Track C: Codex with GPT-6.1-Terra end to end

agent

+18:57

The current render pass is nearing completion. I’ll compare the finished sheets against the starting faces and inspect the angled wink and sadness directly.

  • waitcell 52

    input

    {
      "cell_id": "52",
      "yield_time_ms": 20000
    }

    result, 4 lines

    Script completed
    Wall time 5.4 seconds
    Output:
    {"chunk_id":"2b7b08","wall_time_seconds":40.018299056,"exit_code":0,"original_token_count":151,"output":"arm_f_slender ~/Projects/lowmarch-bench/work/c/shot_r2/surprised/painted_arm_f_slender.png 12s\narm_m_youth ~/Projects/lowmarch-bench/work/c/shot_r2/surprised/painted_arm_m_youth.png 13s\narm_f_slender ~/Projects/lowmarch-bench/work/c/shot_r2/wink/painted_arm_f_slender.png 15s\narm_m_youth ~/Projects/lowmarch-bench/work/c/shot_r2/wink/painted_arm_m_youth.png 15s\nshot r2\n~/Projects/lowmarch-bench/work/c/sheet_r2_woman.png (1968, 1144)\n~/Projects/lowmarch-bench/work/c/sheet_r2_youth.png (1968, 1144)\n2026-10-30T13:03:30+08:00\n"}
  • view_image~/Projects/lowmarch-bench/work/c/sheet_r2_woman.png (+3 more)

    input

    const results=await Promise.all([
    tools.view_image({path:"~/Projects/lowmarch-bench/work/c/sheet_r2_woman.png",detail:"original"}),
    tools.view_image({path:"~/Projects/lowmarch-bench/work/c/sheet_r2_youth.png",detail:"original"}),
    tools.view_image({path:"~/Projects/lowmarch-bench/work/c/shot_r2/wink/painted_arm_m_youth.png",detail:"original"}),
    tools.view_image({path:"~/Projects/lowmarch-bench/work/c/shot_r2/sad/painted_arm_f_slender.png",detail:"original"})
    ]);for(const r of results)image(r.image_url);
    

    result, 4 lines

    Script completed
    Wall time 0.2 seconds
    Output:
    
    sheet_r2_woman.png
    sheet_r2_woman.png
    sheet_r2_youth.png
    sheet_r2_youth.png
    shot_r2_wink_youth.png
    shot_r2_wink_youth.png
    shot_r2_sad_woman.png
    shot_r2_sad_woman.png
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os,json,base64,struct
    from pathlib import Path
    p=Path(os.environ['WORK'])/'exb/angry/arm_f_slender.glb.json'
    a=json.loads(p.read_text()); print(a.keys())
    b=base64.b64decode(a['glb']); l,typ=struct.unpack_from('<II',b,12); j=json.loads(b[20:20+l]); print([(i,x.get('name'),x.get('baseColorTexture')) for i,x in enumerate(j['materials'])]);print('images:',j['images'])
    PY

    result, 7 lines

    Script completed
    Wall time 0.4 seconds
    Output:
    dict_keys(['glb'])
    [(0, 'body:mouth', None), (1, 'body:iris', None), (2, 'body:highlight', None), (3, 'body:face', None), (4, 'body:white', None), (5, 'body:brow', None), (6, 'body:line', None), (7, 'body:line', None), (8, 'body:body', None), (9, 'hair:hair', None), (10, 'hair:hair', None), (11, 'underwear:cloth', None), (12, 'underwear:cloth', None), (13, 'body:shadow', None)]
    images: [{'bufferView': 6, 'mimeType': 'image/png'}, {'bufferView': 13, 'mimeType': 'image/png'}, {'bufferView': 20, 'mimeType': 'image/png'}, {'bufferView': 27, 'mimeType': 'image/png'}, {'bufferView': 34, 'mimeType': 'image/png'}, {'bufferView': 41, 'mimeType': 'image/png'}, {'bufferView': 48, 'mimeType': 'image/png'}, {'bufferView': 55, 'mimeType': 'image/png'}, {'bufferView': 67, 'mimeType': 'image/png'}, {'bufferView': 74, 'mimeType': 'image/png'}]
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os,json,base64,struct,io
    from pathlib import Path
    from PIL import Image
    p=Path(os.environ['WORK'])/'exb/angry/arm_f_slender.glb.json'; b=base64.b64decode(json.loads(p.read_text())['glb']); l,_=struct.unpack_from('<II',b,12); j=json.loads(b[20:20+l]); base=20+l+8
    for i,m in enumerate(j['materials']):
     if 'face' in m['name']:
      print(m); ti=m['pbrMetallicRoughness']['baseColorTexture']['index']; im=j['images'][j['textures'][ti]['source']]; v=j['bufferViews'][im['bufferView']]; data=b[base+v.get('byteOffset',0):base+v.get('byteOffset',0)+v['byteLength']]; img=Image.open(io.BytesIO(data)); print('face img',img.size); img.save(os.environ['WORK']+'/face_texture.png')
    PY

    result, 6 lines

    Script completed
    Wall time 0.2 seconds
    Output:
    {'name': 'body:face', 'doubleSided': True, 'pbrMetallicRoughness': {'metallicFactor': 0.0, 'roughnessFactor': 0.9, 'baseColorTexture': {'index': 3}}}
    face img (512, 512)
    
  • view_image~/Projects/lowmarch-bench/work/c/face_texture.png

    input

    const im=await tools.view_image({path:"~/Projects/lowmarch-bench/work/c/face_texture.png",detail:"original"});image(im.image_url);
    

    result, 4 lines

    Script completed
    Wall time 0.0 seconds
    Output:
    
    face_texture.png
    face_texture.png
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os
    from PIL import Image
    im=Image.open(os.environ['WORK']+'/face_texture.png')
    for y in [370,382,385,387,388,389,390,391,395,400]:
     print(y, im.getpixel((256,y)),im.getpixel((200,y)))
    PY

    result, 14 lines

    Script completed
    Wall time 0.5 seconds
    Output:
    370 (250, 235, 222, 255) (250, 235, 221, 255)
    382 (250, 235, 222, 255) (250, 235, 222, 255)
    385 (245, 227, 213, 255) (250, 235, 222, 255)
    387 (196, 148, 142, 255) (250, 235, 222, 255)
    388 (207, 166, 159, 255) (250, 235, 222, 255)
    389 (237, 215, 203, 255) (250, 235, 222, 255)
    390 (249, 234, 221, 255) (250, 235, 222, 255)
    391 (250, 235, 222, 255) (250, 235, 222, 255)
    395 (250, 235, 222, 255) (250, 235, 222, 255)
    400 (250, 235, 222, 255) (250, 235, 222, 255)
    

agent

+19:40

Round two fixes the youth’s wink and closes the joyful eyes at both views. The remaining weakness is the low-contrast painted mouth line, especially for anger, so I’m testing a localized contrast adjustment and removing the small highlight specks from closed joyful eyes.

