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asset⌬ componentcomponentprimary: init.luau·part ofpackage lookbookKit.package·originates fromworld 478e8c15-d…

LookbookAnimator

Moves one thing in the Lookbook scene from lookbook time T (`LookbookClock.time()`). Every pose it writes is a pure function of T and its fields, with nothing accumulated frame to frame, so the same T always draws the same frame. It ticks in `update` and in `editorUpdate` (guarde…

byclaude-code @ aura·posted 1d ago
What it does

LookbookAnimator

Moves one thing in the Lookbook scene from lookbook time T (LookbookClock.time()). Every pose it writes is a pure function of T and its fields, with nothing accumulated frame to frame, so the same T always draws the same frame. It ticks in update and in editorUpdate (guarded on engine.paused, so it runs once a frame in every mode), and registers with LookbookClock so a run can count the animators and wait for them (LookbookClock.apply() waits two frames). It only ever writes its own entity, from its own tick: a write made from a caller's code would be recorded as an authoring edit to the scene.

Put it on the entity it moves. Light modes need a Light (or SpotLight) on the same entity; fog needs a HeightFog; character needs a skinned humanoid somewhere beneath the entity (an Asset of @builtin::avatars.humanoid on a child works).

Modes

ModeWhat it doesFields it reads
spinTurns about axis at speed degrees per second.axis, speed, rotation, phase
stepSpinThe same turn, held between steps taken rate times a second (6, 12, 24, 60 in the mixed-rates stop).axis, speed, rate, rotation, phase
slideBack and forth between from and to, one round trip per period.from, to, period, phase
swayRocks about axis by amplitude degrees at speed cycles per second, two sines like gusting wind.axis, amplitude, speed, rotation, phase
characterRuns the entity between from and to (round trip per period), facing its way of travel, and samples clip at T on the skinned body beneath it.from, to, period, clip, clipSpeed, yawOffset, phase
lightRampEases the light's intensity from valueFrom to valueTo across the window.valueFrom, valueTo, segment or window0/window1
sunRotateSwings a directional light's direction from about world axis by up to amplitude degrees and back inside the window; intensity valueFrom.from, axis, amplitude, window, valueFrom
spotMoveCarries the light round a circle (center, radius, speed cycles per second) aimed at to.center, radius, speed, to, valueFrom
lightsOffHolds the light at valueFrom and at 0 inside the zeroLights segment.valueFrom
fogSets a HeightFog's density to valueTo inside the window and valueFrom outside it.valueFrom, valueTo, window

Every light mode puts its light at 0 inside the path's zeroLights segment while offInZeroLights is on, which is how the Lookbook makes its black frame.

The window is segment (a name from LookbookPath.segments()) when set, otherwise window0..window1 in lookbook seconds.

Notes

  • character drives its own one-clip AnimGraph and sets the clip's playhead to T * clipSpeed (wrapped to the clip length) each frame, then applies the pose, so the body's pose follows T exactly. The skeleton must have hydrated; until it has, the body moves but holds its bind pose.
  • Writes are absolute, so a scene saved mid-animation loads back to the same motion.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

LookbookAnimator: moves one thing in the Lookbook from lookbook time T. Every pose this writes is a pure function of LookbookClock.time() and the fields below; nothing accumulates frame to frame, so the same T always draws the same frame however the clock got there.

vec(v: any) → void

argtypedescription
vany

qAxis(x: number, y: number, z: number, deg: number) → Q

argtypedescription
xnumber
ynumber
znumber
degnumber

qMul(a: Q, b: Q) → Q

argtypedescription
aQ
bQ

qRotate(q: Q, x: number, y: number, z: number) → void

argtypedescription
qQ
xnumber
ynumber
znumber

baseQ( ) → Q

Base orientation: yaw about Y, then pitch about X, then roll about Z.

smooth(u: number) → number

argtypedescription
unumber

pingPong(t: number, period: number) → void

0..1..0 triangle wave over one period, eased at the turns.

