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/android-emulator-mask-testing

Specialization of android-emulator-harness for CAMERA / segmentation testing: get a real PERSON in front of the emulator camera so MediaPipe / ML Kit selfie segmentation produces an actual mask, then verify background-replacement / blur / shader effects and tune mask threshold

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simiancraft-skills
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$ npx -y skills add simiancraft/simiancraft-skills --skill android-emulator-mask-testing --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/android-emulator-mask-testing

Context preview

The summary Claude sees to decide when to auto-load this skill.

Specialization of android-emulator-harness for CAMERA / segmentation testing: get a real PERSON in front of the emulator camera so MediaPipe / ML Kit selfie segmentation produces an actual mask, then verify background-replacement / blur / shader effects and tune mask threshold

SKILL.md

android-emulator-mask-testing.SKILL.md
name: android-emulator-mask-testing
description: >-
  Specialization of android-emulator-harness for CAMERA / segmentation testing:
  get a real PERSON in front of the emulator camera so MediaPipe / ML Kit selfie
  segmentation produces an actual mask, then verify background-replacement / blur /
  shader effects and tune mask threshold by vision. Use when the task is "test the
  mask", "verify segmentation", "tune mask threshold", "check a camera/background
  effect on Android", or any time an app must SEE a human through the emulator camera
  without a physical device. Read android-emulator-harness FIRST for bring-up, drive,
  and assert; this skill only overrides the camera-specific pieces. Validated on
  Linux/WSL with a 32-bit x86 emulator image and MediaPipe/ML Kit segmentation.

Camera / Mask Testing: specialization of android-emulator-harness

**Read `android-emulator-harness` first.** That base covers KVM, AVD creation, headless boot, app install/launch, Maestro driving, logcat/screenshot assertion, and teardown. This skill changes only what's needed to put a segmentable human in the camera and run GPU segmentation. Everything else (drive with Maestro, assert on logcat + screenshot) is identical to the base.

This skill ships one fixture: **`fixtures/person-framed.png`**, a full-body subject pre-positioned for the emulator's camera-feed crop (see override 3). Feed it directly, or swap in your own subject framed the same way.

The three camera-specific overrides (each cost real debugging time)

1. **Use a 32-bit `x86` system image, NOT the base's `x86_64`.** MediaPipe Tasks Vision ships `libmediapipe_tasks_vision_jni.so` for `arm64-v8a`, `armeabi-v7a`, and `x86`, **not `x86_64`**. On x86_64 it fails with `UnsatisfiedLinkError` and segmentation silently falls through to the raw frame. API 30 is the highest 32-bit x86 `google_apis` image. Verify in the APK: `unzip -l app.apk | grep mediapipe` (expect a `lib/x86/…` entry).

   yes | "$SDKMGR" "system-images;android-30;google_apis;x86"
   echo no | "$AVDMGR" create avd -n harness_x86 -k "system-images;android-30;google_apis;x86" -d pixel_3 --force

2. **Boot with `-gpu swangle_indirect`, NOT the base's `swiftshader_indirect`.** MediaPipe runs through TFLite's GPU delegate, which needs **GLES 3.1 compute shaders**. Raw SwiftShader is only GLES 3.0 → `[GL_INVALID_ENUM] glCreateShader` in `TensorsToSegmentationCalculator`. `swangle` (ANGLE over SwiftShader-Vulkan) exposes GLES 3.1. Confirm after boot; this is the make-or-break check:

   adb shell dumpsys SurfaceFlinger | grep -m1 "GLES:"   # MUST say "OpenGL ES 3.1 ... ANGLE"

3. **Feed the framed subject straight into the camera (`-camera-back imagefile:`).** A recent emulator presents a still image as the back camera. Confirm support first (`"$EMU" -help-camera-back` lists `imagefile:` / `videofile:`); upgrade if missing (`yes | "$SDKMGR" emulator`). Feed the **pre-framed** image, not a bare cutout: the imagefile-to-sensor path does not present the image 1:1; it crops and shifts, so a subject centered in the source lands off to the right with the head clipped. `fixtures/person-framed.png` is pre-compensated. The framing that lands the subject centered and fully in frame:

  • **Frame:** 9:16 portrait (e.g. 1080 x 1920).
  • **Subject height:** ~0.42 of the frame height (full body, not a close-up).
  • **Subject center:** x = **0.25 W**, y = **0.58 H**. The left-quarter x is

deliberate; it cancels the sensor path's rightward shift so the subject reads centered on screen.

  • **Background:** opaque and contrasting (a light neutral gray works); segmentation

needs a clean figure/ground split, and the background is what gets replaced.

These offsets are emulator/AVD/version specific. Calibrate once: feed the image, select no effect to see the raw camera preview, screenshot it, and nudge the subject's x-center until it reads centered before trusting a run. To re-frame for a different crop, recompose from your own transparent subject using the offsets above.

Full launch (base boot + the three overrides)

sg kvm -c "nohup $EMU -avd harness_x86 \
  -no-window -no-audio -no-boot-anim -no-snapshot \
  -gpu swangle_indirect \
  -camera-back imagefile:$PWD/fixtures/person-framed.png \
  -accel on -port 5554 > /tmp/emulator.log 2>&1 &"
# then base boot-wait, then dumpsys SurfaceFlinger GLES check MUST be 3.1/ANGLE

`-no-snapshot` forces a clean boot so the camera feed takes effect. Pass an absolute path to the imagefile; the example uses `$PWD` assuming you launch from the skill dir.

Asserting the mask (beyond the base's logcat gate)

Add these to the base's HARD logcat gate (all must be ABSENT): `UnsatisfiedLink`, `GL_INVALID_ENUM`, `glCreateShader`, `CalculatorGraph::Run() failed`.

Then drive an effect (Maestro: `tapOn: "Dark Office"`) and Read the screenshot. A working mask shows the **person kept** and the background **replaced**. Failure modes: unchanged room (segmentation fell through) or person gone (empty mask). For threshold tuning, iterate the app's maskThreshold/hardness controls and re-Read.

What this adds to the base's scope

  • **CAN now also validate:** mask SHAPE + compositing (person carved, bg swapped).
  • **Still CANNOT:** temporal mask quality (flicker/edge stability) from a STATIC

image; that needs motion. Use `-camera-back videofile:<abs>/subject.mp4` for a full-frame moving subject when you need to test edge stability over time.

Older emulators without `imagefile:`

Builds whose `-help-camera-back` lacks `imagefile:` can still put a subject in view via the `virtualscene` wall poster. The headless camera pose is not settable (telnet `sensor set` is ignored; only the gRPC physical model moves it), so move the poster into the camera's fixed view (camera sits near origin looking down −Z): feed your own transparent full-body cu

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