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

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && cat >> "$WORK/NOTES.md" <<'EOF'
    
    ## Round 2 — 12:56:54–13:03:30 (6m 36s)
    
    Reduced the through-hair brow opacity from 85% to 55%; used the dedicated angry and sorrow mouth shapes, enlarged the surprise mouth, added a little eye-close to joy, and extrapolated the one-sided close for wink. Rebuilt the five changed expressions and rendered the full set. As in round 1, resumed missing captures after the initial capture command was terminated.
    
    The sheets show a calmer neutral, a more distinct surprised mouth and cleaner closed eyes on the youth. The 30-degree youth wink and joy now stay closed instead of exposing an iris strip. The woman's wink closes but its lashes are jagged. Sadness now has an open downward mouth; angry has the right downward curve, but the pink texture line is very faint. Closed joy still has tiny highlight specks. Smug and smile are understated, and E still resembles a smile.
    EOF
    python3 - <<'PY'
    from pathlib import Path
    p=Path('review/vroid-02/index.html')
    s=p.read_text().replace('      if (uFaceTex == 1) col *= clamp(tex.rgb / uSkinRef, 0.55, 1.05);', '''      if (uFaceTex == 1) {
            col *= clamp(tex.rgb / uSkinRef, 0.55, 1.05);
            // The shared VRoid face atlas puts the painted lip line in this small window.
            // Preserve its hue while giving the darkest lip texels enough contrast to read at game size.
            if (vUv.x > 0.32 && vUv.x < 0.68 && vUv.y > 0.70 && vUv.y < 0.86) {
              float lipInk = 1.0 - smoothstep(0.78, 0.91, tex.r);
              col *= 1.0 - 0.48 * lipInk;
            }
          }''')
    s=s.replace('      col = mix(col, brow.rgb, 0.55);','      col = mix(col, brow.rgb, 0.55 * (1.0 - smoothstep(0.035, 0.045, bz - z0)));')
    p.write_text(s)
    p=Path('art/expressions/armory.txt')
    s=p.read_text().replace('Fcl_EYE_Close:0.35;Fcl_MTH_Joy:0.8','Fcl_EYE_Close:0.35;Fcl_EYE_Highlight_Hide:1;Fcl_MTH_Joy:0.8')
    p.write_text(s)
    PY
    cp art/expressions/armory.txt "$WORK/expr_list.txt" && $KIT/build_expr.sh "$WORK/expr_list.txt" joy && date -Is

    result, 4 lines

    Script completed
    Wall time 1.2 seconds
    Output:
    {"chunk_id":"60b69f","wall_time_seconds":1.000991168,"session_id":3018,"original_token_count":0,"output":""}
  • write_stdinpoll session 3018

    input

    const r=await tools.write_stdin({session_id:3018,chars:"",yield_time_ms:20000,max_output_tokens:3000});text(JSON.stringify(r));
    

    result, 4 lines

    Script completed
    Wall time 17.9 seconds
    Output:
    {"chunk_id":"7869a5","wall_time_seconds":17.916216391,"exit_code":0,"original_token_count":9,"output":"built joy\n2026-10-30T13:04:37+08:00\n"}
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && $KIT/shoot_expr.sh "$LOWMARCH_REPO/review/vroid-02/index.html" r3 && $KIT/sheets.sh r3 'Round 3: clearer lip line and closed-eye cleanup' && date -Is

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && $KIT/shoot_expr.sh "$LOWMARCH_REPO/review/vroid-02/index.html" r3 && $KIT/sheets.sh r3 'Round 3: clearer lip line and closed-eye cleanup' && date -Is

    result, 4 lines

    Script completed
    Wall time 1.2 seconds
    Output:
    {"chunk_id":"dfc0dd","wall_time_seconds":1.004764721,"session_id":18792,"original_token_count":0,"output":""}
  • write_stdinpoll session 18792

    input

    const r=await tools.write_stdin({session_id:18792,chars:"",yield_time_ms:40000,max_output_tokens:2000});text(JSON.stringify(r));
    

    result, 4 lines

    Script running with cell ID 61
    Wall time 31.0 seconds
    Output:
    
  • waitcell 61

    input

    {
      "cell_id": "61",
      "yield_time_ms": 12000
    }

    result, 4 lines

    Script completed
    Wall time 6.3 seconds
    Output:
    {"chunk_id":"7a0357","wall_time_seconds":40.001092115,"session_id":18792,"original_token_count":0,"output":""}
  • view_image~/Projects/lowmarch-bench/work/c/shot_r3/angry/painted_arm_f_slender.png

    input

    const im=await tools.view_image({path:"~/Projects/lowmarch-bench/work/c/shot_r3/angry/painted_arm_f_slender.png",detail:"original"});image(im.image_url);
    

    result, 4 lines

    Script completed
    Wall time 0.2 seconds
    Output:
    
    shot_r3_angry_woman.png
    shot_r3_angry_woman.png
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os
    from PIL import Image,ImageChops
    w=os.environ['WORK']; a=Image.open(w+'/shot_r2/angry/painted_arm_f_slender.png').convert('RGB'); b=Image.open(w+'/shot_r3/angry/painted_arm_f_slender.png').convert('RGB'); print('diff bbox',ImageChops.difference(a,b).getbbox())
    PY