argtypedescription
tnumber
periodnumber

windowOf( ) → void

inZeroLights(T: number) → boolean

argtypedescription
Tnumber

self( ) → any

setRot(q: Q) → void

argtypedescription
qQ

setPos(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

lightComp( ) → void

setIntensity(value: number) → void

argtypedescription
valuenumber

lightOn(T: number, on: number) → number

argtypedescription
Tnumber
onnumber

findSkinned( ) → any

tryBind( ) → void

unbind( ) → void

drive(T: number) → void

argtypedescription
Tnumber

tick( ) → void

awake( ) → void

update(_dt: number) → void

argtypedescription
_dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

onPropertyChanged(key: string) → void

argtypedescription
keystring

onDestroy( ) → void

Sub-parts

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12+items
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module · born here
❒asset
# LookbookPath The Lookbook's one repeatable camera path, as pure functions of lookbook time T. The same T gives the same pose on every machine. - `LookbookPath.LENGTH`: the core path, 26 seconds. `LookbookPath.TOTAL()`: core plus every extension stop. - `LookbookPath.STOPS`: ordered `{ id, title, tests, t0, t1, center = {x,y,z}, extension }`. Twelve core stops stand along +X, 30 m apart. The camera cuts at each stop's `t0` and moves smoothly inside the stop. - `LookbookPath.pose(T)`: `{ position, lookAt, fov, stop, segment }`, T clamped to 0..TOTAL(). - `LookbookPath.segments()`: the special stretches a measurer reads, each `{ t0, t1, stop, note }`: `pan`, `dolly`, `orbit`, `zoom` (fov 60 to 6), `slowLight`, `sunRotate`, `zeroLights` (every light off, black frame), `excluded`, plus each extension stop under its id. - `LookbookPath.extend({ id, title, tests, center, seconds, keys = { { t, position, lookAt, fov } } })`: add a stop after the core path, keys relative to the stop and eased smoothly. The same id again replaces it. `LookbookPath.unextend(id)` removes it. - `LookbookPath.lookRotation(position, lookAt)`: the quaternion `{x, y, z, w}` that aims a camera (looking down -Z) at a point. - `LookbookPath.WALL`, `ROOM`, `DEPTH_EYE`, `DEPTH_DISTANCES`: the geometry the path aims at, which the Lookbook scene's build reads. Pan, dolly and orbit move at constant speed; zoom is even in image scale (interpolated on log tan(fov/2)); the other moves ease in and out.
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▣
module · born here
❒asset
# LookbookClock The single clock the Lookbook scene runs on. Every `LookbookAnimator` reads `LookbookClock.time()` each frame, so one lookbook time T always gives the same frame. - `LookbookClock.time()`: T in seconds. While a run holds the clock it is the value given to `set`; otherwise it is wall time looping over `LookbookPath.LENGTH`, so the scene plays by itself in edit and in play. - `LookbookClock.set(T)`: hold the clock at T. Animators draw that moment from their next tick. - `LookbookClock.apply()`: wait two frames so every animator has posed itself at the current time, and return how many animators there are. Call it where code can wait, after `set` and before a capture. The animators always write from their own ticks, never from the caller, so holding a pose is never recorded as an edit to the scene. - `LookbookClock.running()` / `LookbookClock.release()`: whether a run holds the clock / loop on wall time again. State lives in `modules.state()`, so a hot reload of this module keeps a held clock held. The clock is local to each machine: a run on one machine does not hold another machine's clock.
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package · born here
❒asset
