{"session": "c35e7375-7ce3-4bc3-b1ae-7cdf73bd1488", "env": "main", "command": "journal todo create \"Each mascot has its own enter and exit animation\" --brief \"Message 23585: when a voice's mascot appears while idle or waiting it only pops in. Each character gets its own entrance and exit: a jump, a fade, or climbing up from behind the chat box (the box hides the body below its top edge, so the parts need no body drawn there). Rembrandt (helper 235) writes them as rig moves; the player plays enter on appear and exit on leave.\" --set priority=high 2>&1 | tail -1\njournal helper say 235 \"Rembrandt, an addition to your v3 rig work, from the user (to-do 3895 when filed): every mascot needs its own ENTER and EXIT animation, played when it appears and when it leaves. Keep them in each <voice>_moves.json as two named moves, enter and exit, in the same keyframe format as your other moves ([ms, {rotate, x, y, state}] per part, eased; the root part's x/y moves the whole figure). One distinct style per character, for example: Butler steps in from the side and bows, then backs out with a bow; Coach jumps in from below and lands with a bounce, and sprints out; Colleague fades and slides in, with a small wave; Homie climbs up from behind the chat box (hands grip the edge first, then pulls himself up, the reverse to leave); Squire marches in with a salute. The chat box sits in front of the mascot's lower part, so a figure can start entirely below its top edge (y of about +200 on the 256 canvas) and rise into view: the box hides whatever is below its edge, and no body needs drawing there. If a style needs a new part state (hands gripping, a waving hand), draw it as a state PNG like the others. Add enter and exit to your GIF previews, with a dark rectangle standing in for the chat box at y 180 to 256, and to check.py. Generate files only, in your worktree, and report when done.\" 2>&1 | tail -1", "parts": ["journal todo create \"Each mascot has its own enter and exit animation\" --brief \"Message 23585: when a voice's mascot appears while idle or waiting it only pops in. Each character gets its own entrance and exit: a jump, a fade, or climbing up from behind the chat box (the box hides the body below its top edge, so the parts need no body drawn there). Rembrandt (helper 235) writes them as rig moves; the player plays enter on appear and exit on leave.\" --set priority=high 2>&1 | tail -1", "journal helper say 235 \"Rembrandt, an addition to your v3 rig work, from the user (to-do 3895 when filed): every mascot needs its own ENTER and EXIT animation, played when it appears and when it leaves. Keep them in each <voice>_moves.json as two named moves, enter and exit, in the same keyframe format as your other moves ([ms, {rotate, x, y, state}] per part, eased; the root part's x/y moves the whole figure). One distinct style per character, for example: Butler steps in from the side and bows, then backs out with a bow; Coach jumps in from below and lands with a bounce, and sprints out; Colleague fades and slides in, with a small wave; Homie climbs up from behind the chat box (hands grip the edge first, then pulls himself up, the reverse to leave); Squire marches in with a salute. The chat box sits in front of the mascot's lower part, so a figure can start entirely below its top edge (y of about +200 on the 256 canvas) and rise into view: the box hides whatever is below its edge, and no body needs drawing there. If a style needs a new part state (hands gripping, a waving hand), draw it as a state PNG like the others. Add enter and exit to your GIF previews, with a dark rectangle standing in for the chat box at y 180 to 256, and to check.py. Generate files only, in your worktree, and report when done.\" 2>&1 | tail -1"]}