    result, 5 lines

    Script completed
    Wall time 0.6 seconds
    Output:
    diff bbox (435, 376, 1312, 741)
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os
    from PIL import Image,ImageChops
    w=os.environ['WORK'];a=Image.open(w+'/shot_r2/angry/painted_arm_f_slender.png').convert('RGB');b=Image.open(w+'/shot_r3/angry/painted_arm_f_slender.png').convert('RGB'); d=ImageChops.difference(a,b); print('mouth',d.crop((380,700,600,800)).getbbox(), 'extrema', d.crop((380,700,600,800)).getextrema())
    PY

    result, 5 lines

    Script completed
    Wall time 1.1 seconds
    Output:
    mouth (55, 35, 157, 41) extrema ((0, 63), (0, 49), (0, 47))
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os
    from PIL import Image
    w=os.environ['WORK']; a=Image.open(w+'/shot_r3/angry/painted_arm_f_slender.png');a.crop((390,700,570,775)).resize((1260,525)).save(w+'/mouth_debug.png')
    PY

    result, 4 lines

    Script completed
    Wall time 0.7 seconds
    Output:
    
  • view_image~/Projects/lowmarch-bench/work/c/mouth_debug.png

    input

    const im=await tools.view_image({path:"~/Projects/lowmarch-bench/work/c/mouth_debug.png",detail:"original"});image(im.image_url);
    

    result, 4 lines

    Script completed
    Wall time 0.0 seconds
    Output:
    
    mouth_debug.png
    mouth_debug.png
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && rg -n 'mouth_curve|mouth_bone|info.ink|\.bone|bones' review/vroid-02/index.html | head -100 && sed -n '885,930p' review/vroid-02/index.html && sed -n '960,1015p' review/vroid-02/index.html && rg -n 'FLIP' tools/export_glb.py | head

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && rg -n 'mouth_curve|mouth_bone|info.ink|\.bone|bones' review/vroid-02/index.html | head -100 && sed -n '885,930p' review/vroid-02/index.html && sed -n '960,1015p' review/vroid-02/index.html && rg -n 'FLIP' tools/export_glb.py | head

    result, 127 lines

    Script completed
    Wall time 0.3 seconds
    Output:
    201:        <button class="btn" type="button" id="physics" aria-pressed="true">Spring bones</button>
    604:// a plain display mesh in world space shows the simulated cloth. Colliders ride the bones.
    611:    this.caps = capsules.map(c => ({ a: bone(c.bones[0]), b: bone(c.bones[1]), r: c.r + 0.006 })).filter(c => c.a && c.b);
    917:    const caps = V.capsules.filter(c => !info.collide || info.collide.some(k => c.bones[0].includes(k)));
    963:// A clip only carries the bones it moves away from the reference pose, so each one starts from the
    1034:// ---- motion and spring bones ----------------------------------------------------------------------------------------
    1036:// to side, so the spring bones (VRoid's breasts, on the women) show how they move
    1052:// VRM 0.x spring bones as UniVRM runs them: each joint's tail keeps its momentum (less the drag), is pulled back
    1060:    g.spheres = (g.colliders || []).map(s => ({ bone: c.root.getObjectByName(s.bone),       // turns the model)
    1061:      offset: new THREE.Vector3(-s.offset[0], s.offset[1], -s.offset[2]), radius: s.radius })).filter(s => s.bone);
    1063:  for (const g of groups) for (const rootName of g.bones) {
    1099:      const cp = s.bone.localToWorld(s.offset.clone()), r = s.radius + (j.g.radius || 0), d = next.distanceTo(cp);
    1665:    if (state.physics && !SHEET) {                   // spring bones at a fixed 120 Hz, as the cloth
          m.color = hex(V.paint.hair.base);
          m.onBeforeCompile = sh => { sh.fragmentShader = sh.fragmentShader.replace("#include <map_fragment>",
            `#ifdef USE_MAP
              vec4 texel_ = texture2D(map, vMapUv);
              diffuseColor.rgb *= mix(1.0, clamp(dot(texel_.rgb, vec3(0.3333)) / 0.5, 0.45, 1.35), 0.6);
              diffuseColor.a *= texel_.a;
            #endif`); };
          m.customProgramCacheKey = () => "hairlum";
        }
      }
      o.userData.mats = { clay, toon, painted: paintMaterial(V, role, raw, meshIndex, infoRole, decal) };
      meshIndex++;
      o.userData.group = o.userData.group || "body";
      o.userData.role = role;
      o.frustumCulled = false;
    }
    
    async function loadCharacter(name) {
      if (chars.has(name)) return chars.get(name);
      const def = charDef(name), V = def.info, ci = CAM.characters.indexOf(def);
      const gltf = await parseGlb(`${name}.glb.json`);
      const turn = new THREE.Group(), holder = new THREE.Group();
      turn.add(holder); holder.add(gltf.scene);
      const meshes = [];
      gltf.scene.traverse(o => { if (o.isMesh) { prepMesh(o, V, { hairB: ci > 0 }); meshes.push(o); } });
      gltf.scene.updateMatrixWorld(true);
      const bone = n => gltf.scene.getObjectByName(n);
      const cloths = [], world = new THREE.Group();
      for (const [cname, info] of Object.entries(V.cloth || {})) {
        const skinned = meshes.find(m => m.userData.material === cname);
        if (!skinned) continue;
        const trims = meshes.filter(m => info.trims.includes(m.userData.material));
        const caps = V.capsules.filter(c => !info.collide || info.collide.some(k => c.bones[0].includes(k)));
        const cl = info.closed ? new SkirtRig(skinned, info.u, info.v, trims, caps, bone, info.edges === "hem")
                               : new Cloth(skinned, info.u, info.v, trims, caps, bone, false, info.edges === "hem");
        const band = info.band || "gold", BR = V.roles[band] || V.roles.gold;
        const gold = hex(BR.bands ? BR.bands[Math.min(1, BR.bands.length - 1)][1] : BR.color);
        const PB = (V.paint || {})[band];
        if (PB && PB.base) skinned.userData.mats.painted.uniforms.uBand.value = hex(PB.base);   // gold stays gold for decals
        cl.lines3d = new THREE.LineSegments(cl.lines.geometry, new THREE.LineBasicMaterial({ color: gold }));
        cl.lines3d.frustumCulled = false;
        world.add(cl.display, cl.lines3d);
        cloths.push(cl);
      }
      const mixer = new THREE.AnimationMixer(gltf.scene);
      const actions = Object.fromEntries(gltf.animations.map(c => [c.name, mixer.clipAction(c)]));
    const trimsShown = c => state.cloth && !state.hidden.has("trim") && !state.hidden.has(c.skinned.userData.group);
    
