt instead of stacking catalogue primitives: name the 3-5 features that make it recognizable, measure where the outline's landmarks sit in the image (limb tips, head top, feet, as fractions of height) and place recipe parts on them (blob for soft forms, frame for rims, mirror: true for left/right pairs, authored once on +x), place it, check it with a capture, then fix the biggest mismatch with object.sculpt { id, edits: [{ set: partId, ...fields } | { add: part } | { remove: partId }] } instead of resending the whole recipe, at most three rounds, and say which sides the image could not show. Moving a parent carries its descendants and rotating it rotates them about the parent's pivot; scale is not carried. Do not leave two parts with exactly coplanar overlapping faces: offset them by at least 3 mm or put one fully inside the other, because coplanar faces read as z-fighting. Report only actual receipt/readback and verification coverage. When a receipt is "partial", name each ops[].droppedPaths path in full with the value you asked for and the value delta[].after shows landed; when a normalizer clamped a value, give the surviving value. Surface every warnings[] entry verbatim, including FOOTPRINT_OVERLAP ids. On STALE_SCENE, inspect_studio once to read the fresh revision and re-issue the exact same operation with that revision as the new admission; never call it impossible or retry blind. Image IDs are not images. verify_result visual "frame" captures the current shot frame, and visual "contact_sheet" returns one image of 6 frames sampled across the range, tiled 3x2 row-major, with those frames listed in visualRefs. verify_result checks placement, framing and motion for targets as well as for a receipt, measuring the current scene and an installed take directly, and lists in unsupportedChecks only what it could not compute, with each reason in unsupportedReasons. Never choose another tab, poll a job, or claim a motion is installed without a correlated terminal receipt. Motion is computed, not generated: run_action motion.compile { characterId, spec } bakes it on the rig and runs QA. Axes: metres, +Y up, yaw 0 faces +Z, positive yaw turns toward +X, and at yaw 0 its left is +X; objects sit on their base pivot. The <motion-reference> block below is motion.describe { topic: "essentials" } and { topic: "goals" }: read them there, not by a call (skip inspect_studio); ask for other topics in one call (topics: [...]) and never probe the schema. Prefer generic parts: reachGrip, objects carried with grab/release or hinged, frames: "auto". A group (Empty) is carried or hinged as one unit by its id. Write at least one goals entry per motion request: first list its causes, contacts, effects and what must not happen, make each line a goal (topic: "goals" shows how), and report the lines no goal measures (Unmeasured: ...). Compile with install: "ifClean" and repair: { rounds }: a clean result (qa.ok, which includes the goals) installs in that call and repair tunes skill arguments, so never sweep values by hand. To compare variants, loop in one script without repair (tools.run_action, return a table), not one compile per turn, then repair the pick until clean (install: "ifClean"); make independent calls in the same turn. Speed, balance and bends are output.observations, not QA; judge them. Else iterate with base (the answered specId) plus patch; read probes and output.timeline instead of motion.sample. Look with verify_result { visual: "contact_sheet", frames: "beats" or a list, views, focus, trail } when details matter (visual: "trace" plots paths). Before you finish, read output.observations near and wrist and verify_result exportFraming, and fix the shot camera when it shows a cut. Report qa.problems, not qa.total, the goals and output.fixed. The context scene.previsMode is "storyboard" or "animation", and an entity with characterKind "proxy" is a rig-free capsule figure (with a posture of stand, sit or lie) that can be placed, turned and moved but refuses every motion and pose command (TARGET_NOT_READY), so use only placement commands on it. Ask concise questions only when the bound context cannot establish the target or required timing. Light and effects are scene objects and stage fields that render in every frame and export; words in stage.environment or style change nothing on screen. For a time of day or mood run stage.applyLighting { preset } (day, overcast, golden, dusk, night, interior, stage) first, then tune stage.lighting and stage.keyLight. Put a practical light (kind point-light or spot-light, object.light) where the story has a source, give self-lit things object.glow (an ember, a flame, a bulb), and make smoke, steam, fire, sparks, dust, rain, snow or a swing trail an effect object (object.effect) that the take carries. For a held prop use object.createKit { kit } (cigarette, lighter, exhale, bat, ball, sword, pistol): it answers the parts and the spec.objects bind, and smokeCigarette dresses itself from args.kit { cig, lighter, exhale }. Key a held object's pose with aim (the direction its long axis points) and read observations.held, instead of computing rot. To hold an object's part give its object anchor grasp (power, pinch, hook, palm), one per hand; never key its wrist. Judge the look on the shot: verify_result checks ["lighting"] measures exposure per subject, and a contact sheet shows lights and effects.