Fitter Results

Results: the tree, Blender's tools, the tool choice and simplified pictures

One report, as you asked. Everything in the plan was tried; each test's pass line was written in the experiment log before it ran, and each result below says whether it passed. All models here are made by script, none edited by hand. The decisions for the next round are in chat. Turn any of the models in the 3D viewer; the plan these results answer is on the plan page.

In short

kept1. Blender tool for the body

The Skin modifier stays: no other tool beat it by the 0.03 the rule asked for.

Section 1

17 + 7 of 372. The tree of true models

17 recognisable, 7 nearly, 13 not yet: flat wings and fins, shells, teeth and plates.

Section 2

not passed3. Every limb and toe

The tree finds 91% of the tips with 86% real (needs 95 / 90). The hands step did not help.

Section 3

half4. Choosing the tool

True shapes 50 of 50 by reading the shape. Carved from pictures 33 of 50 at best: cups and sheets are lost in carving.

Section 4

not passed5. The tree from pictures

A tree per painted part is the best by eye but beats last week on 1 of 6 (the snake), not 5.

Section 5

3 of 46. Hard pieces

Insects, crabs and spiders as separate pieces: all joined on 3 of 4, outline closer on all 4 (spider 0.80 to 0.87).

Section 6

4 of 117. Simplified pictures

Clean blockout redraws; 4 of 11 keep every outline within 0.90. The anglerfish's open mouth comes back (tree solid 0.43 to 0.61); the others gain nothing.

Section 7

not passed8. Two other tree readers

Ball cover and mesh shrinking both do worse than thinning. Thinning stays as the tree reader.

Section 8

ready9. 3D viewer

Ten animals, true model, tree and Skin body side by side, turning together.

Open the viewer

1. Which Blender tool makes the body from the tree

The same tree, made into a body four ways in Blender, on all 37 true models. Pass line, set before the run: the Skin modifier stays unless another tool's mean outline overlap with the true model (6 straight views and a three-quarter view, 1 = identical) is higher by 0.03 or more.

Result: the Skin modifier stays. Mean overlap: the tree's own solid 0.77, Skin modifier 0.75, curves 0.75, metaballs 0.73 (0.66 at a smaller size). Only the solid is ahead, by 0.02, and it is a measuring stick, not an editable model. Metaballs break thin tails and toes into beads; curves leave seams at the forks.

true modelSkin modifiermetaballscurvestree's own solid
Flamingo, from the side. True model, then the Skin modifier, metaballs, curves and the tree's own solid
Flamingo, from the side.
Fox. True model, then the Skin modifier, metaballs, curves and the tree's own solid
Fox.
Agama, from above. True model, then the Skin modifier, metaballs, curves and the tree's own solid
Agama, from above.
Octopus. True model, then the Skin modifier, metaballs, curves and the tree's own solid
Octopus.

2. The tree of all 37 true models

Tree version 2, the same settings for every animal: few points (forks, tips, and where the direction or thickness changes), two thicknesses per point (across and up-down, so flat bodies stay flat), and the body continues only into a clearly thicker branch, so pairs of legs are both branches. Each row: the true model, the tree (balls), the Skin modifier body. Click a row for the side and top views. The grouping below is my reading by eye; turn them in the viewer and judge for yourself.

recognisable17 of 37

Bodies with limbs, long bodies and arms: the tree finds every limb, foot and tail, and the Skin modifier makes a clean continuous body.

Each picture, left to right: true model, tree, Skin modifier body.

