- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk pavers, dry/wet asphalt, awning canvas, and their normal maps - add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd, concept frames, reports/sheets, and tests - retune phase lighting/fog/exposure, add sun yaw, brighten the night glow, add the flashlight beam mesh, and rebuild the planter/tree assets - regenerate all eleven staged screenshots from the current build; compare is 11 good / 0 bad - finish the visual-alignment closeout in DONE/TODO, update architecture, blender-assets, PLAN, and ignore rules (editable Blender sources untracked) - keep the judge retry and document the verified default judge model Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
132 lines
14 KiB
Markdown
132 lines
14 KiB
Markdown
# Realism report: `docs/screens/realism/2026-11-01-adopt`
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Vision judge: `google/gemini-2.5-flash` (scores 0-10, higher is more realistic compared with the concept target).
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| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| after | boulevard_day | boulevard_skyline_day | 0.172 | 23.21 | 8.88 | 38.78 | 1.0 | 1.0 | 1.0 | 1.0 | 3.0 |
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| after | boulevard_night | hollywood_entrance_rain_night | 0.723 | 16.02 | 7.13 | 39.4 | 1.0 | 1.0 | 1.0 | 1.0 | 2.0 |
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| after | entrance_day | hollywood_entrance_morning | 0.442 | 25.88 | 9.86 | 40.18 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
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| after | entrance_late | hollywood_entrance_rain_night | 1.105 | 18.4 | 8.41 | 51.61 | 1.0 | 1.0 | 1.33 | 1.33 | 0.0 |
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| after | joke_shop_door | joke_shop_door_closeup | 0.818 | 14.84 | 7.04 | 47.63 | 2.0 | 2.0 | 3.0 | 3.0 | 4.0 |
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| after | street_day | boulevard_skyline_day | 0.148 | 18.69 | 7.42 | 42.69 | 1.0 | 1.0 | 1.0 | 1.0 | 2.0 |
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| after | street_late | boulevard_skyline_dusk | 0.224 | 12.95 | 6.27 | 31.94 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
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| after | street_night | boulevard_skyline_dusk | 0.253 | 10.97 | 5.57 | 24.27 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
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| after | studio_door | studio_stage_door_night | 0.395 | 16.62 | 7.65 | 48.52 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
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| before | boulevard_day | boulevard_skyline_day | 0.036 | 20.75 | 8.2 | 49.63 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
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| before | boulevard_night | hollywood_entrance_rain_night | 1.231 | 21.77 | 8.45 | 50.38 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
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| before | entrance_day | hollywood_entrance_morning | 0.308 | 26.19 | 9.27 | 56.39 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
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| before | street_day | boulevard_skyline_day | 0.307 | 12.44 | 5.32 | 41.37 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
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| before | street_night | boulevard_skyline_dusk | 0.337 | 11.94 | 5.35 | 48.34 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
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Mean scores per set (all captured shots):
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| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| after | 9 | 0.476 | 1.0 | 1.0 | 1.15 | 1.15 | 1.33 | 0.11 |
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| before | 5 | 0.444 | 0.8 | 0.8 | 0.8 | 0.8 | 0.6 | 0.6 |
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Mean over the shots every set captured (like for like):
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| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| after | 5 | 0.348 | 1.0 | 1.0 | 1.0 | 1.0 | 1.6 | 0.2 |
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**after / boulevard_day** fixes:
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- Implement physically based rendering (PBR) materials for all assets, focusing on realistic albedo, roughness, and metallic maps to achieve accurate surface responses to light.
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- Overhaul lighting system to include global illumination, realistic skybox/HDRI for ambient light, and accurate sun/directional light with proper shadows and atmospheric scattering (haze/fog).
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- Replace placeholder low-polygon models with high-detail 3D assets for trees, street furniture, and buildings, ensuring proper UV mapping and texture application.
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- Improve texture resolution and detail across all surfaces, adding normal maps for surface imperfections and detail, and ensuring textures are seamlessly tiled or uniquely mapped where appropriate.
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- Develop a realistic character pipeline, including high-fidelity models, animations, and PBR materials for skin, clothing, and hair, to populate the scene.
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**after / boulevard_night** fixes:
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- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light, especially for wet surfaces and brick.
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- Overhaul the lighting system to include global illumination, volumetric fog/rain, and realistic light sources with proper falloff and color temperature, focusing on dramatic contrast and mood.
