From an independent review of the branch:
- Regression: existing non-raster-but-showable visuals (.svg diagrams) were
dropped by the renderable filter — they were served fine before via <img>
(/thumb passes SVG through). Add .svg to MEDIA_IMAGE_EXT.
- Doc accuracy: the board dedupes decisions by (category, subject), not category
alone (category-only would wrongly merge distinct decisions that share a
category, e.g. TTS vs image provider_selection). Correct AGENT_GUIDE to say
the pair is the key and to reuse the same subject when re-logging.
- Coverage: the new visual-selection logic was untested (which let the earlier
missing-file regression through). Add TestStoryboardVisualSelection covering
the .tsx-animation exclusion, snapshot fallback (exact + <id>_* match), SVG
renderability, the preserved missing-file indicator, and takes = renderable.
Not changed (reviewed, deliberate): .narr clamp at --fs-scale 1.16 degrades
gracefully via the fade + click-to-expand modal; decision dedupe stays keyed on
(category, subject) as the more-correct behavior.
The renderable-only filter from the previous commit also dropped assets whose
file is missing, so the storyboard lost its "asset in manifest, file missing"
slot (broke tests/backlot/test_state.py::test_full_project).
Distinguish the two cases: a missing image/video/diagram still surfaces as the
missing indicator; only an asset that EXISTS but can't be shown (a .tsx atelier
composition) falls back to a per-scene snapshot/placeholder.
Enables real-geography maps in atelier compositions (d3-geo + world-atlas
TopoJSON coastlines with animated great-circle arcs), used by the salt-history
trade-route scene.
Fixes surfaced by the "How Salt Changed History" run:
- Decisions rail showed a stale choice. Contract now requires a superseding
decision_log entry when a logged choice changes mid-run; the board collapses
by category+subject and renders the latest as current, tagged "revised"
(AGENT_GUIDE Decision Communication Contract; board.js renderDecisions).
- Assets gate jumped by a draft render. The review surface is the filmstrip:
render per-scene stills to snapshots/<scene_id>.png (scripts/atelier_snapshots.py)
and STOP; the full/draft render is the compose stage, post-approval
(checkpoint-protocol, bespoke-composition).
- Broken thumbnails / missing scenes. A .tsx "animation" asset is no longer a
renderable visual — resolve snapshots/<scene_id>.* or a shot-spec placeholder;
add <img onerror> fallback and a BESPOKE placeholder (state.py, board.js).
- Clicking a card video did nothing. .thumb video had no sizing, so the frame
and click box drifted; add object-fit:cover. Click-to-play on the render-hero
player; narration is clickable -> modal with the full text (board.css/js).
- Type too small everywhere. Add one --fs-scale (1.16) knob; every font-size is
calc(px * var(--fs-scale)) so text scales proportionally and reversibly,
verified for zero overflow at desktop + tablet widths.
- F-01: cost bar crit (red) state past 90% of budget
- F-02: normalize() hardens fetched board state against sparse payloads
- F-03: /thumb 404s for videos with no extractable poster frame instead
of serving raw video bytes
- F-04: checkpoint artifact path refs only resolve inside the project dir
- F-05 (board half): stall detection — in_progress stage with no disk
activity >10min renders red 'stalled?' + header badge flips to STALLED?;
verified against the real wedged why-cities-glow project
- eval harness from dogfood session committed (visual regression +
interaction smoke, capture watcher, server/gate test suites) +
regression tests for each finding; 46 backlot tests green, visual eval
green (restage-before-capture note logged)
- README 'Watch It Happen' section with four staged screenshots (fictional
demo productions, generated placeholder art — no private project content)
+ governance section notes enforced approval gates
- scripts/backlot_screenshot_stage.py: stages 4 demo projects in 4 pipeline
states against OPENMONTAGE_PROJECTS_DIR and captures the shots with
Playwright — reproducible README imagery
- lib/paths.py: OPENMONTAGE_PROJECTS_DIR env override (checkpoints, events,
and the board all follow one root); backlot/state.py now imports it
(was still defining its own copy — the exact drift the review warned of)
- undeclared-stage checkpoints (e.g. a legacy 'idea' run under a cinematic
manifest) now slot into their canonical rail position instead of dangling
after publish, drawn dashed + italic with an 'unlisted' note
- ChangeHub subscriptions filtered per project: unrelated-project bursts
can no longer flood a board's queue and starve its own change signal
- thumbnail temp files unique per request (concurrent-miss race on the
shared .tmp path corrupted the cache)
- watcher change-mapping is pure string work (no per-path resolve() in
thousand-file change batches); 'C:'-style project ids rejected
- replay: tz-naive timestamps treated as UTC; final render/script no