penguin emperor: true model, tree, Skin modifier body
penguin emperor
racer snake: true model, tree, Skin modifier body
racer snake
giraffe: true model, tree, Skin modifier body
giraffe
deer: true model, tree, Skin modifier body
deer
agama: true model, tree, Skin modifier body
agama
chimpanzee: true model, tree, Skin modifier body
chimpanzee
penguin: true model, tree, Skin modifier body
penguin
octopus: true model, tree, Skin modifier body
octopus
fox: true model, tree, Skin modifier body
fox
cuttlefish: true model, tree, Skin modifier body
cuttlefish
dwarf crocodile: true model, tree, Skin modifier body
dwarf crocodile
starfish: true model, tree, Skin modifier body
starfish
penguin standing: true model, tree, Skin modifier body
penguin standing
seahorse: true model, tree, Skin modifier body
seahorse
squid: true model, tree, Skin modifier body
squid
flamingo: true model, tree, Skin modifier body
flamingo
ant: true model, tree, Skin modifier body
ant

nearly7 of 37

The parts are there, but a flat box-like slab is left where many branches meet on a thick body (the Skin modifier's known weak spot), or thin legs come out lumpy.

Each picture, left to right: true model, tree, Skin modifier body.

frog: true model, tree, Skin modifier body
frog
crab: true model, tree, Skin modifier body
crab
spider: true model, tree, Skin modifier body
spider
hammerhead: true model, tree, Skin modifier body
hammerhead
cuttlefish scan: true model, tree, Skin modifier body
cuttlefish scan
penguin adelie: true model, tree, Skin modifier body
penguin adelie
penguin adelie lowpoly: true model, tree, Skin modifier body
penguin adelie lowpoly

not yet13 of 37

Seven have flat wings, fins or flippers (a tree of round balls cannot hold a thin plate: that is the sheet tool's job); the snail's shell and the jellyfish's bell are hollows; the two anglerfish keep every tooth as a branch; the scorpion is many hard plates; the elephant's thick body leaves slabs.

Each picture, left to right: true model, tree, Skin modifier body.

turtle flatback: true model, tree, Skin modifier body
turtle flatback
turtle loggerhead: true model, tree, Skin modifier body
turtle loggerhead
manta ray: true model, tree, Skin modifier body
manta ray
manta ray 84c: true model, tree, Skin modifier body
manta ray 84c
eagle: true model, tree, Skin modifier body
eagle
bat: true model, tree, Skin modifier body
bat
butterfly: true model, tree, Skin modifier body
butterfly
snail: true model, tree, Skin modifier body
snail
jellyfish: true model, tree, Skin modifier body
jellyfish
anglerfish: true model, tree, Skin modifier body
anglerfish
anglerfish 3d: true model, tree, Skin modifier body
anglerfish 3d
scorpion: true model, tree, Skin modifier body
scorpion
elephant: true model, tree, Skin modifier body
elephant

3. Does the tree find every limb and toe? Made-up creatures with known trees

20 made-up creatures (a body, neck and head, tail, two or three pairs of legs with three to five toes, sometimes open jaws and fins), each with a known tree, scored on 20 more the method had never seen. Pass line, set before the run: at least 95% of the true tips found (one tree tip per true tip), at least 90% of the tree's tips real, and forks within one thickness of where they should be.

Result: not passed. On the unseen creatures the tree finds 91% of the tips (heads, tails and fins all, toes 91%, jaws only 65%: two jaws of an open mouth often merge into one), but 14% of its tips are extra (small side shoots near the feet). Forks land within 0.73 of a thickness: that part passes. (These numbers are after the code review's fixes; the review also found that the scorer skipped any creature whose tree failed, which changed nothing here but did change section 8.)

A made-up six-legged creature from above and from the side, with found and missed toe tips marked
One unseen creature, from above and from the side. Rings are the true tips: green found, red missed. Dots are the tree's tips: black matched, orange extra. Here 27 of 30 tips are found; 8 of the tree's 35 tips are extra.
HANDS AND FEET: THE DEDICATED STEP

When toes are short stubs that barely leave a large ankle (3 to 5 grid cells), the tree finds only a third of them. I built the dedicated step you asked for: lay each wide limb end flat, where the gaps between toes show, read the toes from that flat outline, and rebuild the foot as a palm with one chain per toe, as artists do.

It did not help, even after the review fixed it counting the wrist as a finger: 32% of stub toes with it and without it; with long toes it adds extra tips (real tips 86% to 82%), and it mistakes a few heads for hands. At this resolution the gaps between stub toes are not in the shape at all, flat or not. What an artist does here is look at a close-up of the hand; for us that means a close-up picture of each hand and foot, carved at a finer grid. That is a proposal for the next round, not tested yet.