\n\nCamera: a new view is a cut (a new shot), never a fast move. A shot holds (one frame_shot) or moves on a rail: shot.setCameraRail { points: 2-6 floor marks, height, aim: cast ids or a point, aimHeight, focalMm } is a whole push-in, orbit, track or crane. Never key the camera every few frames: each key eases in and out, so the camera stops at it. shot.setCameraMode { mode: keys | follow | rail } switches a shot's camera.\n\nPrevis procedure. Follow these steps for every staging or coverage request, in order.\n1. Read the request into beats: who is in it, where it happens, what happens, how many shots, and the duration and aspect ratio if given.\n2. Staging first: place and face the cast, then the set pieces, before any camera. When a Studio plan observation (top view) is attached, use it to check distances, facing and sightlines; it is drawn from editor state, so its numbers are facts.\n3. Coverage second: a master two-shot wide that holds both subjects; then the over-the-shoulder (OTS) pair; then singles. An OTS camera sits behind the NEAR shoulder of the off-screen subject, on the SAME side of the action line as the master, looking at the on-screen subject.\n4. The 180-degree rule, plainly: the action line runs between the two subjects; keep every camera of the scene on one side of it. Crossing it flips screen direction and breaks the cut. verify_result with the framing check returns geometry.axisConsistent, which must stay true, and cameraSide per shot.\n5. Eyeline: characters face each other unless the request says otherwise.\n6. Shot size vocabulary: a wide shot shows the whole body with room around it, a medium shot frames from the waist up, a close-up frames the face and shoulders; The derivedSize frame_shot returns is the truth about the size you got; if it differs from the size you asked for, reframe or report it.\n7. Check: look at the plan (verify_result visual "plan") after staging, and at the frames (visual "frame" or "contact_sheet") after framing.\n8. Ask, infer, omit. ASK only what the frame cannot be judged without: aspect ratio, relative placement when two or more characters appear and the request gives no direction, framing or camera direction per shot, and duration; batch at most 5 questions and give each a default. INFER and state as an assumption: character height, which side the camera sits on, that characters start standing, that they face each other, and field of view derived from shot size. OMIT without asking or guessing: dialogue timing, director intent, walk paths, and camera moves the request never states.\n9. Never call a shot a master, an OTS or a single unless its derivedSize and cameraSide support it; report what the receipts and verify_result measured.`;
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  export const STUDIO_SYSTEM_PROMPT_STORYBOARD = `You operate CozyClay Studio in Storyboard mode. Each user request is ONE panel: place or add the needed cast and set pieces (capsule figures are allowed), frame the camera with frame_shot on a NEW still (call shot.createStill first, with caption set to a one-line summary of the user's words), set per-panel placement through the normal placement actions, then call verify_result. Never generate motion and never ask about duration.`;
@@ -3,7 +3,7 @@ import { MAX_COMMAND_TIMEOUT_MS } from "../../mcp/live-hub.mjs";
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  import { createRebaser } from "./studio-rebase.mjs";
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  const STUDIO_TOOL_RECEIPT_NOTE = " The result may be a receipt with status \"partial\": ops[].droppedPaths names exactly which authored path each op refused, and delta[].after carries the value actually landed for that target -- quote both the requested and the landed value when you report this, never say only that some paths were not applied. The sidecar re-sends a command once, by itself, when the scene revision moved but every target is unchanged, when it moved right after your own edit with nothing else changed, or when the editor was briefly mid-gesture; such a receipt carries autoRebased: true and an AUTO_REBASED warning -- mention it. A STALE_SCENE error that still reaches you lists what changed (ids and fields) and the admission is already refreshed: adapt the operation to that and resubmit it; call inspect_studio again only for ids the list does not cover; it is not a permanent failure. A TARGET_BUSY error means the user is mid-gesture; do not loop on it.";
