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OpenAI Codex v0.161.0
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workdir: /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a12c2f-1161-7d40-96e6-045ee37edfcf
--------
user
Build modern US M1A2 Abrams style main battle tank: low flat angular turret with a long 120 mm smoothbore gun, side skirts, commander's remote weapon station, bustle rack (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference
images in this directory with your image tool first: sheet.jpg, previous_final.png, previous_side.png. It must look like a real object from a modern
third-person game up close: never blocky, never toy-like, never flat colours.

The operator reviewed the previous version (previous.glb / previous renders here) and asked for this. Fix it first, keep what was good:
  "RETROFIT, not a new model. This tank is already in the library (previous.glb, previous_final.png, previous_side.png, build_abrams-tank.py, previous_nodes.json; its baked textures are on gex44 in /root/fal-author/abrams-tank-v1/textures: copy what you reuse into your own remote dir, never write in the old one). Games now need it DESTRUCTIBLE like the newer library tanks. Keep the model exactly: same shape, proportions, frame, origin, materials, texture look, node names, pivots, Paint material and factor, paints in nodes.json. Start from build_abrams-tank.py and change only this: (1) every bolt-on item becomes its own Part_ node with a complete surface underneath (for this type: the heavy ballistic side skirt plates (one node per plate, at least four per side), rear fender sections, rear grille doors, tow cables, tail light boxes, headlight guards; turret: bustle rack basket with its stowage, side stowage bins, smoke grenade launchers, the commander weapon station, gunner and commander sight heads, wind sensor, antennas); (2) the barrel is split from Gun into a child Barrel, the empty Muzzle becomes a child of Barrel at the tip with identity rotation (+Z forward); (3) add the Fx_ empties and the hatches the rig asks for; (4) build FILE B, the damage GLB, from copies of your meshes, with its Burnt and Scars textures; (5) render states.png and look at it. Everything else in the contract below holds."

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/abrams-tank-v2`, scp scripts and any textures to gex44:/root/fal-author/abrams-tank-v2/, scp renders back here, then
LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every
named part, materials. Only one Blender job on the GPU box at a time from you.

Quality bar:
- Real dimensions in metres: 9.77 m long with the gun forward (hull 7.93 m), 3.66 m wide, 2.44 m high.
- Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor
  box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No
  z-fighting, no gaps, nothing floating, smooth shading on round parts.
- Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/
  ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing
  https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then
  BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.
  List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources.
- Budget: 100k to 160k triangles, at most 10 materials, texture images at most 2048 px, GLB at most 12 MB.

Export contract (glTF binary .glb, Y up, metres): Gun forward toward +Z, up = +Y, +X = the tank's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane at the centre of the hull footprint. Tracks touch y = 0. Turret straight ahead, gun level. Apply transforms and modifiers. No cameras, lights or
helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. RIG. Separate named mesh nodes: Hull (everything fixed to the hull), Turret (origin ON the turret ring's vertical axis, turns about Y), Gun (child of Turret: the mantlet, origin on the trunnion axis, elevates about X), Barrel (child of Gun: the tube forward of the mantlet, origin on the bore axis where it leaves the mantlet: a game slides it back along the bore for recoil), empty Muzzle (barrel tip, child of Barrel), MG (roof machine gun, child of Turret, origin at its pivot) where the type has one, Track_L, Track_R (the track belts: their texture V coordinate runs ALONG the track, once round the loop, so a game scrolls or deforms it to animate; links modelled as geometry), every road wheel, sprocket, idler and return roller as its own node Wheel_L1..Wheel_Ln and Wheel_R1..Wheel_Rn (front to back, origin at its hub, spin about X). Crew hatches as their own nodes, origin on the hinge line, closed: Hatch_Commander, Hatch_Driver and Hatch_Loader where the type has them, with a dark crew space modelled just under each so an open hatch shows depth, not a hole to nowhere. Empty nodes (no mesh): Seat_Commander (head-out hatch point), Seat_Driver, Exhaust, Light_Head_L, Light_Head_R, Fx_Engine (centre of the engine deck: where a game puts fire and smoke), Fx_Ammo (inside the hull where the ammunition burns), Fx_Hatch (top of the commander hatch: flame jet). Lamps: material "Lamps". PAINT CONTRACT (how games get variants of one model): the main paint lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with grey grime, mud, dust, soot, rain streaks, panel lines, chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.45, 0.36, 0.22] (desert tan). A game changes that factor, so nothing else (rubber, metal, tracks, glass, lamps, weapons, interior) may use Paint. Matte military paint: no clearcoat. In nodes.json add "paints": six real paints for this model as linear RGB triples with names, the default first, chosen from: olive drab, NATO green, desert tan, field grey, winter white, dark green-black, sand, forest green, dark yellow, panzer grey, khaki brown; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. DESTRUCTIBLE TANK (library contract tank-damage/v1). Games show this tank healthy, hit, stripped of its panels, immobilised, gun knocked out, and as a burnt wreck, only by showing and hiding named nodes. So deliver TWO GLBs in the same frame, origin and scale. FILE A, abrams-tank.glb = the healthy tank with the rig above. In it every bolt-on item is its OWN mesh node named Part_<Name>, never merged into Hull or Turret, with its origin at its own centre (a game hides it, or throws it as debris): side skirt / armour plates one node per plate (Part_Skirt_L1.. front to back, Part_Skirt_R1..), fenders and mudguards (Part_Fender_FL, _FR, _RL, _RR), stowage boxes, tool sets, fuel drums or jerrycans, exhaust mufflers and shrouds, engine deck grilles, lamp guards, spare track links, tow cable, unditching beam, antennas, smoke launchers; turret items are children of Turret (Part_Turret_<Name>: bins, bustle rack, cupola ring, sights, extra plates). Use what this type really carries: at least 14 Part_ nodes, spread over all four sides and the turret, big enough that removing them clearly changes the silhouette. UNDER every Part the Hull / Turret surface is complete and detailed (mounting brackets, bolt bosses, weld seams, unfaded paint patch; behind skirts the return rollers and upper track run): hiding a Part must never show a hole, a missing face or empty space. FILE B, abrams-tank-damage.glb = ONLY the damage pieces (a game keeps them hidden until needed). Exactly four top-level nodes: (1) Hull_Damage, an empty at the origin, with children: Dmg_<Name> for at least 8 of the hull Parts (the SAME part in place but battle-damaged: bent, torn open, shot through with curled edges, half hanging, scorched; same origin as its Part, so a game swaps Part_X for Dmg_X); Scar_Hull_Front, Scar_Hull_L, Scar_Hull_R, Scar_Hull_Rear (hit marks for that armour face: 3 to 5 impacts each, real geometry hugging the armour 2 to 4 mm proud, no z-fighting: gouges of bright bare steel, ricochet furrows, one penetration hole with a petalled raised rim and a black inside, a soot fan around them); Track_L_Broken and Track_R_Broken (that track thrown: snapped at the front, the upper run fallen off the wheels, the loose end lying flat on the ground at y = 0 ahead of or behind the tank; a game shows it instead of Track_L / Track_R). (2) Turret_Damage, an empty exactly at the Turret origin, with children: Dmg_Turret_<Name> twins (at least 3), Scar_Turret_Front, Scar_Turret_L, Scar_Turret_R, Scar_Turret_Rear, and Gun_Broken (origin exactly at the Gun origin: the mantlet with the barrel burst and peeled open at mid length, or bent down; shown instead of Gun). (3) Wreck_Hull, at the origin: the whole hull knocked out and burnt out as ONE mesh, wheels and tracks included: paint burnt off to grey scale, rust and soot (material "Burnt", never Paint), engine deck ruptured upward, hatches blown open, several plates missing or hanging, rubber burnt off the road wheels, suspension sagged about 5 cm, tracks slack and one broken; the open turret ring well is modelled, with a dark burnt interior. (4) Wreck_Turret, origin exactly at the Turret origin (a game leaves it in place, sets it askew, or blows it off beside the hull): the burnt turret with its gun drooped to full depression and hatches open; its underside is closed, with the turret ring and basket stub modelled, because it may lie upside down. Build the damage from copies of your healthy meshes (deform, cut, boolean, decimate) so everything lines up. Budget of file B: at most 110k triangles (the wreck about 40 percent of the healthy count); materials Paint (same texture and factor as file A: the recolour must follow), Burnt, Scars (bare steel and soot), TrackSteel, Rubber; its textures at most 512 px except Paint. PROOF: render states.png, a 3x2 grid of the same 3/4 front view, built by importing BOTH exported GLBs into an empty scene: 1 healthy; 2 hit (every Scar_ node shown, six Parts swapped for their Dmg_ twins); 3 stripped (every Part_ hidden, no twins: the bare tank must still look finished); 4 immobilised (Track_L_Broken instead of Track_L, Gun_Broken instead of Gun); 5 wreck (only Wreck_Hull + Wreck_Turret); 6 wreck with Wreck_Turret blown off, lying beside the hull. LOOK at it with your image tool and fix what reads badly. In nodes.json add "damage": {"parts": [{"part", "twin" or null}], "scars": [...], "broken": {...}, "wreck": [...]} and list the nodes of both files. No national insignia, crosses, stars, roundels, flags, unit badges, serial numbers or any text: games give these to their own factions. No manufacturer logos. MOVING PARTS: never apply transforms to a moving node: each turret, gun, barrel, wheel and hatch keeps its object origin ON its own pivot (turret ring axis, gun trunnion, bore axis, wheel centre, hinge line). Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: re-export the healthy GLB with the new rig within about 30 minutes (it is a split of the existing model, not a new model), the damage file by about 60 minutes, then use what is left of about 75 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. 
Deliver in this directory: abrams-tank.glb; build_abrams-tank.py (ONE script that builds the whole asset from an empty scene,
downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png
(1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final,
plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines:
what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references).
Stop when you judge it matches the references and would not look out of place in a modern realistic game.

warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
codex
I’ll inspect the references and existing build first, then retrofit the destructible rig while preserving the tank’s geometry and materials. I’m using the Blender game asset and visual review skills for the export and render checks.

hook: PreToolUse
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exec
/bin/bash -lc 'cat /home/claude-agent/AGENTS.md' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 3.8 Flash (LiteLLM proxy alias `forge:build-gemini-38flash`) | `geminix` | `--model <proxy alias>` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

All four are executables in `~/bin`, not shell functions: `~/.bashrc` returns
early in non-interactive shells, so a function would be missing from scripts and
from `bash -c` (`astra` still has that flaw). `--ask-permissions` restores the
approval prompts. `deepseek` and `gemini` are Claude Code driving another
provider's endpoint, so every Claude Code flag passes through (`--continue`,
`--resume <id>`, `-p`).
Each has a persistent private profile (`~/.local/share/forge-{deepseek,gemini}/profile`)
carrying the operator rules, the shared environment packet (box map, memory
store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
a copy of `~/.claude/skills`, the shared hooks, and the Forge MCP server for
memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.

Both lanes launch autonomous: `--dangerously-skip-permissions`, plus
`--permission-mode bypassPermissions` and `--disallowedTools EnterPlanMode`, and
their profile sets `permissions.defaultMode: bypassPermissions`. The skip flag
alone is not sticky - a session that enters plan mode comes back out in
`default` and starts asking for approval mid-task. `--ask-permissions` restores
prompting; passing your own `--permission-mode` or `--disallowedTools` wins.

Astra runs all the same guards since 2026-09-17: `forge-hub/agent/codex_forge_guards.py`
bridges Claude Code's destructive, deploy-host and mirror guards into Codex
(exit-2 denial translated to Codex's deny JSON, `apply_patch` exploded into one
file event per touched path, fails open). The guard scripts are not forked; the
Claude copies in `~/.claude/hooks/` stay the single implementation.
**No waiting parent (2026-09-20)**: `forge-hub/agent/codex_wait_guard.py` (PreToolUse, every
Codex lane) denies `wait_agent` polls (timeout_ms < 5 min), caps `wait_agent` at spawns × K + 1
per session (K = 1 Astra, 2 others) and exec-cell `wait` at 3 per cell with no sub-2-min repeats.
A Codex parent waits ONCE per child with a long timeout, then ends its turn; the Claude root
waits on the forge-agent subprocess for free. Kill switch `FORGE_WAIT_GUARD=0`, budget
`FORGE_WAIT_GUARD_K`. Denials log to `/tmp/codex_wait_guard.log`. Claude-lane twin
`~/.claude/hooks/wait_guard.py` (settings.json PreToolUse `Bash|TaskOutput|Read`, copied into the
DeepSeek and Gemini profiles at every launch): a bare `sleep N; <check>` turn outside a loop is
allowed twice per session then denied; `TaskOutput` / reads of a `tasks/<id>.output` file twice per
task then denied. Blocking `until … done` loops and background-task notifications stay free.

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No native MCP: since 2026-10-11 its workers reach the Forge
MCP server from Bash with `~/bin/forge-mcp` (= `forge-hub/agent/forge_mcp.sh`, Apify mcpc 0.7.0 in
`~/.local/lib/mcpc`; `forge-mcp --json tools-call memory_search query:="..."`), a private session per worker
in `.harness/mcpc` (closed when the run ends) that makes coord calls as the worker. No resume yet. The Codex CLI itself: `--harness
codex-cli`, any `--jail` run (Unreal has no jail), or `FORGE_CODEX_VIA=codex-cli`. Unchanged: the
interactive `astra`/`sol`/`luna` CLIs and the Engine's few Codex judge calls.
Memory `reference_unreal_agent_harness_assessment_2026_09_22.md`.

**Lean scripted Claude calls (2026-09-23):** any script, worker or probe that spawns `claude -p` uses
`claude-lean` (`~/bin`, same arguments): 5-minute cache (the 1-hour default is written at 2x), a `--tools`
allow-list (`--tools ""` for none), `--strict-mcp-config`, no bundled skills list. Engine code goes through
`run_tracked_claude_cli` (`cli/lean_launch.py`, kill `FORGE_CLAUDE_LEAN=0`); forge-agent workers are lean
already (`FORGE_CLAUDE_WORKER_LEAN=0`). Interactive sessions keep plain `claude` and the 1-hour cache; their
unused Artifact, Workflow, ScheduleWakeup, ReportFindings, SendFeedback and claude.ai connectors are off in
`~/.claude/settings.json`. Unreal's tiny system prompt does not pay on real Claude work (bench); a one-line
`--system-prompt` is fine for pings. Memory `reference_claude_code_lean_mode_bench_2026_09_23.md`.

**Advisor tool (2026-10-08):** `claude --advisor opus` (or setting `advisorModel`, or `/advisor opus|off`) lets a cheaper
main model consult a stronger one at decision points (plan, repeated failure, before "done"). Proven on this box: CLI
2.1.284, subscription, `-p --model sonnet --advisor opus` = Sonnet 5.5 + Opus 5.5. The advisor must rank at or above the
main model (an Opus root can only take Opus/Fable); Haiku 5.5 on either side needs CLI >= 2.1.293. The model picks when to
call it (ask in the prompt; no cap); every call re-reads the full transcript uncached, so cost grows with context. Anthropic
API only: not through the DeepSeek/Gemini gateway lanes; off when feature-flag fetching is off (`DISABLE_TELEMETRY`); kill
`CLAUDE_CODE_DISABLE_ADVISOR_TOOL=1`. Not wired into the Engine or forge-agent yet (bench awaits operator). There is no
`--subagents` flag. Memory `reference_claude_code_advisor_tool_2026_10_08.md`.