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- Replace low-polygon models with high-detail meshes and high-resolution textures, including normal and roughness maps, for all environmental elements (buildings, street, props, characters).
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- Redesign the backdrop with a more detailed and atmospheric skyline, incorporating distance haze, subtle cloud formations, and appropriate night sky colors to match the target's mood.
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- Update character models to be realistic, with detailed clothing, skin, and hair textures, and implement realistic animation and shading.
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**after / entrance_day** fixes:
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- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light.
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- Overhaul the lighting system to include global illumination, realistic skyboxes with atmospheric scattering, and dynamic shadows.
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- Replace placeholder low-polygon models with high-fidelity assets that include detailed normal maps and displacement maps for architectural elements, foliage, and street furniture.
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- Develop a detailed backdrop with distant buildings, varied skyline, and atmospheric haze to create depth and realism.
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- Add realistic foliage models with proper leaf textures, branch structures, and varied forms instead of simple geometric shapes.
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**after / entrance_late** fixes:
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- Implement volumetric fog and rain effects to create atmospheric depth and mood, especially around light sources.
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- Overhaul lighting system to include realistic light falloff, bounce light, and wet surface reflections, focusing on the marquee and streetlights.
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- Redesign all materials with PBR workflows, ensuring accurate roughness, metallic, and normal maps for brick, concrete, metal, and wet surfaces.
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- Add high-resolution, detailed textures for all surfaces, particularly the brickwork, sidewalk, and marquee, to capture fine imperfections and wear.
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- Develop a detailed backdrop with distant buildings, subtle city lights, and atmospheric haze to replace the current flat sky.
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**after / joke_shop_door** fixes:
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- Implement physically based rendering (PBR) materials for all surfaces, especially brick, wood, and metal, to achieve realistic light interaction and surface properties.
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- Overhaul the lighting system to include more nuanced light sources, volumetric effects, and global illumination. Focus on creating warm, inviting pools of light around entrances and signs, with realistic falloff and shadows.
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- Improve texture resolution and detail for all assets, particularly the brickwork, ground, and signage. Add normal maps and displacement maps to give surfaces depth and tactile quality.
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- Redesign the 'Comedy Club' sign to be a prominent, well-lit feature with appropriate emissive materials and a more stylized font, similar to the target image's 'COMEDY CLUB' sign.
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- Enhance the backdrop with more detailed city lights, atmospheric haze, and a more realistic skybox to create a sense of depth and a believable urban environment.
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**after / street_day** fixes:
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- Implement physically based rendering (PBR) materials for all assets, focusing on realistic albedo, roughness, and metallic values to achieve accurate light interaction.
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- Overhaul the lighting system to include a directional light representing the sun, a skybox/HDRI for ambient light, and global illumination to simulate bounced light, matching the target's clear, bright, and slightly warm daylight.
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- Replace placeholder geometry with high-fidelity 3D models for cars, buildings, and environmental elements (e.g., palm trees, streetlights, sidewalks) that match the realistic proportions and details of the target image.
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- Develop detailed textures for all surfaces, including road asphalt, concrete sidewalks, building facades, and foliage, ensuring appropriate resolution and variety to avoid tiling artifacts and enhance realism.
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- Create a realistic backdrop with a detailed skyline, atmospheric perspective (distance haze), and a clear blue sky that accurately reflects the target's Los Angeles aesthetic, integrating it seamlessly with the foreground.
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**after / street_late** fixes:
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- Implement a full physically-based lighting model with global illumination, volumetric fog, and atmospheric scattering to achieve realistic sunset colors and light interaction.
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- Replace placeholder geometry with detailed 3D models for buildings, palm trees, and vehicles, ensuring proper scale and architectural variety.
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- Develop high-resolution PBR (Physically Based Rendering) materials for all surfaces, including reflective wet asphalt, glowing neon signs, and varied building facades, with appropriate roughness, metallic, and normal maps.
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- Create a dynamic skybox system that accurately renders sunset gradients, distant city skylines with emissive windows, and atmospheric haze, replacing the current flat backdrop.
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- Add realistic character models with appropriate clothing and animations to populate the scene, contributing to the overall realism and sense of a living city.
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**after / street_night** fixes:
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- Implement a full physically-based lighting model with global illumination, volumetric fog, and proper emissive materials for signs and car lights to capture the sunset glow and light trails.