WHAT THE TREE GETS RIGHT

Every head and tail, every fin, every leg; forks in the right place. The weak spots are close-together branches: stub toes, and the two jaws of a narrow open mouth.

4. How the tool is chosen for each part

You asked to see the choice itself tested. 50 made-up parts with a known right tool, 10 each of lump, tube, branched, sheet and hollow (a cup), each in two forms: the true shape, and the shape carved from six pictures, as our pipeline sees it. All five tools were fitted to every part, then three rules picked one:

  • Smallest error: the tool whose surface is closest (what we do today).
  • Simplest near-tie: among the tools within 10% of the smallest error, the simplest (lump, then tube or sheet, then hollow, then branched).
  • Shape reading, as artists do it: read what kind of shape the part is before fitting anything. A cup if much of its hull is empty and enclosed; a sheet if it is thin for its size; a tube if it is long and thin; branched if it has three or more tips; otherwise a lump.

Pass line, set before the run: the right tool on at least 90% of the true shapes and 80% of the carved ones, and at most 10% of last week's passable real parts lost to the choice.

TRUE SHAPES: PASSED

50 / 50

Shape reading and simplest near-tie both choose right every time. Smallest error gets 39: it gives every lump to the hollow tool, because a cup with no opening is a lump and fits equally well. When two tools fit equally, only a rule that prefers the simpler one gets it right.

CARVED FROM PICTURES: NOT PASSED

33 / 50 at best

Lumps, tubes and branched parts are still right (shape reading: 30 of 30). But every cup comes out of carving filled in, so it is a lump, and 9 of 10 sheets come out thickened into curved disks. No rule can recover these, because the carved shape no longer holds the answer. Smallest error "gets" the cups only because it calls everything round a cup.

LAST WEEK'S REAL PARTS: NOT PASSED

22% lost

On the special set, 18 parts would pass if the best tool were picked in hindsight; the smallest-error choice gets 14, the near-tie choice 15. The pass line was at most 10% lost. Same cause: the carved part does not show what it is.

Grid of the 50 true-shape parts placed by the tool chosen by smallest error: all ten lumps land in the hollow column
True shapes, smallest error (today's rule): 39 of 50. Rows are the right tool, columns the chosen one; the green diagonal is right. All ten lumps go to "hollow".
Grid of the 50 true-shape parts placed by shape reading: all on the diagonal
True shapes, shape reading: 50 of 50. Everything on the diagonal.
Grid of the carved parts placed by shape reading: sheets land in branched and tube, cups in lump
Carved from pictures, shape reading: 31 of 50. The cups are now closed balls (bottom row, read as lumps), and the sheets thick curved disks (read as branched or tube).
Grid of the carved parts placed by simplest near-tie
Carved from pictures, simplest near-tie: 33 of 50. The best of the three, and still short of 40.

What each choice looked like

Each strip: the part (gold), then the five tools fitted to it (blue), with their error; the frame marks the one smallest error chose.

A true cup and the five tools fitted to it; only the hollow tool opens it
A true cup. Only the hollow tool makes the opening (error 0.46 against 1.5 to 2.4): an easy, right choice.
The same cup carved from pictures: a closed ball, which lump and hollow fit equally
The same cup, carved from six pictures. The inside is filled; lump and hollow fit it equally (0.06). No rule can tell it was a cup.
A true lump: lump and hollow tools tie at 0.03 and smallest error picks hollow
A true lump. Lump and hollow tie at 0.03 and smallest error picks hollow; the near-tie rule picks the lump.
A carved sheet: thickened into an egg shape, and fitted best by lump, tube and hollow
A curved sheet, carved. Carving made it an egg; the sheet tool (0.34) now fits worse than lump, tube or hollow (0.21 to 0.23).
WHAT THIS MEANS

The choosing works: read the shape first, and prefer the simpler tool when two fit equally. What breaks it is what carving throws away. Outlines cannot show the inside of a cup or how thin a sheet is. An artist would just know that a wing is a sheet and a shell is hollow. The next round's options for this are in chat.