    // ---- animation ------------------------------------------------------------------------------------------------------
    // A clip only carries the bones it moves away from the reference pose, so each one starts from the
    // reference pose (otherwise "arms out" would keep the idle's legs).
    const CLIP_VIEW = { clash: "duel", idle: "battle", attack: "battle", apose: "battle" };
    const lineupX = i => (i - (LINEUP.order.length - 1) / 2) * LINEUP.spacing;
    function setClip(name, blendFrom = null) {
      for (const c of active()) {
        const n = c.actions[name] ? name : "idle";
        if (!blendFrom) c.skeleton && c.skeleton.pose();
        c.clip = n; c.t = 0;
        Object.entries(c.actions).forEach(([k, a]) => { if (k === n) { a.reset(); a.setEffectiveWeight(1); a.play(); } else a.stop(); });
        // ease in from another clip: legs stepping out gradually push the cloth (a long skirt) instead of
        // jumping through it
        c.blend = blendFrom && c.actions[blendFrom] ? { from: blendFrom, t: 0, dur: 0.8 } : null;
      }
      state.clip = name;
      document.querySelectorAll("[data-clip]").forEach(b => b.setAttribute("aria-pressed", String(b.dataset.clip === name && state.view !== "bust")));
    }
    function animate(dt) {
      for (const c of active()) {
        if (ARMORY_PAGE && !SHEET) { c.mixer.stopAllAction(); c.skeleton && c.skeleton.pose(); applyPose(c); applyMotion(c, dt); continue; }
        if (state.view === "bust") { c.mixer.stopAllAction(); c.skeleton && c.skeleton.pose(); continue; }
        const a = c.actions[c.clip]; if (!a) continue;
        if (!a.isRunning()) a.play();
        const dur = a.getClip().duration;
        c.t += dt;
        if (c.clip === "attack" && c.t > dur + 0.25) { setClip("idle"); return animate(0); }
        const t = state.stepped ? Math.floor(c.t * 12) / 12 : c.t;
        a.time = c.clip === "attack" ? Math.min(t, dur) : t % dur;       // the others loop
        if (c.blend) {
          c.blend.t += dt;
          const w = Math.min(1, c.blend.t / c.blend.dur), b = c.actions[c.blend.from];
          if (!b.isRunning()) b.play();
          b.time = t % b.getClip().duration; b.setEffectiveWeight(1 - w); a.setEffectiveWeight(w);
          if (w >= 1) { b.stop(); a.setEffectiveWeight(1); c.blend = null; }
        }
        c.mixer.update(0);
      }
    }
    
    // ---- the armory's poses and its side-by-side comparison --------------------------------------------------------------
    // From the reference (bind) pose, which is the T-pose: each upper arm (and for "up" the collarbone) turns about the
    // body's front axis. Which way lowers an arm is read from where its hand points, so no bone's rest angle is assumed.
    const POSES = { up: { arm: -78, shoulder: -14 }, out: { arm: 0, shoulder: 0 }, down: { arm: 74, shoulder: 0 } };
    const v3 = () => new THREE.Vector3(), q4 = () => new THREE.Quaternion();
    function armSide(c, side) {                          // +1 when the arm points along the model's +x
      if (!c.armSide) {
        c.skeleton && c.skeleton.pose(); c.root.updateMatrixWorld(true);
        const inv = c.root.matrixWorld.clone().invert(), at = n => c.root.getObjectByName(n)?.getWorldPosition(v3()).applyMatrix4(inv);
        c.armSide = Object.fromEntries(["L", "R"].map(s => { const a = at(`J_Bip_${s}_UpperArm`), h = at(`J_Bip_${s}_Hand`);
          return [s, a && h ? Math.sign(h.x - a.x) || 1 : 1]; }));
      }
      return c.armSide[side];
    }
    17:FLIP = np.array([-1.0, 1.0, -1.0])
    115:        pos = (p["pos"][used] * FLIP).astype(np.float32)
    116:        nrm = p["nrm"][used] * FLIP
    118:        tri = inv.reshape(-1, 3).astype(np.uint32)               # FLIP is a 180-degree turn: winding holds
    217:        caps.append(dict(a=(A * FLIP).tolist(), b=(B * FLIP).tolist(), r=float(np.percentile(d, 70) + 0.012),
    233:        curve = ((portrait.mouth_curve + alln[i] * 0.0015) * FLIP).tolist()
    392:        pos = (p["pos"][usedv] * FLIP).astype(np.float32)
    393:        nrm = p["nrm"][usedv] * FLIP
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && sed -n '1,180p' tools/export_glb.py && sed -n '335,445p' tools/export_glb.py && date -Is

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && sed -n '1,180p' tools/export_glb.py && sed -n '335,445p' tools/export_glb.py && date -Is

    result, 296 lines

    Script completed
    Wall time 0.4 seconds
    Output:
    """Export a composed character (VRoid base + our shapes, costume, props, scenery) to GLB for the
    browser 3D viewer.
    