**Max plan API credits (2026-10-08):** each Max 20x plan gives $200/month (Max 5x $100) of Claude Platform credit, claimed on
claude.ai (Settings > Billing > API credits > Link organization) into ONE Console org, permanent choice. Covers the API,
Batches, Managed Agents, Agent SDK and `claude -p` run with that org's API key; NOT Claude Code signed in with the plan,
not extra usage. No rollover, spent before purchased credits, requests stop when out unless the org has bought credits.
Not claimed yet. Memory `reference_max_plan_monthly_api_credits_2026_10_08.md`.

Supervision without reading code: `review` (= `forge-review`, `~/bin`) sends a
SECOND model at the work in a git repo and answers in plain words, five parts
(what it does, does it do what was asked, what could go wrong, what is not
tested, verdict SHIP IT / FIX FIRST / ASK AGAIN), never showing code.
`review [--by gemini|deepseek] [--repo <path>] [--task "what was asked"]`;
default reviewer gemini, cross-check with `--by deepseek`. Reviews uncommitted
work, else the last commit, else the root commit. Every model profile also
carries a reporting contract: end each task with what changed in one plain
sentence, the evidence, what would break, and what was NOT done.

Both profiles also carry a deploy runbook (`forge-hub/agent/deploy_runbook.md`,
injected by `harness_env.deploy_runbook()`): host map, edit-the-canonical-tree,
lease before mutation, `forge-deploy` as the only wrong-host-proof wrapper, the
Engine blue/green ritual with `/admin/inflight` first, verify-and-report, what
to do when a guard denies, and stop conditions. Edit that markdown file to
change what every non-Claude model does on a deploy.

## DeepSeek local harness (2026-09-11)

- Interactive CLI: `deepseek` (= `forge-deepseek`, DeepSeek V4.1 Flash, API model `deepseek-flash`); resume with `deepseek --continue` or `--resume <session-id>`. `--effort low|high|max` selects reasoning effort. One-shot: `deepseekx "prompt"`.
- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
- Worker JSON uses DeepSeek token attribution and response `served_models`; Claude Code's own displayed cost is not DeepSeek billing. Use provider billing. Details: `forge-hub/agent/DEEPSEEK.md`.

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL
(`spikes/moebelkrig-20260925/v5/play/`) runs main only. Everything goes through `moeb` (`~/bin/moeb`, rules in the
repo's CONTRIBUTING.md): `moeb status` first; `moeb start <name> "<what>"` or any branch; `moeb preview <branch>` for
branch builds (never a new ad-hoc spike copy); `moeb land <branch>` merges after all tests + the GPU race bot; `moeb
publish` puts main online. A git hook refuses any other move of main; `publish-preview.sh` refuses the game URL
outside `moeb publish`. Player-visible changes: preview, operator OK, then land. Versions page:
`spikes/moebelkrig-20260925/versions/`.

## Personal substrate skills

Loaded from `/home/claude-agent/.claude/skills/`. Select by the task-specific trigger; do not load this entire list. The short entrypoint routes to details only when needed:

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md /home/claude-agent/.codex/skills/visual-game-loop/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.
---
name: visual-game-loop
description: Improve a game's or real-time 3D scene's visual fidelity against a fixed reference, using short implementation passes and screenshot criticism. Use for substantial visual polish or Dream Loop requests; skip mechanics-only changes.
license: MIT
---

# Visual game loop

Use a stable visual target to focus expensive work. Keep the game's working
controls, camera behavior, collisions, and combat unless the request changes them.
This workflow improves presentation; a beautiful frame does not prove gameplay.

For a new playable environment or a scene whose modular assembly still looks
crude, read [Whole-scene Blender workflow](references/whole-scene-blender.md).
The user-approved harbour spike establishes a reusable route: scene and object
references, photographic materials, coherent Blender authoring, then browser
gameplay and a bounded visual correction. Use it across model families; it does
not require commissioning an expensive asset catalog first.

## Establish the target

- For an existing game, capture its current active-play view first. Keep the same
  camera, viewport, and representative state for comparisons. Use the user's
  reference, or edit the current screenshot with available image generation to
  show the requested improvement. Prompt for an achievable **in-engine gameplay
  screenshot**, including readable hazards/HUD, not cinematic concept art.
- Lock that target for this pass. If generation is unavailable, work from the
  supplied reference or current frame plus explicit visual goals; record which
  one you actually have. Do not invent a target comparison or block useful work.
- Store target, captures, and a short round record outside shipped/public assets
  (for example `.forge/visual-loop/`). Record request, source revision, camera,
  target identity, latest verdict, elapsed time, and remaining budget. Reuse this
  small record on continuation rather than replaying the whole build history.

## Spend effort where it changes the picture

- Use the least expensive capable model for ordinary gameplay/code work. Reserve
  a stronger visual builder for a concrete fidelity gap; start with low reasoning
  for bounded implementation and escalate after evidence of a capability limit.
  Keep the selected coordinator; subscription tier alone is not a routing rule.
- When delegation is available and authorized, give a worker fresh context:
  request, current and target images, editable files/contracts, runtime/tool
  limits, deadline, and required evidence. Give it ownership of one coherent
  visual pass, with freedom to choose implementation. No recursive delegation.
  Workers run affected checks; the parent independently verifies the result.
- Reuse the game's asset kit and materials. Improve composition, silhouette,
  lighting, and material response before adding tiny detail. For asset choices,
  read [assets.md](references/assets.md) only when an asset is actually needed.
- One coherent implementation batch, then inspect the running result. For a
  normal customer chat turn, one batch is enough; do not silently open more paid
  turns. An explicitly requested polish session can use up to three rounds within
  its existing task budget. Check elapsed time between rounds; never reset it.

## Judge the actual result

Capture active gameplay after the change. Use a fresh, inexpensive vision critic
when available; otherwise compare directly and identify that as self-review.
Supply current + target, request, viewing conditions, and the previous verdict
only if useful. Do not send the build transcript or prime it with intended fixes.
Use the compact prompt in [critic.md](references/critic.md).

Act on at most three high-impact, in-scope gaps per round. Preserve the target and
accepted parts. If the same gap survives two attempts, reassess the cause once
(camera, assets, materials, or lighting); don't continue a token-burning tweak loop.
Stop when the requested result is evidenced, the bounded round/time allowance is
spent, or that reassessment fails. Report the actual result and remaining gaps.

Verify real keyboard/pointer/touch interaction and inspect asset orientation,
scale, floor contact, silhouette, HUD and loading errors. Measure performance on
the stated device/browser when claiming it; screenshots and critic scores cannot
establish FPS, collision correctness, or victory/restart behavior. Report software
rendering separately. Visual criticism is advisory and preserves Forge's existing
shipping policy.

Adapted from [Anshu Chimala's Dream Loop](https://github.com/achimala/dream-loop),
commit `9bddb901f7d071cfefdd21e264267c757177a9df`; see [license](LICENSE).
Fresh contexts, fixed targets, and bounded criticism are useful cost controls;
the author's reported quota savings are not a measured Forge saving.

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---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/memory_search started
mcp: forge/memory_search (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/skills_get started
mcp: forge/skills_get (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat build_abrams-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
"""M1A2-style neutral-faction game tank. Clean build: Blender -b --python-exit-code 1 --python this.py.
Authoring axes: X left, -Y forward, Z up. glTF conversion produces X left/Y up/Z forward.
Cycles OPTIX tiled material bakes. Sources CC0 https://polyhaven.com/license.
"""
import bpy, bmesh, math, os, json, random, subprocess, struct, time
from mathutils import Vector, Matrix
from math import sin, cos, pi
from pathlib import Path
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures';TEX.mkdir(exist_ok=True)
random.seed(17)
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.render.engine='CYCLES';sc.cycles.samples=24;sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type=='OPTIX'
sc.cycles.device='GPU'
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
PAINTS=[('Desert tan',[.45,.36,.22]),('Olive drab',[.17,.19,.085]),('NATO green',[.105,.155,.095]),('Field grey',[.23,.26,.235]),('Winter white',[.79,.81,.76]),('Dark green-black',[.038,.05,.034])]
MATN=['Paint','Rubber','Steel','Tracks','Glass','Lamps','Weapons']
MATS=[]

def download(asset,mp):
    f=TEX/f'{asset}_{mp}_1k.jpg'
    if not f.exists():
        url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{mp}_1k.jpg'
        subprocess.run(['curl','-fLsS','--retry','3',url,'-o',str(f)],check=True)
    return bpy.data.images.load(str(f),check_existing=True)

def bake_material(name,asset,base,rough,metal,res=512):
    print('BAKE',name,flush=True)
    m=bpy.data.materials.new(name);m.use_nodes=True
    nt=m.node_tree;n=nt.nodes;l=nt.links;n.clear()
    out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs['BSDF'],out.inputs['Surface'])
    uv=n.new('ShaderNodeTexCoord')
    diff=n.new('ShaderNodeTexImage');diff.image=download(asset,'diff');l.new(uv.outputs['UV'],diff.inputs['Vector'])
    nor=n.new('ShaderNodeTexImage');nor.image=download(asset,'nor_gl');nor.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],nor.inputs['Vector'])
    arm=n.new('ShaderNodeTexImage');arm.image=download(asset,'arm');arm.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],arm.inputs['Vector'])
    gray=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],gray.inputs[0])
    ramp=n.new('ShaderNodeValToRGB');l.new(gray.outputs[0],ramp.inputs[0])
    # Neutral undercoat with scanned speckle and oxidized wear. Paint alone receives a tint at runtime.
    for e,factor in zip(ramp.color_ramp.elements,[.78,1.0]):e.color=tuple(min(1,c*factor) for c in base)+(1,)
    noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=32;noise.inputs['Detail'].default_value=4;l.new(uv.outputs['UV'],noise.inputs['Vector'])
    grime=n.new('ShaderNodeValToRGB');grime.color_ramp.elements[0].position=.22;grime.color_ramp.elements[0].color=(.38,.38,.38,1);grime.color_ramp.elements[1].position=.48
    l.new(noise.outputs['Fac'],grime.inputs[0])
    mul=n.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.55;l.new(ramp.outputs[0],mul.inputs[1]);l.new(grime.outputs[0],mul.inputs[2])
    if name=='Paint':
        stretch=n.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(22,1.8,1);l.new(uv.outputs['UV'],stretch.inputs[0])
        streak=n.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=3.;streak.inputs['Detail'].default_value=3;l.new(stretch.outputs[0],streak.inputs[0])
        sr=n.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.28;sr.color_ramp.elements[0].color=(.57,.57,.57,1);sr.color_ramp.elements[1].position=.58;l.new(streak.outputs['Fac'],sr.inputs[0])
        sm=n.new('ShaderNodeMixRGB');sm.blend_type='MULTIPLY';sm.inputs[0].default_value=.33;l.new(mul.outputs[0],sm.inputs[1]);l.new(sr.outputs[0],sm.inputs[2]);mul=sm
    l.new(mul.outputs[0],bs.inputs['Base Color'])
    sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
    rmap=n.new('ShaderNodeMapRange');rmap.inputs['To Min'].default_value=max(.1,rough-.12);rmap.inputs['To Max'].default_value=min(1,rough+.1);l.new(sep.outputs[1],rmap.inputs['Value']);l.new(rmap.outputs[0],bs.inputs['Roughness'])
    bs.inputs['Metallic'].default_value=metal
    normal=n.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.16 if name=='Paint' else .35;l.new(nor.outputs[0],normal.inputs['Color'])
    bump=n.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.0004 if name=='Paint' else .0012;l.new(noise.outputs['Fac'],bump.inputs['Height']);l.new(normal.outputs[0],bump.inputs['Normal']);l.new(bump.outputs[0],bs.inputs['Normal'])
    bpy.ops.mesh.primitive_plane_add(size=1);plane=bpy.context.object;plane.data.materials.append(m)
    target=n.new('ShaderNodeTexImage');n.active=target
    emission=n.new('ShaderNodeEmission')
    maps={}
    def bake(channel,size,kind='EMIT',source=None):
        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
        if channel!='basecolor':im.colorspace_settings.name='Non-Color'
        target.image=im;n.active=target
        if kind=='EMIT':
            l.new(source,emission.inputs['Color']);l.new(emission.outputs[0],out.inputs[0])
        else:l.new(bs.outputs[0],out.inputs[0])
        sc.cycles.samples=8;sc.render.bake.margin=8
        bpy.ops.object.bake(type=kind)
        im.filepath_raw=str(TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png')));im.file_format='JPEG' if channel=='basecolor' else 'PNG';im.save();maps[channel]=im
    bake('basecolor',res,source=mul.outputs[0])
    bake('normal',res,kind='NORMAL')
    comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=1.;comb.inputs[2].default_value=metal;l.new(rmap.outputs[0],comb.inputs[1])
    bake('orm',512,source=comb.outputs[0])
    bpy.data.objects.remove(plane,do_unlink=True)
    # Only portable baked textures remain in the shipping shader.
    n.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
    texnodes={}
    for k,im in maps.items():
        t=n.new('ShaderNodeTexImage');t.image=im;t.label='Cycles baked '+k;texnodes[k]=t
    tint=n.new('ShaderNodeMixRGB');tint.name='PaintFactor';tint.blend_type='MULTIPLY';tint.inputs[0].default_value=1
    tint.inputs[2].default_value=tuple(PAINTS[0][1] if name=='Paint' else [1,1,1])+(1,)
    l.new(texnodes['basecolor'].outputs[0],tint.inputs[1]);l.new(tint.outputs[0],bs.inputs['Base Color'])
    normal=n.new('ShaderNodeNormalMap');l.new(texnodes['normal'].outputs[0],normal.inputs[0 if False else 'Color']);l.new(normal.outputs[0],bs.inputs['Normal'])
    sep=n.new('ShaderNodeSeparateColor');l.new(texnodes['orm'].outputs[0],sep.inputs[0]);l.new(sep.outputs[1],bs.inputs['Roughness']);l.new(sep.outputs[2],bs.inputs['Metallic'])
    # Recognized exporter node group carries packed occlusion.
    g=bpy.data.node_groups.get('glTF Material Output')
    if not g:
        g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=n.new('ShaderNodeGroup');gn.node_tree=g;l.new(sep.outputs[0],gn.inputs['Occlusion'])
    if name=='Glass':bs.inputs['Metallic'].default_value=.4
    if name=='Lamps':bs.inputs['Emission Color'].default_value=(.5,.44,.3,1);bs.inputs['Emission Strength'].default_value=.16
    MATS.append(m)

# Shared tiles, 1 metre on large surfaces. No unique low-density full-vehicle atlas.
for args in [
 ('Paint','metal_plate_02',(1,1,1),.82,0,1024),
 ('Rubber','rubberized_track',(.052,.048,.041),.92,0,512),
 ('Steel','metal_plate_02',(.24,.255,.25),.53,.78,1024),
 ('Tracks','rusty_metal_03',(.115,.10,.076),.78,.63,1024),
 ('Glass','metal_plate_02',(.015,.065,.076),.18,.4,256),
 ('Lamps','metal_plate_02',(.75,.73,.62),.26,.12,256),
 ('Weapons','metal_plate_02',(.043,.048,.045),.6,.73,512)]:bake_material(*args)

