# 1.2.0-beta1 — `anchor: "restart"` > **Superseded by 2.0.0.** `anchor: "restart"` shipped, and restart hops now > write their full length. Keep this file as the beta note; do not treat it > as the state of the pack. Beta. Two things over 1.1.0: a crash fix everyone needs, and one new feature that wants testing on a real chain. ## The crash fix (this is why 1.1.1 exists) If your ComfyUI ever gave you this on hop 1, before anything rendered: MiniMaxH3ReferenceToVideo.execute() got multiple values for argument 'ref_image_size' that is fixed. The pack was handing Core its first seven arguments by position, which only works if your ComfyUI orders them the same way the pack was written against. Some builds don't. Everything is passed by name now, so the order upstream no longer matters. If a future ComfyUI renames something, you'll get a message naming both signatures instead of a traceback. ## The new thing: `anchor: "restart"` **What it's for.** On a long chain the picture goes flat — skin plastic, light dead, everything a bit stiller than it should be. Measured on a 6-hop chain where every hop was given the *identical* beat, so nothing below is the script: the subject's movement fell 39% the background's brightness swing fell 64% lighting-vs-head-position went from +0.63 to -0.49 -- it INVERTED Every hop is conditioned on the previous hop's **last frames**, and the end of a clip is its most settled moment. So each hop starts from a slightly calmer, flatter state than the one before, and it compounds. That is why fiddling with `pin_to_qwen`, `pin_renorm` and `pin_mech` doesn't fix it: they all change how the previous hop is *presented*, not the fact that it is inherited. **What it does.** Put `"anchor": "restart"` on a shot and that hop stops relaying. It takes your start image as its frame 0, exactly as hop 1 does, and nothing from the previous hop reaches it. The decay is bounded to the distance between restarts instead of running the whole chain. **How to use it.** In the SCRIPT tab, expand `ADVANCED` on any shot after the first — there's an `anchor` dropdown. Or by hand: {"beat": "She picks up the next point.", "anchor": "restart", "directives": {"join": "hard_cut", "camera": "hold"}} It needs a **start image** set in MEDIA — that's what it restarts onto. **It is a CUT.** The hop opens on the start image's pose, not where the last hop ended, so `join` must be `hard_cut` or `match_cut`. It refuses `continuous`, on the queue, rather than making a bad seam. Write the beat as a fresh start. ## What we measured, honestly One chain, 6 hops, 640x1152, restart on hop 4. Against the same chain with no restart: at the restart hop: +80% lighting swing, +33% movement, better response two hops later: about half the damage of the control, but decaying again So it works, and **one restart every six hops is not enough**. The decay resumes straight away. If you're running long chains, try a restart every 3 hops or so. `pin_noise` around 0.06 slows the decay in between — measured better than both 0 and the 0.10 maximum, which injects flicker that isn't coupled to the subject. This is a single measurement on one subject. That's the main reason it's a beta. ## Known rough edges - A restart hop still drops the 22-frame overlap even though it has nothing to overlap with, so you lose ~0.9 s of fresh material at the cut. Harmless, but unintended. - The `anchor` dropdown is new. Before this build, editing any shot card silently discarded `anchor` **and `tone`** — `tone` has had that bug since 1.1, so if you ever set `"tone": "rebase"` by hand and it seemed to do nothing, that's why. - `resync` — re-anchoring on a *pose-matched* clean frame so the join can stay continuous, for rolling scenes where a cut is wrong — is designed but not built. ## What would help most Whether a restart every 2-3 hops actually holds a long chain up, on your content. That's the number we couldn't get from one 6-hop test.