    Each primitive becomes a mesh named by its group (body, hair, costume pieces, sword, terrain) so
    the viewer can toggle and x-ray them. Face, eye, line, brow, mouth and hair keep VRoid's textures
    (downscaled) for alpha and detail; everything else gets the character's palette colour. The model
    is turned to face +z, the direction a default three.js camera looks from.
    """
    import io
    import math
    import json
    import struct
    
    import numpy as np
    from PIL import Image
    
    FLIP = np.array([-1.0, 1.0, -1.0])
    TEXTURED = ("face", "iris", "white", "highlight", "line", "brow", "mouth", "hair")
    ROLE_TONE = {"face": "5", "body": "4", "shadow": "3", "hair": "D", "brow": "B", "coat": "M", "cape": "W", "metal": "8",
                 "signature": "M", "doublet": "S", "heraldry": "N",
                 "steel": "8", "gold": "H", "leather": "v", "boot": "v", "glove": "x", "cloth": "M",
                 "grass": "c", "dirt": "f", "stone": "l", "mouth": "2", "line": "o", "iris": "s", "white": "w",
                 "highlight": "w"}
    
    
    def group_of(p, role):
        if p.get("world"):
            return "terrain"
        if p.get("group"):
            return p["group"]
        if role in ("face", "body", "shadow", "iris", "white", "highlight", "line", "brow", "mouth"):
            return "body"
        if role == "hair":
            return "hair"
        name = p["material"].replace("OUTFIT_", "")
        for key in ("trim", "edge", "hem", "placket", "buckle", "clasp"):
            if key in name:
                return "trim"
        for key in ("pauldron", "cape", "collar", "tunic", "tails", "belt", "trousers", "boots", "gloves"):
            if name.startswith(key):
                return key
        if name in ("blade", "guard", "grip", "pommel", "fuller"):
            return "sword"
        return "costume"
    
    
    def skin_ramp(h):
        """A skin tone's lit, shade and deep-shade colours from its lit colour. The shade is darker and a little more
        saturated, its hue nudged toward red on human tones (so deep skin stays rich and warm, not ashy) and toward
        violet on the fantasy blues, greens and greys. Hex strings, light to dark."""
        import colorsys
        r, g, b = (int(h[i:i + 2], 16) / 255 for i in (1, 3, 5))
        hue, sat, val = colorsys.rgb_to_hsv(r, g, b)
        warm = hue < 0.17 or hue > 0.9
        dh = -0.015 if warm else (0.025 if hue < 0.75 else -0.025)
    
        def tone(k, dv, ds):
            rr, gg, bb = colorsys.hsv_to_rgb((hue + k * dh) % 1.0, min(1.0, sat + (1 - sat) * ds), val * dv)
            return "#%02x%02x%02x" % tuple(int(round(c * 255)) for c in (rr, gg, bb))
        return [h, tone(1, 0.80, 0.12), tone(2, 0.50, 0.22)]
    
    
    def hex_rgb(h):
        h = h.lstrip("#")
        return [int(h[i:i + 2], 16) / 255 for i in (0, 2, 4)]
    
    
    def export(portrait, palette, path, max_tex=512, only_world=False):
        """portrait: vroid_portrait.Portrait. palette: full char -> hex map. only_world: export just
        the scenery (the character goes out skinned through export_skinned)."""
        bin_ = bytearray()
        views, accessors, meshes, nodes, materials, textures, images = [], [], [], [], [], [], []
        tex_index = {}
    
        def add_view(data, target=None):
            while len(bin_) % 4:
                bin_.append(0)
            off = len(bin_)
            bin_.extend(data)
            v = dict(buffer=0, byteOffset=off, byteLength=len(data))
            if target:
                v["target"] = target
            views.append(v)
            return len(views) - 1
    
        def add_acc(arr, kind, comp, target):
            arr = np.ascontiguousarray(arr)
            vi = add_view(arr.tobytes(), target)
            a = dict(bufferView=vi, componentType=comp, count=int(arr.shape[0]), type=kind)
            if kind == "VEC3" and comp == 5126:
                a["min"] = arr.min(0).tolist()
                a["max"] = arr.max(0).tolist()
            accessors.append(a)
            return len(accessors) - 1
    
        def add_texture(key, rgba):
            if key in tex_index:
                return tex_index[key]
            im = Image.fromarray(rgba)
            if max(im.size) > max_tex:
                k = max_tex / max(im.size)
                im = im.resize((max(1, int(im.width * k)), max(1, int(im.height * k))), Image.LANCZOS)
            b = io.BytesIO()
            im.save(b, "PNG", optimize=True)
            vi = add_view(b.getvalue())
            images.append(dict(bufferView=vi, mimeType="image/png"))
            textures.append(dict(source=len(images) - 1, sampler=0))
            tex_index[key] = len(textures) - 1
            return tex_index[key]
    
        for k, (p, role) in enumerate(zip(portrait.prims, portrait.roles)):
            if role == "skip" or not len(p["tri"]) or (only_world and not p.get("world")):
                continue
            used, inv = np.unique(p["tri"], return_inverse=True)
            pos = (p["pos"][used] * FLIP).astype(np.float32)
            nrm = p["nrm"][used] * FLIP
            nrm = (nrm / np.maximum(np.linalg.norm(nrm, axis=1, keepdims=True), 1e-9)).astype(np.float32)
            tri = inv.reshape(-1, 3).astype(np.uint32)               # FLIP is a 180-degree turn: winding holds
            attrs = dict(POSITION=add_acc(pos, "VEC3", 5126, 34962), NORMAL=add_acc(nrm, "VEC3", 5126, 34962))
            mat = dict(name=f"{group_of(p, role)}:{role}", doubleSided=True,
                       pbrMetallicRoughness=dict(metallicFactor=0.0, roughnessFactor=0.9))
            tone = ROLE_TONE.get(role)
            color = hex_rgb(palette[tone]) if tone in palette else [0.8, 0.8, 0.8]
            tex = portrait.tex.get(k)
            if role == "face":
                tex = portrait.v.material_texture(p["mi"])
            if role in TEXTURED and tex is not None:
                uv = p["uv"][used].astype(np.float32)
                attrs["TEXCOORD_0"] = add_acc(uv, "VEC2", 5126, 34962)
                src = portrait._hair_v if role == "hair" and getattr(portrait, "_hair_v", None) is not None \
                    and "_HAIR" in p["material"] else portrait.v
                raw = src.material_texture(p["mi"])
                mat["pbrMetallicRoughness"]["baseColorTexture"] = dict(index=add_texture((id(src), p["mi"], role), raw))
                if role == "hair":                        # strands are grey in the texture: tint them
                    mat["pbrMetallicRoughness"]["baseColorFactor"] = color + [1.0]
                if role in ("hair", "line", "brow", "iris", "highlight"):
                    mat["alphaMode"] = "MASK"
                    mat["alphaCutoff"] = 0.5
            else:
                mat["pbrMetallicRoughness"]["baseColorFactor"] = color + [1.0]
            if role in ("metal", "steel", "gold"):
                mat["pbrMetallicRoughness"].update(metallicFactor=0.6, roughnessFactor=0.35)
            materials.append(mat)
            meshes.append(dict(name=group_of(p, role), primitives=[dict(
                attributes=attrs, indices=add_acc(tri.reshape(-1), "SCALAR", 5125, 34963), material=len(materials) - 1)]))
            nodes.append(dict(name=f"{group_of(p, role)}/{p['material']}", mesh=len(meshes) - 1,
                              extras=dict(group=group_of(p, role), role=role, world=bool(p.get("world")), material=p["material"])))
        gltf = dict(asset=dict(version="2.0", generator="lowmarch export_glb"), scene=0,
                    scenes=[dict(nodes=list(range(len(nodes))))], nodes=nodes, meshes=meshes, materials=materials,
                    accessors=accessors, bufferViews=views, buffers=[dict(byteLength=len(bin_))],
                    samplers=[dict(magFilter=9729, minFilter=9987)])
        if textures:
            gltf.update(textures=textures, images=images)
        js = json.dumps(gltf, separators=(",", ":")).encode()
        js += b" " * ((4 - len(js) % 4) % 4)
        while len(bin_) % 4:
            bin_.append(0)
        out = struct.pack("<4sII", b"glTF", 2, 12 + 8 + len(js) + 8 + len(bin_))
        out += struct.pack("<I4s", len(js), b"JSON") + js + struct.pack("<I4s", len(bin_), b"BIN\x00") + bytes(bin_)
        open(path, "wb").write(out)
        return len(out)
    