# Mesh templates are bevelled before assembly; rigid groups remain single named nodes.
GROUP={};CACHE={}
def group(name):
    if name not in GROUP:GROUP[name]={'v':[],'f':[],'m':[],'s':[],'uv':[]}
    return GROUP[name]
def template(v,f,bevel=0,smooth=False):
    bm=bmesh.new()
    vv=[bm.verts.new(co) for co in v]
    for face in f:bm.faces.new([vv[i] for i in face])
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
    if bevel:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=bevel,segments=1,affect='EDGES',clamp_overlap=True)
    bm.verts.ensure_lookup_table();bm.verts.index_update();bm.faces.ensure_lookup_table()
    v=[tuple(x.co) for x in bm.verts];f=[tuple(x.index for x in face.verts) for face in bm.faces]
    ss=[smooth and len(face.verts)==4 for face in bm.faces]
    bm.free();return v,f,ss

def add(g,tmp,loc=(0,0,0),rot=None,mat=0,uvmode=None):
    data=group(g);off=len(data['v']);v,f,sm=tmp
    R=rot or Matrix.Identity(3);pos=Vector(loc)
    verts=[R@Vector(p)+pos for p in v];data['v'].extend(tuple(p) for p in verts)
    for face,smooth in zip(f,sm):
        data['f'].append(tuple(i+off for i in face));data['m'].append(mat);data['s'].append(smooth)
        a,b,c=[Vector(v[i]) for i in face[:3]];normal=(b-a).cross(c-a);axis=max(range(3),key=lambda k:abs(normal[k]));axes=[k for k in range(3) if k!=axis]
        if uvmode is None:
            data['uv'].append([(v[i][axes[0]]+loc[axes[0]]*.371,v[i][axes[1]]+loc[axes[1]]*.371) for i in face])
        else:data['uv'].append([uvmode(Vector(v[i]),verts[i]) for i in face])

def box(g,loc,size,mat=0,b=.007,rot=None,uvmode=None):
    key=('box',tuple(size),b)
    if key not in CACHE:
        x,y,z=[a/2 for a in size]
        CACHE[key]=template([(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],b)
    add(g,CACHE[key],loc,rot,mat,uvmode)

def cyl(g,loc,r,depth,mat=0,axis=(0,0,1),n=32,r2=None):
    # bevelled cylinder as a lathe, cap and lip are real geometry
    r2=r if r2 is None else r2;bw=min(.005,depth*.12,r*.15)
    prof=[(-depth/2,0),(-depth/2,r-bw),(-depth/2+bw,r),(depth/2-bw,r2),(depth/2,r2-bw),(depth/2,0)]
    lathe(g,loc,prof,mat,axis,n)

def lathe(g,loc,profile,mat=0,axis=(0,0,1),n=48):
    key=('lathe',tuple(profile),n)
    if key not in CACHE:
        v=[];rings=[];f=[];smooth=[]
        for z,r in profile:
            if r==0:rings.append([len(v)]);v.append((0,0,z))
            else:
                rings.append(list(range(len(v),len(v)+n)));v.extend((r*cos(i*2*pi/n),r*sin(i*2*pi/n),z) for i in range(n))
        for A,B in zip(rings,rings[1:]):
            for i in range(n):
                if len(A)==1:face=(A[0],B[(i+1)%n],B[i]);s=False
                elif len(B)==1:face=(A[i],A[(i+1)%n],B[0]);s=False
                else:face=(A[i],A[(i+1)%n],B[(i+1)%n],B[i]);s=True
                f.append(face);smooth.append(s)
        CACHE[key]=(v,f,smooth)
    R=Vector(axis).to_track_quat('Z','Y').to_matrix()
    add(g,CACHE[key],loc,R,mat,lambda p,w:(math.atan2(p.y,p.x)/(2*pi),p.z))

def rod(g,a,b,r=.015,mat=0,n=12):
    a=Vector(a);b=Vector(b);cyl(g,(a+b)/2,r,(b-a).length,mat,b-a,n)

def poly(g,v,f,mat=0,b=.01):add(g,template(v,f,b),mat=mat)

def prism(g,points,zbottom,ztop,mat=0,b=.012):
    n=len(points);v=[(x,y,zbottom) for x,y in points]+[(x,y,ztop) for x,y in points]
    f=[tuple(reversed(range(n))),tuple(range(n,n*2))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    poly(g,v,f,mat,b)

def sidepoly(g,x,points,thick,mat=0,b=.009):
    n=len(points);v=[(x-thick/2,y,z) for y,z in points]+[(x+thick/2,y,z) for y,z in points]
    f=[tuple(reversed(range(n))),tuple(range(n,n*2))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    poly(g,v,f,mat,b)

def torus(g,loc,major,minor,mat=0,axis=(0,0,1),n=48,k=8):
    key=('torus',major,minor,n,k)
    if key not in CACHE:
        v=[((major+minor*cos(j*2*pi/k))*cos(i*2*pi/n),(major+minor*cos(j*2*pi/k))*sin(i*2*pi/n),minor*sin(j*2*pi/k)) for i in range(n) for j in range(k)]
        f=[(i*k+j,((i+1)%n)*k+j,((i+1)%n)*k+(j+1)%k,i*k+(j+1)%k) for i in range(n) for j in range(k)]
        CACHE[key]=(v,f,[True]*len(f))
    add(g,CACHE[key],loc,Vector(axis).to_track_quat('Z','Y').to_matrix(),mat)

def bolt(g,loc,axis=(0,0,1),r=.018,mat=2):cyl(g,loc,r,.014,mat,axis,6)
def handle(g,a,b,height=.045,mat=0):
    a=Vector(a);b=Vector(b);up=Vector((0,0,height));rod(g,a,a+up,.009,mat);rod(g,a+up,b+up,.009,mat);rod(g,b+up,b,.009,mat)

# HULL: genuine sloped glacis and lower nose, shoulders, raised rear powerpack.
sections=[(-3.965,1.37,.89,1.20),(-3.43,1.50,.43,1.30),(-2.35,1.48,.40,1.44),(2.48,1.48,.40,1.44),(3.78,1.47,.53,1.48),(3.965,1.38,.60,1.46)]
v=[]
for y,w,zlo,zhi in sections:v.extend([(-w*.83,y,zlo),(w*.83,y,zlo),(w,y,zhi),(-w,y,zhi)])
f=[(3,2,1,0),(20,21,22,23)]+[(i*4+j,i*4+(j+1)%4,(i+1)*4+(j+1)%4,(i+1)*4+j) for i in range(len(sections)-1) for j in range(4)]
poly('Hull',v,f,b=.023)
# upper fenders and six skirt segments (height leaves wheel faces readable)
for s in [-1,1]:
    box('Hull',(s*1.54,.04,1.405),(.58,7.72,.085),b=.015)
    sidepoly('Hull',s*1.785,[(-3.89,1.36),(-3.47,1.44),(-2.72,1.40),(-2.72,.78),(-3.38,.73)],.09)
    for i in range(6):
        y=-2.72+(i+.5)*1.055
        box('Hull',(s*1.78,y,1.073),(.10,1.045,.652),b=.009)
        for yy in [y-.475,y+.475]:
            box('Hull',(s*1.837,yy,1.33),(.025,.049,.16),mat=0,b=.003)
            for z in [1.28,1.38]:bolt('Hull',(s*1.855,yy,z),(s,0,0),.012)
        # lower skirt latch on alternating plates
        if i%2==0:
            box('Hull',(s*1.837,y+.39,.81),(.028,.075,.052),mat=2,b=.003)
    # forward flexible mud guard and protected headlights
    sidepoly('Hull',s*1.58,[(-3.92,1.21),(-3.97,1.07),(-3.67,1.03),(-3.56,1.23)],.49,1,.008)
    box('Hull',(s*1.22,-3.59,1.34),(.34,.18,.13),b=.018)
    box('Hull',(s*1.22,-3.685,1.343),(.24,.016,.074),1,b=.012)
    for xx in [s*1.22-.073,s*1.22+.073]:cyl('Hull',(xx,-3.70,1.347),.036,.014,5,(0,-1,0),24)
    for xx in [s*1.22-.19,s*1.22+.19]:rod('Hull',(xx,-3.77,1.30),(xx,-3.77,1.46),.018)
    rod('Hull',(s*1.22-.19,-3.77,1.46),(s*1.22+.19,-3.77,1.46),.018)
    # towing lugs and shackles
    for yy,z in [(-3.65,.85),(3.78,.78)]:
        box('Hull',(s*1.11,yy,z),(.115,.13,.17),b=.025)
        torus('Hull',(s*1.11,yy+(-.07 if yy<0 else .10),z-.07),.09,.022,2,(1,0,0),24,8)
    # suspension arms behind road wheels
    for y in [-2.48+i*.827 for i in range(7)]:rod('Hull',(s*1.28,y+.22,.75),(s*1.50,y,.49),.065,2,16)
    # glacis weld bead and cable hangers
    rod('Hull',(s*1.46,-3.22,1.327),(s*1.46,-1.25,1.456),.008,0,8)
    for y in [-2.5,-1.6,2.3,3.1]:handle('Hull',(s*1.58,y-.075,1.452),(s*1.58,y+.075,1.452),.04)
# Driver hatch and three prism sights
prism('Hull',[(-.4,-2.28),(.4,-2.28),(.46,-1.58),(-.46,-1.58)],1.443,1.485,b=.022)
handle('Hull',(-.18,-2.04,1.49),(.02,-2.04,1.49),.028)
for x in [-.27,0,.27]:
    box('Hull',(x,-1.62,1.49),(.24,.17,.09),b=.008)
    box('Hull',(x,-1.71,1.506),(.186,.013,.05),4,b=.003)
# engine deck: two gridded intake beds, hinges, louvered turbine exhaust rear
for x in [-.72,.72]:
    box('Hull',(x,2.88,1.49),(1.22,1.35,.04),2,b=.008)
    for j in range(18):box('Hull',(x,2.28+j*.072,1.518),(1.19,.028,.033),0,b=.003)
    for xx in [x-.6,x+.6]:box('Hull',(xx,2.88,1.532),(.035,1.35,.022),b=.003)
    for yy in [2.27,3.46]:box('Hull',(x,yy,1.532),(1.22,.04,.024),b=.003)
    handle('Hull',(x-.16,3.59,1.49),(x+.16,3.59,1.49),.028)
for x in [-.87,0,.87]:
    box('Hull',(x,3.956,1.01),(.77,.022,.56),2,b=.011)
    for i in range(10):box('Hull',(x,3.981,.78+i*.046),(.72,.045,.021),0,b=.003)
    for xx in [x-.395,x+.395]:box('Hull',(xx,3.99,1.01),(.027,.045,.59),b=.003)
for s in [-1,1]:
    cyl('Hull',(s*1.27,3.977,1.31),.08,.025,1,(0,1,0),24)
    cyl('Hull',(s*1.27,3.998,1.31),.051,.018,5,(0,1,0),24)
# WHEELS (front idler, seven paired road wheels, rear drive sprocket)
for s,label in [(1,'L'),(-1,'R')]:
    for idx,y in enumerate([-3.10]+[-2.48+i*.827 for i in range(7)]+[3.10],1):
        g=f'Wheel_{label}{idx}';z=.79 if idx in [1,9] else .49;r=.445 if idx in [1,9] else .405
        x=s*1.48
        # twin tire shoulders, central gap, dish, lip, hub caps
        for dx in [-.125,.125]:
            lathe(g,(x+s*dx,y,z),[(-.1025,r*.77),(-.1025,r*.96),(-.088,r),(.088,r),(.1025,r*.96),(.1025,r*.77),(-.1025,r*.77)],2 if idx==9 else 1,(s,0,0),40)
            lathe(g,(x+s*(dx+.092),y,z),[(-.012,0),(-.012,r*.84),(.003,r*.91),(.018,r*.91),(.028,r*.83),(.026,r*.69),(-.018,r*.50),(.012,r*.27),(.018,0)],2 if idx==9 else 0,(s,0,0),40)
        cyl(g,(x+s*.249,y,z),r*.21,.056,2,(s,0,0),32)
        cyl(g,(x+s*.28,y,z),r*.14,.018,0,(s,0,0),24)
        for j in range(10):
            a=j*2*pi/10;bolt(g,(x+s*.236,y+cos(a)*r*.48,z+sin(a)*r*.48),(s,0,0),.017,2)
        if idx==9:
            for j in range(16):
                a=j*2*pi/16
                box(g,(x+s*.11,y+sin(a)*r,z+cos(a)*r),(.36,.095,.095),2,b=.009,rot=Matrix.Rotation(-a,3,'X'))
        if idx in [1,9]:
            for j in range(8):
                a=j*pi/4;cyl(g,(x+s*.235,y+sin(a)*r*.65,z+cos(a)*r*.65),.045,.013,2,(s,0,0),12)
# TRACK BELTS: continuous loop of connected double-pad steel shoes.
# Capsule path parameter s maps to V; local X maps to U on every link and connector.
# Sloping lower runs wrap the higher idlers/sprockets, as on the reference.
path=[(-2.48,.060),(2.48,.060),(2.66,.095),(3.10+.5*cos(-pi/4),.79+.5*sin(-pi/4))]
for i in range(1,25):
    a=-pi/4+i*(3*pi/4)/24;path.append((3.10+.5*cos(a),.79+.5*sin(a)))
path.append((-3.10,1.29))
for i in range(1,25):
    a=pi/2+i*(3*pi/4)/24;path.append((-3.10+.5*cos(a),.79+.5*sin(a)))
path.extend([(-2.66,.095),(-2.48,.060)])
lengths=[math.hypot(b[0]-a[0],b[1]-a[1]) for a,b in zip(path,path[1:])];length=sum(lengths);N=92

def trackpoint(t):
    t%=length
    for a,b,seg in zip(path,path[1:],lengths):
        if t<=seg:
            q=t/seg;return a[0]+q*(b[0]-a[0]),a[1]+q*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0])
        t-=seg
    return path[0][0],path[0][1],0
for s,label in [(1,'L'),(-1,'R')]:
    g='Track_'+label
    for i in range(N):
        t=(i+.5)*length/N;y,z,a=trackpoint(t);rot=Matrix.Rotation(a,3,'X')
        # local +Y tangent and local -Z outward on bottom
        uv=lambda p,w,tt=t:(p.x/.64+.5,(tt+p.y)/.33)
        box(g,(s*1.48,y,z),(.625,length/N+.002,.086),3,b=.009,rot=rot,uvmode=uv)
        for dx in [-.159,.159]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,-.056))
            box(g,p,(.272,length/N-.032,.036),1,b=.010,rot=rot,uvmode=uv)
        for dx in [-.341,.341]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,0))
            box(g,p,(.064,.113,.095),3,b=.009,rot=rot,uvmode=uv)
        # inward guide tooth, visible at the curving ends
        p=Vector((s*1.48,y,z))+rot@Vector((0,0,.071))
        add(g,template([(-.025,-.04,-.035),(.025,-.04,-.035),(.025,.04,-.035),(-.025,.04,-.035),(-.015,0,.055),(.015,0,.055)],[(0,3,2,1),(0,1,5,4),(1,2,5),(2,3,4,5),(3,0,4)],.002),p,rot,2,uv)

