decision-engine
Purpose
When a fork appears in a traversal or inside a skill, pick the option using the documented choice libraries — not taste, not "it depends" without a rule.
Scope
Part 5 trees 5.1–5.19 and the style-dependent edges (Part 3.8). Does not execute the chosen workflow; returns the choice plus consequences.
Activation Conditions
- User asks "which / should I / Cycles or EEVEE / sim or fake / IK or FK / toon or realistic"
- Orchestrator or any skill hits a documented fork
Use decision-engine
Non-Activation Conditions
- The choice is already locked in shared state
- The question is how to build the chosen system (that belongs to the owning skill)
- No fork exists (pure procedure)
Instructions
- Identify the tree (5.1–5.19).
- Ask only the missing condition that the table needs.
- Return: choice, why, what it reconfigures downstream, what it forbids.
- Write the lock into shared state when the choice is production-binding (style, engine, fps, naming, rig type).
Procedures
5.1 Style & look (fires at D04)
Realistic → anatomy, SSS, Cycles. Cartoon/game/toon, fast → stylized, EEVEE. Anime → 2-tone Shader-to-RGB, bold palettes. Abstract → GN + sims + comp. Hybrid → match grounding (lighting/render) to the hero element. Rule: decide at D04; switching mid-production = redoing lookdev.
5.2 Render engine (D113)
Film realism / refraction / SSS / volumes / time available → Cycles. Realtime, stylized, tight deadline, long film → EEVEE. Game pipeline → EEVEE or export. Blockout/previs → Workbench. Hybrid iterate EEVEE, hero Cycles — keep materials PBR-pure so the swap is settings, not re-lookdev.
5.3 Modeling workflow
Realistic human/creature film → sculpt-first → retopo → bake. Stylized boxy/cute → box-model + subdiv. Hard-surface → box + bevels + booleans + modifiers. City/backgrounds → modular + procedural. Original creature → sculpt-first + spec sheet. Hero prop → hybrid box + sculpt detail + bake.
5.4 Rig type
Biped → FK/IK switch + FK/BBone spine + stretch option. Quadruped → 4× leg IK + spine BBone + neck + tail. 6+ legs → per-leg IK + gait driver. Snake/tentacle/tail → BBone or FK + stretch. Wings → feather-row hierarchy + IK wingtip + fold. Mechanical → constrained axis, pistons, no soft deform. Cartoon stretchy → Stretch-to + squash/stretch global. Realistic facial → shape-key + bone control rig. Stylized facial → bone-driven. Minimal prop → single bone/constraint. Do not over-rig.
5.5 Hair / fur / feathers
Hero film hair → curves + manual groom + dynamics. Stylized hair → curves + simple sim or driver sway. Mammal fur → GN fur or curves + noise. Feathers → GN instances + wing hierarchy. Background → low-density or alpha cards. Realtime → cards/planes or low strand counts.
5.6 / 5.18 Sim vs fake
Rule: fake first. Sim only when faking is harder or visibly worse. Hero cloak → sim. Distant flag → vertex sway driver. Ocean → Ocean modifier. Puddle → ripple shader. Hero splash → sim or splash assets. Stylized fire breath → emissive curve + particles + glow. Realistic fire → sim. Rain → particles + wetness, not fluid. Jiggle → drivers/bones or soft body.
5.7 DoF & motion blur
Stylized/cheap DoF → comp Defocus on Z. Hero close-up realism → render DoF. Fast action MB → render 2–8% shutter. Cheap MB → vector blur in comp. Heavy scene → comp both; render MB off.
5.8 Format & color
Final frames → EXR multilayer. Edit master → ProRes 422 HQ / DNxHR. Web → H.264/H.265 CRF 18–23. Color → AgX. Film emulation → ACES/LUTs in comp.
5.9 Project structure
See production-finishing and knowledge/system/05-decision-trees.md 5.9 tree.
5.10 When to stop
Animation reads, contacts clean, second-eyes approved → lock animation. Hero materials approved under final lighting → lock lookdev. Caches stable → lock sims. Test frames clean, budget met → lock render. Pacing works, grade done, QC passed → deliver. Locks are promises. Honor them.
5.11 Add-ons
Learn the system first, add the speed tool second. Document the manifest. Built-in > add-on where equal. License-check assets.
5.12 Facial rig method
Realistic hero + lip sync → shape-key library + control rig (Ch 19). Stylized → bone-driven. Creature → bones + few species keys. Mocap face → ARKit-named blendshapes. Background → 3–5 keys. Never over-build. Toon drawn expressions → shape keys + GP overlay.
5.13 Shading style
Physical → Principled + maps. Cel → Shader-to-RGB ramp + hull outline. Anime → 2–3 tone + anime eye + face-shadow + selective outline. Cartoon → bold 2-tone, thick hull. Painterly → UV-perturb noise + soft comp. Game → stylized PBR + ramp. Mixed → separate ramps, grade together.
5.14 Mocap vs hand-key
Realistic human body, fast → mocap + foot fixes. Stylized/exaggerated → hand-key. Creatures → hand-key from animal ref. Dialogue CU → hand-key face/eyes; mocap body if useful. Hybrid (industry standard) → mocap body + hand-key face/hands/eyes.
5.15 Offline vs real-time
Film realism → Cycles. Stylized film / long runtime → EEVEE. Game/web → export pipeline (Ch 25).
5.16 Base mesh source
Build vs Rigify/base mesh vs scan. Film hero often sculpt-from-base or scan+retopo. Stylized often box or base mesh.
5.17 Outline method
Four methods in Ch 18.4 — pick per need (inverted hull, line art modifier, freestyle, GP).
5.19 Rig build order
The checklist is the tree. Follow templates/rig-signoff.md and Ch 6/28 order: skeleton → orientations → deform bones → IK/FK → spine/hands/feet → constraints → controllers → weights → correctives → facial → sign-off.
Inputs
- Fork id or natural-language choice
- Project style, medium, budgets, whether hero vs background
Outputs
CHOICE
- tree: 5.x
- pick: ...
- because: ...
- lock?: yes/no
- reconfigures: [downstream domains/skills]
- forbids: ...
Tools
knowledge/system/05-decision-trees.md(full tables)- Shared state locks
Constraints
Do not invent a fifth engine or a sixth style path without using A.3 extension protocol. Do not override a lock without calling out a feedback loop.
Edge Cases
Conflicting signals ("realistic anime") → treat as hybrid; ask which element is hero. Mixed toon/PBR is legal (5.13 mixed).
Failure Modes & Fixes
| FAIL | FIX |
|---|---|
| "It depends" with no table | Re-run the matching 5.x tree |
| Style changed after lookdev | Flag redo; do not patch |
| Sim chosen for background rain | Switch to fake (5.6) |
Dependencies
None required. Consumes shared state. Produces locks that all skills must respect.
Related Skills
All skills consume this. Closest: bakg-orchestrator.
Delegation Rules
After choosing, hand back to the caller. If the caller was the user, name the skill that should execute next.
Examples
- "Cycles or EEVEE for a rainy city with crystal refraction?" → Cycles (refraction/SSS/volumes).
- "Should I sim the distant flags?" → No. Vertex sway driver.
- "Bone face or blendshapes for a talking realistic hero?" → Shape-key library + control rig (5.12).
Required Knowledge / Context
knowledge/system/05-decision-trees.mdknowledge/system/03-relationship-map.md(section 3.8 style-dependent edges)context/production-economy.md
References to Shared Resources
orchestration/ultimate-test.mdtemplates/idea-decomposition.md