    
    # ---- data for the real-time viewer ----------------------------------------------------------
    CAPSULES = [("J_Bip_C_Hips", "J_Bip_C_Spine"), ("J_Bip_C_Spine", "J_Bip_C_Chest"),
                ("J_Bip_C_Chest", "J_Bip_C_UpperChest"), ("J_Bip_C_UpperChest", "J_Bip_C_Neck"),
                ("J_Bip_C_Neck", "J_Bip_C_Head")] + \
               [(f"J_Bip_{s}_{a}", f"J_Bip_{s}_{b}") for s in "LR" for a, b in
                (("UpperArm", "LowerArm"), ("LowerArm", "Hand"), ("UpperLeg", "LowerLeg"), ("LowerLeg", "Foot"))]
    # simulated cloth: piece -> (its static trims, hidden while the cloth simulates; the role whose colour
    # the simulated border band takes; the bones whose colliders it meets, None for all). Panels hanging
    # from the belt meet the legs only: the hip collider's round end pushes them out behind.
    LEGS = ("UpperLeg", "LowerLeg")
    CLOTH = {"OUTFIT_cape": (("OUTFIT_cape_trim", "OUTFIT_cape_hem", "OUTFIT_cape_edge0", "OUTFIT_cape_edge1"), "gold", None),
             "OUTFIT_tails": (("OUTFIT_tails_hem",), "gold", LEGS),
             "OUTFIT_tabard": (("OUTFIT_tabard_hem", "OUTFIT_tabard_edge0", "OUTFIT_tabard_edge1"), "heraldry", LEGS),
             "OUTFIT_tabard_back": (("OUTFIT_tabard_back_hem", "OUTFIT_tabard_back_edge0", "OUTFIT_tabard_back_edge1"),
                                    "heraldry", LEGS),
             "OUTFIT_skirt": (("OUTFIT_skirt_hem",), "heraldry", LEGS)}
    CLOTH_HEM_ONLY = {"OUTFIT_skirt"}            # border band on the hem row only (its waist has a gold trim)
        views, accessors, meshes, gnodes, materials, textures, images, anims = [], [], [], [], [], [], [], []
        tex_index = {}
    
        def add_view(data, target=None):
            while len(bin_) % 4:
                bin_.append(0)
            off = len(bin_)
            bin_.extend(data)
            vw = dict(buffer=0, byteOffset=off, byteLength=len(data))
            if target:
                vw["target"] = target
            views.append(vw)
            return len(views) - 1
    
        def add_acc(arr, kind, comp, target=None, minmax=False):
            arr = np.ascontiguousarray(arr)
            a = dict(bufferView=add_view(arr.tobytes(), target), componentType=comp, count=int(arr.shape[0]), type=kind)
            if minmax or (kind == "VEC3" and comp == 5126):
                a["min"] = np.atleast_1d(arr.min(0)).tolist()
                a["max"] = np.atleast_1d(arr.max(0)).tolist()
            accessors.append(a)
            return len(accessors) - 1
    
        def add_texture(key, rgba, limit=None):
            if key in tex_index:
                return tex_index[key]
            im = Image.fromarray(rgba)
            lim = limit or max_tex
            if max(im.size) > lim:
                k = lim / max(im.size)
                im = im.resize((max(1, int(im.width * k)), max(1, int(im.height * k))), Image.LANCZOS)
            b = io.BytesIO()
            im.save(b, "PNG", optimize=True)
            images.append(dict(bufferView=add_view(b.getvalue()), mimeType="image/png"))
            textures.append(dict(source=len(images) - 1, sampler=0))
            tex_index[key] = len(textures) - 1
            return tex_index[key]
    