5. The tree from pictures

The real use: the tree read from pictures, not from a true model. Tried here on the six true models' rendered pictures (six straight views and the four special angles, painted perfectly by part), so the true model can judge. Three ways of reading it, against last week's result (each part's best tool fitted to the carved block). Pass line, set before the run: beat last week's result on the outline from a view no carving used, for at least 5 of 6 animals, and keep 9 in 10 branches.

Result: not passed by any of the three. The best one, a tree per painted part, beats last week only on the coiled snake (0.89 against 0.88 from the held-back view), ties on the scorpion (0.82) and loses on the other four (0.74 to 0.84, against last week's 0.80 to 0.92). By eye it is the most faithful of the three; the numbers favour last week's blocks, which hug the carved outline.

One lesson from the rerun after the code review: on the octopus the tree itself got slightly better (its own solid 0.66 to 0.69), but the Skin modifier broke into a large flat sheet at one crowded junction, and its score fell from 0.83 to 0.74. Skin is fragile where many thick branches meet, which is also where the 37 true models showed their slabs.

Racer snake: true model, carved block, last week's tools, and three trees
Racer snake. Last week's tools fill the coil with a flat disc; the tree per part keeps the coil.
Octopus: true model, carved block, last week's tools, and three trees
Octopus. Read part by part, the arms come apart (from outline centre lines alone they melt into one mass), but the Skin body breaks into a flat sheet over the head.
Flamingo: true model, carved block, last week's tools, and three trees
Flamingo. Clean per part; the outline centre lines lose the body (a blob's outline has no meaningful centre line).
Agama: true model, carved block, last week's tools, and three trees
Agama. All close; the outline-only tree is too thin.
Seahorse: true model, carved block, last week's tools, and three trees
Seahorse. Last week's tools win here; the trees leave bumps on the head.
Scorpion: true model, carved block, last week's tools, and three trees
Scorpion. Nothing reads its plates well from pictures.

The seven AI animals (no true model behind them)

The tree from the shape carved from the AI pictures (six straight views and the special angles). The octopus becomes recognisable, which no earlier attempt managed; the agama keeps the slab its disagreeing drawings carve; the jellyfish and scorpion remain tangles.

Each picture, left to right: AI drawing (a view not used for carving), carved block, tree, Skin modifier body.

AI octopus: drawing, carved block, tree, Skin body
Octopus recognisable
AI flamingo: drawing, carved block, tree, Skin body
Flamingo recognisable
AI racer snake: drawing, carved block, tree, Skin body
Racer snake recognisable
AI seahorse: drawing, carved block, tree, Skin body
Seahorse nearly
AI agama: drawing, carved block, tree, Skin body
Agama not yet: the carved tail slab stays.
AI scorpion: drawing, carved block, tree, Skin body
Scorpion not yet
AI jellyfish: drawing, carved block, tree, Skin body
Jellyfish not yet

6. Hard-shelled animals as separate pieces

Artists build insects, crabs and scorpions from separate rigid pieces, one per leg segment and plate, each fitted into its neighbour, not as one skin. I tried the same on our four hard-shelled models. The pieces are the model's own mesh pieces (the scorpion's file is stored as loose triangles, so its corners are joined first). Each piece gets its own small tree and Skin body, and tiny details merge into the piece they touch.

Pass line, set before the run: every piece within one grid cell of the piece it belongs to, so nothing floats.

Result: the outline is closer on all four, and the joins pass on three of four. Crab 23 of 23 pieces joined, spider 21 of 21, scorpion 74 of 74 (two more pieces touch nothing even in the model's own file). On the ant 16 of 19 are joined; three small pieces (1 to 2% of the ant each) sit just over a cell from their neighbour. (These are the numbers after the code review, which found that the first joins test allowed a gap of two cells, and that joining corners at the same place had glued the ant's and crab's separate parts into one.)