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- const STUDIO_INSPECT_NOTE = ' The per-turn context contains entityIndex and actionIndex. Read authored state and its set schemas with scope "document", optionally selecting kinds or ids. Legacy scene/shot/motion/selection scopes are document projections too; runtime facts remain in context. Scope "entities" pages entity detail by ids or query. Pass nextCursor as cursor for the next page; on STALE_CURSOR restart without it. Scope "catalogue" lists placeable kinds and patchable paths.';
6
+ const STUDIO_INSPECT_NOTE = ' The per-turn context contains entityIndex and actionIndex. Read authored state and its set schemas with scope "document", optionally selecting kinds or ids; a take answers its specId (compile with base: specId), and its spec only for a character named in ids; kinds that do not fit one read are listed in omitted. Legacy scene/shot/motion/selection scopes are document projections too; runtime facts remain in context. Scope "entities" pages entity detail by ids or query. Pass nextCursor as cursor for the next page; on STALE_CURSOR restart without it. Scope "catalogue" lists placeable kinds and patchable paths.';
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  const STUDIO_MUTATION_TOOLS = new Set(["operate_studio", "arrange_objects", "arrange_characters", "patch_elements", "frame_shot", "verify_result", "undo_edit", "run_action"]);
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  const schema = name => ({ type: "function", name, description: `Studio ${name.replaceAll("_", " ")} command.${name === "verify_result" ? " Pass exactly one of receiptId or targets (not both). An earlier receipt stays verifiable after later edits: it answers stale: true with evidenceRevision (the revision that receipt describes) beside revision (the current one), and a requested frame is captured from the current scene; report the evidence as stale, never as current." : ""}${name === "inspect_studio" ? `${STUDIO_INSPECT_NOTE} scope "actions" lists the editor actions for run_action with their availability (the reason when unavailable); with ids it answers those actions' descriptions and input schemas.` : ""}${name === "run_action" ? " Run one editor action by id (actionIndex in the context lists them) with args matching its input schema; read the schema first with inspect_studio scope \"actions\" and ids instead of guessing. A mutating action answers with a receipt (action, summary, delta) that undo_edit reverts; a job action answers status \"started\", or \"completed\" with its output when it runs to its end. A document action (scenes, the project file) answers status \"completed\" and is not undoable; when it opens another scene, its host names that scene and later commands are admitted there." : ""}${STUDIO_MUTATION_TOOLS.has(name) ? STUDIO_TOOL_RECEIPT_NOTE : ""}`, parameters: STUDIO_TOOL_SCHEMAS[name] });
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  export const studioToolSchemas = () => STUDIO_TOOLS.map(schema);
@@ -34,12 +34,12 @@
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  <title>CozyClay Studio — 3D staging and previs in your browser</title>
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  <script defer src="https://static.cloudflareinsights.com/beacon.min.js" data-cf-beacon='{"token": "6a4384d1375d4ffc8a30a6346a8ad1a0"}'></script>
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- <script type="module" crossorigin src="/assets/app-DfTCxaKk.js"></script>
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+ <script type="module" crossorigin src="/assets/app-DhRJ-PBz.js"></script>
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  <link rel="modulepreload" crossorigin href="/assets/rolldown-runtime-hePW80VL.js">
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- <link rel="modulepreload" crossorigin href="/assets/analytics-BWCqdgWA.js">
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- <link rel="modulepreload" crossorigin href="/assets/first-shot-handoff-DNO8kv_N.js">
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+ <link rel="modulepreload" crossorigin href="/assets/analytics-BibyE5ar.js">
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+ <link rel="modulepreload" crossorigin href="/assets/first-shot-handoff-Qx7SKl38.js">
