{"session": "f8aa3392-a7fe-4158-9eed-1df8140effb5", "env": "main-monsieur-muybridge", "command": "cd /Users/jessegall/projects/agent-journal; journal work end 3 --how \"Doc 78 revised: four decisions recorded, blink hold-off proposal at ToonPlayer.vue draw() line 31, body/piece split (53/45 of 98), rig limits section; to-do 2 filed for the colleague's laptop\" 2>&1 | tail -1\njournal helper report \"Alfred, doc 78 is revised. Nothing was built and no code changed, so there's no test to name and nothing to commit.\n\nYour four decisions are in the doc. 1. The laptop is dressed, not cut: filed as to-do 2 (colleague_laptop.glb isn't in VOICES.colleague in toon.js) and linked to the doc; typing rhythm stays, marked as waiting on it. 2. The shared set now reads 'five universal moves plus one greeting with two substitutions': the wave stays for the butler, colleague and homie. The coach plays 'coach hello' (his free thumbs hand raised above the cap with a nod, the clipboard still). The squire plays a 'seated bow' (torso dips 20\u00b0 with a nod, both props riding along without swinging), because both his hands hold something and his drawing has no free hand to raise. That's 98 clips, 97 new, still 24 per voice. 3. The blink proposal names src/web/src/kit/ToonPlayer.vue, draw(), the line 'figure.face(lids.value ? BLINK_FACE : props.face || ...)' (line 31 at Bernini's 1f58f53ce). A move that sets a face gets a 'faces' list of [ms, face] keys on its toon.js MOVES entry. While it plays, draw() shows that face and never BLINK_FACE, and the old order returns on the rest pose. useBlink keeps ticking unchanged, and a blink that falls inside the move is dropped, not queued. 4. No wink under reduced motion; the rule is one line: under reduced motion, no act plays.\n\nA, one base model: the new section 'Body moves and piece moves' splits all 98. 53 are body moves (the 8 universal and greeting clips, plus butler 8, coach 9, colleague 10, homie 15, squire 3), each marked where it needs a stance or a free hand. 45 are piece moves, listed by piece: tray 6, quill 5, mug 5, clipboard 4, shield 4, quill and shield 2, hat, thumbs hand, whistle, brimmed cap and glasses 2 each, and 1 each for towel, bow tie, laptop, headphones, hoodie, plume, cape, helmet and scarf. What the rule changes beyond the moves: the hold in toonPoses.json has to split, so a hand-held piece brings its own arm hold and the voice keeps only posture. Grips travel with their pieces, so an empty hand slot needs a bare hand. A voice's schedule becomes shared moves + its body moves + the moves of the pieces it wears. And the greeting can pick itself by which hand is free. Exposed: the squire is 15 of 18 pieces, so without shield and quill he has 9 moves against the homie's 21. The doc suggests about six more squire body moves if the rule stands; they're not in the count.\n\nB, the new section 'What the rig cannot do today' gives each limit with its cost and the smallest change, ranked by value for cost. 1. No fingers: swap standalone hand-shape meshes per move like the face texture, using the existing mitten() grips plus a point. About 12 meshes, no re-rig, unlocks about 8 moves and repairs 4. 2. No jaw: not needed for a visor face. Add four glance faces instead: 20 textures through faces.py, about 4 moves. 3. Props never change hands: a handover key that re-hangs a piece on another bone mid-move (three.js attach, already used in Figure.dress). Cheap in the scene, but the Blender export needs a baked Child Of constraint. About 6 moves, and it would retire both greeting substitutions. 4. Clavicles: expensive (re-weight every sleeve and coat, re-measure every hold, re-key every clip) for 2 or 3 moves; not now. 5. A split spine: same cost, no new moves; not recommended.\n\nNot checked: body.glb itself, and how the slots will be named once Bernini builds them, since there are no slots in the code yet. The piece names in the split use the asset names in toon.js.\" 2>&1 | tail -1", "parts": ["cd /Users/jessegall/projects/agent-journal", "journal work end 3 --how \"Doc 78 revised: four decisions recorded, blink hold-off proposal at ToonPlayer.vue draw() line 31, body/piece split (53/45 of 98), rig limits section; to-do 2 filed for the colleague's laptop\" 2>&1 | tail -1", "journal helper report \"Alfred, doc 78 is revised. Nothing was built and no code changed, so there's no test to name and nothing to commit.\n\nYour four decisions are in the doc. 1. The laptop is dressed, not cut: filed as to-do 2 (colleague_laptop.glb isn't in VOICES.colleague in toon.js) and linked to the doc; typing rhythm stays, marked as waiting on it. 2. The shared set now reads 'five universal moves plus one greeting with two substitutions': the wave stays for the butler, colleague and homie. The coach plays 'coach hello' (his free thumbs hand raised above the cap with a nod, the clipboard still). The squire plays a 'seated bow' (torso dips 20\u00b0 with a nod, both props riding along without swinging), because both his hands hold something and his drawing has no free hand to raise. That's 98 clips, 97 new, still 24 per voice. 3. The blink proposal names src/web/src/kit/ToonPlayer.vue, draw(), the line 'figure.face(lids.value ? BLINK_FACE : props.face || ...)' (line 31 at Bernini's 1f58f53ce). A move that sets a face gets a 'faces' list of [ms, face] keys on its toon.js MOVES entry. While it plays, draw() shows that face and never BLINK_FACE, and the old order returns on the rest pose. useBlink keeps ticking unchanged, and a blink that falls inside the move is dropped, not queued. 4. No wink under reduced motion; the rule is one line: under reduced motion, no act plays.\n\nA, one base model: the new section 'Body moves and piece moves' splits all 98. 53 are body moves (the 8 universal and greeting clips, plus butler 8, coach 9, colleague 10, homie 15, squire 3), each marked where it needs a stance or a free hand. 45 are piece moves, listed by piece: tray 6, quill 5, mug 5, clipboard 4, shield 4, quill and shield 2, hat, thumbs hand, whistle, brimmed cap and glasses 2 each, and 1 each for towel, bow tie, laptop, headphones, hoodie, plume, cape, helmet and scarf. What the rule changes beyond the moves: the hold in toonPoses.json has to split, so a hand-held piece brings its own arm hold and the voice keeps only posture. Grips travel with their pieces, so an empty hand slot needs a bare hand. A voice's schedule becomes shared moves + its body moves + the moves of the pieces it wears. And the greeting can pick itself by which hand is free. Exposed: the squire is 15 of 18 pieces, so without shield and quill he has 9 moves against the homie's 21. The doc suggests about six more squire body moves if the rule stands; they're not in the count.\n\nB, the new section 'What the rig cannot do today' gives each limit with its cost and the smallest change, ranked by value for cost. 1. No fingers: swap standalone hand-shape meshes per move like the face texture, using the existing mitten() grips plus a point. About 12 meshes, no re-rig, unlocks about 8 moves and repairs 4. 2. No jaw: not needed for a visor face. Add four glance faces instead: 20 textures through faces.py, about 4 moves. 3. Props never change hands: a handover key that re-hangs a piece on another bone mid-move (three.js attach, already used in Figure.dress). Cheap in the scene, but the Blender export needs a baked Child Of constraint. About 6 moves, and it would retire both greeting substitutions. 4. Clavicles: expensive (re-weight every sleeve and coat, re-measure every hold, re-key every clip) for 2 or 3 moves; not now. 5. A split spine: same cost, no new moves; not recommended.\n\nNot checked: body.glb itself, and how the slots will be named once Bernini builds them, since there are no slots in the code yet. The piece names in the split use the asset names in toon.js.\" 2>&1 | tail -1"]}