docs: plan Omen cat Codex pet
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docs/superpowers/specs/2026-07-16-omen-cat-pet-design.md
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docs/superpowers/specs/2026-07-16-omen-cat-pet-design.md
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# Omen Cat Codex Pet Design
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## Goal
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Create a Codex-compatible v2 animated pet inspired by the user-provided cartoon Omen cat reference. The pet should preserve the reference's feline silhouette and recognizable Omen cues while moving toward a darker, more detailed game-character interpretation that remains readable in a `192x208` sprite cell.
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The working display name is `幽喵`. The package id will use an ASCII-safe derivative chosen by the hatch pipeline.
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## Source Reference
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Canonical input:
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`C:/Users/admin/AppData/Local/Temp/codex-clipboard-ecce7d4b-e0a8-495f-98ba-9bf2f2d030b4.png`
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The source is an identity reference, not an atlas. It must be copied into the pet run before generation so the temporary clipboard path is not a long-term dependency.
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## Visual Direction
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Use a dark flat-illustration style with restrained cel shading. Preserve these identity invariants across every animation row:
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- oversized purple cat-eared hood with a layered, angular Omen silhouette
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- black void face framed by the hood
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- three cyan facial energy marks, with the center mark slightly longer
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- compact feline body, short paws, and a long attached tail
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- dark charcoal armor and bandage-like limb wraps
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- deep violet, charcoal, cool gray, and luminous cyan palette
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- heavy upper silhouette balanced by a compact grounded lower body
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Compared with the source, add a segmented shoulder mantle, layered scarf or short cape panels, and readable foreleg wraps. Keep all added armor broad and simple enough to survive reduction to pet size.
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Do not include readable logos, text, weaponry, scenery, floor shadows, smoke, floating particles, detached energy effects, or thin decorative fragments. Cyan glow should be represented by opaque hard-edged color shapes rather than blur or bloom.
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## Animation Language
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The standard animation rows follow the Codex v2 contract:
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- `idle`: subtle breathing, ear twitch, and slow tail sway
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- `running-right` and `running-left`: low feline dash with alternating paws and cape follow-through
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- `waving`: one forepaw wave without motion marks
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- `jumping`: compact crouch, lift, apex, and landing pose without a floor cue
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- `failed`: ears lower, cyan face marks dim, body slumps, and tail curls inward
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- `waiting`: alert seated pose with raised ears and an expectant head angle
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- `running`: focused task pose using quick paw and eye activity, not literal locomotion
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- `review`: narrowed cyan marks, deliberate head tilt, and restrained paw movement
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`running-left` may be derived from `running-right` only when the generated armor, face marks, and lighting are fully symmetrical. Otherwise it must be generated independently.
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## Look Mechanics
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The body base and paws remain anchored. Direction is carried by a coordinated motion family:
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1. The cyan face marks lead and shift within the black face plane.
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2. The hood opening and head turn follow the target direction.
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3. The cat ears tilt with restrained follow-through.
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4. The upper mantle and tail lag slightly while remaining attached.
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Cardinal directions must be unmistakable at normal pet size. Left and right require visible head and hood-opening turns, not only moving the cyan marks. Up and down use face-mark position, hood pitch, ear angle, and upper-body compression. Intermediate directions interpolate continuously without rotating or tilting the complete sprite.
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## Production Flow
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The `hatch-pet` workflow owns production:
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1. Copy the canonical source into a durable run directory and prepare prompts plus layout guides.
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2. Generate a grounded base image through `imagegen`.
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3. Generate and incrementally validate all nine standard animation rows.
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4. Define the final look-mechanics note, generate four cardinal anchors, and approve their semantics.
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5. Generate coherent look rows 9 and 10 with deterministic registration and edge checks.
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6. Assemble the `1536x2288` v2 atlas, remove the chroma key once, and validate the final WebP.
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7. Run contact-sheet review, motion previews, three isolated blind direction reviews, labeled direction semantics, and continuity review.
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8. Install `pet.json` and `spritesheet.webp` together with `spriteVersionNumber: 2`.
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Generated row strips are always grounded by the canonical reference and the relevant layout guide. Repairs replace the smallest failed complete row rather than patching individual cells.
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## Failure Handling
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- Identity drift, missing cat features, replacement face marks, or materially changed armor require row regeneration.
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- Clipping, extraction, registration, and chroma failures use deterministic corrections first.
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- A wrong or ambiguous cardinal direction blocks packaging.
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- Minor intermediate-direction uncertainty may be accepted only when labeled normal-size review confirms the intended quadrant and the ordered loop remains coherent.
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- Detached effects, accidental transparent body holes, reversed gait, visible size popping, or broken tail attachment are hard failures.
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## Acceptance Criteria
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- The final pet visibly matches the source cat and the selected dark Omen interpretation.
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- All nine standard animation rows communicate their intended state without text or detached effects.
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- All 16 look directions form a continuous clockwise family with unmistakable cardinals.
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- The final atlas is exactly `1536x2288`; used cells are non-empty and unused cells are transparent.
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- Deterministic atlas validation, chroma despill validation, frame inspection, direction blind review, semantic review, continuity review, and final visual QA pass.
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- The installed manifest declares `spriteVersionNumber: 2` and points to the packaged `spritesheet.webp`.
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## Out Of Scope
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- Reproducing an exact in-game model or official Riot asset
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- Adding weapons, readable VALORANT branding, UI, or game environments
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- Creating alternate skins or multiple pet variants in this run
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- Publishing or distributing the resulting pet outside the local Codex installation
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