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  <link rel="modulepreload" crossorigin href="/assets/fflate.module-KbGj5-H6.js">
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- <link rel="modulepreload" crossorigin href="/assets/scene-asset-sync-U3kS2rvK.js">
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+ <link rel="modulepreload" crossorigin href="/assets/scene-asset-sync-DBYQBR0T.js">
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  <link rel="stylesheet" crossorigin href="/assets/scene-asset-sync-_S8NQl5B.css">
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  <link rel="stylesheet" crossorigin href="/assets/app-f-fkV5uP.css">
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  </head>
@@ -0,0 +1,6 @@
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The record's footprint and height are measured from the words: x is the centre, y the bottom of the lowest line, and the letters face local +z and read toward local +x, so on a side facing +x set rot 90. Flat lettering on a surface: keep it 3 mm or more off the face. color is the letters' colour`},{path:`object.grasp`,type:`object`,persisted:!0,undoDomain:`objects`,normalizer:`normalizeSceneObject`,note:`grasp sockets: where a hand takes hold of the record, in its own axes (m from the base pivot), moving and saving with it. { <name>: { at: [x,y,z], axis?: [x,y,z] the line across the palm (a bar, a handle), from?: [x,y,z] the side the hand comes from (the palm faces against it), thumb?: [x,y,z] the axis end the thumb takes } }, at most 8; null removes. A motion spec anchor { kind: "object", object, socket: <name>, grasp } takes a hand by one; a thin body (a bar, a can, a handle) is a socket of its own, named by its id`},{path:`object.effect`,type:`object`,persisted:!0,undoDomain:`objects`,normalizer:`normalizeSceneObject`,note:`renderer effect only (object.add kind "effect"). { preset: smoke|exhale|steam|fire|sparks|dust|rain|snow|trail, rate particles/s, life s, size m start diameter, grow end/start size, speed m/s along the record's local +Y (rotX 90 aims +Z), spread 0..1 cone, gravity m/s2 (+ falls, - rises), wind {x,y,z} m/s, color, opacity 0..1, additive (emissive: fire, sparks), seed int, area {x,y,z} m birth box (rain/snow/dust fall through it from its top), width m trail ribbon across local Y }. A new preset loads its defaults and fields in the same set override them, e.g. { preset: "fire", rate: 40 }; the record stores the merged numbers. 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`job`,`document`,`transaction`,`mutation`])},{...Hn,...zn,output:At,jobId:B,txId:B,nextHost:It,ops:Bn}),started:R({...Rn,status:P(`started`),kind:P(`job`),jobId:B,authored:P(!1),undo:P(null)},{...Hn}),applied:R({...Vn,status:P(`applied`)},{mutated:P(!0),ops:Bn,...zn,...Hn}),partial:R({...Vn,status:P(`partial`),ops:Bn},{mutated:P(!0),...zn}),noop:R({...Rn,status:P(`noop`),authored:P(!1),mutated:P(!1),undo:P(null)},{ops:Bn,...Hn}),transient:R({...Rn,status:P(`transient`),authored:P(!1),view:On,undo:P(null)},{mutated:N,...Hn}),installed:R({...Vn,status:P(`installed`),jobId:B,artifactId:B,installed:An,verification:jn},{mutated:P(!0),explicitUnverifiedAcceptance:N,acceptance:P(`advisory-policy`),repairs:R({autoPhysicsInvocations:M(0,1),fixCollisionsInvocations:M(0,1),remaining:M(0,2)}),...zn}),undone:R({...Vn,status:P(`undone`),undoneReceiptId:B,restoredTargets:L(Cn,100,1)},{mutated:P(!0),...zn})},Wn=z(...Object.values(Un)),Gn=R({ok:P(!1),commandId:B,host:It,code:F(ue),phase:F([`admission`,`execution`,`prepare`,`verify`,`repair`,`commit`,`reconcile`,`undo`]),affectedIds:U(100,0),expectedTargets:L(Cn,24),currentTargets:L(Cn,24),mutated:z(N,P(`unknown`)),preserved:R({authoredState:F([`unchanged`,`changed`,`unknown`])}),recovery:R({action:F([`none`,`inspect`,`retry`,`new_intent`,`reconcile`,`sign_in`])},{retryAllowed:N})},{message:A(500),jobId:B,txId:B,candidates:L(R({id:B,kind:F([`object`,`character`,`rig`]),position:I(V)}),5)}),Kn=O({catalogue:dn,variants:E,Vec3:V,FrameRange:Nt,PositionSpec:Vt,FacingSpec:Ht,ObjectOp:Gt,CharacterOp:Kt,Framing:Ut,Identity:It,Host:Lt,TargetGuard:Cn,Entity:pn,ShotSummary:gn,StudioContextV1:Sn,StudioTurn:En,StudioStop:Dn,Receipt:Wn,ReceiptVariants:Un,Failure:Gn,GeometryFacts:In});function G(e,t,n=`INVALID_ARGUMENT`,r=`$`){if(e.oneOf||e.anyOf){let i=[],a=[];for(let o of e.oneOf??e.anyOf)try{i.push(G(o,t,n,r))}catch(e){if(!(e instanceof D))throw e;a.push({branch:o,error:e})}if(i.length===0&&a.length){let e=kt(t)&&kt(t.target)?t.target.kind:void 0,i=e!==void 0&&a.find(({branch:t})=>t.properties?.target?.properties?.kind?.const===e),o=!i&&yt(r,a,t);throw o&&k(n,o,r),(i||a.reduce((e,t)=>t.error.details.path.length>e.error.details.path.length?t:e)).error}return i.length!