zwitschi 85a8437cbc feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable.

- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
  head) plus a contact sheet from one description, with fixed seeds and a JSON record
  of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
  tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
  aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
  distance, and a side-by-side montage. The deltas stay separate on purpose - a single
  similarity score between a photoreal sheet and a low-detail body would be a number
  with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
  instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.

First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
2026-11-09 13:36:28 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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