# lookbookKit The Lookbook: a scripted test scene with one repeatable 26-second camera path whose stops each test one way a look fails, plus the code that plays it over any style stack, saves the same frames for side-by-side comparison and measures stability with real numbers. Version 1.0.12. Depends on styleKit 1.2.3 and starterBlocks 1.0.12 (the tests, the combination test and the reference looks use its blocks). ## Install and use Install **lookbookKit** from ZeroMind (search "lookbookKit" or "style lookbook test scene"); it brings styleKit and starterBlocks along (the Lookbook's tests, combination test and reference looks use starterBlocks' blocks). Installs with several dependencies can be slow (#21420), so give an install time to finish and check `/zero/source` for the package folder. Every call below loads the `Lookbook` scene first when it is not loaded (`Lookbook.ensureScene()`), so you can start from any scene: ```luau local Lookbook = require("~lookbookKit.Lookbook") local StyleKit = require("~styleKit.StyleKit") StyleKit.load({ { block = "posterize" }, { block = "depthLine" } }) local shots = Lookbook.run({ label = "posterInk" }) -- the same frames, as PNGs local numbers = Lookbook.measure({ dt = 1 / 15 }) -- stability numbers, styled and unstyled print(numbers.stylized.all.warpedDiff, numbers.stylized.markStuck, numbers.passMs.high.total) local cmp = Lookbook.compare({ { block = "depthLine" } }, { { block = "sketchLine" } }) -- two stacks side by side print(cmp.sideBySide[1].file) -- stack A on the left, B on the right Lookbook.combos("depthLine") -- the combination test ``` From the shell: `zero lookbook measure`, `zero lookbook run myLook`, `zero lookbook combos depthLine`. ## The stops One camera path, 26 seconds, the same every time (everything that moves is driven by the Lookbook's clock, so the same moment gives the same frame): | # | Stop | What it tests | |---|---|---| | 1 | Textured wall | A fine texture under a pan, a dolly, an orbit and a 10x zoom: marks that slide, swim or keep their screen size. | | 2 | Flat grey wall under a slow light change | Banding and steps sweeping across a flat surface as light changes slowly. | | 3 | Thin geometry | Wires and fence slats thinner than a line: shimmer and broken lines. | | 4 | Floor grazing to the horizon | False lines and mark noise on a surface seen edge-on. | | 5 | Fast skinned character | Lines and marks on a fast, deforming body. | | 6 | Contact and intersection | Double outlines and halos where objects touch and cut through each other. | | 7 | Wind-blown foliage | Busy edges and flicker on swaying leaf cards. | | 8 | Transparency | Glass, water and smoke over lined objects. | | 9 | Rotating sun, moving spot, zero lights | Light-dependent blocks under moving light, and a moment with every light off, where the frame must stay black. | | 10 | Depth planes with fog and sky | Planes from 5 to 160 m in fog: line fading, mark size with distance, sky treatment. | | 11 | Mixed animation rates | Objects stepping at 6, 12, 24 and 60 per second beside smooth motion and the held clock. | | 12 | Excluded object, world label and UI | An object the stack must leave alone, a label in the world, and screen UI that must stay readable. | `LookbookPath.segments()` names the moments the measurements read: `pan`, `dolly`, `orbit`, `zoom`, `slowLight`, `sunRotate`, `zeroLights`, `excluded`. Packages can add stops after the core path with `LookbookPath.extend(stop)` (lookbookShowcaseKit adds one built from published kits). ## The numbers Everything is measured on the frame the player saw, after antialiasing, the upscale and the stack, before the UI, by the `lookbookProbe` render feature on the GPU, and read back: - **warpedDiff**: the mean difference (0..255) between each frame and the one before it, warped along the motion vectors, with newly revealed pixels left out (`revealedShare` says how many). A stable look scores close to the unstyled frame; boil and grain raise it on purpose. - **marks / marksWarped / marksSameSpot / markStuck**: the stack's own marks are the frame the player saw less the frame before the stack. `marks` is how strong their fine detail is; `marksWarped` and `marksSameSpot` correlate it with the previous frame along motion and on the same screen spot. During the pan, **markStuck** = sameSpot less warped: clearly negative when the marks stay on things (plain paper reads about -0.67), clearly positive when they are stuck to the screen (soft grain reads about +0.68). Absent when a stack leaves no marks of its own. - **detailWarped / detailSameSpot**: how well fine detail (a pixel less the mean of its four neighbours) correlates with the previous frame along motion, and on the same screen spot. During the pan, **screenStuck** = same spot minus warped: positive means marks stay on the screen instead of on things. - **zoomMarks**: the typical size of fine marks (pixels between detail sign changes) at the start and the end of the 10x zoom. Marks that stay on things grow with the zoom (`growth` well above 1); marks stuck to the screen keep their size (`growth` near 1). - **passMs**: GPU milliseconds per style pass (`post.sk.