# TURRET bearing and low angular armour. Ring axis is y=.12.
cyl('Turret',(0,.12,1.50),1.12,.105,2,n=96)
cyl('Turret',(0,.12,1.54),1.18,.045,0,n=96)
# footprint: broad cheeks; sloped upper perimeter, not stacked boxes
bottom=[(-.40,-1.94),(.40,-1.94),(1.38,-1.77),(1.52,-.65),(1.41,1.63),(1.07,2.03),(-1.07,2.03),(-1.41,1.63),(-1.52,-.65),(-1.38,-1.77)]
top=[(-.40,-1.69),(.40,-1.69),(1.09,-1.53),(1.28,-.58),(1.24,1.59),(.99,1.92),(-.99,1.92),(-1.24,1.59),(-1.28,-.58),(-1.09,-1.53)]
v=[(x,y,1.61) for x,y in bottom]+[(x,y,2.095 if y<0 else 2.07) for x,y in top]
f=[tuple(reversed(range(10))),tuple(range(10,20))]+[(i,(i+1)%10,(i+1)%10+10,i+10) for i in range(10)]
poly('Turret',v,f,b=.021)
# Weld seams along the chamfer between cheek and side armour.
for s in [-1,1]:
    rod('Turret',(s*1.385,-1.76,1.635),(s*1.10,-1.53,2.07),.007,2,8)
    rod('Turret',(s*.405,-1.938,1.635),(s*.405,-1.70,2.075),.006,0,8)
# armour cheek seams and lower edge trim
for s in [-1,1]:
    rod('Turret',(s*.52,-1.915,1.64),(s*1.34,-1.32,1.64),.013,0)
    rod('Turret',(s*1.45,-.51,1.61),(s*1.33,1.59,1.61),.016,2)
    # six-tube smoke grenade launchers on each shoulder, tilted outward/front
    box('Turret',(s*1.26,-.58,2.017),(.22,.29,.085),b=.014)
    for j in range(6):
        p=(s*(1.29+(j%3)*.058),-.64+(j//3)*.096,2.045+(j//3)*.055)
        axis=Vector((s*.45,-.30,.78)).normalized()
        cyl('Turret',p,.033,.19,0,axis,16)
        cap=Vector(p)+axis*.102;cyl('Turret',cap,.025,.008,6,axis,16)
    # side storage boxes and framing, bustle rail spaced off hull
    box('Turret',(s*1.416,.89,1.928),(.14,1.86,.34),b=.015)
    for yy in [.02,.68,1.38,1.82]:
        rod('Turret',(s*1.52,yy,1.72),(s*1.52,yy,2.135),.016)
        rod('Turret',(s*1.36,yy,1.74),(s*1.54,yy,1.74),.016)
    for zz in [1.735,1.96,2.135]:rod('Turret',(s*1.52,-.03,zz),(s*1.52,1.92,zz),.018)
    # spare cable secured along turret edge
    for j in range(2):
        points=[(s*1.45,-.4,1.66+j*.025),(s*1.47,.3,1.66+j*.025),(s*1.40,1.62,1.69+j*.025),(s*1.1,1.97,1.73+j*.025)]
        for a,b in zip(points,points[1:]):rod('Turret',a,b,.013,2,10)
    # side access plate and hinges
    box('Turret',(s*1.398,-.78,1.85),(.065,.33,.19),b=.008)
    for yy in [-.89,-.67]:bolt('Turret',(s*1.438,yy,1.88),(s,0,0),.012)
# bustle basket floor and open rear tubular rack
box('Turret',(0,2.12,1.78),(2.88,.59,.06),b=.015)
for x in [-1.43,-.95,-.48,0,.48,.95,1.43]:
    rod('Turret',(x,2.38,1.78),(x,2.38,2.15),.016)
    rod('Turret',(x,1.91,1.82),(x,2.38,1.82),.013)
for zz in [1.82,1.98,2.15]:rod('Turret',(-1.43,2.38,zz),(1.43,2.38,zz),.018)
for s in [-1,1]:
    for zz in [1.82,1.98,2.15]:rod('Turret',(s*1.43,1.85,zz),(s*1.43,2.38,zz),.018)
# basket mesh rods coarse real lattice, no alpha cards
for j in range(27):rod('Turret',(-1.38+j*.106,1.94,1.821),(-1.38+j*.106,2.35,1.821),.005,2,6)
# rear bustle boxes, roof blowout panels, fasteners
for x in [-.65,.65]:
    box('Turret',(x,1.15,2.097),(1.15,1.08,.035),b=.010)
    for xx in [x-.50,x+.50]:
        for yy in [.68,1.60]:bolt('Turret',(xx,yy,2.123),r=.012)
    handle('Turret',(x-.10,1.52,2.12),(x+.10,1.52,2.12),.026)
# Cupola with multiple framed observation blocks
cyl('Turret',(-.61,.18,2.14),.385,.10,0,n=64)
for i in range(8):
    a=i*2*pi/8
    p=(-.61+.354*cos(a),.18+.354*sin(a),2.198)
    box('Turret',p,(.18,.076,.095),0,b=.008,rot=Matrix.Rotation(a-pi/2,3,'Z'))
    p=(-.61+.396*cos(a),.18+.396*sin(a),2.203)
    box('Turret',p,(.13,.012,.049),4,b=.003,rot=Matrix.Rotation(a-pi/2,3,'Z'))
cyl('Hatch_Commander',(-.61,.18,2.258),.315,.047,0,n=64)
torus('Hatch_Commander',(-.61,.18,2.28),.27,.009,2,n=48,k=6)
handle('Hatch_Commander',(-.72,.14,2.287),(-.49,.14,2.287),.033)
rod('Turret',(-.93,.46,2.252),(-.35,.46,2.252),.025,0,20)
# Loader hatch
cyl('Turret',(.63,.47,2.12),.31,.065,0,n=48)
cyl('Turret',(.63,.47,2.16),.27,.035,0,n=48)
handle('Turret',(.52,.48,2.184),(.75,.48,2.184),.036)
# Commander independent thermal viewer and gunner primary sight armored housing
cyl('Turret',(.60,-.50,2.16),.185,.16,0,n=40)
box('Turret',(.60,-.50,2.265),(.30,.28,.13),b=.028)
box('Turret',(.60,-.651,2.27),(.20,.018,.083),4,b=.007)
box('Turret',(-.57,-1.05,2.139),(.43,.30,.13),b=.008)
box('Turret',(-.57,-1.206,2.149),(.33,.017,.082),6,b=.004)
for x in [-.67,-.49]:box('Turret',(x,-1.218,2.153),(.132,.012,.061),4,b=.004)
# Low antenna bases/stowed antenna whips to respect exact transport height
for s in [-1,1]:
    cyl('Turret',(s*1.02,1.64,2.15),.055,.13,1,n=20)
    cyl('Turret',(s*1.02,1.64,2.29),.011,.20,2,n=12)
# Remote weapon station supported cradle, ammo box, receiver and long barrel
cyl('Turret',(-.57,.39,2.315),.115,.065,0,n=32)
box('MG',(-.57,.39,2.374),(.17,.21,.11),0,b=.015)
box('MG',(-.57,.20,2.404),(.095,.51,.072),6,b=.007)
box('MG',(-.77,.36,2.382),(.24,.27,.107),0,b=.009)
rod('MG',(-.57,-.07,2.411),(-.57,-.63,2.411),.019,6,24)
cyl('MG',(-.57,-.17,2.411),.031,.15,6,(0,-1,0),24)
cyl('MG',(-.57,-.64,2.411),.025,.05,6,(0,-1,0),24)
for j in range(6):
    cyl('MG',(-.57,-.125-j*.021,2.435),.008,.006,2,(0,0,1),8)
# GUN: trunnion mantlet + thermal sleeves and bore evacuator, truly hollow muzzle
box('Gun',(0,-1.77,1.826),(.70,.36,.38),0,b=.037)
cyl('Gun',(0,-1.972,1.826),.212,.20,0,(0,-1,0),64)
# lathe along forward -Y; axial positions relative to trunnion
profile=[(0,.165),(.10,.173),(.50,.157),(.55,.160),(.61,.160),(.66,.148),(1.15,.144),(1.20,.182),(1.28,.189),(1.83,.189),(1.93,.15),(2.03,.144),(3.54,.105),(3.60,.111),(3.70,.111),(3.725,.102),(3.725,.060),(3.40,.060)]
lathe('Gun',(0,-2.080,1.826),profile,0,(0,-1,0),64)
# internal bore dark cylinder, recessed; outer steel muzzle collar
lathe('Gun',(0,-5.805,1.826),[(0,.102),(-.055,.109),(-.13,.109),(-.13,.062),(0,.062)],2,(0,-1,0),64)
lathe('Gun',(0,-5.805,1.826),[(-.005,.071),(-.36,.071),(-.36,0)],6,(0,-1,0),64)
for y,r in [(-2.64,.162),(-3.22,.15),(-4.02,.16),(-4.14,.15),(-5.60,.113)]:
    torus('Gun',(0,y,1.826),r,.009,2,(0,1,0),64,6)
box('Gun',(0,-5.64,1.954),(.095,.13,.025),6,b=.004)
box('Gun',(0,-5.64,1.981),(.060,.08,.028),2,b=.004)
# Coaxial opening and armoured flap next to main mantlet
cyl('Turret',(.48,-1.842,1.915),.038,.025,6,(0,-1,0),24)
box('Turret',(-.39,-1.53,2.055),(.19,.21,.037),0,b=.004)

# Real optics framing, trim and mounting screws.
for z,r in [(2.098,.22),(2.138,.20),(2.222,.174)]:
    torus('Turret',(.60,-.50,z),r,.012,0,n=40,k=6)
for xx in [.485,.715]:
    box('Turret',(xx,-.668,2.27),(.018,.035,.117),0,b=.003)
    bolt('Turret',(xx,-.687,2.303),(0,-1,0),.009)
for zz in [2.212,2.328]:box('Turret',(.60,-.670,zz),(.25,.046,.020),0,b=.004)
box('Turret',(.60,-.686,2.27),(.196,.008,.076),6,b=.004)
for xx,rr in [(.55,.031),(.646,.020)]:
    cyl('Turret',(xx,-.695,2.27),rr,.01,4,(0,-1,0),24)
for xx in [-.76,-.38]:
    box('Turret',(xx,-1.222,2.153),(.025,.051,.108),0,b=.003)
for zz in [2.095,2.207]:box('Turret',(-.57,-1.223,zz),(.41,.052,.020),0,b=.003)
# Armoured protective discharger backplates with framed circular tube mouths.
for side in [-1,1]:
    axis=Vector((side*.45,-.30,.78)).normalized();rot=axis.to_track_quat('Z','Y').to_matrix()
    pos=Vector((side*1.33,-.57,2.077))
    box('Turret',pos,(.245,.215,.045),0,b=.012,rot=rot)
    for j in range(6):
        p=Vector((side*(1.29+(j%3)*.058),-.64+(j//3)*.096,2.045+(j//3)*.055))+axis*.105
        torus('Turret',p,.029,.006,2,axis,16,6)
# RWS yoke, feed box strapping, ejection port and charging handle.
for x in [-.65,-.49]:
    rod('MG',(x,.36,2.33),(x,.22,2.408),.018,0,12)
    cyl('MG',(x,.21,2.40),.029,.03,2,(1,0,0),16)
for yy in [.26,.46]:box('MG',(-.77,yy,2.385),(.246,.018,.11),2,b=.002)
box('MG',(-.622,.15,2.405),(.008,.10,.026),2,b=.002)
rod('MG',(-.63,.12,2.396),(-.69,.12,2.396),.010,6,10)
for j in range(7):
    cyl('MG',(-.68,.24+j*.017,2.426),.008,.052,2,(1,0,0),8)
# Open basket lattice and bracket gussets: structure, not a floating railing.
for x in [-1.42,1.42]:
    for yy in [.0,.70,1.40]:
        rod('Turret',(x,yy,1.74),(x*.88,yy,1.91),.017,0,10)
for i in range(23):
    x=-1.36+i*.12
    rod('Turret',(x,2.386,1.83),(min(1.42,x+.28),2.386,2.13),.0045,2,6)
    rod('Turret',(x,2.386,2.13),(min(1.42,x+.28),2.386,1.83),.0045,2,6)
# Restrained exposed-steel chipping at skirt lower lips and high-contact fasteners.
for side in [-1,1]:
    for i in range(43):
        y=random.uniform(-2.64,3.54);z=random.choice([.758,1.382])+random.uniform(-.008,.008)
        box('Hull',(side*1.832,y,z),(.0015,random.uniform(.008,.035),random.uniform(.002,.007)),2,b=0)
# Front glacis anti-slip access pads, carrying neutral paint and close-scale texture.
for side in [-1,1]:
    box('Hull',(side*.86,-2.83,1.382),(.48,.70,.006),0,b=.001,rot=Matrix.Rotation(math.atan(.14/1.08),3,'X'))

# Build rigid mesh nodes, apply all transforms, preserve intended articulation origins.
OBJECTS={}
pivots={'Hull':(0,0,0),'Turret':(0,.12,1.50),'Gun':(0,-1.77,1.826),'Hatch_Commander':(-.61,.46,2.252),'MG':(-.57,.39,2.315),'Track_L':(0,0,0),'Track_R':(0,0,0)}
for s,label in [(1,'L'),(-1,'R')]:
    for i,y in enumerate([-3.10]+[-2.48+j*.827 for j in range(7)]+[3.10],1):pivots[f'Wheel_{label}{i}']=(s*1.48,y,.79 if i in [1,9] else .49)
for name,d in GROUP.items():
    origin=Vector(pivots[name]);mesh=bpy.data.meshes.new(name+'_geometry');mesh.from_pydata([Vector(v)-origin for v in d['v']],[],d['f']);mesh.update()
    ob=bpy.data.objects.new(name,mesh);sc.collection.objects.link(ob);ob.location=origin
    for m in MATS:mesh.materials.append(m)
    uv=mesh.uv_layers.new(name='UV0')
    for p,ma,sm,coords in zip(mesh.polygons,d['m'],d['s'],d['uv']):
        p.material_index=ma;p.use_smooth=sm
        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
    # Remove collapsed bevel corners and explicitly triangulate for stable runtime topology.
    bm=bmesh.new();bm.from_mesh(mesh)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=0.000001)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=0.000001)
    bmesh.ops.triangulate(bm,faces=list(bm.faces))
    bad=[f for f in bm.faces if f.calc_area()<1e-11]
    if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(mesh);bm.free()
    if name.startswith(('Track_','Wheel_')):
        ob.location.x*=.97
        for v in mesh.vertices:v.co.x*=.97
    OBJECTS[name]=ob
# all top surfaces/pads contact through positive overlaps, lowest track surface normalized to 0
# Track dimensions define x limits +-1.853; side skirts will be compressed to exact 3.66 width.
allverts=[o.matrix_world@v.co for o in OBJECTS.values() for v in o.data.vertices]
# dependency graph refresh before world bounds
bpy.context.view_layer.update()
minz=min((o.matrix_world@v.co).z for o in OBJECTS.values() for v in o.data.vertices)
maxz=max((o.matrix_world@v.co).z for o in OBJECTS.values() for v in o.data.vertices)
maxx=max(abs((o.matrix_world@v.co).x) for o in OBJECTS.values() for v in o.data.vertices)
scale_x=1.83/maxx;scale_z=2.44/(maxz-minz)
def convert_point(p):
    x,y,z=p
    if y>3.6:y=3.6+(y-3.6)*(3.965-3.6)/(4.0125-3.6)
    return Vector((x*scale_x,y,(z-minz)*scale_z))
for ob in OBJECTS.values():
    old=ob.location.copy();new=convert_point(old)
    for v in ob.data.vertices:v.co=convert_point(old+v.co)-new
    ob.location=new
    if ob.name in ['Hull','Track_L','Track_R']:
        for v in ob.data.vertices:v.co+=ob.location
        ob.location=(0,0,0)
# Named empty sockets in Blender coordinates; converted on export.
def parent_keep(ob,parent):
    w=ob.matrix_world.copy();ob.parent=parent;ob.matrix_world=w
bpy.context.view_layer.update()
for n in ['Gun','Hatch_Commander','MG']:parent_keep(OBJECTS[n],OBJECTS['Turret'])
SOCKETS={}
for n,p,parent in [('Muzzle',(0,-5.805,1.826),'Gun'),('Seat_Commander',(-.61,.18,2.30),'Turret'),('Seat_Driver',(0,-1.89,1.49),'Hull'),('Exhaust',(0,3.99,1.04),'Hull'),('Light_Head_L',(1.22,-3.70,1.347),'Hull'),('Light_Head_R',(-1.22,-3.70,1.347),'Hull')]:
    e=bpy.data.objects.new(n,None);sc.collection.objects.link(e);e.location=convert_point(p);bpy.context.view_layer.update();parent_keep(e,OBJECTS[parent]);SOCKETS[n]=e
bpy.context.view_layer.update()
assets=list(OBJECTS.values())+list(SOCKETS.values())