OUTLINE OVERLAP, SKIN BODY (MEAN OF 8 VIEWS)
  • Ant: one tree 0.66, pieces 0.71
  • Crab: 0.84 to 0.88
  • Scorpion: 0.83 to 0.86
  • Spider: 0.80 to 0.87
WHAT IT SHOWS

Pieces help most where one tree had to bend through narrow joints and crowded forks: the ant's waist, the spider's eight legs meeting at one body. The scorpion's file is many thin decorative plates, so its pieces still look tangled. A model built from pictures would have to declare its pieces (one paint colour per plate or segment); there will be no mesh to split.

true modelone tree, Skinpieces: treespieces: Skin
Ant: true model, one-tree skin, the per-piece trees, and the per-piece skin
Ant: 0.66 to 0.71. With pieces, the waist and the leg joints stay thin.
Crab: true model, one-tree skin, the per-piece trees, and the per-piece skin
Crab: 23 pieces, all joined. Closer in outline, but rougher by eye: the claws' thin shells leave flakes.
Scorpion: true model, one-tree skin, the per-piece trees, and the per-piece skin
Scorpion: 76 pieces. Slightly more segmented than one tree, still tangled where the file's thin plates overlap.
Spider: true model, one-tree skin, the per-piece trees, and the per-piece skin
Spider: the biggest gain (0.80 to 0.87): each leg is its own piece (coloured), so the legs no longer melt into the body. The hairy legs are noise at this grid.

7. Simplified pictures

Artists block out the large forms first and add small details last, as separate pieces. So I asked the image tool (through Codex) to redraw each reference sheet as a smooth clay blockout: the same pose, cameras and size, with teeth, claws, spines, scales, feathers and eyes removed. This was done for the four true models' rendered sheets and the seven AI animals' sheets, with at most three redraws each.

Pass line, set before the run: every view's outline overlaps the original's by at least 0.90, the details are gone by eye, and the views still agree with each other.

Result: 4 of 11 pass the line, and 10 of 11 look right by eye. The anglerfish, AI agama, octopus and racer snake pass. The others miss mostly because their legs, tentacles or tail are thin, so a shift of a few pixels costs a lot of overlap. The one real failure is the AI seahorse: its body was redrawn wider, as a bottle shape.

Each row, left to right: the original sheet, the simplified sheet, and their outlines laid over each other (grey kept, red removed, blue added).

True models (rendered sheets)

Anglerfish sheet: original with teeth, simplified without teeth, and outline difference
Anglerfish passes worst view 0.90. The teeth are gone and the mouth stays open.
Agama sheet: original, simplified, and outline difference
Agama by eye only worst view 0.89 (side and top: thin toes moved).
Flamingo sheet: original, simplified, and outline difference
Flamingo by eye only worst view 0.88 (thin legs).
Scorpion sheet: original, simplified, and outline difference
Scorpion by eye only worst view 0.87. The plates become smooth segments; a few small prongs stay.

What the simplified sheets change downstream

Each sheet was carved into a shape (four views), the tree read from it, and both compared with the true model. The anglerfish gains clearly: with the teeth gone, the carved mouth opens, the shape overlaps the true model better in 3D (0.69 to 0.74), and the tree's solid jumps from 0.43 to 0.61 with 19 points instead of 111. The other three lose a little (agama 0.66 to 0.70 in 3D but its tree 0.49 to 0.48; flamingo 0.74 to 0.70; scorpion 0.33 to 0.30): their redraws moved thin legs and plates a few pixels, and the true model they are measured against still has its details.

Each row, left to right: true model, then from the original sheet the carved shape and its tree's Skin body, then the same from the simplified sheet.

Anglerfish: true model; carved shape and Skin body from the original sheet; the same from the simplified sheet
Anglerfish. From the original sheet the teeth carve into a slab with a slit; from the simplified sheet the mouth opens. The tree's body is now one smooth form, but a tree cannot hollow a mouth: that is the cup tool's job.
Agama: true model; carved shape and Skin body from the original sheet; the same from the simplified sheet
Agama. Nearly the same either way.
Flamingo: true model; carved shape and Skin body from the original sheet; the same from the simplified sheet
Flamingo. Slightly worse: the redrawn legs moved.
Scorpion: true model; carved shape and Skin body from the original sheet; the same from the simplified sheet
Scorpion. Still a tangle either way.