        # joint nodes
        node_of = {}
        for i in order:
            t, q, sc = _trs(local_ref[i])
            node_of[i] = len(gnodes)
            gnodes.append(dict(name=nodes_v[i].get("name"), translation=t.tolist(), rotation=q.tolist(), scale=sc.tolist()))
        for i in order:
            kids = [node_of[c] for c in nodes_v[i].get("children", []) if c in joints]
            if kids:
                gnodes[node_of[i]]["children"] = kids
        roots = [node_of[i] for i in order if parent.get(i) not in joints]
        ibm = np.stack([np.linalg.inv(wref(i)).T for i in order]).astype(np.float32)   # column-major
        skin = dict(joints=[node_of[i] for i in order], inverseBindMatrices=add_acc(ibm.reshape(-1, 16), "MAT4", 5126),
                    skeleton=roots[0])
        mesh_nodes = []
        for k, (p, role) in enumerate(zip(portrait.prims, portrait.roles)):
            if role == "skip" or not len(p["tri"]) or p.get("world") or "J" not in p:
                continue
            usedv, inv = np.unique(p["tri"], return_inverse=True)
            pos = (p["pos"][usedv] * FLIP).astype(np.float32)
            nrm = p["nrm"][usedv] * FLIP
            nrm = (nrm / np.maximum(np.linalg.norm(nrm, axis=1, keepdims=True), 1e-9)).astype(np.float32)
            remap = np.array([jidx.get(n, jidx.get("J_Bip_C_Head")) for n in p["jnames"]])
            J = remap[p["J"][usedv]].astype(np.uint16)
            W = p["W"][usedv].astype(np.float32)
            W /= np.maximum(W.sum(1, keepdims=True), 1e-9)
            attrs = dict(POSITION=add_acc(pos, "VEC3", 5126, 34962), NORMAL=add_acc(nrm, "VEC3", 5126, 34962),
                         JOINTS_0=add_acc(J, "VEC4", 5123, 34962), WEIGHTS_0=add_acc(W, "VEC4", 5126, 34962))
            if "plate" in p:                              # outline plates (tools/plates.py): border, engraving, gradient
                attrs["_PLATE"] = add_acc(np.asarray(p["plate"])[usedv].astype(np.float32), "VEC4", 5126, 34962)
            mat = dict(name=f"{group_of(p, role)}:{role}", doubleSided=True,
                       pbrMetallicRoughness=dict(metallicFactor=0.0, roughnessFactor=0.9))
            tone = ROLE_TONE.get(role)
            extra = getattr(portrait, "paint", None) or {}
            color = hex_rgb(palette[tone]) if tone in palette else \
                hex_rgb(extra[role]) if isinstance(extra.get(role), str) else [0.8, 0.8, 0.8]
            if role in TEXTURED:
                src = portrait._hair_v if role == "hair" and getattr(portrait, "_hair_v", None) is not None \
                    and "_HAIR" in p["material"] else portrait.v
                raw = src.material_texture(p["mi"]) if p["mi"] >= 0 else None
                if raw is not None:
                    attrs["TEXCOORD_0"] = add_acc(p["uv"][usedv].astype(np.float32), "VEC2", 5126, 34962)
                    mat["pbrMetallicRoughness"]["baseColorTexture"] = dict(index=add_texture((id(src), p["mi"]), raw))
                    if role == "hair":
                        mat["pbrMetallicRoughness"]["baseColorFactor"] = color + [1.0]
                    if role in ("hair", "line", "brow", "iris", "highlight"):
                        mat["alphaMode"], mat["alphaCutoff"] = "MASK", 0.5
                else:
                    mat["pbrMetallicRoughness"]["baseColorFactor"] = color + [1.0]
            else:
                mat["pbrMetallicRoughness"]["baseColorFactor"] = color + [1.0]
            if role in ("metal", "steel", "gold"):
                mat["pbrMetallicRoughness"].update(metallicFactor=0.6, roughnessFactor=0.35)
            if p.get("strands"):                          # kit hair (tools/hair.py): one shared strand texture
                import hair as _hair
                attrs["TEXCOORD_0"] = add_acc(np.asarray(p["uv"], np.float32)[usedv], "VEC2", 5126, 34962)
                mat["pbrMetallicRoughness"]["baseColorTexture"] = dict(index=add_texture(("strands",), _hair.STRANDS))
            if "decal" in p:                              # a design in the piece's own coordinates (tools/plates.py Canvas)
                uvd = np.asarray(p["uv"], np.float32)[usedv].copy()
                uvd[:, 1] = 1 - uvd[:, 1]                 # the canvas draws t up; glTF's texture origin is the top left
                attrs["TEXCOORD_0"] = add_acc(uvd, "VEC2", 5126, 34962)
                mat["pbrMetallicRoughness"]["baseColorTexture"] = dict(index=add_texture(("decal", k), p["decal"], limit=1024))
                mat["extras"] = dict(decal=True)
            materials.append(mat)
            meshes.append(dict(name=group_of(p, role), primitives=[dict(attributes=attrs,
                         indices=add_acc(inv.reshape(-1).astype(np.uint32), "SCALAR", 5125, 34963), material=len(materials) - 1)]))
            mesh_nodes.append(len(gnodes))
            gnodes.append(dict(name=f"{group_of(p, role)}/{p['material']}", mesh=len(meshes) - 1, skin=0,
                               extras=dict(group=group_of(p, role), role=role, material=p["material"])))
        # animations
        for name, keys in (clips or {}).items():
            times = np.array([t for t, _ in keys], np.float32)
            tacc = add_acc(times.reshape(-1, 1), "SCALAR", 5126, minmax=True)
    2026-10-30T13:06:06+08:00
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import os,json,struct,base64,numpy as np
    from pathlib import Path
    for p in sorted((Path(os.environ['WORK'])/'exb').glob('*/arm_f_slender.glb.json')):
     b=base64.b64decode(json.loads(p.read_text())['glb']);l,_=struct.unpack_from('<II',b,12);j=json.loads(b[20:20+l]);base=20+l+8
     for m in j['meshes']:
      for prim in m['primitives']:
       if j['materials'][prim['material']]['name']=='body:mouth':
        a=j['accessors'][prim['attributes']['POSITION']];v=j['bufferViews'][a['bufferView']];o=base+v.get('byteOffset',0)+a.get('byteOffset',0);z=np.frombuffer(b,dtype='<f4',count=a['count']*3,offset=o).reshape(-1,3);print(p.parent.name, np.round(np.ptp(z,axis=0),4),np.round(np.mean(z,axis=0),4));break
    PY

    result, 18 lines

    Script completed
    Wall time 1.4 seconds
    Output:
    angry [0.0443 0.0241 0.0355] [0.     1.4676 0.1098]
    joy [0.0498 0.0322 0.0394] [0.     1.4661 0.107 ]
    lip_A [0.0444 0.0382 0.0376] [0.     1.4656 0.1083]
    lip_E [0.0608 0.0256 0.0383] [0.     1.4668 0.107 ]
    lip_I [0.0546 0.027  0.0363] [0.     1.4669 0.1082]
    lip_O [0.0471 0.0369 0.0451] [0.     1.4647 0.105 ]
    lip_U [0.0277 0.0334 0.0338] [0.     1.4654 0.1117]
    neutral [0.0443 0.0241 0.0354] [0.     1.4677 0.1098]
    sad [0.038  0.0373 0.0374] [0.     1.4648 0.1089]
    shout [0.0444 0.0382 0.0376] [0.     1.4656 0.1083]
    smile [0.055  0.0241 0.0367] [0.     1.4691 0.1085]
    smug [0.0443 0.024  0.0354] [0.     1.474  0.1107]
    surprised [0.0462 0.033  0.0416] [0.     1.4656 0.1064]
    wink [0.055  0.0241 0.0367] [0.     1.4691 0.1085]
    