def export():
    bpy.ops.object.select_all(action='DESELECT')
    for ob in assets:ob.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/'abrams-tank.glb'),export_format='GLB',use_selection=True,export_yup=True,export_apply=True,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True)
    # Enforce exact baseColorFactor/neutral texture contract independent of exporter MixRGB heuristics.
    p=ROOT/'abrams-tank.glb';raw=p.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);binpart=raw[20+jl:]
    for m in j['materials']:
        if m.get('name')=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1.0]
    jt=json.dumps(j,separators=(',',':')).encode();jt+=b' '*((-len(jt))%4)
    p.write_bytes(struct.pack('<4sII',b'glTF',2,12+8+len(jt)+len(binpart))+struct.pack('<I4s',len(jt),b'JSON')+jt+binpart)
    return j

for side in ['L','R']:
    master=OBJECTS[f'Wheel_{side}2'].data
    for i in range(3,9):OBJECTS[f'Wheel_{side}{i}'].data=master

j=export()
# Measurements use exported glTF orientation, metres.
def gamepos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
pts=[o.matrix_world@v.co for o in OBJECTS.values() for v in o.data.vertices]
lo=[min(gamepos(v)[i] for v in pts) for i in range(3)];hi=[max(gamepos(v)[i] for v in pts) for i in range(3)]
tris=sum(len(p.vertices)-2 for o in OBJECTS.values() for p in o.data.polygons)
manifest={'asset':'abrams-tank','units':'metres','axes':{'forward':'+Z','up':'+Y','left':'+X'},'bbox':{'min':lo,'max':hi,'size':[round(hi[i]-lo[i],6) for i in range(3)]},'triangles':tris,'materials':MATN,'nodes':[{'name':o.name,'world_position':gamepos(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':'mesh' if o.type=='MESH' else 'empty','axis':('X' if o.name.startswith('Wheel') or o.name in ['Gun','Hatch_Commander'] else 'Y' if o.name=='Turret' else None)} for o in assets],'paints':[{'name':n,'linear_rgb':rgb} for n,rgb in PAINTS],'track_uv':'U crosses belt; V follows continuous path in metres / 0.33; 92 modeled shoes per belt','texture_bake':{'engine':'Cycles','device':'OPTIX','samples':8,'method':'shared tiled basecolor emission, tangent normal, packed ORM emission; CC0 scan plus procedural grime','material_tile_metres':1.0},'wheel_roles':{'1':'front idler','2-8':'road wheels front to rear','9':'rear drive sprocket'}}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
print('ASSET_EXPORTED',tris,'triangles',os.path.getsize(ROOT/'abrams-tank.glb'),'bytes','BOUNDS',manifest['bbox'],flush=True)
(ROOT/'NOTES.md').write_text('\n'.join([
'M1A2 Abrams-style neutral-faction tank; articulated game nodes, hollow 120 mm barrel, modeled tracks and bustle rack.',
f'{tris:,} triangles; 25 mesh nodes plus 6 sockets; dimensions in nodes.json.',
'Materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; Paint neutral base texture × linear desert tan [0.45, 0.36, 0.22].',
'Textures: base/normal 1024, 512 or 256 px; shared packed ORM 512 px; Cycles OPTIX 8-sample tile bakes.',
'Poly Haven CC0 IDs: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; diffuse/nor_gl/arm sources.',
'Differences: lowered roof fittings and short stowed antennas for height budget; generic fine fittings; no reference markings.'
])+'\n')
# Presentation only; excluded from the selected GLB.
bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));ground=bpy.context.object;ground.name='Studio_floor'
groundmat=bpy.data.materials.new('Studio');groundmat.diffuse_color=(.22,.245,.27,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.22,.245,.27,1);groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
for name,loc,energy,size in [('Key', (1,-5,9),2200,7),('Fill',(-6,-2,5),1200,6),('Rim',(2,6,7),2400,5)]:
    ld=bpy.data.lights.new(name,'AREA');ld.energy=energy;ld.shape='DISK';ld.size=size;o=bpy.data.objects.new(name,ld);sc.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler()
camd=bpy.data.cameras.new('Presentation');cam=bpy.data.objects.new('Presentation',camd);sc.collection.objects.link(cam);sc.camera=cam
camd.type='ORTHO';camd.ortho_scale=11.8
TARGET=Vector((0,-.5,1.05))
def view(loc,scale):
    cam.location=loc;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();camd.ortho_scale=scale
view((10,-14,5.8),11.8)
sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100
sc.cycles.samples=32
sc.render.filepath=str(ROOT/'final.png');bpy.ops.render.render(write_still=True)
# Save scene for diagnostic iteration; standalone script still rebuilds everything.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'abrams-work.blend'))
clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
sc.view_layers[0].material_override=clay;sc.render.filepath=str(ROOT/'clay.png');sc.cycles.samples=16;bpy.ops.render.render(write_still=True);sc.view_layers[0].material_override=None
TARGET=Vector((0,-.75,1.05));view((14,-.75,1.05),11.1);sc.render.filepath=str(ROOT/'side.png');bpy.ops.render.render(write_still=True)
# Six matched views, grid composited from actual render pixels inside Blender.
TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
sc.render.resolution_x=640;sc.render.resolution_y=360;sc.cycles.samples=12
grid=np.ones((720,1920,4),dtype=np.float32)
for i,(name,color) in enumerate(PAINTS):
    MATS[0].node_tree.nodes['PaintFactor'].inputs[2].default_value=tuple(color)+(1,)
    sc.render.filepath=str(ROOT/f'paint_{i}.png');bpy.ops.render.render(write_still=True)
    im=bpy.data.images.load(sc.render.filepath);arr=np.array(im.pixels[:],dtype=np.float32).reshape(360,640,4)
    row=1-i//3;col=i%3;grid[row*360:(row+1)*360,col*640:(col+1)*640]=arr
    bpy.data.images.remove(im)
MATS[0].node_tree.nodes['PaintFactor'].inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
im=bpy.data.images.new('Paint variants',width=1920,height=720);im.pixels.foreach_set(grid.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
print('COMPLETE',flush=True)

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "date -u; /home/claude-agent/.claude/coord/coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/ --note 'Abrams destructible retrofit'; /home/claude-agent/.claude/coord/coord claim gex44:/root/fal-author/abrams-tank-v2/ --note 'Abrams destructible retrofit'; sed -n '1,230p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Sun Oct 11 18:17:55 UTC 2026
claim local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/ [exclusive] ttl=1800s
claim gex44:/root/fal-author/abrams-tank-v2/ [exclusive] ttl=1800s
"""M1A2-style neutral-faction game tank. Clean build: Blender -b --python-exit-code 1 --python this.py.
Authoring axes: X left, -Y forward, Z up. glTF conversion produces X left/Y up/Z forward.
Cycles OPTIX tiled material bakes. Sources CC0 https://polyhaven.com/license.
"""
import bpy, bmesh, math, os, json, random, subprocess, struct, time
from mathutils import Vector, Matrix
from math import sin, cos, pi
from pathlib import Path
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures';TEX.mkdir(exist_ok=True)
random.seed(17)
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.render.engine='CYCLES';sc.cycles.samples=24;sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type=='OPTIX'
sc.cycles.device='GPU'
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
PAINTS=[('Desert tan',[.45,.36,.22]),('Olive drab',[.17,.19,.085]),('NATO green',[.105,.155,.095]),('Field grey',[.23,.26,.235]),('Winter white',[.79,.81,.76]),('Dark green-black',[.038,.05,.034])]
MATN=['Paint','Rubber','Steel','Tracks','Glass','Lamps','Weapons']
MATS=[]

def download(asset,mp):
    f=TEX/f'{asset}_{mp}_1k.jpg'
    if not f.exists():
        url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{mp}_1k.jpg'
        subprocess.run(['curl','-fLsS','--retry','3',url,'-o',str(f)],check=True)
    return bpy.data.images.load(str(f),check_existing=True)

def bake_material(name,asset,base,rough,metal,res=512):
    print('BAKE',name,flush=True)
    m=bpy.data.materials.new(name);m.use_nodes=True
    nt=m.node_tree;n=nt.nodes;l=nt.links;n.clear()
    out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs['BSDF'],out.inputs['Surface'])
    uv=n.new('ShaderNodeTexCoord')
    diff=n.new('ShaderNodeTexImage');diff.image=download(asset,'diff');l.new(uv.outputs['UV'],diff.inputs['Vector'])
    nor=n.new('ShaderNodeTexImage');nor.image=download(asset,'nor_gl');nor.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],nor.inputs['Vector'])
    arm=n.new('ShaderNodeTexImage');arm.image=download(asset,'arm');arm.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],arm.inputs['Vector'])
    gray=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],gray.inputs[0])
    ramp=n.new('ShaderNodeValToRGB');l.new(gray.outputs[0],ramp.inputs[0])
    # Neutral undercoat with scanned speckle and oxidized wear. Paint alone receives a tint at runtime.
    for e,factor in zip(ramp.color_ramp.elements,[.78,1.0]):e.color=tuple(min(1,c*factor) for c in base)+(1,)
    noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=32;noise.inputs['Detail'].default_value=4;l.new(uv.outputs['UV'],noise.inputs['Vector'])
    grime=n.new('ShaderNodeValToRGB');grime.color_ramp.elements[0].position=.22;grime.color_ramp.elements[0].color=(.38,.38,.38,1);grime.color_ramp.elements[1].position=.48
    l.new(noise.outputs['Fac'],grime.inputs[0])
    mul=n.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.55;l.new(ramp.outputs[0],mul.inputs[1]);l.new(grime.outputs[0],mul.inputs[2])
    if name=='Paint':
        stretch=n.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(22,1.8,1);l.new(uv.outputs['UV'],stretch.inputs[0])
        streak=n.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=3.;streak.inputs['Detail'].default_value=3;l.new(stretch.outputs[0],streak.inputs[0])
        sr=n.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.28;sr.color_ramp.elements[0].color=(.57,.57,.57,1);sr.color_ramp.elements[1].position=.58;l.new(streak.outputs['Fac'],sr.inputs[0])
        sm=n.new('ShaderNodeMixRGB');sm.blend_type='MULTIPLY';sm.inputs[0].default_value=.33;l.new(mul.outputs[0],sm.inputs[1]);l.new(sr.outputs[0],sm.inputs[2]);mul=sm
    l.new(mul.outputs[0],bs.inputs['Base Color'])
    sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
    rmap=n.new('ShaderNodeMapRange');rmap.inputs['To Min'].default_value=max(.1,rough-.12);rmap.inputs['To Max'].default_value=min(1,rough+.1);l.new(sep.outputs[1],rmap.inputs['Value']);l.new(rmap.outputs[0],bs.inputs['Roughness'])
    bs.inputs['Metallic'].default_value=metal
    normal=n.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.16 if name=='Paint' else .35;l.new(nor.outputs[0],normal.inputs['Color'])
    bump=n.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.0004 if name=='Paint' else .0012;l.new(noise.outputs['Fac'],bump.inputs['Height']);l.new(normal.outputs[0],bump.inputs['Normal']);l.new(bump.outputs[0],bs.inputs['Normal'])
    bpy.ops.mesh.primitive_plane_add(size=1);plane=bpy.context.object;plane.data.materials.append(m)
    target=n.new('ShaderNodeTexImage');n.active=target
    emission=n.new('ShaderNodeEmission')
    maps={}
    def bake(channel,size,kind='EMIT',source=None):
        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
        if channel!='basecolor':im.colorspace_settings.name='Non-Color'
        target.image=im;n.active=target
        if kind=='EMIT':
            l.new(source,emission.inputs['Color']);l.new(emission.outputs[0],out.inputs[0])
        else:l.new(bs.outputs[0],out.inputs[0])
        sc.cycles.samples=8;sc.render.bake.margin=8
        bpy.ops.object.bake(type=kind)
        im.filepath_raw=str(TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png')));im.file_format='JPEG' if channel=='basecolor' else 'PNG';im.save();maps[channel]=im
    bake('basecolor',res,source=mul.outputs[0])
    bake('normal',res,kind='NORMAL')
    comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=1.;comb.inputs[2].default_value=metal;l.new(rmap.outputs[0],comb.inputs[1])
    bake('orm',512,source=comb.outputs[0])
    bpy.data.objects.remove(plane,do_unlink=True)
    # Only portable baked textures remain in the shipping shader.
    n.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
    texnodes={}
    for k,im in maps.items():
        t=n.new('ShaderNodeTexImage');t.image=im;t.label='Cycles baked '+k;texnodes[k]=t
    tint=n.new('ShaderNodeMixRGB');tint.name='PaintFactor';tint.blend_type='MULTIPLY';tint.inputs[0].default_value=1
    tint.inputs[2].default_value=tuple(PAINTS[0][1] if name=='Paint' else [1,1,1])+(1,)
    l.new(texnodes['basecolor'].outputs[0],tint.inputs[1]);l.new(tint.outputs[0],bs.inputs['Base Color'])
    normal=n.new('ShaderNodeNormalMap');l.new(texnodes['normal'].outputs[0],normal.inputs[0 if False else 'Color']);l.new(normal.outputs[0],bs.inputs['Normal'])
    sep=n.new('ShaderNodeSeparateColor');l.new(texnodes['orm'].outputs[0],sep.inputs[0]);l.new(sep.outputs[1],bs.inputs['Roughness']);l.new(sep.outputs[2],bs.inputs['Metallic'])
    # Recognized exporter node group carries packed occlusion.
    g=bpy.data.node_groups.get('glTF Material Output')
    if not g:
        g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=n.new('ShaderNodeGroup');gn.node_tree=g;l.new(sep.outputs[0],gn.inputs['Occlusion'])
    if name=='Glass':bs.inputs['Metallic'].default_value=.4
    if name=='Lamps':bs.inputs['Emission Color'].default_value=(.5,.44,.3,1);bs.inputs['Emission Strength'].default_value=.16
    MATS.append(m)

