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v1.2.0 — Broadcaster avatar test; character-scope boundary

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@RobLe3 RobLe3 released this 27 Apr 23:50
· 10 commits to main since this release

Stress-tested the skill against docs/avatar-design-kit/prompts/01-concept-sheet.md — a Max-Headroom-flavour digital broadcaster character.

Built a stylized primitives-only version using existing recipes; documented what works and what doesn't.

What works

Sphere-head broadcaster silhouette with subsurface skin + sheen suit + flat hair + aviator glasses + dramatic cyan/magenta lighting. Final synthwave-lit render shows recognizable retro-CGI broadcaster look.

The subsurface skin recipe (Subsurface Weight 1.0, Radius (1.0, 0.25, 0.10)) validates the v0.5.0 set_input helper for the disabled Subsurface IOR input on Blender 5.x.

What doesn't (honest scope boundary)

  • Realistic facial features (eyes, nose, mouth, ears) — primitives can't carve these
  • 15-viseme animation blendshapes per TECH-SPEC.md
  • Hand-textured skin / believable hair / proper anatomy
  • Posing / rigging / production character animation

The orchestrator now warns users that automated generation produces a recognizable silhouette only for character work.

New recipe finding

Strong colored lighting (cyan/magenta synthwave) overpowers subtle PBR materials. First attempt with 800W cyan + 600W magenta washed everything out. Final at 250W cyan + 200W magenta + 15W warm fill + world Strength 0.15 produced a credible synthwave broadcaster.

Validation proof

Three render iterations committed: 01_broadcaster_too_bright.png, 02_broadcaster_neutral_dominates.png, 03_broadcaster_synthwave_FINAL.png — honest journey from broken to acceptable.