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- Replace placeholder geometry with detailed 3D models for buildings, palm trees, and vehicles, ensuring accurate proportions and architectural details.
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- Develop high-resolution PBR textures for all surfaces (roads, buildings, signs, vehicles) with appropriate albedo, roughness, metallic, and normal maps to add realism and detail.
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- Create a dynamic skybox with a realistic sunset gradient, distant city skyline with illuminated windows, and atmospheric haze to match the target's depth and mood.
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- Add realistic character models with appropriate clothing and animations to populate the scene and enhance the sense of a living city.
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**after / studio_door** fixes:
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- Implement physically based rendering (PBR) materials for all surfaces, focusing on realistic albedo, roughness, and metallic values to achieve accurate light interaction.
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- Overhaul the lighting system to include global illumination, volumetric fog, and realistic light sources with proper falloff and color temperature, especially for the marquee and wall sconces.
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- Add high-resolution, detailed textures with normal and displacement maps for brickwork, concrete, and metallic elements to introduce surface imperfections and depth.
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- Develop a realistic backdrop with a distant city skyline, atmospheric haze, and a dark, moody sky to establish a sense of depth and environment.
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- Introduce realistic 3D character models with proper clothing, hair, and skin shaders, along with a high-fidelity car model, to populate the scene and match the target's visual complexity.
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**before / boulevard_day** fixes:
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- Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.
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- Integrate a global illumination solution (e.g., ray tracing, baked lightmaps) to simulate realistic light bouncing and ambient occlusion.
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- Replace placeholder low-resolution textures with high-resolution, detailed textures, including normal maps and roughness maps for all surfaces.
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- Develop a realistic skybox and distant cityscape with atmospheric scattering and haze effects to match the target's backdrop.
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- Redesign character models with realistic proportions, detailed clothing, and proper skin shaders, along with animation systems for natural movement.
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**before / boulevard_night** fixes:
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- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light.
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- Overhaul the lighting system to include global illumination, volumetric effects (fog/haze), and realistic light sources with proper falloff and color temperature.
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- Redesign character models with higher polygon counts, detailed textures (albedo, normal, roughness, metallic maps), and realistic rigging/animation.
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- Replace placeholder textures with high-resolution, detailed textures that include normal maps for surface imperfections and depth.
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- Develop a more complex backdrop with detailed buildings, atmospheric perspective (distance haze), and a dynamic sky system that reflects time of day and weather.
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**before / entrance_day** fixes:
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- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface interactions with light.
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- Overhaul the lighting system to include global illumination, realistic skyboxes with atmospheric scattering, and dynamic shadows to match the soft, warm lighting of the target.
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- Replace placeholder textures with high-resolution, detailed textures that include normal maps, roughness maps, and metallic maps to add surface complexity and realism.
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- Develop a detailed backdrop with distant buildings, realistic palm trees, and atmospheric haze to create depth and a sense of place.
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- Redesign all environmental props (trees, trash cans, bollards) with realistic models and textures, moving away from the current stylized, low-poly aesthetic.
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**before / street_day** fixes:
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- Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.
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- Develop a dynamic sky and atmospheric scattering system to accurately simulate sky color, haze, and sun position based on time of day.
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- Replace placeholder block models with detailed 3D models for buildings, vehicles, and environmental props, including proper UV mapping and high-resolution textures.
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- Integrate a global illumination solution (e.g., ray tracing or baked lightmaps) to simulate realistic indirect lighting and soft shadows.
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- Create realistic character models with detailed textures, proper rigging, and animations, ensuring they blend seamlessly with the environment.
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**before / street_night** fixes:
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- Implement a physically based lighting model with global illumination to accurately simulate light bounces and color bleeding, especially for the sunset and artificial lights.
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- Replace placeholder geometry with detailed 3D models for buildings, vehicles, and environmental props, ensuring proper UV mapping and high-resolution textures.
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- Develop a comprehensive material library with realistic PBR (Physically Based Rendering) materials for various surfaces (e.g., wet asphalt, neon signs, building facades, car paint) including roughness, metallic, and normal maps.
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- Create a dynamic skybox system that accurately represents a sunset with atmospheric scattering, volumetric clouds, and distance haze, matching the vibrant purple and orange hues of the target.
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- Design and integrate realistic character models with detailed clothing, hair, and skin textures, and implement a robust animation system for natural movement.
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