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Chains

What a chain is

Several tools stacked in one frame and run as a single action, in order, at the summed price.

A chain is several tools dropped into one frame and run as one action. The steps run top to bottom, each one taking what the last produced.

Order is the only wiring. There are no connections to draw, no ports to match and no graph to learn: a step’s position in the stack is its place in the sequence, and that is the entire model.

The frame holds a row per step, and each row reads like a miniature version of the tool card it stands for: the tool’s icon and name on the left, its model pill on the right, and anything you tuned folded into one grey line underneath.

At the bottom sits Run, carrying the summed cost of every step, so a four-step chain shows what four steps cost before you commit to any of them.

A node graph is the general answer and it is a bad first answer. Ports, types, wires and layout are all things to learn before you make anything, and most real sequences are a straight line.

Chains take the straight line and remove everything else. If your sequence genuinely branches, it is two chains.

The steps inside a chain are configurations rather than cards. They exist as part of the chain and nowhere else, which is different from a frame, whose contents are canvas objects that carry on existing if you delete the frame around them.

Delete a chain and its steps go with it, leaving nothing orphaned on the board.

Any sequence you have run more than twice by hand:

  • Generate, then upscale, then remove the background
  • Generate a mesh, then remesh it, then retexture it
  • Restyle a clip, then grade it, then add sound

Each of those is three cards, three waits and three chances to forget a step. As a chain it is one press.

Next: chaining tools for building one, and reusing a chain for keeping it.