longer leak at t0 on storyboard-less projects; single tick chain on
rapid pause/play; drag-safe scrubber (label tracks input, board renders
on release); render-video playback survives SSE re-renders
- state: scene id 0 joins correctly, nested depth>0 events don't corrupt
generating state, out-of-project asset paths honestly unserveable,
negative durations clamped, tolerant manifest stage parse
- UI: decisions alt filter precedence fixed, activity counts parallel
same-tool runs, el() html sink removed, NaN-safe formatters
- replay mode: scrub a completed run from checkpoint history + event
timestamps — stage rail rewinds, script/storyboard/renders appear at
their real moments, generating shimmer replays; ~20s full-run playback
- stage history_entries exposed in BoardState (powers replay + versions)
- entrance choreography plays on first paint only (not on SSE refreshes)
- live-run fixes found by driving a simulated production against the
board: null rendered by native append, activity ticker showing closed
starts as running, scene-id label handling for 'scene-N' ids
- scripts/backlot_simulate_run.py: drives a fake production through the
REAL contract (init_project, in_progress heartbeats, gated
awaiting_human -> approved, per-scene events, growing manifest) —
live-board verification + demo driver
- backlot/README.md
The timeout handling only took effect on a direct _remotion_render() call. The
high-level execute(operation='render') path goes through _render(), which builds
a fresh remotion_inputs dict (edit_decisions, output_path, profile) and dropped
remotion_timeout_ms — so callers of the documented operation='render' path never
got the timeout passed to the Remotion CLI. Forward it there.
Adds a test exercising _render() (not just _remotion_render()) to cover the
high-level forwarding path.
Refs #217
The high-level Remotion render path hid the useful failure reason. run_command
runs with check=True + capture_output, so a non-zero exit raised
CalledProcessError whose str() is only 'returned non-zero exit status 1' — the
actual Remotion diagnostics in stderr were dropped. Catch CalledProcessError
and surface the stderr/stdout tail, and TimeoutExpired with an actionable hint.
Also add a creator-facing remotion_timeout_ms input, passed through as
Remotion's --timeout (headless-browser setup + delayRender). Slow browser
startup on restricted networks previously failed opaquely at the default 30s
with no way to raise it. The subprocess timeout is widened to match so
run_command does not kill Remotion before its own timeout fires.
Closes#217
- backlot/state.py: BoardState from disk — stage rail with gate audit
(gate_skipped detection from history/), scene_plan x script x
asset_manifest storyboard join, takes, generating-state from events,
media discovery incl. atelier root-render heuristic, degradation ladder,
library summaries
- backlot/server.py: FastAPI on 4750 — /api/projects, /api/project/{id}/state,
SSE change feeds (project + library) fed by a watchfiles watcher,
/media with range support and traversal protection, UI mounts
- backlot/__main__.py: 'python -m backlot open [project]' idempotent
launcher (spawns detached server, opens browser); 'serve' foreground
- verified against real projects: 73 listed, full state for
signal-from-tomorrow, 206 range responses, SSE change push on
filesystem write
Licensing (finding 1):
- Mocap library is now 100% CMU-sourced (free for any use). Replaced the 3
Meta/FAIR clips with CMU equivalents: wave=141_16, shuffle=77_29 (creep);
dropped the un-CMU "dab", added twist=141_12. Deleted the 4 committed FAIR
BVHs (dab/jumping/wave_hello/zombie).
- Ship Patrick Hand's SIL OFL license (assets/OFL.txt) beside the bundled font
— OFL permits embedding/redistribution; this is the required attribution.
- Add THIRD_PARTY_NOTICES.md (Patrick Hand OFL + CMU) and rewrite mocap/NOTE.md
to drop the "verify before commercial use" caveat (no longer applicable).
Stale clip names (finding 2):
- Update the /ink-art command files (.claude/.github/.cursor/.codex),
character-design-director, and the creative skills to the current catalog
(wave/twist/…), and point to add-motion.mjs.
- ink-puppet.js: console.warn on an unknown clip name instead of silent dead-time.
Examples (finding 3):
- Remove broken standalone reel.html/momentum.html (they referenced a missing
ink-theater.js and momentum shipped the subset font the fix warns against).
- Keep mocap-figure/ as the canonical self-contained, lintable example; refresh
its bundled clips.js/ink-puppet.js; add examples/README.md with the lint path.
Adds an explicit 'choose a character source' step so the agent never silently
reuses a bundled character (the 'same mascot every video' problem). Options:
user uploads a drawing; user uploads a photo -> doodle-ify (img2img) -> rig;
generate a fresh doodle (FLUX/Imagen, recommended default); or stock
(pixabay/pexels, hit-or-miss). Bundled chars are demo-only.
