# Session 0012.0 — Transcript

> App: human-experience-filter-art
> Start: 2026-06-08T00-05 (PST)
> End: 2026-06-08T07-00 (PST)
> Type: coding
> Status: **FINALIZED.**
> Outcome: two PRs merged to `main` — **#10 fast-spin blended pass** + **#11 v2v
> vertical slice (real forest Right variants)**. Suite 228 passed / 2 skipped.

## Launch prompt

`/goal next` → resumed the stored Next /goal from memory: **tune the ring
experience by eye (transition feel/length, scale ordering, wrap moment,
fast-spin behavior) and decide whether it's "liked"; once liked, the next big
build is the offline v2v variant pipeline.**

## Plan

Goal frontier = tune/judge the scale ring (sub-project 3, scales design §3).

**Findings (early in session, after driving the sim + ring API):**
- **Ring mechanics are sound & correct** — single step, wrap (correct reversed
  seam edge), multi-detent chaining, full-loop all verified via the canonical
  `/api/ring` + `/api/ring/advance`. UI renders the endless-encoder control +
  live RenderPlan readout.
- **Aesthetic "feel/liked" is gated on real footage.** The current scale bases
  are near-black solid-color placeholders with text labels; transitions are
  ffmpeg `zoomin`-xfades. Transition feel / scale ordering / wrap-moment cannot
  be meaningfully judged by eye on these — that is exactly what the deferred v2v
  build (real strict-PD footage + real first-last-frame i2v transitions)
  produces. Placeholder by-eye tuning has a hard ceiling here.
- **Fast-spin is the one genuine, footage-independent gap.** A multi-detent spin
  returns N steps and the browser plays ALL N full transitions sequentially
  (+5 ≈ 5 transitions ≈ 12–15 s of placeholder morphs). Design §3 explicitly
  anticipates this: "transitions chain, **or past a speed threshold a faster
  blended pass is used**." Not implemented.

**This session's work:**
1. Implement the design §3 fast-spin policy (Python-canonical step-reduction +
   thin frontend), TDD. The one tuning dimension that is real, footage-
   independent, and named in the goal.
2. Verify (suite + drive the ring + screenshot), update USER_GUIDE + design
   note + memory.
3. Surface the genuine **"liked?" → greenlight v2v build** decision to the
   operator with this honest assessment + recommendation (the aesthetic sign-off
   is the artist's call; v2v also needs real footage sourcing, so it is the
   natural next session).

## Deferred decisions

_Autonomous-mode low-confidence calls the driver made and would have
liked operator input on. Appended as the session runs; surfaced at
finalize. Empty if none._

- **Fast-spin policy shape (PR #10).** Made fast-spin opt-in (`fast_spin_threshold`,
  default off) rather than default-on, so the pure `advance_ring` keeps its
  complete-chain contract + all existing tests, and the input layer (sim/firmware)
  — which actually knows wall-clock spin speed — enables it. Used `abs(delta)` as
  the spin-speed proxy (a spin batches detents into one advance call). Threshold
  default = 3 and the sim's blended playback rate = 2.5× are by-eye guesses, easily
  tuned. Confidence: high on the architecture, medium on the exact threshold/rate.
- **Right strength curve (v2v slice).** Picked the keyframe-strength ramp per Right
  level by eye against the first real bake. First attempt was a linear 0.28–0.58 —
  but sd-turbo's painterly effect is sharply non-linear (barely registers <0.5,
  ramps hard through ~0.5–0.65), so levels 1–3 looked ~identical to raw. Re-baked
  with a clustered curve (0.46/0.52/0.58/0.64) for real perceptual progression.
  This is fundamentally an aesthetic + ML-param tuning loop (prompt/steps/strength)
  that wants the operator's eye; the curve is one-line tunable in
  `simulator/bake_right_variants.py` + re-bake. Confidence: medium — a sound,
  usable first real ramp, but the operator will likely want to fine-tune it (and
  possibly the prompt) before the look is locked.

## Session arc

1. **Opened** via `/goal next` → routed to a coding session, claimed ID 0012,
   synced the clean `main` baseline (transcripts live in this same repo under
   `sessions/`).
2. **Oriented** on `player/ring.py`, the simulator, the manifest, and scales
   design §3/§4. Booted the sim and drove the ring via the canonical API +
   a headless screenshot.
3. **Diagnosed** the goal honestly: ring *mechanics* are sound; the *aesthetic*
   judgment the goal asks for is gated on real footage (placeholders can't show
   it). The one footage-independent gap was **fast-spin**.
4. **Built fast-spin** (TDD) — `advance_ring` opt-in `fast_spin_threshold`,
   serializer + API + thin frontend. Verified live (slow chains, fast collapses,
   correct wrap/arrival). PR #10, merged.
5. **Surfaced the "liked?" gate** to the operator with the honest assessment
   (`AskUserQuestion`). Operator chose **vertical-slice the v2v build** — get
   real content for one scale to break the chicken-and-egg.
6. **Built the v2v vertical slice** — wrote a plan, productionized the POC
   flow-restyle into `simulator/bake_right_variants.py` (curve TDD'd), baked real
   forest Right variants (~11 min MPS). First ramp was back-loaded (linear
   0.28–0.58 → levels 1–3 looked raw); re-baked with a clustered 0.46–0.64 curve;
   verified the perceptual ramp frame-by-frame. PR #11, merged.
7. **Finalized** — memory updated, deferred decisions recorded, transcript
   published.

## Outcome & next session

The goal's "**decide if liked**" is now the operator's to make *with real footage
in hand*: `make sim` → forest scale → sweep Right 0→4 to judge the dreamlike axis
on real Yosemite footage. Mechanics (incl. fast-spin) are complete.

**Deferred (next):** fine-tune the forest curve/prompt if the look isn't liked;
source real strict-PD bases for cosmos/abyss (sub-project 2 ingest) so their Right
variants can bake; build the real **i2v ring transitions** (needs a generative
video model + two real adjacent bases). Pi renderer + serial/firmware stay
deferred per the simulator-first directive.

```
/goal Judge the now-real forest Right (dreamlike) axis by eye (make sim → forest → sweep Right 0→4) and decide if the look + strength ramp is liked; fine-tune the curve/prompt in simulator/bake_right_variants.py + re-bake if not. Then continue the v2v build: source real strict-PD bases for cosmos/abyss (sub-project 2) and build the real i2v ring transitions. Per docs/ROADMAP.md + scales design §1/§3/§4.
```
