Seven diagrams tracing nodeSmith end to end — a written brief through a language model and SDXL, two paid calls out to GPT Images and Tripo, FrameBridge's frame correction, SkinTokens' auto-rig, SkinBridge's cleanup and FBX export, and a manual hand-off into Unreal Engine 5. This is a staged toolkit, not a shipped, automated pipeline — every diagram below shows where a human approves, and where the graph refuses rather than guessing.
Every diagram on this page is drawn from one embedded data object —
the same object drives the SVG layout below, the hover/tap detail popups, and the plain-text
<details> list under each diagram. Nothing is typed twice.
Reading the color families — consistent across all seven diagrams:
One brief in, one rigged FBX out. Every box here is expanded in its own diagram below; this one exists to show the shape of the pipeline and, more usefully, where it costs money and where it can refuse you.
| Gate | Refuses when | What it prevents |
|---|---|---|
| Approve the hero shot | you have not approved | spending on a concept you do not want |
| Facing verified | the rigged mesh faces wrong | shipping a reversed rig — SkinTokens has already named _l/_r off the wrong facing |
| Coverage above 90% | mesh and skeleton do not correspond | a skeleton landing inside the body |
"Amber is money. Two nodes only... Pink is the refusal path. Three controls refuse... The other two pink boxes — Left/right silently swapped and Skeleton lands inside the body — are outcomes, not controls, and have no arrow leaving them... The dotted lines are not data. The Cockpit drives stages rather than passing values through them, and the project tree is written to rather than being a step." — 00-overview.md
Ten settings nodes assemble a brief, an optional language-model call turns it into a structured payload, SDXL renders the concept locally, and a snapshot tree holds every iteration until one is approved and the "GPT Orthos" gate is armed to spend on the next stage.
"The IPAdapter node's wiring is exactly what the ground truth shows, not simplified for the diagram. Node 8 loads a MODEL from the checkpoint but has no outputs read by anything else in the saved graph — KSampler takes its model input directly from the checkpoint, not through Node 8... drawn as a dead end deliberately." — 01-concept.md
The approved hero render becomes four orthographic views one of two ways — one paid GPT call producing a single sheet that gets measured and split, or four independent paid GPT calls, one per view. Both are currently muted in the saved graph; only whichever one is armed actually runs.
GPTsheet (Node 97 → 98 → 132 → 133 → four SaveImages) is one connected chain
costing a single paid call. GPTimages (Nodes 89–96, 24/34/44/64) is four independent paid
calls wired into nothing downstream. Both write the same pipeline_<view>_*.png filenames...
so which route Kris actually uses cannot be read off the graph." Both routes are drawn below with equal
visual weight, on purpose — this diagram does not pick a side.
Four approved orthographic views leave ComfyUI and become a textured 3D mesh through Tripo, then FrameBridge corrects the mesh's frame before anything downstream can rig it. This stage also covers the TRIPO PROXY branch — a separate, lighter retopologised mesh with its own frame correction — and draws two structural facts exactly as the saved graph has them: the Draft/Convert chain currently ends in a dead end, and the correction step below it runs on a hand-pasted path, not a live link.
yaw_degrees is per-generation, never a constant. Two real generations once needed opposite
corrections, 180 degrees apart. A wrong yaw rigs the character left/right swapped and raises no error — the
single most consequential fact in this pair of diagrams.
Picking up from the FrameBridge-corrected mesh: SkinTokens auto-rigs it, SkinBridge cleans the rig up in an iframe-hosted editor, and — on the route that reuses a saved skeleton instead of a fresh SkinTokens run — a 90% coverage gate decides whether the reuse is trusted or refused. This is the step that does the FBX export: an embedded Blender (bpy) backend, not a separate external DCC tool.
| Coverage figure | Result |
|---|---|
| Correct pair | 100.0% — passes |
| Same character, frame-corrected | 100.0% — passes |
| Same character, raw / uncorrected | 40.0% — refused |
| Different character | 34.8% — refused |
"Known measurement gap — coverage is measured against the SAVED asset's own bounding box,
not the target's. A much larger asset on a much smaller mesh can read near 100% without truly
corresponding." — 04-rig.details.json. UE5 import stays manual: set Update Skeleton Reference Pose ON when
re-importing over an existing skeleton, and confirm facing and that _l bones sit on the
actual left.
This diagram does not re-draw the linear pipeline above — it shows the machinery that decides, at any given moment, which one stage is actually live. 64 of the graph's 76 nodes sit muted at any given save; that is the mute-gated stage architecture working as designed, a cycle the operator drives forward, not decay.
One project root fans out to seven sibling folders, each filled by a different pipeline stage at a different time. This diagram covers the trap an operator loses real time to: ComfyUI's own flat output folder and the per-character project tree are different places, and only some files ever cross from one to the other — always copied, never moved.
"The project tree holds keepers, not scratch. Every iteration — every raw Tripo draft, every SkinTokens rig attempt — stays in ComfyUI's own folders. Only an approved hero render, a corrected mesh, or a verified rig is ever copied across." — 06-assets.md