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Running
Commit History
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Pluralise move and clip counts Running
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Flatten the character still to its palette before animating
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Show the character in the output panel while the clips generate
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Prompt guards from the reference skill: no grain/texture on the backdrop, no ballooning hands
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Palette from the still only, arc-length + cycle extraction, one global crop box and scale
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Palette keying: explain each pixel as one flat color composited over the backdrop; guarantees no key color survives
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Document the keying pipeline and drifted-frame handling
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Widen the boundary gate and tighten thresholds — the rim ran 2px deep
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Kill the magenta rim: suppress backdrop-colored alpha at the silhouette boundary
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Key against the clip median and drop drifted frames; a per-frame key erased a green character
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Per-frame key detection (H3 drifts the backdrop mid-clip) + edge extension into the matte band
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Un-mix against the raw matte (kills the last halo), real progress bar, native-res sprites, filter retry
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Serve remote-fetched files from our own dir (403), label the touch pad buttons
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Side-by-side layout: controls 2/5, playable output 3/5
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Fix pink halo: finish the matte (despeckle/choke/feather) before un-mixing color; expose matte shrink
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Kinetic move prompts: anatomical phrasing was tripping the H3 content filter
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Move theme and css to launch() — Gradio 6 ignores them on Blocks
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Simplify to one generate->playable flow: Citrus theme, parallel H3 calls, un-mixing despill, 3s default
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Fix demo input: one-shot moves beat held keys; resume held move after a one-shot
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Drop __pycache__
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Sprite Forge: sprite sheets from MiniMax-H3 looping clips
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initial commit
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