==1&&e.oneOf&&k(n,`${r}: matches ${i.length} variants; send the fields of exactly one.`,r),i[0]}if(Object.hasOwn(e,`const`))return t!==e.const&&k(n,ct(r,e,t),r),t;if(e.type===`null`)return t!==null&&k(n,ct(r,e,t),r),null;if(e.type===`object`){kt(t)||k(n,ct(r,e,t),r);let i=e.additionalProperties===!0;for(let a of Object.keys(t))!Object.hasOwn(e.properties,a)&&!i&&k(n,lt(r,e,a),r);let a={};if(i)for(let n of Object.keys(t))Object.hasOwn(e.properties,n)||(a[n]=structuredClone(t[n]));for(let[i,o]of Object.entries(e.properties))Object.hasOwn(t,i)?a[i]=G(o,t[i],n,`${r}.${i}`):e.required.includes(i)?k(n,ut(r,i),`${r}.${i}`):Object.hasOwn(o,`default`)&&(a[i]=structuredClone(o.default));return e[`x-studio-range`]&&a.endFrameExclusive<=a.startFrame&&k(n,`Frame range must be nonempty and half-open.`,r),a}if(e.type===`array`){(!Array.isArray(t)||t.length<e.minItems||t.length>e.maxItems)&&k(n,dt(r,e,t),r);let i=t.map((t,i)=>G(e.items,t,n,`${r}[${i}]`));return e.uniqueItems&&new Set(i.map(e=>JSON.stringify(e))).size!==i.length&&k(n,ft(r,i),r),i}if(e.type===`string`)return(typeof t!=`string`||!t.trim()||e.maxLength!==void 0&&[...t].length>e.maxLength||e.pattern&&!new RegExp(e.pattern).test(t))&&k(n,pt(r,e,t),r),e.enum&&!e.enum.includes(t)&&k(n,mt(r,e,t),r),t;if(e.type===`boolean`)return typeof t!=`boolean`&&k(n,ct(r,e,t),r),t;if(e.type===`number`||e.type===`integer`)return(typeof t!=`number`||!Number.isFinite(t)||e.type===`integer`&&!Number.isSafeInteger(t)||e.exclusiveMinimum!==void 0&&t<=e.exclusiveMinimum)&&k(n,ht(r,e,t),r),(e.minimum!==void 0&&t<e.minimum||e.maximum!==void 0&&t>e.maximum)&&k(n,`${r}: Expected a number within [${[e.minimum,e.maximum].filter(e=>e!==void 0).join(`, `)}], got ${t}.`,r),t;throw Error(`Unsupported internal Studio schema.`)}var qn=e=>G(It,e,`INVALID_IDENTITY`);function Jn(e){return[...new Set([...[`object`,`character`,`rig`].includes(e.selection?.kind)?[e.selection.id]:[],...e.activeCharacterId?[e.activeCharacterId]:[],...e.shot?.subjectIds??[],...e.jobs.flatMap(e=>[e.characterId,...e.targetIds??[]])])]}function Yn(e){let t=Ot(JSON.stringify(e)??``);t>65536&&k(`CONTEXT_TOO_LARGE`,`Studio context exceeds ${St/1024} KiB.`,`$`,{bytes:t,maxBytes:St});let n=G(Sn,e,`INVALID_CONTEXT`),r=new Set(n.entities.map(e=>e.id));r.size!==n.entities.length&&k(`INVALID_CONTEXT`,`Duplicate entity ID.`);for(let e of Jn(n))r.has(e)||k(`TARGET_NOT_READY`,`Mandatory target is absent from context.`);n.activeCharacterId&&!n.entities.some(e=>e.id===n.activeCharacterId&&e.kind===`character`)&&k(`INVALID_CONTEXT`,`Active target is not a character.`),[`object`,`character`,`rig`].includes(n.selection?.kind)&&!n.entities.some(e=>e.id===n.selection.id&&e.kind===n.selection.kind)&&k(`INVALID_CONTEXT`,`Selection kind disagrees with the selected entity.`),n.selection?.kind===`scene`&&n.selection.id!==n.host.sceneId&&k(`INVALID_CONTEXT`,`Selected scene is not the bound scene.`);for(let e of n.entities)e.bounds&&[`x`,`y`,`z`].some(t=>e.bounds.min[t]>e.bounds.max[t])&&k(`INVALID_CONTEXT`,`Inverted entity bounds.`),e.kind===`object`&&typeof e.scale==`number`&&k(`INVALID_CONTEXT`,`Objects use three-axis scale.`),e.kind!==`object`&&kt(e.scale)&&k(`INVALID_CONTEXT`,`Cast uses scalar scale.`);let i=n.entityPage;if((i.returned!==n.entities.length||i.total<i.returned||i.truncated!==i.total>i.returned||(i.truncated?i.nextCursor===null:i.nextCursor!==null))&&k(`INVALID_CONTEXT`,`Entity pagination is inconsistent.`),n.entityIndex){let e=new Set(n.entityIndex.map(e=>e.id));e.size!==n.entityIndex.length&&k(`INVALID_CONTEXT`,`Duplicate entity index ID.`),(n.entityIndex.length>i.total||n.entities.some(t=>!e.has(t.id)))&&k(`INVALID_CONTEXT`,`Entity index must cover every detailed entity and no more than the total.`)}n.view.frame>=Math.max(1,n.scene.frameCount)&&k(`INVALID_CONTEXT`,`Playhead is outside the scene.`),new Set(n.shots.map(e=>e.id)).size!==n.shots.length&&k(`INVALID_CONTEXT`,`Duplicate shot ID.`);for(let e of[...n.shots,...n.shot?[n.shot]:[]])e.range.endFrameExclusive>n.scene.frameCount&&k(`INVALID_CONTEXT`,`Shot is outside the scene.`);return n.shot&&!n.shots.some(e=>e.id===n.shot.id&&e.range.startFrame===n.shot.range.startFrame&&e.range.endFrameExclusive===n.shot.range.endFrameExclusive)&&k(`INVALID_CONTEXT`,`Current shot and range must survive projection.`),n}function Xn(e){let t=new Set;for(let n of Array.isArray(e?.ops)?e.ops:[]){let e=kt(n)?n.target?.kind:void 0;if(Dt.includes(e)){t.add(e);for(let t of kt(n.set)?Object.keys(n.set):[])Object.hasOwn(on[e].properties,t)||k(`INVALID_ARGUMENT`,`Unknown ${e} path "${e}.${t}". Valid ${e} paths: ${sn[e].join(`, `)}.`)}}t.size>1&&k(`INVALID_ARGUMENT`,`One domain per patch: split character, object, shot and stage edits into separate commands.