Ships Phases 1-3 so the feature isn't left hanging:
- Phase 1: 12-action mocap library (walk/run/jump/climb/march/kick/sit/wave/dab/
shuffle/dance_spin/dance_glide) from CMU + fair1, with mocap/catalog.json.
Fixes the '4 repeated moves' repetition problem.
- Phase 2: bvh2clip.mjs is skeleton-agnostic (fair1/CMU/Mixamo joint aliases) +
frame cap + --name; add-motion.mjs fetches/converts/rebundles any BVH by CMU
id / URL / path — self-extending, no code changes.
- Phase 3: skill guidance to read catalog.json + choreograph variedly (never
loop a clip), add-motion, and the balloon primitive.
- Engine: InkTheater.balloon() speech-balloon primitive (both audit videos
hand-built it).
- Audit fixes: /animated-drawing skill gains a motion->retarget mapping table
(2 motions crashed on the wrong config) + a 'Compositing into HyperFrames'
section (transparent output, GIF-freezes->VP9-alpha, the linter video
contract) + character-variety guidance (animate the user's/a generated
drawing, not a bundled char) + pipeline-exempt notes.
Example refreshed to the new library + full Patrick Hand TTF.
Audit finding from video production: handwriting rendered as serif everywhere
because the woff2 we downloaded was a Google-Fonts css2 subset MISSING basic-latin
(ASCII) glyphs — not because 'SVG text can't use webfonts' (the old README claim
was a misdiagnosis; prior demos were silently serif). Fix: embed the FULL font.
Bundles ink-theater/assets/patrickhand.ttf and corrects README + skill guidance
(HTML overlay divs + full TTF).
Makes the doodle-animation capability findable instead of hidden.
Routing (OpenMontage-internal):
- AGENT_GUIDE: Style Playbooks gets an ink-sketch row + a 'hand-drawn doodle'
routing note (it's a style + engine on the animation / character-animation
pipelines, NOT a new pipeline).
- animation/idea-director + character-animation/character-design-director point
to the Ink Theater / Ink Puppet skills for hand-drawn character briefs.
Cross-agent slash commands (/ink-art, /animated-drawing) for Claude Code,
Copilot, Cursor, and Codex — thin pointers to the canonical skills so they stay
in sync. /ink-art = create a vector doodle from scratch (Ink Theater + Ink
Puppet mocap); /animated-drawing = animate a SUPPLIED drawing via Meta
AnimatedDrawings (raster). New skills/creative/animated-drawing.md documents the
Path A setup/run/limits. Codex prompts are user-home only — .codex/prompts/README
explains the copy/symlink step.
.claude/commands/*.md (Claude Code)
.github/prompts/*.prompt.md (Copilot)
.cursor/commands/*.md (Cursor)
.codex/prompts/*.md + README (Codex; copy to ~/.codex/prompts)
The agent-seamless character system: motion comes from a LIBRARY of real
motion-capture clips, never hand-tuned per video. Two parts:
- mocap/bvh2clip.mjs: offline BVH(3D) -> compact 2D clip converter (FK +
projection + skeleton-rest scaling), run once per motion; bundled via clips.js.
- ink-puppet.js: runtime that draws a stick figure limb-by-limb (draw-on reveal)
and plays named clips via a declarative choreograph() API. Deterministic /
seek-safe (pose = pure fn of segment local time).
Example (examples/mocap-figure): the pencil figure draws itself, then waves /
dabs / jumps / walks from real mocap. Keeps vector white-ink + draw-on reveal
that Meta AnimatedDrawings (raster, humanoid-only, no reveal) cannot do.
Provenance/licensing: mocap/NOTE.md (prefer free CMU mocap for production).
Reusable engine (ink-theater/ink-theater.js, global InkTheater) for hand-drawn
ink-on-white animated 'moving art', authored for HyperFrames (atelier). Five
seek-safe primitives: variable-width brush strokes (inkPath/inkRibbon),
timeline-driven boil, closed-form damped-spring eases, FABRIK 2D IK + riggable
mascot, and a parametric contraption grammar (crank/gauge/hopper/slot/lever/box).
Adds skills/creative/ink-theater.md (metaphor method + mined archetypes + color
grammar) and README with the HyperFrames font gotcha (webfonts apply to HTML
divs, not SVG <text>). Two reference builds under ink-theater/examples/.
Grounded in deep-research on vector/physics/metaphor foundations (FABRIK,
bounded-biharmonic/ARAP, closed-form springs, LLM metaphor+layout planning).