# Shared tiles, 1 metre on large surfaces. No unique low-density full-vehicle atlas.
for args in [
 ('Paint','metal_plate_02',(1,1,1),.82,0,1024),
 ('Rubber','rubberized_track',(.052,.048,.041),.92,0,512),
 ('Steel','metal_plate_02',(.24,.255,.25),.53,.78,1024),
 ('Tracks','rusty_metal_03',(.115,.10,.076),.78,.63,1024),
 ('Glass','metal_plate_02',(.015,.065,.076),.18,.4,256),
 ('Lamps','metal_plate_02',(.75,.73,.62),.26,.12,256),
 ('Weapons','metal_plate_02',(.043,.048,.045),.6,.73,512)]:bake_material(*args)

# Mesh templates are bevelled before assembly; rigid groups remain single named nodes.
GROUP={};CACHE={}
def group(name):
    if name not in GROUP:GROUP[name]={'v':[],'f':[],'m':[],'s':[],'uv':[]}
    return GROUP[name]
def template(v,f,bevel=0,smooth=False):
    bm=bmesh.new()
    vv=[bm.verts.new(co) for co in v]
    for face in f:bm.faces.new([vv[i] for i in face])
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
    if bevel:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=bevel,segments=1,affect='EDGES',clamp_overlap=True)
    bm.verts.ensure_lookup_table();bm.verts.index_update();bm.faces.ensure_lookup_table()
    v=[tuple(x.co) for x in bm.verts];f=[tuple(x.index for x in face.verts) for face in bm.faces]
    ss=[smooth and len(face.verts)==4 for face in bm.faces]
    bm.free();return v,f,ss

def add(g,tmp,loc=(0,0,0),rot=None,mat=0,uvmode=None):
    data=group(g);off=len(data['v']);v,f,sm=tmp
    R=rot or Matrix.Identity(3);pos=Vector(loc)
    verts=[R@Vector(p)+pos for p in v];data['v'].extend(tuple(p) for p in verts)
    for face,smooth in zip(f,sm):
        data['f'].append(tuple(i+off for i in face));data['m'].append(mat);data['s'].append(smooth)
        a,b,c=[Vector(v[i]) for i in face[:3]];normal=(b-a).cross(c-a);axis=max(range(3),key=lambda k:abs(normal[k]));axes=[k for k in range(3) if k!=axis]
        if uvmode is None:
            data['uv'].append([(v[i][axes[0]]+loc[axes[0]]*.371,v[i][axes[1]]+loc[axes[1]]*.371) for i in face])
        else:data['uv'].append([uvmode(Vector(v[i]),verts[i]) for i in face])

def box(g,loc,size,mat=0,b=.007,rot=None,uvmode=None):
    key=('box',tuple(size),b)
    if key not in CACHE:
        x,y,z=[a/2 for a in size]
        CACHE[key]=template([(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],b)
    add(g,CACHE[key],loc,rot,mat,uvmode)

def cyl(g,loc,r,depth,mat=0,axis=(0,0,1),n=32,r2=None):
    # bevelled cylinder as a lathe, cap and lip are real geometry
    r2=r if r2 is None else r2;bw=min(.005,depth*.12,r*.15)
    prof=[(-depth/2,0),(-depth/2,r-bw),(-depth/2+bw,r),(depth/2-bw,r2),(depth/2,r2-bw),(depth/2,0)]
    lathe(g,loc,prof,mat,axis,n)

def lathe(g,loc,profile,mat=0,axis=(0,0,1),n=48):
    key=('lathe',tuple(profile),n)
    if key not in CACHE:
        v=[];rings=[];f=[];smooth=[]
        for z,r in profile:
            if r==0:rings.append([len(v)]);v.append((0,0,z))
            else:
                rings.append(list(range(len(v),len(v)+n)));v.extend((r*cos(i*2*pi/n),r*sin(i*2*pi/n),z) for i in range(n))
        for A,B in zip(rings,rings[1:]):
            for i in range(n):
                if len(A)==1:face=(A[0],B[(i+1)%n],B[i]);s=False
                elif len(B)==1:face=(A[i],A[(i+1)%n],B[0]);s=False
                else:face=(A[i],A[(i+1)%n],B[(i+1)%n],B[i]);s=True
                f.append(face);smooth.append(s)
        CACHE[key]=(v,f,smooth)
    R=Vector(axis).to_track_quat('Z','Y').to_matrix()
    add(g,CACHE[key],loc,R,mat,lambda p,w:(math.atan2(p.y,p.x)/(2*pi),p.z))

def rod(g,a,b,r=.015,mat=0,n=12):
    a=Vector(a);b=Vector(b);cyl(g,(a+b)/2,r,(b-a).length,mat,b-a,n)

def poly(g,v,f,mat=0,b=.01):add(g,template(v,f,b),mat=mat)

def prism(g,points,zbottom,ztop,mat=0,b=.012):
    n=len(points);v=[(x,y,zbottom) for x,y in points]+[(x,y,ztop) for x,y in points]
    f=[tuple(reversed(range(n))),tuple(range(n,n*2))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    poly(g,v,f,mat,b)

def sidepoly(g,x,points,thick,mat=0,b=.009):
    n=len(points);v=[(x-thick/2,y,z) for y,z in points]+[(x+thick/2,y,z) for y,z in points]
    f=[tuple(reversed(range(n))),tuple(range(n,n*2))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    poly(g,v,f,mat,b)

def torus(g,loc,major,minor,mat=0,axis=(0,0,1),n=48,k=8):
    key=('torus',major,minor,n,k)
    if key not in CACHE:
        v=[((major+minor*cos(j*2*pi/k))*cos(i*2*pi/n),(major+minor*cos(j*2*pi/k))*sin(i*2*pi/n),minor*sin(j*2*pi/k)) for i in range(n) for j in range(k)]
        f=[(i*k+j,((i+1)%n)*k+j,((i+1)%n)*k+(j+1)%k,i*k+(j+1)%k) for i in range(n) for j in range(k)]
        CACHE[key]=(v,f,[True]*len(f))
    add(g,CACHE[key],loc,Vector(axis).to_track_quat('Z','Y').to_matrix(),mat)

def bolt(g,loc,axis=(0,0,1),r=.018,mat=2):cyl(g,loc,r,.014,mat,axis,6)
def handle(g,a,b,height=.045,mat=0):
    a=Vector(a);b=Vector(b);up=Vector((0,0,height));rod(g,a,a+up,.009,mat);rod(g,a+up,b+up,.009,mat);rod(g,b+up,b,.009,mat)

# HULL: genuine sloped glacis and lower nose, shoulders, raised rear powerpack.
sections=[(-3.965,1.37,.89,1.20),(-3.43,1.50,.43,1.30),(-2.35,1.48,.40,1.44),(2.48,1.48,.40,1.44),(3.78,1.47,.53,1.48),(3.965,1.38,.60,1.46)]
v=[]
for y,w,zlo,zhi in sections:v.extend([(-w*.83,y,zlo),(w*.83,y,zlo),(w,y,zhi),(-w,y,zhi)])
f=[(3,2,1,0),(20,21,22,23)]+[(i*4+j,i*4+(j+1)%4,(i+1)*4+(j+1)%4,(i+1)*4+j) for i in range(len(sections)-1) for j in range(4)]
poly('Hull',v,f,b=.023)
# upper fenders and six skirt segments (height leaves wheel faces readable)
for s in [-1,1]:
    box('Hull',(s*1.54,.04,1.405),(.58,7.72,.085),b=.015)
    sidepoly('Hull',s*1.785,[(-3.89,1.36),(-3.47,1.44),(-2.72,1.40),(-2.72,.78),(-3.38,.73)],.09)
    for i in range(6):
        y=-2.72+(i+.5)*1.055
        box('Hull',(s*1.78,y,1.073),(.10,1.045,.652),b=.009)
        for yy in [y-.475,y+.475]:
            box('Hull',(s*1.837,yy,1.33),(.025,.049,.16),mat=0,b=.003)
            for z in [1.28,1.38]:bolt('Hull',(s*1.855,yy,z),(s,0,0),.012)
        # lower skirt latch on alternating plates
        if i%2==0:
            box('Hull',(s*1.837,y+.39,.81),(.028,.075,.052),mat=2,b=.003)
    # forward flexible mud guard and protected headlights
    sidepoly('Hull',s*1.58,[(-3.92,1.21),(-3.97,1.07),(-3.67,1.03),(-3.56,1.23)],.49,1,.008)
    box('Hull',(s*1.22,-3.59,1.34),(.34,.18,.13),b=.018)
    box('Hull',(s*1.22,-3.685,1.343),(.24,.016,.074),1,b=.012)
    for xx in [s*1.22-.073,s*1.22+.073]:cyl('Hull',(xx,-3.70,1.347),.036,.014,5,(0,-1,0),24)
    for xx in [s*1.22-.19,s*1.22+.19]:rod('Hull',(xx,-3.77,1.30),(xx,-3.77,1.46),.018)
    rod('Hull',(s*1.22-.19,-3.77,1.46),(s*1.22+.19,-3.77,1.46),.018)
    # towing lugs and shackles
    for yy,z in [(-3.65,.85),(3.78,.78)]:
        box('Hull',(s*1.11,yy,z),(.115,.13,.17),b=.025)
        torus('Hull',(s*1.11,yy+(-.07 if yy<0 else .10),z-.07),.09,.022,2,(1,0,0),24,8)
    # suspension arms behind road wheels
    for y in [-2.48+i*.827 for i in range(7)]:rod('Hull',(s*1.28,y+.22,.75),(s*1.50,y,.49),.065,2,16)
    # glacis weld bead and cable hangers
    rod('Hull',(s*1.46,-3.22,1.327),(s*1.46,-1.25,1.456),.008,0,8)
    for y in [-2.5,-1.6,2.3,3.1]:handle('Hull',(s*1.58,y-.075,1.452),(s*1.58,y+.075,1.452),.04)
# Driver hatch and three prism sights
prism('Hull',[(-.4,-2.28),(.4,-2.28),(.46,-1.58),(-.46,-1.58)],1.443,1.485,b=.022)

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'for p in /home/claude-agent/forge-build/AGENTS.md /home/claude-agent/forge-build/forge-assets/AGENTS.md /home/claude-agent/forge-build/forge-assets/jobs/AGENTS.md; do if test -f "$p"; then cat "$p"; fi; done; ssh gex44 '"'ls -lh /root/fal-author/abrams-tank-v1/textures; mkdir -p /root/fal-author/abrams-tank-v2'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 481ms:
total 12M
-rw-r--r-- 1 root root 5.1K Oct 10 12:06 Glass_basecolor.jpg
-rw-r--r-- 1 root root  57K Oct 10 11:58 Glass_basecolor.png
-rw-r--r-- 1 root root  28K Oct 10 12:06 Glass_normal.png
-rw-r--r-- 1 root root 201K Oct 10 12:06 Glass_orm.png
-rw-r--r-- 1 root root 9.4K Oct 10 12:06 Lamps_basecolor.jpg
-rw-r--r-- 1 root root  73K Oct 10 11:58 Lamps_basecolor.png
-rw-r--r-- 1 root root  28K Oct 10 12:06 Lamps_normal.png
-rw-r--r-- 1 root root 213K Oct 10 12:06 Lamps_orm.png
-rw-r--r-- 1 root root  92K Oct 10 12:06 Paint_basecolor.jpg
-rw-r--r-- 1 root root 532K Oct 10 11:58 Paint_basecolor.png
-rw-r--r-- 1 root root 119K Oct 10 12:06 Paint_normal.png
-rw-r--r-- 1 root root 213K Oct 10 12:06 Paint_orm.png
-rw-r--r-- 1 root root  13K Oct 10 12:06 Rubber_basecolor.jpg
-rw-r--r-- 1 root root 152K Oct 10 11:58 Rubber_basecolor.png
-rw-r--r-- 1 root root 364K Oct 10 12:06 Rubber_normal.png
-rw-r--r-- 1 root root  63K Oct 10 12:06 Rubber_orm.png
-rw-r--r-- 1 root root  55K Oct 10 12:06 Steel_basecolor.jpg
-rw-r--r-- 1 root root 651K Oct 10 11:58 Steel_basecolor.png
-rw-r--r-- 1 root root 350K Oct 10 12:06 Steel_normal.png
-rw-r--r-- 1 root root 213K Oct 10 12:06 Steel_orm.png
-rw-r--r-- 1 root root  49K Oct 10 12:06 Tracks_basecolor.jpg
-rw-r--r-- 1 root root 654K Oct 10 11:58 Tracks_basecolor.png
-rw-r--r-- 1 root root 731K Oct 10 12:06 Tracks_normal.png
-rw-r--r-- 1 root root 109K Oct 10 12:06 Tracks_orm.png
-rw-r--r-- 1 root root  14K Oct 10 12:06 Weapons_basecolor.jpg
-rw-r--r-- 1 root root 130K Oct 10 11:58 Weapons_basecolor.png
-rw-r--r-- 1 root root 108K Oct 10 12:06 Weapons_normal.png
-rw-r--r-- 1 root root 213K Oct 10 12:06 Weapons_orm.png
-rw-r--r-- 1 root root 1.1M Oct 10 11:55 metal_plate_02_arm_1k.jpg
-rw-r--r-- 1 root root 612K Oct 10 11:55 metal_plate_02_diff_1k.jpg
-rw-r--r-- 1 root root 179K Oct 10 11:55 metal_plate_02_nor_gl_1k.jpg
-rw-r--r-- 1 root root 796K Oct 10 11:55 rubberized_track_arm_1k.jpg
-rw-r--r-- 1 root root 751K Oct 10 11:55 rubberized_track_diff_1k.jpg
-rw-r--r-- 1 root root 1.2M Oct 10 11:55 rubberized_track_nor_gl_1k.jpg
-rw-r--r-- 1 root root 542K Oct 10 11:55 rusty_metal_03_arm_1k.jpg
-rw-r--r-- 1 root root 763K Oct 10 11:55 rusty_metal_03_diff_1k.jpg
-rw-r--r-- 1 root root 569K Oct 10 11:55 rusty_metal_03_nor_gl_1k.jpg