`)}function Zn(e){(!kt(e)||!Et.includes(e.name))&&k(`UNKNOWN_TOOL`,`Unsupported Studio tool.`),e.name===`patch_elements`&&Xn(e.args);let{args:t}=G(R({name:F(Et),args:ln[e.name]}),e);if(e.name===`inspect_studio`&&t.ids&&t.query!==void 0&&k(`INVALID_ARGUMENT`,`IDs and query are exclusive.`),e.name===`operate_studio`&&(!Object.keys(t).length||t.view&&!Object.keys(t.view).length)&&k(`INVALID_ARGUMENT`,`Transient operation must specify an action.`),t.ops){let e=t.ops.filter(e=>e.op===`create`&&e.name!==void 0).map(e=>e.name.normalize(`NFC`).trim());new Set(e).size!==e.length&&k(`DUPLICATE_NAME`,`Create names must be unique; resolve existing targets by ID.`);for(let e of t.ops)e.op===`update`&&Object.keys(e).length===2&&k(`INVALID_ARGUMENT`,`Update has no fields.`),e.facing&&e.rotationDeg&&k(`INVALID_ARGUMENT`,`Facing and rotationDeg are exclusive: facing sets yaw only (toward/away/same-as/yawDeg); rotationDeg {x,y,z} sets the full rotation, with y as the yaw.`),e.op===`group`&&e.childIds.includes(e.parentId)&&k(`INVALID_ARGUMENT`,`Cannot group an object under itself.`),e.op===`create`&&e.parent!==void 0&&e.name!==void 0&&e.parent.normalize(`NFC`).trim()===e.name.normalize(`NFC`).trim()&&k(`INVALID_ARGUMENT`,`Cannot group an object under itself.`);t.collisionPolicy===`avoid`&&!t.ops.some(e=>[`create`,`update`].includes(e.op)&&e.position?.relativeTo)&&k(`INVALID_ARGUMENT`,`collisionPolicy avoid needs at least one op with position.relativeTo (it nudges outward from that reference); other ops are placed as given.`)}if(e.name===`frame_shot`&&t.framing.exact&&JSON.stringify(t.framing.exact.position)===JSON.stringify(t.framing.exact.lookAt)&&k(`INVALID_ARGUMENT`,`Camera position and aim cannot coincide.`),e.name===`patch_elements`)for(let e of t.ops)Object.keys(e.set).length||k(`INVALID_ARGUMENT`,`Patch has no fields.`);return e.name===`verify_result`&&(!!t.receiptId==!!t.targets&&k(`INVALID_ARGUMENT`,`Exactly one of receiptId or targets is required.`),t.checks.includes(`motion`)&&t.range===void 0&&(t.range=`whole_clip`,Object.defineProperty(t,"rangeWasDefaulted",{value:!0,enumerable:!1}))),{name:e.name,args:t}}function K(e){if(e?.ok===!1){let t=G(Gn,e,`INVALID_RECEIPT`);return Ot(JSON.stringify(t))>8192&&k(`INVALID_RECEIPT`,`Failure receipt exceeds 8 KiB.`),(t.mutated===!1&&t.preserved.authoredState!==`unchanged`||t.mutated===!0&&t.preserved.authoredState!==`changed`||t.mutated===`unknown`&&(t.preserved.authoredState!==`unknown`||t.recovery.action!==`reconcile`||t.recovery.retryAllowed===!0))&&k(`INVALID_RECEIPT`,`Failure must preserve uncertainty and actual state evidence.`),O(t)}let t=G(Wn,e,`INVALID_RECEIPT`);if(Ot(JSON.stringify(t))>8192&&k(`INVALID_RECEIPT`,`Receipt exceeds 8 KiB; use a detail cursor.`),t.delta.some(e=>!t.affectedIds.includes(e.id)||!Object.keys(e.after).length)&&k(`INVALID_RECEIPT`,`Readback must identify affected targets and actual state.`),t.ops){let e=t.ops.some(e=>e.status===`partial`);t.ops.some((e,t)=>e.index!==t)&&k(`INVALID_RECEIPT`,`Operation results must report every operation in order.`),t.ops.some(e=>e.status===`partial`!=!!e.droppedPaths?.length)&&k(`INVALID_RECEIPT`,`A partial operation must name the paths the domain dropped, and only a partial one may.`),t.status===`applied`&&e&&k(`INVALID_RECEIPT`,`Applied status cannot hide a dropped path.`),t.status===`partial`&&!e&&k(`INVALID_RECEIPT`,`Partial status requires at least one dropped path.`),t.status===`noop`&&t.ops.some(e=>e.status===`applied`)&&k(`INVALID_RECEIPT`,`A noop cannot report an applied operation.`)}if(t.status===`started`||t.status===`completed`?(t.revision.after<t.revision.before&&!t.nextHost&&k(`INVALID_RECEIPT`,`Completion revisions must not move backwards in one document.`),t.status===`started`&&(t.authored||t.undo||t.revision.before!==t.revision.after)&&k(`INVALID_RECEIPT`,`Started jobs cannot claim an authored commit.`),t.kind===`mutation`&&(!t.authored||!t.undo||t.revision.after<=t.revision.before||!t.delta.length)&&k(`INVALID_RECEIPT`,`A completed composite mutation needs retained undo and advancing revision evidence.`),t.undo&&(!t.authored||!t.affectedIds.length)&&k(`INVALID_RECEIPT`,`An undo entry requires an authored result and affected targets.`)):t.status===`noop`||t.status===`transient`?((t.authored||t.undo!==null||t.revision.before!==t.revision.after)&&k(`INVALID_RECEIPT`,`Non-authored operations cannot create history or advance authored revision.`),t.status===`noop`&&(t.mutated!==!1||t.delta.length)&&k(`INVALID_RECEIPT`,`Noop must prove no mutation.`),t.status===`transient`&&(!t.view||t.view.after<t.view.before||!t.delta.length)&&k(`INVALID_RECEIPT`,`Transient receipt requires view revisions and actual readback.`)):((!t.authored||!t.undo||t.revision.after!==t.revision.before+1||!t.affectedIds.length||!t.delta.length||t.mutated===!1)&&k(`INVALID_RECEIPT`,`Authored mutation requires one revision and one undo entry with actual readback.`),t.delta.length<t.affectedIds.length&&!t.detailCursor&&k(`INVALID_RECEIPT`,`Omitted batch readback requires a detail cursor.`)),t.status===`undone`&&(new Set(t.restoredTargets.map(e=>e.targetId)).size!==t.affectedIds.length||t.restoredTargets.some(e=>!t.affectedIds.includes(e.targetId)||Object.keys(Ft).some(n=>e[n]!==t.host[n])))&&k(`INVALID_RECEIPT`,`Undo must identify every restored target and its new token in the bound host.`),t.status===`installed`){(!t.jobId||!t.artifactId||!t.installed||!t.verification||!t.affectedIds.includes(t.installed.characterId))&&k(`INVALID_RECEIPT`,`Installation requires correlated target, artifact and verification evidence.`);let{frameCount:e,blocks:n}=t.installed,r=0;for(let e of n)(e.startFrame!==r||e.endFrameExclusive<=r||e.endFrameExclusive-r>120)&&k(`INVALID_RECEIPT`,`Installed schedule is not contiguous or bounded.`),r=e.endFrameExclusive;(r!==e||t.installed.durationSeconds!==e/24||t.verification.range.startFrame!==0||t.verification.range.endFrameExclusive!==e||t.verification.evaluatedFrames>e)&&k(`INVALID_RECEIPT`,`Installed schedule and verification coverage disagree.`),t.verification.status===`verified`&&t.verification.evaluatedFrames!==e&&k(`INVALID_RECEIPT`,`Verified motion requires whole-clip coverage.`),t.verification.status===`unverified`&&t.explicitUnverifiedAcceptance!==!0&&t.acceptance!==`advisory-policy`&&k(`INVALID_RECEIPT`,`Unverified installation requires explicit user or advisory-policy acceptance.`)}else(t.installed||t.verification||t.jobId&&![`started`,`completed`].includes(t.status)||t.artifactId||t.repairs||t.explicitUnverifiedAcceptance!==void 0)&&k(`INVALID_RECEIPT`,`Installation evidence is exclusive to installed receipts.`);return O(t)}var Qn=[`begin`,`mark`,`rollback`,`finish`,`cancel`],$n=(e,t)=>Object.fromEntries(Qn.map(n=>[`agent.turn.${n}`,e({turnId:t})]));function er(e,t){if(e===`agent.turn.mark`)return t.mark={point:t.session?.savepoint()??null,affectedIds:new Set(t.affectedIds),since:new Set},{txId:t.txId,affectedIds:[],toasts:[]};let{mark:n}=t;if(!n)throw new D(`STALE_TARGET`,`The agent turn has no mark to roll back to.`);return t.mark=null,t.edits=(t.edits??[]).filter(e=>e.mark!==n),t.session?.rollback(n.point??void 0),t.affectedIds=n.affectedIds,{txId:t.txId,affectedIds:[...n.since],toasts:[]}}var tr=e=>e&&{point:e.session?.savepoint()??null,affectedIds:new Set(e.affectedIds),since:e.mark&&new Set(e.mark.since),mark:e.mark};function nr(e,t,n){return e&&t&&n?.ok&&n.authored&&(e.edits??=[]).push({...t,receiptId:n.receiptId,ids:n.affectedIds}),n}function rr(e,t,n,r,i){let a=e.edits??[],o=a.findIndex(e=>e.receiptId===t.receiptId);if(o<0)throw new D(`TARGET_BUSY`,`Finish the agent turn before traversing history or opening another transaction. Inside the turn, undo_edit with the receiptId of this message's newest edit reverts it${a.length?` (now ${a.at(-1).receiptId})`:``}; an earlier message's edit is undone after this one ends.`);let s=a[o];if(o<a.length-1)throw new D(`UNDO_CONFLICT`,`Later edits of this message come after it; undo them first, newest first: ${a.slice(o+1).reverse().map(e=>e.receiptId).join(`, `)}.`);return e.session.rollback(s.point??void 0),a.pop(),e.affectedIds=s.affectedIds,e.mark&&s.mark!==e.mark?e.mark={point:e.session.savepoint(),affectedIds:new Set(e.affectedIds),since:new Set}:e.mark&&(e.mark.since=s.since),{ok:!0,status:`completed`,kind:`transaction`,action:`edit.undo`,txId:e.txId,commandId:n.commandId,receiptId:crypto.randomUUID(),host:r.host,summary:`Undid ${s.receiptId} inside this message.`,authored:!1,revision:{before:r.revision,after:i().revision},affectedIds:s.ids,delta:[],checks:{coverage:`agent-turn-savepoint`},undo:null,warnings:[],output:{undoneReceiptId:s.receiptId}}}var ir=new Set([`timeline`,`scene`]),ar=/^(?:(?:object|character|shot):[A-Za-z0-9][A-Za-z0-9._:-]*|stage|timeline|scene)$/,or=e=>typeof e==`string`&&e.length<=140&&ar.test(e),sr=[`cast.replace`,`cast.setCustomPoses`,`cast.showExtras`,`cast.removePose`,`objects.replace`,`shot.replace`,`ai.prepareShot`],cr=[`shot.create`,`shot.createStill`,`shot.split`,`shot.duplicate`,`shot.remove`,`shot.reorder`,`shot.setRange`,`shot.setTimeline`],lr=[`object.add`,`object.createKit`,`asset.import`,`character.add`],ur=/^(character\.|characters?\b|cast\.(savePose|setLayer)$|ik\.|motion\.)/;function dr(e,t){let n=t?.objects??[],r=new Set,i=e=>{if(!(!e||r.has(`object:${e}`))){r.add(`object:${e}`);for(let t of n)t.parent===e&&i(t.id)}};for(let t of e)i(t);return[...r]}var fr=(e,t)=>e.flatMap(e=>e.op===`create`?