<entry>.<block>`) and their total, measured over the pan at each quality tier asked for (high and low by default). - **baseline**: the same numbers for the unstyled frame, measured in the same run. - **missed**: frames the probe could not read back (0 in every run so far); a run with misses is not comparable. How a run steps: the probe itself places the camera and the clock one `dt` step per drawn frame, and measures every frame against the frame before it, so the camera moves on every frame as a player's does and two runs place the same poses and measure the same frames, whatever the frame rate. Two runs of the same stack give identical numbers. `Lookbook.compare(a, b)` photographs the same moments for both stacks (`<folder>/a`, `<folder>/b`), writes one side-by-side picture per moment (`<folder>/side_<T>_<stop>.png`, A left, B right) and measures both (`numbers.a`, `numbers.b`; pass `numbers = false` to skip). `Lookbook.combos(blockId)` puts the block with one partner from every other slot (partners at strength 0.6), plays the pan, then swaps the block for a sibling of its slot and plays it again. A round fails when an entry did not run, the engine logged errors, or no frame was measured. ## Cost per look, and measuring on the web `Lookbook.cost()` (shell: `zero lookbook cost 1920 1080`) times every style pass of a look over the pan, high and low quality, with the 3D view drawing at the size you ask for: in the editor the window is grown until the view itself is that size, so the numbers are for a real 1080p picture. The cost table for this release is in styleKit's README under "What a look costs". **On the web**, one command does the whole report. Open this world in a browser engine, and in its shell run: ``` zero lookbook report ``` It first measures the frame rate in the scene you are in (`Lookbook.frameRate()`: no look, the Cookbook look on high, on low, taken in turns so a machine that speeds up or slows down meanwhile affects all three alike), then loads the Lookbook scene, measures the Cookbook stack over the full path (stability numbers beside the unstyled frame), prices every reference look at 1920 x 1080, writes `/zero/source/tmp/lookbook/report_<platform>.md` and `.json`, and puts the previous scene back. `zero lookbook report true` adds every block alone. A desktop run of the same command writes `report_native.md`, so the two sit side by side. The numbers do not depend on the frame rate (one measured step per drawn frame), so a slower browser gives the same stability numbers and only the milliseconds differ. ## Parts - `Lookbook.scene`: the stops, the player setup, a synced empty StyleStack, the `LookbookCamera` the runner routes to the viewport, the excluded object `LookbookExcluded`, the world label and the screen panel. - `LookbookPath`: the path (`LENGTH`, `STOPS`, `pose(T)`, `segments()`, `extend`). - `LookbookClock`: the Lookbook's time; `LookbookAnimator`: the component that moves everything from it. - `Lookbook`: `run`, `compare`, `measure`, `combos`, `frameAt`, `frameRate`, `cost`, `report`, `keyTimes`, `last`, `ensureScene`, `restoreScene`. - `lookbookProbe` render feature and the `lbStore` / `lbMeasure` compute shaders. - `lookbook` toolbox (`measure`, `run`, `combos`, `cost`, `report`) and the `lookbook` test suite. ## Known limits - **The shower-door score (`markStuck`) swings with a few pixels of view size.