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '230,320p' build_abrams-tank.py; cat previous_nodes.json | head -55; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
prism('Hull',[(-.4,-2.28),(.4,-2.28),(.46,-1.58),(-.46,-1.58)],1.443,1.485,b=.022)
handle('Hull',(-.18,-2.04,1.49),(.02,-2.04,1.49),.028)
for x in [-.27,0,.27]:
    box('Hull',(x,-1.62,1.49),(.24,.17,.09),b=.008)
    box('Hull',(x,-1.71,1.506),(.186,.013,.05),4,b=.003)
# engine deck: two gridded intake beds, hinges, louvered turbine exhaust rear
for x in [-.72,.72]:
    box('Hull',(x,2.88,1.49),(1.22,1.35,.04),2,b=.008)
    for j in range(18):box('Hull',(x,2.28+j*.072,1.518),(1.19,.028,.033),0,b=.003)
    for xx in [x-.6,x+.6]:box('Hull',(xx,2.88,1.532),(.035,1.35,.022),b=.003)
    for yy in [2.27,3.46]:box('Hull',(x,yy,1.532),(1.22,.04,.024),b=.003)
    handle('Hull',(x-.16,3.59,1.49),(x+.16,3.59,1.49),.028)
for x in [-.87,0,.87]:
    box('Hull',(x,3.956,1.01),(.77,.022,.56),2,b=.011)
    for i in range(10):box('Hull',(x,3.981,.78+i*.046),(.72,.045,.021),0,b=.003)
    for xx in [x-.395,x+.395]:box('Hull',(xx,3.99,1.01),(.027,.045,.59),b=.003)
for s in [-1,1]:
    cyl('Hull',(s*1.27,3.977,1.31),.08,.025,1,(0,1,0),24)
    cyl('Hull',(s*1.27,3.998,1.31),.051,.018,5,(0,1,0),24)
# WHEELS (front idler, seven paired road wheels, rear drive sprocket)
for s,label in [(1,'L'),(-1,'R')]:
    for idx,y in enumerate([-3.10]+[-2.48+i*.827 for i in range(7)]+[3.10],1):
        g=f'Wheel_{label}{idx}';z=.79 if idx in [1,9] else .49;r=.445 if idx in [1,9] else .405
        x=s*1.48
        # twin tire shoulders, central gap, dish, lip, hub caps
        for dx in [-.125,.125]:
            lathe(g,(x+s*dx,y,z),[(-.1025,r*.77),(-.1025,r*.96),(-.088,r),(.088,r),(.1025,r*.96),(.1025,r*.77),(-.1025,r*.77)],2 if idx==9 else 1,(s,0,0),40)
            lathe(g,(x+s*(dx+.092),y,z),[(-.012,0),(-.012,r*.84),(.003,r*.91),(.018,r*.91),(.028,r*.83),(.026,r*.69),(-.018,r*.50),(.012,r*.27),(.018,0)],2 if idx==9 else 0,(s,0,0),40)
        cyl(g,(x+s*.249,y,z),r*.21,.056,2,(s,0,0),32)
        cyl(g,(x+s*.28,y,z),r*.14,.018,0,(s,0,0),24)
        for j in range(10):
            a=j*2*pi/10;bolt(g,(x+s*.236,y+cos(a)*r*.48,z+sin(a)*r*.48),(s,0,0),.017,2)
        if idx==9:
            for j in range(16):
                a=j*2*pi/16
                box(g,(x+s*.11,y+sin(a)*r,z+cos(a)*r),(.36,.095,.095),2,b=.009,rot=Matrix.Rotation(-a,3,'X'))
        if idx in [1,9]:
            for j in range(8):
                a=j*pi/4;cyl(g,(x+s*.235,y+sin(a)*r*.65,z+cos(a)*r*.65),.045,.013,2,(s,0,0),12)
# TRACK BELTS: continuous loop of connected double-pad steel shoes.
# Capsule path parameter s maps to V; local X maps to U on every link and connector.
# Sloping lower runs wrap the higher idlers/sprockets, as on the reference.
path=[(-2.48,.060),(2.48,.060),(2.66,.095),(3.10+.5*cos(-pi/4),.79+.5*sin(-pi/4))]
for i in range(1,25):
    a=-pi/4+i*(3*pi/4)/24;path.append((3.10+.5*cos(a),.79+.5*sin(a)))
path.append((-3.10,1.29))
for i in range(1,25):
    a=pi/2+i*(3*pi/4)/24;path.append((-3.10+.5*cos(a),.79+.5*sin(a)))
path.extend([(-2.66,.095),(-2.48,.060)])
lengths=[math.hypot(b[0]-a[0],b[1]-a[1]) for a,b in zip(path,path[1:])];length=sum(lengths);N=92

def trackpoint(t):
    t%=length
    for a,b,seg in zip(path,path[1:],lengths):
        if t<=seg:
            q=t/seg;return a[0]+q*(b[0]-a[0]),a[1]+q*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0])
        t-=seg
    return path[0][0],path[0][1],0
for s,label in [(1,'L'),(-1,'R')]:
    g='Track_'+label
    for i in range(N):
        t=(i+.5)*length/N;y,z,a=trackpoint(t);rot=Matrix.Rotation(a,3,'X')
        # local +Y tangent and local -Z outward on bottom
        uv=lambda p,w,tt=t:(p.x/.64+.5,(tt+p.y)/.33)
        box(g,(s*1.48,y,z),(.625,length/N+.002,.086),3,b=.009,rot=rot,uvmode=uv)
        for dx in [-.159,.159]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,-.056))
            box(g,p,(.272,length/N-.032,.036),1,b=.010,rot=rot,uvmode=uv)
        for dx in [-.341,.341]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,0))
            box(g,p,(.064,.113,.095),3,b=.009,rot=rot,uvmode=uv)
        # inward guide tooth, visible at the curving ends
        p=Vector((s*1.48,y,z))+rot@Vector((0,0,.071))
        add(g,template([(-.025,-.04,-.035),(.025,-.04,-.035),(.025,.04,-.035),(-.025,.04,-.035),(-.015,0,.055),(.015,0,.055)],[(0,3,2,1),(0,1,5,4),(1,2,5),(2,3,4,5),(3,0,4)],.002),p,rot,2,uv)

# TURRET bearing and low angular armour. Ring axis is y=.12.
cyl('Turret',(0,.12,1.50),1.12,.105,2,n=96)
cyl('Turret',(0,.12,1.54),1.18,.045,0,n=96)
# footprint: broad cheeks; sloped upper perimeter, not stacked boxes
bottom=[(-.40,-1.94),(.40,-1.94),(1.38,-1.77),(1.52,-.65),(1.41,1.63),(1.07,2.03),(-1.07,2.03),(-1.41,1.63),(-1.52,-.65),(-1.38,-1.77)]
top=[(-.40,-1.69),(.40,-1.69),(1.09,-1.53),(1.28,-.58),(1.24,1.59),(.99,1.92),(-.99,1.92),(-1.24,1.59),(-1.28,-.58),(-1.09,-1.53)]
v=[(x,y,1.61) for x,y in bottom]+[(x,y,2.095 if y<0 else 2.07) for x,y in top]
f=[tuple(reversed(range(10))),tuple(range(10,20))]+[(i,(i+1)%10,(i+1)%10+10,i+10) for i in range(10)]
poly('Turret',v,f,b=.021)
# Weld seams along the chamfer between cheek and side armour.
for s in [-1,1]:
    rod('Turret',(s*1.385,-1.76,1.635),(s*1.10,-1.53,2.07),.007,2,8)
    rod('Turret',(s*.405,-1.938,1.635),(s*.405,-1.70,2.075),.006,0,8)
# armour cheek seams and lower edge trim
for s in [-1,1]:
    rod('Turret',(s*.52,-1.915,1.64),(s*1.34,-1.32,1.64),.013,0)
{
  "asset": "abrams-tank",
  "units": "metres",
  "axes": {
    "forward": "+Z",
    "up": "+Y",
    "left": "+X"
  },
  "bbox": {
    "min": [
      -1.83,
      0.0,
      -3.965
    ],
    "max": [
      1.83,
      2.44,
      5.805
    ],
    "size": [
      3.66,
      2.44,
      9.77
    ]
  },
  "triangles": 159592,
  "materials": [
    "Paint",
    "Rubber",
    "Steel",
    "Tracks",
    "Glass",
    "Lamps",
    "Weapons"
  ],
  "nodes": [
    {
      "name": "Hull",
      "world_position": [
        0.0,
        0.0,
        -0.0
      ],
      "parent": null,
      "type": "mesh",
      "axis": null
    },
    {
      "name": "Wheel_L1",
      "world_position": [
        1.410928,
        0.799578,
        3.1
      ],
      "parent": null,
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

Use this workflow for long bakes and scripted asset delivery. Keep a short manual edit lightweight; add checkpoints where repeating expensive work or confusing stale output is a real risk. These are asset execution requirements, independent of how many people or agents perform the work.

## Exercise the actual execution path first

Before an expensive run, provide and run a task-local preflight command using the same executable, working directory, dependency environment and helper paths as the intended run. Reuse existing project checks where possible. A version query or import from another directory is not an execution probe.

- Start native Blender (gex44 path and GPU gate wrapper: `SKILL.md` §2) and execute a minimal scene operation through Python. For scripted runs, use `--python-exit-code 1`; inspect logs and the expected output, not exit status alone.
- Exercise the chosen render/bake device with a tiny representative bake, then export, encode/decode and import a small fixture through the actual exporter and runtime loader. Await codec initialization. Resolve copied Node helpers from their real execution directory and module mode; a successful ESM import does not establish that a copied CommonJS helper can resolve its dependencies.
- Classify required and optional inputs before baking. Verify required files, codecs, writable output paths and capture dependencies. Missing optional metadata must have a documented fallback or be omitted deliberately, not fail final assembly after a completed bake.
- Capture and read one real target-renderer frame with the intended browser/image tools. Record the actual backend; a fallback renderer does not validate the requested backend. This probe establishes that the tools work, not final visual quality.

If a probe fails, fix or report that boundary before starting dependent expensive work. Do not keep retrying the unchanged failure. If sources may change during a run, execute an immutable snapshot including local imports; record external dependencies and verify snapshot hashes at completion.

## Keep stages independently recoverable

Give expensive stages explicit commands, inputs, outputs and validation. A task-local script may expose subcommands or separate entry points; no particular build framework is required. Do not force a bake when that asset does not need one.

| Stage | Evidence needed before its outputs can be reused |
| --- | --- |
| Prepare | Saved source/LOW checkpoint, resolved transforms and reproducible parameters |
| Validate geometry | Openings, contacts, normals and UV checks on evaluated/exported LOW; simple-material views, including relevant LODs |
| Bake | Lossless masters, actual pass settings and dependency identities, coverage and representative pixel checks |
| Export | Decodable serialized meshes, map/UV bindings and measured counts; reconcile exporter changes with prepared geometry |
| Package | Required files, decoded texture error, channels/mips and delivery manifest with hashes |
| Verify runtime | Actual target-backend captures from matched cameras, independent map toggles, measured costs and renderer errors |

For each attempt, save the exact command, input/dependency hashes, tool identities, exit outcome, output hashes, validation results and failure reason. Mark a stage complete only after its outputs pass its checks. Keep failed attempts and logs distinct from completed checkpoints. File existence or a successful process alone is not proof of completion.

On retry, start at the earliest invalid stage and revalidate dependent outputs. If packaging fails after a verified bake/export, resume packaging from those artifacts; do not regenerate the scene merely to rerun a copy step. When geometry, normals or lighting change, use the [bake dependency rules](baking-and-diagnostics.md#reuse-bakes-by-their-dependencies) to decide which passes need new identities.

## Validate a candidate before replacing delivery assets

Keep candidate assets separate from the last working delivery. Verify the candidate manifest and served build/asset identities before capture; avoid a preview that silently loads missing files from the old asset set. Promote only the validated files together with their matching manifest, retain a recoverable previous version, and smoke-check the delivered URL after replacement. Report whether the replacement is atomic; per-file writes do not make the whole asset set atomic.

Checks establish structural and runtime evidence, not aesthetic acceptance. Pair them with the matched visual review in [the critic loop](critic-loop.md) and the gates in `SKILL.md` §10.
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

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/bin/bash -lc "ssh gex44 'cp -a /root/fal-author/abrams-tank-v1/textures /root/fal-author/abrams-tank-v2/'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 516ms:
codex
The existing builder preserves the reference silhouette and already has closed hull and turret shells. I’ve copied its baked textures into the new remote directory. I’ll split the bolt-on assemblies at their source, then add the hatch wells and running gear that become visible when parts are removed.