Per maintainer feedback on PR #227:
- Revert success=not issues back to success=True — tool execution
succeeded even when QA finds issues; verdict lives in status/issues
- Update test to assert the real contract: success=True + status='revise'
+ issues non-empty, matching how compose-director actually gates
- Consistent with visual_qa.py: success=True, verdict in validation_passed
Step 6 still showed a legacy publish_log entry with 'metadata' and 'video_path'
fields, which the publish_log schema rejects (entries set additionalProperties:
false). Replace it with the actual schema-valid shape export_bundle returns in
data['publish_log'] (status 'exported', export_path, metadata_used) and note
that it should be persisted directly without extra entry fields.
Addresses review feedback on export_bundle:
- If subtitles_path or thumbnail_path is provided but the file is missing, the
tool now fails with an explicit error instead of silently producing a package
without that asset (which could ship an approved deliverable missing part of
its content).
- Default export location now stays inside the project workspace: when the
render lives at projects/<name>/renders/..., the bundle defaults to
projects/<name>/exports/ (alongside artifacts/, assets/, renders/) rather than
a repo-root exports/<name>/. export_dir remains an explicit override.
Tests cover both: missing optional asset errors, and the project-workspace
default path.
The skill SKILL.md files are hardlinked across .agents/skills/ and
.claude/skills/ (same inode, two paths), but git had committed divergent
blobs: the .agents/ copies carried an "Extended reference: AGENTS.md"
note that the .claude/ copies lacked. Because one physical file cannot
match two different blobs, the working tree was permanently dirty on the
three .claude/skills paths.
Stage the .claude copies so both paths commit identical content (with the
AGENTS.md reference note, the fuller intended version). Restores a clean
git status and keeps it clean across checkouts.
Affected skills: flux-best-practices, vercel-composition-patterns,
vercel-react-best-practices.
The selector path previously hid the custom-workflow feature: video_selector
filtered tools on per-operation readiness (bundled WAN models) and both
selectors only chose ToolStatus.AVAILABLE providers, so comfyui_image/
comfyui_video — DEGRADED when bundled model metadata is missing — were
dropped even when the ComfyUI server was up and the caller supplied a full
workflow_json/workflow_path plus output_node.
- Add a custom-workflow readiness path to both selectors: when a custom
workflow is supplied, eligibility is based on server availability (status
!= UNAVAILABLE) for any provider advertising supports.custom_workflow,
not on bundled-model readiness. A custom workflow also restricts routing
to custom-workflow-capable providers, since the graph JSON is ComfyUI
specific.
- Expose workflow_json, workflow_path, output_node, workflow_name,
workflow_model, and workflow_model_stack in both selector schemas so
agents can discover the feature without bypassing the selectors.
- image_selector only forwards the workflow inputs to providers that
declare them.
- Add contract tests for the new eligibility path and schema exposure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Removed comfyui_music and its workflow. The ACE-Step model runs in
ComfyUI but the node class names differ across custom node packs
(AceStepModelLoader vs native TextEncodeAceStepAudio, etc.), so a
bundled workflow would break for most users.
Documented the reasoning in the plan doc and listed it as an open
question for future work. Users with ACE-Step working can still use
the workflow_json override on any tool.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Client queries ComfyUI /object_info to discover installed models
(checkpoints, diffusion models, VAE, CLIP, LoRAs)
- Each tool declares its required models and checks them on execute()
- get_status() returns DEGRADED when server is up but models are missing
- Clear error messages tell the user exactly which models to download
- When COMFYUI_SERVER_URL is not set, error message tells the user to
configure it in .env instead of silently failing on localhost:8188
- 8 new tests covering URL config, error messages, and model requirements
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds three new BaseTool providers that delegate GPU work to a running
ComfyUI server via its REST API. This avoids the need to install
PyTorch/diffusers directly, which is critical on hardware where the
ecosystem hasn't caught up (e.g. NVIDIA Blackwell / DGX Spark, aarch64
+ CUDA 13.0).
New files:
- tools/_comfyui/client.py — shared REST client (submit/poll/download)
- tools/_comfyui/workflows/ — 4 bundled workflow templates
- tools/graphics/comfyui_image.py — FLUX 2 Dev NVFP4 text-to-image
- tools/video/comfyui_video.py — WAN 2.2 14B t2v + i2v (4-step LightX2V)
- tools/audio/comfyui_music.py — ACE-Step 3.5B music generation
- tests/contracts/test_comfyui_tools.py — 41 contract tests
- docs/comfyui-adapter-plan.md — design document
Zero changes to existing tools, selectors, registry, or pipelines.
Tools are auto-discovered and selectors pick them up via capability match.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>