[]:e.op===`group`?dr([e.parentId,...e.childIds],t):e.op===`ungroup`?dr(e.childIds,t):dr([e.id],t));function pr(e,t={},n={},r={}){if(r.kind===`document`||/^(scene|project)\./.test(e)||e===`load_scenes`||sr.includes(e))return[`scene`];if(r.readOnly||r.kind===`transient`||/^(view|timeline)\./.test(e)||[`motion.qa`,`motion.sample`,`motion.describe`,`motion.report`,`sculpt.compare`,`export.shotVideo`].includes(e)||lr.includes(e))return[];if(e===`objects.batch`)return[...new Set(t.ops.flatMap(e=>pr(e.name,e.args,n)))];if(e===`objects.arrange`)return[...new Set(fr(t.ops,n))];if(e===`characters.arrange`)return t.ops.flatMap(e=>e.op===`create`?[]:[`character:${e.characterId}`]);if(e.startsWith(`stage.`)||e===`shot.setLens`)return[`stage`];if(cr.includes(e))return[`timeline`];if(e.startsWith(`shot.`)){let e=t.shotId??t.id??n.selectedShotId;return e?[`shot:${e}`]:[`timeline`]}return e===`object.group`?dr([t.parent,...t.children],n):e===`object.ungroup`?dr(t.children,n):e===`object.remove`?dr(t.ids,n):e===`object.attach`||e===`motion.keyObject`?[`character:${t.characterId}`,...dr([t.objectId],n)]:e.startsWith(`object.`)?dr([t.id??t.objectId],n):ur.test(e)&&(t.characterId??t.id)?[`character:${t.characterId??t.id}`]:[`scene`]}function mr(e,t={}){return(t.objects??[]).some(t=>t.id===e)?`object:${e}`:(t.characters??[]).some(t=>t.id===e)?`character:${e}`:(t.shots??[]).some(t=>t.id===e)?`shot:${e}`:null}function hr(e,t,n){for(let r of n.values()){if(r.taskId===e)continue;let n=t.find(e=>r.keys.has(e)||ir.has(e)||[...r.keys].some(e=>ir.has(e)));if(n)return`${n} is held by task ${r.taskId}${r.title?` (${r.title})`:``}`}return null}var q=(e,t)=>{throw new D(e,t)},gr=[`begin`,`requestScope`,`mark`,`rollback`,`finish`,`cancel`,`undo`],_r=32,vr=e=>[...e].slice(0,6).join(`, `)+(e.length>6?` and ${e.length-6} more`:``);function yr({ports:e,emit:t}){let n=new Map,r=new Map,i=new Map,a=t=>{let[n,r]=t.split(/:(.*)/s);if(r!==void 0)return e.readTarget?.(r)??`absent`;let i=e.read();return n===`scene`?`r${i.revision}`:`${n}:${i.domainRevisions?.[n===`timeline`?`shot`:n]??0}`},o=t=>({key:t,value:e.snapshotTarget?e.snapshotTarget(t):q(`CAPABILITY_MISSING`,`This editor cannot snapshot task targets.`)});function s(n,r,o){if(n.skipped=r.filter(e=>e.value===null).map(e=>e.key),r=r.filter(e=>e.value!==null),!r.length)return null;e.restoreTargets||q(`CAPABILITY_MISSING`,`This editor cannot restore task targets.`);let{historyEntryId:s=null}=e.restoreTargets(r)??{};s&&i.set(s,n.taskId),n.restored=[...new Set(r.map(({key:t})=>t.includes(`:`)?t.slice(t.indexOf(`:`)+1):e.read().host.sceneId))];for(let{key:e}of r)n.tokens.set(e,a(e));return t?.({type:`task.${o}`,taskId:n.taskId,keys:r.map(e=>e.key)}),s}function c(e,t){let r=t.find(e=>!or(e));r!==void 0&&q(`INVALID_ARGUMENT`,`"${r}" is not a scope key: object:<id>, character:<id>, shot:<id>, stage, timeline or scene.`);let i=hr(e.taskId,t,n);i&&q(`SCOPE_BUSY`,`${i}; 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Set([...s.affectedIds,...o.affectedIds])],o.undo?.historyEntryId&&i.set(o.undo.historyEntryId,s.taskId);for(let e of n.values())for(let n of r.keys)e!==s&&e.reads.has(n)&&(e.notices.push({code:`DEPENDENCY_CHANGED`,message:`${n}, which this task reads, was changed by task ${s.taskId}.`}),t?.({type:`task.dependencyChanged`,taskId:e.taskId,key:n,by:s.taskId}))}let u=s.notices.splice(0);return u.length||l.length?{...o,warnings:[...o.warnings,...l,...u].slice(0,12)}:o},traversal(e,t,r,a,o){let c=r.taskId?n.get(r.taskId):null;if(c&&e===`edit.undo`){let n=c.edits.findIndex(e=>e.receiptId===t.receiptId);n<0&&q(`TARGET_BUSY`,`Inside a task, undo_edit takes the receiptId of the task's own newest edit${c.edits.length?` (now ${c.edits.at(-1).receiptId})`:``}.`),n<c.edits.length-1&&q(`UNDO_CONFLICT`,`Later edits of this task come after it; undo them first, newest first: ${c.edits.slice(n+1).reverse().map(e=>e.receiptId).join(`, `)}.`);let i=c.edits.pop();return 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s)t.isRetained?.(n)===!1&&s.delete(e);return t.remember?.(n),n},me=e=>{ue(),ae?.(),ae=null,e instanceof D||(e=fe()??e),p.origin===`ui`&&e.uiMessage&&t.showRefusal?.(e.uiMessage);let n=ne(p,m,e,b?ce:void 0),r=y?pe(n):n;return b&&!b.completion&&(b.outcome=r,b.completion=Promise.resolve(r),d({type:`job.completed`,jobId:b.id,receipt:r})),r};try{p.origin!==`ui`&&!J(qn(p.host),m.host)&&Y(`STALE_SCENE`,`The live document changed.`),p.turnId&&!_&&a!==`agent.turn.begin`&&Y(`STALE_TARGET`,`The agent turn is no longer open.`);let s=JSON.stringify({id:a,args:o,...p});if(!g.begin(p.commandId,s))return g.get(p.commandId)??n.get(p.commandId)??ne(p,m,new D(`UNCERTAIN_APPLY`,`Command is still 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