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Traits

Each trait is painted into one area of the bare body, and lands as its own SVG tile.

Adding a trait

With a base active, the prompt bar draws a trait, not a picture.

red cap, gold chain

Each phrase goes to the slot it looks like, and you can change the slot before it is drawn. Each result lands in the grid as its own SVG tile.

What happens on the way in

Three things, in order:

  1. The mask is the slot's area, not a fixed band of the frame. A hat is masked to the head, so it cannot bleed down the neck.
  2. Redrawn pixels are snapped back. Any edit pixel matching a base colour nearby is restored: within 8px for normal colours, within 2px for dark ink. Without this, a black hoodie gets the body's outline punched through it.
  3. The layer is named after the slot, so no fixed full-body band is ever applied to it.

The result is a trait that fits the body it was drawn for.

Stacking order

Each NFT gets one trait per slot, stacked in this order:

Clothes    10
Mouth      20
Eyes       25
Eyewear    30
Head       40
Accessory  50

So a head trait always draws above eyewear, and clothes below the mouth. Each layer is one named <g> in the SVG.

Naming

The Bases and traits tab is the one place to rename trait_type and value, grouped by base. Names on/off prints the name under each tile.

Names matter more than they look: they are the metadata a marketplace shows, so "Head: Mohawk" is a filterable attribute and "red_hat_2" is not.

Traits that get dropped

A trait the model could not draw still gets a tile, greyed, with the reason in words. Angel wings on a small head-and-shoulders base will do this. That is expected, not a failure.

Bands were per character

The old engine used fixed bands, which is why a trait could cover a face. With areas, each base carries its own. If a real base still gets it wrong, the band can be adjusted on that trait tile.

Full-body characters are the least tested shape. The neck is guessed from outline width, and a full body breaks that guess. If it looks wrong, say so rather than accepting a bad cut.

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