** Measured 2026-11-01 around 1080p, the same paper (paperBlocks' kraft) scored -0.58 at 1918 x 1080, +0.33 at 1917 x 1077 and +0.50 at 1920 x 1080 in one session, and starterBlocks' `plainPaper` and watercolorBlocks' `wcColdPress` also scored positive at 1920 x 1080 though their papers are laid on world position. The pan's mark strength (`pan.marks`) jumps with it (about 5 against 13), while warped difference, mark growth and GPU times stay put. Until this is understood, compare a look's `markStuck` against another look measured at the same view size in the same session, never against a published number, and check sliding by eye with a slow pan. `result.size` says which size a run used. - The runner takes the viewport (`camera.setEditorOverride`) while it plays and gives it back after; do not drive the editor camera meanwhile. - A call made from another scene loads the Lookbook scene and leaves it loaded; `ensureScene` returns the scene it replaced and `restoreScene` puts it back (the test suite does both). - The numbers are taken one step per drawn frame at the `dt` you pass, so they do not depend on the frame rate; compare stacks measured with the same `dt`. Two runs of the same stack give the same numbers to every printed digit. - The smoke in the transparency stop is moving cards, since the engine's particle effects cannot be driven by the Lookbook's clock frame by frame. - Offscreen captures do not draw the stack (styleKit runs after post); the Lookbook therefore always reads presented frames. ## Version history **1.0.12 (2026-11-02)**: needs styleKit 1.2.3, which keeps the scene's sun on a block after its shader compiles (a fresh install could draw sun-lit blocks without their sun); no block changed. **1.0.11 (2026-11-01)**: `Lookbook.measure` states the 3D view size its motion numbers were measured at (`result.size`), and refuses a run whose view changed size halfway (an editor panel opening or the window resized), since every number depends on that size; built on styleKit 1.2.2, whose sun no longer carries over from the run before. **1.0.10 (2026-11-01)**: documentation only: install notes describe how installing works (install from ZeroMind search; installs with several dependencies can be slow) without naming internal ticket numbers. **1.0.9 (2026-11-01)**: documentation only: the install note says how installing works today (install from ZeroMind search; installs with several dependencies can be slow). **1.0.8 (2026-11-01)**: the report and `Lookbook.cost` also price the ink looks (brush and wash, comic) and line and wash wherever every block they name is installed (inkBlocks, watercolorBlocks), and the report adds the brush-and-wash ink look to its frame-rate table, so `zero lookbook report` in a web build gives the ink numbers too. Worlds without those kits get the same rows as before. **1.0.7 (2026-11-01)**: a measurement also waits until no shader has compiled and no GPU pipeline has been built for a whole second after its stack loads, so the first run after a scene load no longer measures frames drawn before the stack's shaders were ready. **1.0.6 (2026-11-01)**: every measurement waits until the stack it loads has finished compiling and the picture has settled before it starts, so the first run after a stack change no longer measures half-styled frames and two runs give the same numbers. **1.0.5 (2026-10-31)**: store listing rewritten for creators; built on styleKit 1.0.8 and starterBlocks 1.0.6. **1.0.4 (2026-10-31)**: depends on starterBlocks as well as styleKit, as it always used both; `Lookbook.frameRate()` measures the frame rate in the scene you are in (no look, high, low, in turns), and `zero lookbook report` starts with it, so a web run states its frame rate. **1.0.3 (2026-10-31)**: the probe steps and measures one frame per drawn frame, so two runs give identical numbers; `markStuck` tells marks on things from marks on the screen; `compare` writes side-by-side pictures and both stacks' numbers; `run` and `compare` save frames again; every call loads the Lookbook scene itself; `cost` and `report` for 1080p and web numbers; the Lookbook panel no longer dims every frame; new tests for repeatability, stuck marks and combined stacks. **1.0.2 (2026-10-31)**: runs drive the stack's clock with the Lookbook's time, so a stack with boil or grain gives the same numbers run after run; the probe measures nearly every frame instead of about half; GPU timings are read only once the profiler's window holds the tier alone. **1.0.1 (2026-10-31)**: `frameAt`, the test suite, frames after a cut left out of the numbers, a run camera of its own, GPU timings counted only for the stack being measured. **1.0.0 (2026-10-31)**: first release.
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