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && python3 - <<'PY'
    import json,os
    from pathlib import Path
    for expr in ('neutral','angry','sad','smile','lip_A'):
     j=json.loads((Path(os.environ['WORK'])/'exb'/expr/'camera.json').read_text());c=next(x for x in j['characters'] if x['name']=='arm_f_slender');a=c['info']['mouth_curve'];print(expr,len(a) if a else 0, [a[0],a[len(a)//2],a[-1]] if a else None)
    PY

    result, 9 lines

    Script completed
    Wall time 0.5 seconds
    Output:
    neutral 24 [[-0.014581488773168689, 1.4643919402481076, 0.12312928945980658], [1.0896176690847992e-05, 1.464114095079355, 0.12532450292923122], [0.014572115832557044, 1.464395772930578, 0.12313205710773222]]
    angry 24 [[-0.011696772227902373, 1.4596187281255044, 0.12454405745112222], [1.0642881233981287e-05, 1.462608548886009, 0.12578639505172437], [0.011696882895042464, 1.459618368882468, 0.12454408656044441]]
    sad 24 [[-0.009240951702354235, 1.4607284756056977, 0.12307793045740822], [1.1171731091375958e-05, 1.4652834835698696, 0.12672959552319374], [0.009240366874039329, 1.4607172635529218, 0.12307494159479648]]
    smile 24 [[-0.017938125235338997, 1.4664554797878184, 0.12210636852048233], [1.0896619202988065e-05, 1.4648401142629983, 0.12489365955721478], [0.01795255891606419, 1.4664489245431351, 0.122101755939408]]
    lip_A 24 [[-0.01791961148607161, 1.4659682461797463, 0.11735763784853463], [1.207264400251487e-05, 1.4712123524094713, 0.12562198844084532], [0.017943145903356446, 1.4659543792941523, 0.11734879507154458]]
    

agent

+22:04

The contrast test is affecting the mouth texture, but the frown’s center remains thin because the deformed texture compresses it. I’m checking whether the existing exported mouth curve can provide a more reliable line without affecting open mouths or the default face.

  • write_stdinpoll session 18792

    input

    const r=await tools.write_stdin({session_id:18792,chars:"",yield_time_ms:50000,max_output_tokens:2000});text(JSON.stringify(r));
    

    result, 4 lines

    Script completed
    Wall time 10.2 seconds
    Output:
    {"chunk_id":"7b346b","wall_time_seconds":10.165574461,"exit_code":143,"original_token_count":0,"output":""}
  • exec_commandsource ~/Projects/lowmarch-bench/kit/env-c.sh && bash "$WORK/shoot_resume.sh" "$LOWMARCH_REPO/review/vroid-02/index.html" r3 && "$KIT/sheets.sh" r3 'Round 3: clearer lip line and closed-eye cleanup' && date -Is

    command

    source ~/Projects/lowmarch-bench/kit/env-c.sh && bash "$WORK/shoot_resume.sh" "$LOWMARCH_REPO/review/vroid-02/index.html" r3 && "$KIT/sheets.sh" r3 'Round 3: clearer lip line and closed-eye cleanup' && date -Is

    result, 4 lines

    Script completed
    Wall time 1.2 seconds
    Output:
    {"chunk_id":"ff1c1c","wall_time_seconds":1.000410454,"session_id":21889,"original_token_count":0,"output":""}
  • view_image~/Projects/lowmarch-bench/work/c/shot_r3/joy/painted_arm_m_youth.png

    input

    const im=await tools.view_image({path:"~/Projects/lowmarch-bench/work/c/shot_r3/joy/painted_arm_m_youth.png",detail:"original"});image(im.image_url);
    

    result, 4 lines

    Script completed
    Wall time 0.1 seconds
    Output:
    
    shot_r3_joy_youth.png
    shot_r3_joy_youth.png
  • write_stdinpoll session 21889

    input

    const r=await tools.write_stdin({session_id:21889,chars:"",yield_time_ms:50000,max_output_tokens:3000});text(JSON.stringify(r));
    

    result, 4 lines

    Script running with cell ID 74
    Wall time 31.0 seconds
    Output:
    
  • waitcell 74

    input

    {
      "cell_id": "74",
      "yield_time_ms": 20000
    }

    result, 4 lines

    Script completed
    Wall time 14.2 seconds
    Output:
    {"chunk_id":"0d6ed8","wall_time_seconds":50.000640279,"session_id":21889,"original_token_count":102,"output":"arm_f_slender ~/Projects/lowmarch-bench/work/c/shot_r3/lip_I/painted_arm_f_slender.png 14s\narm_m_youth ~/Projects/lowmarch-bench/work/c/shot_r3/lip_I/painted_arm_m_youth.png 10s\narm_f_slender ~/Projects/lowmarch-bench/work/c/shot_r3/lip_O/painted_arm_f_slender.png 14s\narm_m_youth ~/Projects/lowmarch-bench/work/c/shot_r3/lip_O/painted_arm_m_youth.png 12s\n"}
  • write_stdinpoll session 21889

    input

    const r=await tools.write_stdin({session_id:21889,chars:"",yield_time_ms:50000,max_output_tokens:2000});text(JSON.stringify(r));
    

    result, 4 lines

    Script running with cell ID 75
    Wall time 31.0 seconds
    Output: