Track B: Opus 5.5 with a GPT-6.1-Terra reviewer

reviewer

+14:34

The current round makes the brows easier to read, especially for Angry and Surprised, but drawing them over the bangs creates a floating, pasted-on look. The new pink mouths also lose some of the depth and clarity of the darker Before mouths.

Woman: Joy and Wink read clearly through the closed eyes; Angry reads through the sharply slanted brows. Neutral and Smile are pleasant but very similar. Sad reads mostly from the brows and small mouth; the eyes still look fairly neutral. Surprised and Shout are harder to tell apart: both mouths are small, horizontal pink shapes, and Surprised lacks a convincing open “O.” Smug reads close to Neutral because the eyes and mouth barely change.

Youth: Joy, Angry and Surprised read through their eye and brow shapes. Wink reads, though the closed eye still shows enough iris to look half-lidded. Smile, Sad and Smug are subtle; Smug especially needs a more asymmetric or self-satisfied mouth. Shout looks more like a small smile than a forceful call.

For both bodies, the lip-sync shapes have regressed: A and O are flattened and similarly pink, I is nearly invisible, U is a tiny mark, and E is a thin smile. White rims and dark corner fragments make several mouths look outlined or detached.

The three highest-impact changes for the next round:

  1. Integrate the brows with the hair: keep their expressive angles, but break or soften strokes where bangs cross them so they don’t appear painted on top.
  2. Restore mouth depth: use a dark interior with restrained tongue or lip colour; remove the white rims and corner fragments. Give Shout a substantially taller opening.
  3. Separate the phonemes: make A tall and open, I wide and narrow, U small and rounded, E wide with visible teeth, and O distinctly round.

agent

+15:07
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'
    p='review/vroid-02/index.html'; s=open(p).read()
    def rep(a,b):
        global s
        assert s.count(a)==1,a; s=s.replace(a,b)
    rep("""    vec3 col = texture2D(tColor, uv).rgb; int r0 = rid(inf); float p0 = pid(inf); float z0 = z(uv);
        bool feature = r0 >= 4 && r0 <= 9;""","""    vec3 col = texture2D(tColor, uv).rgb; int r0 = rid(inf); float p0 = pid(inf); float z0 = z(uv);
        bool feature = r0 >= 4 && r0 <= 9;
        if (r0 == 9) col = mouthInside(uv, px, col);
        if (r0 == 8) col = browOverHair(uv, px, col);""")
    rep("""  vec3 ink(vec3 c) { vec3 h = rgb2hsv(c); return hsv2rgb(vec3(h.x, clamp(h.y, 0.20, 0.45), 0.19)); }
      void main() {""","""  vec3 ink(vec3 c) { vec3 h = rgb2hsv(c); return hsv2rgb(vec3(h.x, clamp(h.y, 0.20, 0.45), 0.19)); }
      // How far (px) the mouth's opening runs from this pixel in direction d (up to 64 px).
      float mouthRun(vec2 uv, vec2 d) {
        float n = 0.0;
        for (int s = 1; s <= 64; s++) { vec4 a = texture2D(tInfo, uv + d * float(s)); if (a.a < 0.5 || rid(a) != 9) break; n += 1.0; }
        return n;
      }
      // The open mouth as anime draws it: a dark inside, the upper teeth as a white band under the lip, and the tongue
      // as a pink mound rising from the lower lip (higher in the middle). A slit too thin for that stays all dark.
      vec3 mouthInside(vec2 uv, vec2 px, vec3 tex) {
        float up = mouthRun(uv, vec2(0.0, px.y)), dn = mouthRun(uv, vec2(0.0, -px.y));
        float lf = mouthRun(uv, vec2(-px.x, 0.0)), rt = mouthRun(uv, vec2(px.x, 0.0));
        float h = up + dn + 1.0, t = (up + 0.5) / h, s = (lf + 0.5) / (lf + rt + 1.0);
        vec3 deep = vec3(0.30, 0.10, 0.13), tongue = vec3(0.84, 0.44, 0.47);
        bool white = dot(tex, vec3(1.0 / 3.0)) > 0.88;
        if (h < 7.0 * uSil) return deep;
        if (white && t < 0.38) return vec3(0.99, 0.97, 0.96);                       // upper teeth
        float top = 0.60 + 0.9 * (s - 0.5) * (s - 0.5);                             // the tongue's arched top
        return t > top ? tongue : deep;
      }
      // Brows drawn over the bangs: where hair lies just above or below the stroke, the brow is seen through the hair,
      // so it takes some of the hair's colour and doesn't sit on it like a sticker.
      vec3 browOverHair(vec2 uv, vec2 px, vec3 col) {
        float d = 7.0 * uSil;
        vec4 a = texture2D(tInfo, uv + vec2(0.0, d) * px), b = texture2D(tInfo, uv - vec2(0.0, d) * px);
        bool ha = a.a > 0.5 && (rid(a) == 3 || rid(a) == 11), hb = b.a > 0.5 && (rid(b) == 3 || rid(b) == 11);
        if (!(ha || hb)) return col;
        vec3 hc = ha ? texture2D(tColor, uv + vec2(0.0, d) * px).rgb : texture2D(tColor, uv - vec2(0.0, d) * px).rgb;
        return mix(col, hc * 0.80, 0.42);
      }
      void main() {""")
    open(p,'w').write(s)
    EOF
    grep -n 'uSil' review/vroid-02/index.html | grep -v 'uniform\|px' | head

    result, 6 lines

    529:    if (h < 7.0 * uSil) return deep;
    537:    float d = 7.0 * uSil;
    575:      float acc = 0.0, rad = uSil * 3.0;
    607:  uNear: { value: 0.1 }, uFar: { value: 40 }, uGap: { value: 0.012 }, uSil: { value: 2 }, uInner: { value: 1 } });
    1406:  u.uSil.value = THREE.MathUtils.clamp(1.75 * ppm * 0.0042, dpr, 2.6 * dpr);
    1407:  u.uInner.value = Math.max(dpr * 0.75, u.uSil.value * 0.55);
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'
    p='review/vroid-02/index.html'; s=open(p).read()
    def rep(a,b):
        global s
        assert s.count(a)==1,a; s=s.replace(a,b)
    rep("""  // How far (px) the mouth's opening runs from this pixel in direction d (up to 64 px).
      float mouthRun(vec2 uv, vec2 d) {
        float n = 0.0;
        for (int s = 1; s <= 64; s++) { vec4 a = texture2D(tInfo, uv + d * float(s)); if (a.a < 0.5 || rid(a) != 9) break; n += 1.0; }""",
    """  // How far (px) the mouth's opening runs from this pixel in direction d (2 px steps, up to 128 px).
      float mouthRun(vec2 uv, vec2 d) {
        float n = 0.0;
        for (int s = 1; s <= 64; s++) { vec4 a = texture2D(tInfo, uv + d * float(2 * s)); if (a.a < 0.5 || rid(a) != 9) break; n += 2.0; }""")
    rep("if (h < 7.0 * uSil) return deep;","if (h < 3.0 * uSil) return deep;")
    rep("""    float d = 7.0 * uSil;""","""    float d = 3.5 * uSil;""")
    rep("""    if (!(ha || hb)) return col;
        vec3 hc = ha ? texture2D(tColor, uv + vec2(0.0, d) * px).rgb : texture2D(tColor, uv - vec2(0.0, d) * px).rgb;
        return mix(col, hc * 0.80, 0.42);""","""    if (!(ha || hb)) return col;
        vec3 hc = ha ? texture2D(tColor, uv + vec2(0.0, d) * px).rgb : texture2D(tColor, uv - vec2(0.0, d) * px).rgb;
        return mix(col, hc * 0.80, ha && hb ? 0.42 : 0.2);""")
    open(p,'w').write(s)
    EOF
    cat > $WORK/expr_list.txt <<'EOF'
    # expression recipes: name|VRoid shapes baked at build (Fcl_* names, weight; ';' between; 'none' = neutral)
    # the 14 the sheets show; keep these names (front_sheet.py reads them). Edit the recipes freely.
    neutral|none
    joy|Fcl_BRW_Joy:1;Fcl_EYE_Joy:1;Fcl_MTH_Joy:0.85
    smile|Fcl_BRW_Fun:1;Fcl_EYE_Fun:0.75;Fcl_MTH_Fun:1
    angry|Fcl_BRW_Angry:1.4;Fcl_EYE_Angry:1;Fcl_MTH_Angry:1
    sad|Fcl_BRW_Sorrow:1.3;Fcl_EYE_Sorrow:1.3;Fcl_MTH_Sorrow:1
    surprised|Fcl_BRW_Surprised:1.2;Fcl_EYE_Surprised:1;Fcl_MTH_O:0.8
    shout|Fcl_BRW_Angry:1.3;Fcl_EYE_Angry:0.8;Fcl_MTH_A:1.15
    wink|Fcl_EYE_Close_R:1.15;Fcl_BRW_Fun:0.6;Fcl_MTH_Fun:1
    smug|Fcl_EYE_Close:0.45;Fcl_BRW_Angry:0.4;Fcl_MTH_Fun:0.8;Fcl_MTH_SkinFung_R:1
    lip_A|Fcl_MTH_A:1
    lip_I|Fcl_MTH_I:1
    lip_U|Fcl_MTH_U:1
    lip_E|Fcl_MTH_E:1
    lip_O|Fcl_MTH_O:1
    EOF
    time $KIT/build_expr.sh $WORK/expr_list.txt joy smile sad surprised shout wink smug

    result, 11 lines

    built joy
    built smile
    built sad
    built surprised
    built shout
    built wink
    built smug
    
    real	1m41.530s
    user	1m28.015s
    sys	1m10.896s

agent

+17:09

Writing round-1 notes while I build the rest.

  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cat >> $WORK/NOTES.md <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cat >> $WORK/NOTES.md <<'EOF'
    ## Round 1 (12:50-13:08, ~18 min incl. a slow 8 min shoot)
    
    Changed:
    - Renderer: brows drawn over the bangs (vertex shader lifts the brow role 4 cm toward the camera, `BROW_LIFT`).
    - Renderer: the open mouth no longer a flat dark fill; a new material kind 10 colours VRoid's mouth texture as
      maroon inside, pink tongue, white teeth.
    - Recipes: split the ALL_* shapes into BRW/EYE/MTH parts so brows could be pushed past 1 (angry 1.4, sad 1.3,
      surprised 1.2) while open mouths were scaled down (joy 0.6, surprised 0.6, lips A/O 0.75); wink and smug got brows.
    
    Sheets: brows now carry angry, sad and surprised on both bodies (before, the bangs hid them). Mouths went too pink and
    small: the tongue fills the whole opening, so open mouths read as pink lozenges with white rims.
    
    Terra r1 critique (summary): brows read but look pasted on top of the bangs; pink mouths lost depth, white rims and dark
    corner fragments; Surprised vs Shout too alike; Smug ~ Neutral; Smile ~ Neutral; lip shapes regressed (A/O flat, I
    invisible, U tiny, E thin). Top 3: integrate brows with hair, restore dark mouth depth, separate the phonemes.
    
    Response: agreed with all three. Brows: keep them over the bangs (decision below) but tint them toward the hair
    where hair lies above and below the stroke (see-through brows). Mouth: a composite-pass inside: dark, upper teeth
    band, tongue only as an arched mound from the lower lip, thin slits all dark. Lips back to weight 1; surprised uses
    MTH_O for a round mouth; shout opens to 1.15. Smug: heavier lids and a one-sided fang (MTH_SkinFung_R) for asymmetry.
    
    EOF
    cd $LOWMARCH_REPO && time $KIT/build_expr.sh $WORK/expr_list.txt lip_A lip_E lip_O && time $KIT/shoot_expr.sh $LOWMARCH_REPO/review/vroid-02/index.html r2 && $KIT/sheets.sh r2 "Round 2: dark mouth inside, see-through brows, rounder phonemes"

    result, 14 lines

    built lip_A
    built lip_E
    built lip_O
    
    real	0m54.537s
    user	0m39.264s
    sys	0m29.899s
    shot r2
    
    real	6m46.198s
    user	0m32.412s
    sys	0m27.529s
    ~/Projects/lowmarch-bench/work/b/sheet_r2_woman.png (1968, 1144)
    ~/Projects/lowmarch-bench/work/b/sheet_r2_youth.png (1968, 1144)
  • Read~/Projects/lowmarch-bench/work/b/sheet_r2_woman.png

    input

    {
      "file_path": "~/Projects/lowmarch-bench/work/b/sheet_r2_woman.png"
    }

    result

    no output

    sheet_r2_woman.jpg
    sheet_r2_woman.jpg
  • Read~/Projects/lowmarch-bench/work/b/sheet_r2_youth.png

    input

    {
      "file_path": "~/Projects/lowmarch-bench/work/b/sheet_r2_youth.png"
    }

    result

    no output

    sheet_r2_youth.jpg
    sheet_r2_youth.jpg
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && $KIT/terra_review.sh r2 $WORK/sheet_r2_woman.png $WORK/sheet_r2_youth.png; date

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && $KIT/terra_review.sh r2 $WORK/sheet_r2_woman.png $WORK/sheet_r2_youth.png; date

    result, 13 lines

    exit=0
    The darker mouth interiors and pink lower shading give open mouths more depth than Before. The eyebrows are easier to read, but their visibility through solid hair sometimes looks like an overlay.
    
    **Woman:** Neutral and Smile read clearly, though Smile is subtle. Joy reads as happy through the closed eyes, but its small mouth is less exuberant than Before. Angry reads well from the inward-sloping brows. Sad reads mainly from the brows; the tiny mouth could also suggest uncertainty. Surprised looks more like speaking: the mouth is a narrow horizontal opening. Shout reads as talking because its mouth is only moderately open. Wink is clear, though the closed eye has a sharp, triangular lash shape. Smug is too close to Neutral. A and O are readable but similar; I and E are very slight, while U is a tiny dot.
    
    **Youth:** Neutral, Smile and Angry read clearly. Joy reads as pleased, though the half-closed eyes and smaller mouth soften it compared with Before. Sad looks tired or neutral because the mouth is nearly flat. Surprised has wide eyes, but its small mouth weakens the reaction. Shout resembles A. Wink reads, although the closed eye looks partly open; Smug mostly reads as sleepy. A, I and O are distinct, but U is pin-sized and E is close to a smile.
    
    The three most useful changes for the next round:
    
    1. Make Surprised mouths taller and rounder, and give Shout a distinctly larger opening; retain the new dark interiors.
    2. Strengthen Sad with a visible downturned mouth and inner brows raised; make Smug asymmetric in both eyelids and mouth.
    3. Refine brow visibility through bangs: soften or interrupt strokes at hair boundaries, especially the long, dark Angry and Sad brows. Enlarge U slightly and widen E for clearer lip sync.
    Fri Oct 30 01:08:37 PM PST 2026

reviewer

+25:29

The darker mouth interiors and pink lower shading give open mouths more depth than Before. The eyebrows are easier to read, but their visibility through solid hair sometimes looks like an overlay.

Woman: Neutral and Smile read clearly, though Smile is subtle. Joy reads as happy through the closed eyes, but its small mouth is less exuberant than Before. Angry reads well from the inward-sloping brows. Sad reads mainly from the brows; the tiny mouth could also suggest uncertainty. Surprised looks more like speaking: the mouth is a narrow horizontal opening. Shout reads as talking because its mouth is only moderately open. Wink is clear, though the closed eye has a sharp, triangular lash shape. Smug is too close to Neutral. A and O are readable but similar; I and E are very slight, while U is a tiny dot.

Youth: Neutral, Smile and Angry read clearly. Joy reads as pleased, though the half-closed eyes and smaller mouth soften it compared with Before. Sad looks tired or neutral because the mouth is nearly flat. Surprised has wide eyes, but its small mouth weakens the reaction. Shout resembles A. Wink reads, although the closed eye looks partly open; Smug mostly reads as sleepy. A, I and O are distinct, but U is pin-sized and E is close to a smile.

The three most useful changes for the next round:

  1. Make Surprised mouths taller and rounder, and give Shout a distinctly larger opening; retain the new dark interiors.
  2. Strengthen Sad with a visible downturned mouth and inner brows raised; make Smug asymmetric in both eyelids and mouth.
  3. Refine brow visibility through bangs: soften or interrupt strokes at hair boundaries, especially the long, dark Angry and Sad brows. Enlarge U slightly and widen E for clearer lip sync.

agent

+25:48
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && sed -n 130,170p tools/vrm.py; grep -rn 'Close_R\|_R"\|_L"' tools/vroid_portrait.py | head -5

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && sed -n 130,170p tools/vrm.py; grep -rn 'Close_R\|_R"\|_L"' tools/vroid_portrait.py | head -5

    result, 40 lines

                out.append(np.stack([posed[j] @ ibm[k] for k, j in enumerate(sk["joints"])]))
            return out
    
        def primitives(self, morphs=None, pose=None):
            """List of dicts: mesh, material (name), mi, pos (N,3), nrm (N,3), uv (N,2), tri (M,3).
            morphs: {target name substring: weight} applied to meshes that have targets.
            pose: {bone name: 3x3 rotation} -> linear blend skinning."""
            out = []
            mesh_skin = {n["mesh"]: n.get("skin") for n in self.j["nodes"] if "mesh" in n}
            jm = self.skin_matrices(pose) if pose else None
            for mi_, mesh in enumerate(self.j["meshes"]):
                names = mesh.get("extras", {}).get("targetNames") or \
                    mesh["primitives"][0].get("extras", {}).get("targetNames") or []
                for pr in mesh["primitives"]:
                    at = pr["attributes"]
                    pos = self.accessor(at["POSITION"]).astype(np.float64).copy()
                    nrm = self.accessor(at["NORMAL"]).astype(np.float64) if "NORMAL" in at else np.zeros_like(pos)
                    uv = self.accessor(at["TEXCOORD_0"]).astype(np.float64) if "TEXCOORD_0" in at else np.zeros((len(pos), 2))
                    if morphs and pr.get("targets"):
                        for key, wgt in morphs.items():
                            for ti, tn in enumerate(names):
                                if tn.endswith(key) and "POSITION" in pr["targets"][ti]:
                                    pos += wgt * self.accessor(pr["targets"][ti]["POSITION"])
                    J = Wt = None
                    sk = mesh_skin.get(mi_)
                    if sk is not None and "JOINTS_0" in at:
                        J = self.accessor(at["JOINTS_0"]).astype(np.int64)
                        Wt = self.accessor(at["WEIGHTS_0"]).astype(np.float64)
                        if jm is not None:
                            M = (jm[sk][J] * Wt[:, :, None, None]).sum(1)              # (N,4,4)
                            pos = np.einsum("nij,nj->ni", M[:, :3, :3], pos) + M[:, :3, 3]
                            nrm = np.einsum("nij,nj->ni", M[:, :3, :3], nrm)
                    tri = self.accessor(pr["indices"]).reshape(-1, 3).astype(np.int64)
                    mi = pr.get("material", 0)
                    d = dict(mesh=mesh.get("name"), material=self.j["materials"][mi]["name"], mi=mi,
                             pos=pos, nrm=nrm, uv=uv, tri=tri)
                    if J is not None:
                        d.update(J=J, W=Wt, jnames=[self.j["nodes"][n].get("name", "") for n in self.j["skins"][sk]["joints"]])
                    out.append(d)
            return out
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && grep -n 'def \|VRM(' tools/vroid_portrait.py | sed -n 1,60p | grep -i 'vrm\|load\|path' ; grep -rn '\.vrm"' tools/vroid_portrait.py art/cast/*.py 2>/dev/null | head -5

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && grep -n 'def \|VRM(' tools/vroid_portrait.py | sed -n 1,60p | grep -i 'vrm\|load\|path' ; grep -rn '\.vrm"' tools/vroid_portrait.py art/cast/*.py 2>/dev/null | head -5

    result, 8 lines

    731:    def __init__(self, path, morphs=None, pose=BUST_POSE, shape=None, hair_from=None, costume=None,
    737:        self.v = VRM(path)
    750:            hv = VRM(hair_from)
    art/cast/cast.py:81:MH_HEAD = "base_male/Base_Male.vrm"
    art/cast/cast.py:89:MH_HEAD_F = "base_female/Base_Female.vrm"
    art/cast/cast.py:110:MASS_MUSCULAR = dict(base="lowmarch_bodies/base_masc.vrm", muscle=1.0, weight=0.75, gain=2.6, torso_gain=0.5, targets={
    art/cast/cast.py:114:MASS_HEAVY = dict(base="lowmarch_bodies/base_masc.vrm", muscle=0.6, weight=1.0, gain=2.6, torso_gain=0.7, targets={
    art/cast/cast.py:223:_MASC, _FEM = "lowmarch_bodies/base_masc.vrm", "lowmarch_bodies/base_fem.vrm"
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && f=$(find / -name base_fem.vrm -path '*lowmarch_bodies*' 2>/dev/null | head -1); echo $f; python3 -I -c "

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && f=$(find / -name base_fem.vrm -path '*lowmarch_bodies*' 2>/dev/null | head -1); echo $f; python3 -I -c "
    import sys; sys.path.insert(0,'tools')
    from vrm import VRM
    import numpy as np
    v=VRM('$f')
    for mesh in v.j['meshes']:
        names=mesh.get('extras',{}).get('targetNames') or mesh['primitives'][0].get('extras',{}).get('targetNames') or []
        for pr in mesh['primitives']:
            if not pr.get('targets'): continue
            for ti,tn in enumerate(names):
                if tn.endswith('EYE_Close_R') and 'POSITION' in pr['targets'][ti]:
                    d=v.accessor(pr['targets'][ti]['POSITION']); p=v.accessor(pr['attributes']['POSITION'])
                    m=np.linalg.norm(d,axis=1)>1e-5
                    if m.any(): print(tn, m.sum(), p[m,0].mean())
    "

    result, 2 lines

    Command did not complete within its 120s timeout and was moved to the background (ID: b6famq2m3). Output is being written to: /tmp/claude-1000/-home-severian-Projects/d2fdcea1-0c48-4814-81a2-89cf837a9b4f/tasks/b6famq2m3.output. You will be notified when it completes. It is running now: do not start a second copy while it runs. If it is no longer needed, stop it with TaskStop. No output had been read from it when it was moved. A program that buffers its output, or a pipe into one such as tail, can keep the output file empty until the command finishes. To check interim output, use Read on that file path.
    Session cwd remains ~/Projects/lowmarch-bench/c; directory changes made by the backgrounded command do not apply to subsequent commands.
  • ToolSearchselect:TaskStop

    input

    {
      "query": "select:TaskStop",
      "max_results": 1
    }

    result

    no output

  • TaskStop{"task_id":"b6famq2m3"}

    input

    {
      "task_id": "b6famq2m3"
    }

    result, 1 line

    {"message":"Successfully stopped task: b6famq2m3 (source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && f=$(find / -name base_fem.vrm -path '*lowmarch_bodies*' 2>/dev/null | head -1); echo $f; python3 -I -c \"\nimport sys; sys.path.insert(0,'tools')\nfrom vrm import VRM\nimport numpy as np\nv=VRM('$f')\nfor mesh in v.j['meshes']:\n    names=mesh.get('extras',{}).get('targetNames') or mesh['primitives'][0].get('extras',{}).get('targetNames') or []\n    for pr in mesh['primitives']:\n        if not pr.get('targets'): continue\n        for ti,tn in enumerate(names):\n            if tn.endswith('EYE_Close_R') and 'POSITION' in pr['targets'][ti]:\n                d=v.accessor(pr['targets'][ti]['POSITION']); p=v.accessor(pr['attributes']['POSITION'])\n                m=np.linalg.norm(d,axis=1)>1e-5\n                if m.any(): print(tn, m.sum(), p[m,0].mean())\n\")","task_id":"b6famq2m3","task_type":"local_bash","command":"source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && f=$(find / -name base_fem.vrm -path '*lowmarch_bodies*' 2>/dev/null | head -1); echo $f; python3 -I -c \"\nimport sys; sys.path.insert(0,'tools')\nfrom vrm import VRM\nimport numpy as np\nv=VRM('$f')\nfor mesh in v.j['meshes']:\n    names=mesh.get('extras',{}).get('targetNames') or mesh['primitives'][0].get('extras',{}).get('targetNames') or []\n    for pr in mesh['primitives']:\n        if not pr.get('targets'): continue\n        for ti,tn in enumerate(names):\n            if tn.endswith('EYE_Close_R') and 'POSITION' in pr['targets'][ti]:\n                d=v.accessor(pr['targets'][ti]['POSITION']); p=v.accessor(pr['attributes']['POSITION'])\n                m=np.linalg.norm(d,axis=1)>1e-5\n                if m.any(): print(tn, m.sum(), p[m,0].mean())\n\""}
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && python3 -I - <<'EOF'
    p='tools/vrm.py'; s=open(p).read()
    a="""                if morphs and pr.get("targets"):
                        for key, wgt in morphs.items():
                            for ti, tn in enumerate(names):
                                if tn.endswith(key) and "POSITION" in pr["targets"][ti]:
                                    pos += wgt * self.accessor(pr["targets"][ti]["POSITION"])"""
    b="""                if morphs and pr.get("targets"):
                        base = pos.copy()
                        for key, wgt in morphs.items():
                            key, _, side = key.partition("@")             # "Fcl_MTH_Fun@R": that side of the face only
                            w = wgt if not side else wgt * self._side_mask(pr, names, base, side)
                            for ti, tn in enumerate(names):
                                if tn.endswith(key) and "POSITION" in pr["targets"][ti]:
                                    d = self.accessor(pr["targets"][ti]["POSITION"])
                                    pos += (w[:, None] if side else w) * d"""
    assert s.count(a)==1; s=s.replace(a,b)
    a="""    def primitives(self, morphs=None, pose=None):"""
    b="""    def _side_mask(self, pr, names, base, side):
            \"\"\"Per-vertex weight 0..1 for one side of the face ('L' or 'R', as VRoid's Fcl_EYE_Close_L/R name them):
            full on that side, fading over 3 cm across the midline so a one-sided smirk bends rather than tears.\"\"\"
            sign = 1.0
            for ti, tn in enumerate(names):
                if tn.endswith("EYE_Close_" + side) and "POSITION" in pr["targets"][ti]:
                    d = self.accessor(pr["targets"][ti]["POSITION"])
                    m = np.linalg.norm(d, axis=1) > 1e-6
                    if m.any():
                        sign = 1.0 if base[m, 0].mean() > 0 else -1.0
                    break
            return np.clip(0.5 + sign * base[:, 0] / 0.03, 0.0, 1.0)
    
        def primitives(self, morphs=None, pose=None):"""
    assert s.count(a)==1; s=s.replace(a,b)
    open(p,'w').write(s)
    EOF
    grep -n 'rest\b\|"rest"\|rest=' art/cast/*.py review/vroid-02/build.py 2>/dev/null | head; grep -n 'morphs' tools/vroid_portrait.py | head

    result, 12 lines

    art/cast/cast.py:232:# archetype. What a face does at rest (a frown, half-closed eyes) and age lines are drawn when the figure is built
    art/cast/cast.py:273:PORTRAIT = {    # at rest and age lines: name -> shape extras (tools/vroid_portrait.py)
    art/cast/cast.py:274:    "arm_m_strong": dict(rest={"Fcl_BRW_Angry": 0.4}),
    art/cast/cast.py:275:    "arm_m_heroic": dict(rest={"Fcl_BRW_Angry": 0.25}),
    art/cast/cast.py:276:    "arm_m_brute": dict(rest={"Fcl_EYE_Close": 0.28, "Fcl_BRW_Angry": 0.75}),
    art/cast/cast.py:277:    "arm_m_old": dict(age_lines=0.8, blush=0.0, rest={"Fcl_EYE_Angry": 0.4, "Fcl_EYE_Close": 0.25, "Fcl_BRW_Angry": 0.5,
    art/cast/cast.py:279:    "arm_f_old": dict(age_lines=0.6, blush=0.3, rest={"Fcl_EYE_Close": 0.22, "Fcl_MTH_Down": 0.2}),
    art/cast/cast.py:280:    "arm_f_strong": dict(rest={"Fcl_BRW_Angry": 0.2}),
    art/cast/cast.py:321:        shape=dict(head=0.95, leg_len=1.04, shoulder_w=0.008, rest={"Fcl_BRW_Angry": 0.35}),
    art/cast/cast.py:332:        shape=dict(head=0.95, leg_len=1.04, shoulder_w=0.008, rest={"Fcl_BRW_Angry": 0.35}),
    731:    def __init__(self, path, morphs=None, pose=BUST_POSE, shape=None, hair_from=None, costume=None,
    740:        for k_, w_ in (morphs or {}).items():
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && sed -n 736,770p tools/vroid_portrait.py

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && sed -n 736,770p tools/vroid_portrait.py

    result, 35 lines

            self.mouth = mouth
            self.v = VRM(path)
            sh = dict(NEUTRAL, **(shape or {}))
            mo = dict(sh["rest"])
            for k_, w_ in (morphs or {}).items():
                mo[k_] = min(1.0, mo.get(k_, 0.0) + w_)
            # everything is built in the reference pose (arms down), then posed through the skeleton
            target_pose = bone_pose(self.v, sh, pose)
            pose = bone_pose(self.v, sh, ref_pose)
            self.pose_now = target_pose
            self.pose_ref = pose
            self.shape = sh
            self.prims = self.v.primitives(mo, pose)
            if hair_from:                                    # swap in another model's hair
                hv = VRM(hair_from)
                hp = hv.primitives(None, ref_pose)
                hroles = [role_of(p["material"]) for p in hp]
                src = landmarks(hp, hroles)
                dst = landmarks(self.prims, [role_of(p["material"]) for p in self.prims])
                k = (abs(dst["eyeR"][0] - dst["eyeL"][0]) / abs(src["eyeR"][0] - src["eyeL"][0])
                     + (dst["eye_y"] - dst["chin"][1]) / (src["eye_y"] - src["chin"][1])) / 2
                c_src = (src["eyeL"] + src["eyeR"]) / 2
                c_dst = (dst["eyeL"] + dst["eyeR"]) / 2
                hair = [p for p in hp if "_HAIR" in p["material"]]
                for p in hair:
                    p["pos"] = c_dst + (p["pos"] - c_src) * k
                    n_ = len(p["pos"])                       # rides our head bone from here on
                    p["J"], p["W"], p["jnames"] = np.zeros((n_, 4), np.int64), np.tile([1.0, 0, 0, 0], (n_, 1)), ["J_Bip_C_Head"]
                self.prims = [p for p in self.prims if "_HAIR" not in p["material"]] + hair
                self._hair_v = hv
            if hair_trim:                                    # drop hair pieces reaching past |x| = hair_trim (e.g. twin tails)
                self.prims = [p for p in self.prims if "_HAIR" not in p["material"]
                              or np.abs(p["pos"][np.unique(p["tri"]), 0]).max() <= hair_trim]
            self.roles = [p.get("role") or role_of(p["material"]) for p in self.prims]
            self.lm = landmarks(self.prims, self.roles)
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && cat > $WORK/expr_list.txt <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cd $LOWMARCH_REPO && cat > $WORK/expr_list.txt <<'EOF'
    # expression recipes: name|VRoid shapes baked at build (Fcl_* names, weight; ';' between; 'none' = neutral)
    # the 14 the sheets show; keep these names (front_sheet.py reads them). Edit the recipes freely.
    # a key ending @L or @R applies to that side of the face only (tools/vrm.py), for one-sided looks
    neutral|none
    joy|Fcl_BRW_Joy:1;Fcl_EYE_Joy:1;Fcl_MTH_Joy:1
    smile|Fcl_BRW_Fun:1;Fcl_EYE_Fun:0.75;Fcl_MTH_Fun:1
    angry|Fcl_BRW_Angry:1.4;Fcl_EYE_Angry:1;Fcl_MTH_Angry:1
    sad|Fcl_BRW_Sorrow:1.4;Fcl_EYE_Sorrow:1.3;Fcl_MTH_Sorrow:0.6;Fcl_MTH_Down:1
    surprised|Fcl_BRW_Surprised:1.2;Fcl_EYE_Surprised:1;Fcl_MTH_O:1.15;Fcl_MTH_A:0.25
    shout|Fcl_BRW_Angry:1.3;Fcl_EYE_Angry:0.8;Fcl_MTH_A:1.35;Fcl_MTH_O:0.3
    wink|Fcl_EYE_Joy_R:1;Fcl_EYE_Close_R:0.3;Fcl_BRW_Fun:0.6;Fcl_MTH_Fun:1
    smug|Fcl_EYE_Close@L:0.55;Fcl_EYE_Close@R:0.3;Fcl_BRW_Angry@L:0.5;Fcl_MTH_Fun@R:1;Fcl_MTH_Up@R:0.5
    lip_A|Fcl_MTH_A:1
    lip_I|Fcl_MTH_I:1
    lip_U|Fcl_MTH_U:1.35
    lip_E|Fcl_MTH_E:1;Fcl_MTH_I:0.35
    lip_O|Fcl_MTH_O:1
    EOF
    sed -i 's/return mix(col, hc \* 0.80, ha \&\& hb ? 0.42 : 0.2);/return mix(col, hc * 0.80, ha \&\& hb ? 0.55 : 0.28);/' review/vroid-02/index.html && grep -n 'ha && hb ?' review/vroid-02/index.html && time $KIT/build_expr.sh $WORK/expr_list.txt joy sad surprised shout wink smug

    result, 11 lines

    542:    return mix(col, hc * 0.80, ha && hb ? 0.55 : 0.28);
    built joy
    built sad
    built surprised
    built shout
    built wink
    built smug
    
    real	2m12.676s
    user	1m28.916s
    sys	1m10.189s
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && cat >> $WORK/NOTES.md <<'EOF'

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && cat >> $WORK/NOTES.md <<'EOF'
    (Correction: round 1 actually ran 12:50-12:59; my earlier clock estimate was wrong.)
    
    ## Round 2 (12:59-13:08, ~9 min)
    
    Changed:
    - Composite pass `mouthInside`: for mouth pixels it measures the opening (runs up/down/left/right in the info buffer)
      and draws a dark maroon inside, a white upper-teeth band only near the top, and the tongue as an arched pink mound
      from the lower lip. Openings thinner than ~3 outline widths stay all dark (I, E, slits).
    - Composite pass `browOverHair`: a brow pixel with hair just above and below it takes 42% of the hair's colour (20% at
      the edge of a lock), so brows read through the bangs instead of sitting on them.
    - Recipes: lips back to 1; surprised uses MTH_O; shout MTH_A 1.15; joy mouth 0.85; sad eyes 1.3; smug heavier lids.
    
    Sheets: open mouths now read as anime mouths (dark inside, tongue low), clearly better than Before's flat brown and
    r1's pink. Smug still ~ neutral (the fang shape shows nothing on these faces). Smile subtle.
    
    Terra r2 critique (summary): darker interiors give depth; brows readable but sometimes overlay-like. Surprised looks
    like speaking (narrow opening); Shout ~ A; Sad mouth flat; Smug ~ Neutral / sleepy; Wink lash shape sharp (woman) and
    half-open (youth); U pin-sized; E close to a smile. Top 3: taller/rounder Surprised and larger Shout; Sad mouth
    downturned and Smug asymmetric in lids and mouth; soften brows at hair boundaries, bigger U, wider E.
    
    Response: agreed with all. Added one-sided shape keys (`Fcl_X@L` / `@R` in a recipe, `VRM._side_mask` in tools/vrm.py,
    side taken from VRoid's own EYE_Close_L/R, 3 cm fade across the midline) so smug gets one heavier lid, one lowered
    brow and a one-sided smile. Surprised MTH_O 1.15 + A 0.25; shout A 1.35 + O 0.3; sad MTH_Down; wink uses the ^ eye
    (EYE_Joy_R); U 1.35; E + 0.35 I; brow-over-hair tint 55% / 28%. Not acted on: "interrupt brow strokes at hair
    boundaries" beyond the tint, since breaking them makes angry/sad brows lose their slope, which is the point of
    drawing them over the hair.
    
    EOF
    cd $LOWMARCH_REPO && $KIT/build_expr.sh $WORK/expr_list.txt lip_U lip_E && time $KIT/shoot_expr.sh $LOWMARCH_REPO/review/vroid-02/index.html r3 && $KIT/sheets.sh r3 "Round 3: one-sided smug, rounder surprise, bigger shout, sad mouth"; date

    result, 10 lines

    built lip_U
    built lip_E
    shot r3
    
    real	8m21.942s
    user	0m35.644s
    sys	0m29.030s
    ~/Projects/lowmarch-bench/work/b/sheet_r3_woman.png (1968, 1144)
    ~/Projects/lowmarch-bench/work/b/sheet_r3_youth.png (1968, 1144)
    Fri Oct 30 01:23:00 PM PST 2026
  • Read~/Projects/lowmarch-bench/work/b/sheet_r3_woman.png

    input

    {
      "file_path": "~/Projects/lowmarch-bench/work/b/sheet_r3_woman.png"
    }

    result

    no output

    sheet_r3_woman.jpg
    sheet_r3_woman.jpg
  • Read~/Projects/lowmarch-bench/work/b/sheet_r3_youth.png

    input

    {
      "file_path": "~/Projects/lowmarch-bench/work/b/sheet_r3_youth.png"
    }

    result

    no output

    sheet_r3_youth.jpg
    sheet_r3_youth.jpg
  • Bashsource ~/Projects/lowmarch-bench/kit/env-b.sh && $KIT/terra_review.sh r3 $WORK/sheet_r3_woman.png $WORK/sheet_r3_youth.png; date

    command

    source ~/Projects/lowmarch-bench/kit/env-b.sh && $KIT/terra_review.sh r3 $WORK/sheet_r3_woman.png $WORK/sheet_r3_youth.png; date

    result, 15 lines

    exit=0
    The current round improves the brows and adds useful mouth depth, but several expressions still depend too heavily on the mouth or have features that look drawn over the hair.
    
    **Woman:** Joy and Smile read clearly; the closed eyes and smile shape distinguish them well. Angry reads through the sharply lowered brows. Wink is recognizable, though the closed eye looks like a cluster of thin lines. Smug reads as one-sided, but the sloping mouth suggests uncertainty more than confidence. Sad has convincing brows, yet the mouth sits unusually low, near the chin. Surprised looks more like speaking: the eyes are close to neutral and the mouth is wide rather than round. Shout has a larger mouth, but still resembles an open smile.
    
    **Youth:** Joy, Smile and Angry read clearly. Surprised is stronger than the woman’s, with widened eyes and raised brows, though it resembles Shout. Wink reads as a half-lidded eye rather than a fully closed wink. Smug has useful asymmetry, but the tilted mouth looks subdued. Sad is weak: the mouth is almost a straight line, and its low placement makes it feel detached.
    
    Across both sheets, the dark brows sometimes appear to sit on top of the bangs. Several open mouths have angular edges and a conspicuous dark-to-pink split. The **U mouth nearly disappears** on the youth and becomes a tiny vertical mark on the woman. The revised O mouths also look narrower and less rounded than Before.
    
    The three highest-impact changes for the next round:
    
    1. Rebuild **U and O** as visible, rounded openings: make U a small pursed oval and O a larger, taller oval, with smooth contours.
    2. Raise the **Sad mouths** to the normal mouth position and give them a subtle downturned curve; soften the low-contrast youth mouth enough to remain visible.
    3. Separate **Surprised and Shout**: widen and round the surprised eyes and mouth; give Shout a taller, larger opening and stronger brows. Keep brow segments behind the bangs.
    Fri Oct 30 01:23:25 PM PST 2026