AI animals

AI octopus sheet: original, simplified, and outline difference
Octopus passes worst view 0.95.
AI agama sheet: original, simplified, and outline difference
Agama passes worst view 0.94.
AI racer snake sheet: original, simplified, and outline difference
Racer snake passes worst view 0.96.
AI flamingo sheet: original, simplified, and outline difference
Flamingo by eye only worst view 0.898, just short.
AI jellyfish sheet: original, simplified, and outline difference
Jellyfish by eye only worst view 0.85: the thin tentacles moved by a few pixels.
AI scorpion sheet: original, simplified, and outline difference
Scorpion by eye only worst view 0.86.
AI seahorse sheet: original, simplified, and outline difference: the body is much wider
Seahorse changed worst view 0.80: the body was redrawn as a bottle (blue).

The AI animals, carved from each sheet

Each row, left to right: from the original AI sheet the carved shape and its tree's Skin body, then the same from the simplified sheet. There is no true model to measure against: judge by eye.

AI octopus carved from the original and the simplified sheet, with Skin bodies
Octopus
AI agama carved from the original and the simplified sheet, with Skin bodies
Agama
AI flamingo carved from the original and the simplified sheet, with Skin bodies
Flamingo
AI racer snake carved from the original and the simplified sheet, with Skin bodies
Racer snake
AI scorpion carved from the original and the simplified sheet, with Skin bodies
Scorpion
AI jellyfish carved from the original and the simplified sheet, with Skin bodies
Jellyfish
AI seahorse carved from the original and the simplified sheet, with Skin bodies
Seahorse: the simplified one is the redrawn bottle shape.

8. Two other ways to find the tree

The tree so far comes from thinning: peel the shape layer by layer down to its centre line. The research turned up two other well-known ways, and I tried both on the same unseen creatures with the same pass line.

  • Ball cover (as in Coverage Axis, 2022): the fewest balls that together cover the shape, joined into a tree. It is close to how artists place ZSpheres.
  • Mesh shrinking (Au and others, 2008): pull the surface inward, round by round, until it collapses onto its centre line, then read the tree from where it collapsed.

Result: neither beats thinning, and none of the three passes.

TIPS FOUND / TREE TIPS THAT ARE REAL
  • Thinning (tree v2): 91% / 86%
  • Ball cover: 83% / 51%
  • Mesh shrinking: 43% / 5%
  • Pass line: 95% / 90%
WHY

Ball cover puts one ball over several toes when they are close, and its tips stop short of the real ones. It is good for the body and poor for hands.

Mesh shrinking, in my simplified version, does not settle on a clean centre line: the shrunk surface scatters into a loose cloud, partly outside the body, and every loose point becomes a false "tip" (230 tips for 30 real ones on this creature). With stronger settings, tried on the practice creatures, it collapses the whole animal to a few points instead. Its first score (97% found) was wrong: half its runs had crashed and the scorer skipped them, which the code review caught. A faithful version needs the paper's later clean-up steps; given that thinning is already closer, I stopped there.

The unseen creature with the ball-cover tree's tips: many toes missed
Ball cover, same creature as in section 3. 17 of 30 tips found (green rings); most missed toes (red) are the inner ones of each foot.
The same creature with the mesh-shrinking tree: a scattered cloud of false tips
Mesh shrinking. 14 of 30 tips found. The shrunk surface scatters instead of forming a line; each orange dot is a false tip.

9. Turn the models yourself

The 3D viewer shows ten animals as three models side by side: the true model, its tree (balls coloured by level: body, limbs, toes) and the Skin modifier body made from it. Dragging one turns all three. Fox, chimpanzee, octopus, flamingo, agama, frog, giraffe, deer, elephant and anglerfish: the good, the nearly and the not-yet groups of section 2.