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/bin/bash -lc "cp build_abrams-tank.py /tmp/abrams-v2-original.py; cat > /tmp/retrofit_edit.py <<'PY'
from pathlib import Path
p=Path('build_abrams-tank.py');s=p.read_text()
# Cache retains exact original baked appearance; deleting textures regenerates through Cycles.
s=s.replace(\"        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)\",\"\"\"        cached=TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png'))
        if cached.exists():
            im=bpy.data.images.load(str(cached),check_existing=True)
            if channel"'!='"'basecolor':im.colorspace_settings.name='Non-Color'
            maps[channel]=im
            return
        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)\"\"\")
def region(a,b,old,new):
 global s
 start=s.index(a);end=s.index(b,start);s=s[:start]+s[start:end].replace(old,new)+s[end:]
# per plate including hardware
region('    sidepoly(\\'Hull\\',s*1.785','    # forward flexible',\"'Hull'\",\"f'Part_Skirt_{\\\"L\\\" if s>0 else \\\"R\\\"}{1 if \\\"i\\\" not in locals() else i+2}'\")
# fix deterministic wedge name and loop plate name separately
s=s.replace(\"sidepoly(f'Part_Skirt_{\\\"L\\\" if s>0 else \\\"R\\\"}{1 if \\\"i\\\" not in locals() else i+2}'\", \"sidepoly(f'Part_Skirt_{\\\"L\\\" if s>0 else \\\"R\\\"}1'\")
s=s.replace('{1 if \"i\" not in locals() else i+2}', '{i+2}')
s=s.replace(\"    box('Hull',(s*1.54,.04,1.405),(.58,7.72,.085),b=.015)\",\"\"\"    box(f'Part_Fender_F{\"L\" if s>0 else \"R\"}',(s*1.54,-.39,1.405),(.58,6.86,.085),b=.015)
    box(f'Part_Fender_R{\"L\" if s>0 else \"R\"}',(s*1.54,3.47,1.405),(.58,.86,.085),b=.015)\"\"\")
s=s.replace(\"sidepoly('Hull',s*1.58\", \"sidepoly(f'Part_Fender_F{\\\"L\\\" if s>0 else \\\"R\\\"}',s*1.58\")
region('    for xx in [s*1.22-.19','    # towing',\"'Hull'\",\"f'Part_HeadlightGuard_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
region(\"prism('Hull',[(-.4,-2.28)\",'for x in [-.27,0,.27]',\"'Hull'\",\"'Hatch_Driver'\")
region('for x in [-.72,.72]:','for x in [-.87,0,.87]:',\"'Hull'\",\"f'Part_EngineGrille_{\\\"L\\\" if x>0 else \\\"R\\\"}'\")
region('for x in [-.87,0,.87]:','for s in [-1,1]:\\n    cyl(\\'Hull\\',(s*1.27',\"'Hull'\",\"f'Part_RearGrille_{int(round(x/.87))+2}'\")
region(\"for s in [-1,1]:\\n    cyl('Hull',(s*1.27\",'# WHEELS',\"'Hull'\",\"f'Part_TailLight_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
region('    # six-tube smoke','    # side storage',\"'Turret'\",\"f'Part_Turret_Smoke_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
region('    # side storage','    # spare cable',\"'Turret'\",\"f'Part_Turret_Bin_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
region('    # spare cable','    # side access',\"'Turret'\",\"f'Part_Turret_TowCable_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
region('# bustle basket floor','# rear bustle boxes',\"'Turret'\",\"'Part_Turret_BustleRack'\")
region('# Cupola with','# Loader hatch',\"'Turret'\",\"'Part_Turret_Cupola'\")
# loader fixed ring stays on Turret, actual lid/handle split
s=s.replace(\"cyl('Turret',(.63,.47,2.16)\",\"cyl('Hatch_Loader',(.63,.47,2.16)\")
s=s.replace(\"handle('Turret',(.52,.48,2.184)\",\"handle('Hatch_Loader',(.52,.48,2.184)\")
region('# Commander independent','# Low antenna',\"'Turret'\",\"'Part_Turret_CommanderSight'\")
region(\"box('Part_Turret_CommanderSight',(-.57,-1.05\",'# Low antenna',\"'Part_Turret_CommanderSight'\",\"'Part_Turret_GunnerSight'\")
region('# Low antenna','# Remote weapon',\"'Turret'\",\"f'Part_Turret_Antenna_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")
s=s.replace(\"cyl('Turret',(-.57,.39,2.315)\",\"cyl('Part_Turret_WeaponStation',(-.57,.39,2.315)\")
region(\"lathe('Gun',(0,-2.080\",'# Coaxial opening',\"'Gun'\",\"'Barrel'\")
region('# Real optics','# Armoured protective',\"'Turret'\",\"'Part_Turret_CommanderSight'\")
region('for xx in [-.76,-.38]:','# Armoured protective',\"'Part_Turret_CommanderSight'\",\"'Part_Turret_GunnerSight'\")
region('# Armoured protective','# RWS yoke',\"'Turret'\",\"f'Part_Turret_Smoke_{\\\"L\\\" if side>0 else \\\"R\\\"}'\")
region('# Open basket lattice','# Restrained exposed',\"'Turret'\",\"'Part_Turret_BustleRack'\")
s=s.replace(\"box('Hull',(side*1.832,y,z)\",\"box(f'Part_Skirt_{\\\"L\\\" if side>0 else \\\"R\\\"}{min(7,max(2,int((y+2.72)/1.055)+2))}',(side*1.832,y,z)\")
# Keep original physical texel scale, but V itself traverses the belt once.
s=s.replace('(tt+p.y)/.33','(tt+p.y)/length')
# Additional required covered construction. All below original silhouette.
idx=s.index('# Build rigid mesh nodes')
s=s[:idx]+'''# Retrofit-only hidden structure and service fittings.
for side,label in [(1,'L'),(-1,'R')]:
    for i,y in enumerate([-2.0,-.65,.7,2.05],10):
        cyl(f'Wheel_{label}{i}',(side*1.46,y,1.105),.16,.32,1,(1,0,0),24)
        cyl(f'Wheel_{label}{i}',(side*1.635,y,1.105),.10,.025,2,(1,0,0),20)
    for y in [-2.6,-1.6,-.55,.5,1.55,2.6,3.5]:
        box('Hull',(side*1.52,y,1.27),(.17,.13,.18),0,b=.008)
        bolt('Hull',(side*1.615,y,1.30),(side,0,0),.024)
    # Protected rear fender backing, lamp mounting boss and engine door recess.
    box('Hull',(side*1.48,3.43,1.34),(.35,.70,.045),2,b=.008)
    box('Hull',(side*1.27,3.94,1.31),(.20,.018,.19),0,b=.008)
# Wind sensor mast fits the established transport-height envelope.
cyl('Part_Turret_WindSensor',(0,1.80,2.17),.021,.16,2,n=16)
rod('Part_Turret_WindSensor',(-.065,1.80,2.235),(.065,1.80,2.235),.009,2,10)
# Stowage in existing bustle basket, kept below the top rail.
for x in [-.92,0,.92]:
    box('Part_Turret_BustleRack',(x,2.12,1.92),(.64,.34,.22),0,b=.023)
    for xx in [x-.19,x+.19]:box('Part_Turret_BustleRack',(xx,2.12,2.034),(.024,.345,.014),2,b=.003)

''' +s[idx:]
s=s.replace(\"origin=Vector(pivots[name]);mesh=\", \"origin=Vector(pivots.get(name,tuple(sum(v[k] for v in d['v'])/len(d['v']) for k in range(3))));mesh=\")
s=s.replace(\"for s,label in [(1,'L'),(-1,'R')]:\\n    for i,y in enumerate([-3.10]+\", \"pivots.update({'Barrel':(0,-2.080,1.826),'Hatch_Driver':(0,-1.58,1.465),'Hatch_Loader':(.63,.73,2.16)})\\nfor s,label in [(1,'L'),(-1,'R')]:\\n    for i,y in enumerate([-2.0,-.65,.7,2.05],10):pivots[f'Wheel_{label}{i}']=(s*1.46,y,1.105)\\n    for i,y in enumerate([-3.10]+\")
s=s.replace(\"for n in ['Gun','Hatch_Commander','MG']:parent_keep(OBJECTS[n],OBJECTS['Turret'])\", \"\"\"for n in ['Gun','Hatch_Commander','Hatch_Loader','MG']+[n for n in OBJECTS if n.startswith('Part_Turret_')]:parent_keep(OBJECTS[n],OBJECTS['Turret'])
parent_keep(OBJECTS['Barrel'],OBJECTS['Gun'])
parent_keep(OBJECTS['Hatch_Driver'],OBJECTS['Hull'])
# Weapon station carries its gun as debris while preserving MG's world pivot.
parent_keep(OBJECTS['MG'],OBJECTS['Part_Turret_WeaponStation'])
for n in OBJECTS:
    if n.startswith('Part_') and not n.startswith('Part_Turret_'):parent_keep(OBJECTS[n],OBJECTS['Hull'])\"\"\")
s=s.replace(\"('Muzzle',(0,-5.805,1.826),'Gun')\", \"('Muzzle',(0,-5.805,1.826),'Barrel'),('Fx_Engine',(0,2.88,1.52),'Hull'),('Fx_Ammo',(0,.8,.9),'Hull'),('Fx_Hatch',(-.61,.18,2.29),'Turret')\")
# Stop old monolithic final section; new export/damage/proof appended below.
s=s[:s.index('def export():')]
p.write_text(s)
PY
python3 /tmp/retrofit_edit.py
python3 -m py_compile build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
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/bin/bash -lc "cat >> build_abrams-tank.py <<'PY'
# --- tank-damage/v1 retrofit -------------------------------------------------
# Generation is deterministic and begins with factory settings above. Cached
# v1 bakes are deliberately reused byte-for-byte; absent maps bake via Cycles.
def active_only(ob):
    bpy.ops.object.select_all(action='DESELECT');ob.select_set(True);bpy.context.view_layer.objects.active=ob

def boolean_cut(ob,center,radius,depth,axis=(0,0,1)):
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=radius,depth=depth,location=center)
    cut=bpy.context.object;cut.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler()
    active_only(ob);mod=ob.modifiers.new('Real opening','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)

def extra(name,parent=None,origin=None):
    d=GROUP.pop(name);origin=Vector(origin or (0,0,0))
    me=bpy.data.meshes.new(name+'_geometry');me.from_pydata([convert_point(v)-origin for v in d['v']],[],d['f']);me.update()
    ob=bpy.data.objects.new(name,me);sc.collection.objects.link(ob);ob.location=origin
    for m in MATS:me.materials.append(m)
    uv=me.uv_layers.new(name='UV0')
    for p,mi,sm,coords in zip(me.polygons,d['m'],d['s'],d['uv']):
        p.material_index=mi;p.use_smooth=sm
        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
    if parent:
        bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def cleanup(ob,ratio=1):
    active_only(ob)
    if ratio<1:
        mod=ob.modifiers.new('Budget preserving silhouette','DECIMATE');mod.ratio=ratio
        bpy.ops.object.modifier_apply(modifier=mod.name)
    bm=bmesh.new();bm.from_mesh(ob.data)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-6)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=1e-6)
    bmesh.ops.triangulate(bm,faces=list(bm.faces))
    bad=[f for f in bm.faces if f.calc_area()<1e-11]
    if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(ob.data);bm.free()

def merge_into(target,others):
    # Object.join keeps the target's original rig pivot and world transform.
    bpy.ops.object.select_all(action='DESELECT');target.select_set(True)
    for ob in others:ob.select_set(True)
    bpy.context.view_layer.objects.active=target;bpy.ops.object.join()

# Genuine crew wells: closed inner floor, cylindrical wall, dark depth, lip.
for suffix,x,y,topz,radius,base in [('Commander',-.61,.18,2.258,.275,1.77),('Loader',.63,.47,2.16,.235,1.74),('Driver',0,-1.94,1.46,.32,.92)]:
    body=OBJECTS['Hull' if suffix=='Driver' else 'Turret']
    center=convert_point((x,y,(topz+base)/2))
    boolean_cut(body,center,radius*scale_x,(topz-base+.08)*scale_z)
    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)
    name='_well_'+suffix
    lathe(name,(x,y,0),[(base,0),(base,radius-.008),(topz-.012,radius-.008),(topz-.012,radius+.025),(base-.025,radius+.025),(base-.025,0)],6,n=48)
    torus(name,(x,y,topz-.012),radius+.013,.014,2,n=48,k=6)
    merge_into(body,[extra(name)])
# Reserve the healthy budget without removing assembly details.
healthy_meshes=list(OBJECTS.values())
for ob in healthy_meshes:cleanup(ob)
tri=lambda obs:sum(len(p.vertices)-2 for o in obs if o.type=='MESH' for p in o.data.polygons)
count=tri(healthy_meshes)
if count>159900:
    candidates=[o for o in healthy_meshes if o.name.startswith(('Track_','Wheel_'))]
    ratio=max(.80,1-(count-159600)/tri(candidates))
    for o in candidates:cleanup(o,ratio)
# Preserve a single loop UV for track animation while retaining original tiled detail.
for ob in healthy_meshes:
    layer=ob.data.uv_layers.new(name='SurfaceDetail')
    old=ob.data.uv_layers['UV0']
    for a,b in zip(layer.data,old.data):a.uv=b.uv
    if ob.name.startswith('Track_'):
        for a in layer.data:a.uv.y*=length/.33
    ob.data.uv_layers.active=old
for m in MATS:
    nt=m.node_tree;uv=nt.nodes.new('ShaderNodeUVMap');uv.uv_map='SurfaceDetail'
    for node in nt.nodes:
        if node.type=='TEX_IMAGE':nt.links.new(uv.outputs['UV'],node.inputs['Vector'])

# glTF patch is limited to the documented paint factor and axis-aligned empties.
def export_glb(filename,obs):
    bpy.ops.object.select_all(action='DESELECT')
    for ob in obs:ob.hide_set(False);ob.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True)
    path=ROOT/filename;raw=path.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);binary=raw[20+jl:]
    for m in j.get('materials',[]):
        if m.get('name')=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1.]
    for node in j['nodes']:
        if node['name']=='Muzzle':node.pop('rotation',None)
    payload=json.dumps(j,separators=(',',':')).encode();payload+=b' '*(-len(payload)%4)
    path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(payload)+len(binary))+struct.pack('<I4s',len(payload),b'JSON')+payload+binary)
    print('EXPORTED',filename,tri(obs),'triangles',path.stat().st_size,'bytes',flush=True)
    return j

bpy.context.view_layer.update()
healthy=list(OBJECTS.values())+list(SOCKETS.values())
export_glb('abrams-tank.glb',healthy)
# Checkpoint is a usable healthy export before any damage construction.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'healthy-checkpoint.blend'))
if '--healthy-only' in __import__('sys').argv:raise SystemExit(0)

# Two extra shared baked surface sets. Burnt includes scan-driven corrosion,
# soot and pitting; Scars is the exposed steel beneath blasted paint.
bake_material('Burnt','rusty_metal_03',(.075,.069,.060),.94,.28,512)
bake_material('Scars','metal_plate_02',(.28,.29,.29),.64,.72,512)
BURNT=MATS[-2];SCARS=MATS[-1]
tracksteel=MATS[3].copy();tracksteel.name='TrackSteel'
for node in tracksteel.node_tree.nodes:
    if node.type=='TEX_IMAGE':
        im=node.image.copy()
        if max(im.size)>512:im.scale(512,512)
        im.filepath_raw=str(TEX/('Damage_'+node.image.name+'.png'));im.file_format='PNG';im.save();node.image=im

def empty(name,pos):
    ob=bpy.data.objects.new(name,None);sc.collection.objects.link(ob);ob.location=pos;return ob
bpy.context.view_layer.update()
hroot=empty('Hull_Damage',(0,0,0));troot=empty('Turret_Damage',OBJECTS['Turret'].matrix_world.translation.copy())
DAMAGE=[hroot,troot];TWINS={}
def duplicate(src,name,parent=None):
    ob=src.copy();ob.data=src.data.copy();ob.name=name;sc.collection.objects.link(ob)
    w=src.matrix_world.copy();ob.parent=None;ob.matrix_world=w
    if parent:bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def damage_materials(ob,burn=False):
    for i,m in enumerate(ob.data.materials):
        ob.data.materials[i]=BURNT if burn else (m if m and m.name in ['Paint','Rubber'] else tracksteel if m and m.name=='Tracks' else SCARS)
    if burn:
        for p in ob.data.polygons:p.material_index=0
        ob.data.materials.clear();ob.data.materials.append(BURNT)

def scorch_patches(ob):
    # Coherent irregular char patches rather than randomly colored triangles.
    bi=len(ob.data.materials);ob.data.materials.append(BURNT)
    for p in ob.data.polygons:
        co=p.center
        if sin(co.y*6+co.z*4)+cos(co.z*9-co.x*5)>.48:p.material_index=bi

hparts=[n for n in OBJECTS if n.startswith('Part_') and not n.startswith('Part_Turret')]
tparts=[n for n in OBJECTS if n.startswith('Part_Turret_')]
# Full set of plate twins + fenders/grilles; at least 8 hull and 3 turret.
chosen=[n for n in hparts if any(k in n for k in ['Skirt_','Fender_R','RearGrille','EngineGrille','TailLight'])]
chosen += [n for n in tparts if any(k in n for k in ['Bin_','BustleRack','Smoke_','CommanderSight','GunnerSight'])]
for k,name in enumerate(chosen):
    src=OBJECTS[name];ob=duplicate(src,'Dmg_'+name[5:],troot if name.startswith('Part_Turret') else hroot)
    damage_materials(ob)
    # World-aligned displacement bends the original component without moving its pivot.
    for v in ob.data.vertices:
        p=v.co
        if 'Skirt' in name:
            weight=max(0,min(1,(.28-p.z)/.65));p.x+=(1 if src.matrix_world.translation.x>0 else -1)*weight*(.11+.08*sin(p.y*5+k));p.z+=.045*sin(p.y*7)*weight
        else:
            p.z+=.065*sin(p.y*4+p.x*3)*max(.2,abs(p.y));p.x+=.025*sin(p.z*9+p.y*2)
    if 'Skirt' in name:
        # Real shot-through opening and raised torn metal petals.
        c=src.matrix_world.translation+Vector((0,.04,-.08))
        boolean_cut(ob,c,.075,.35,(1,0,0))
    ob.data.update();scorch_patches(ob);cleanup(ob)
    DAMAGE.append(ob);TWINS[name]=ob.name

# Scars: geometry follows actual hull/turret faces. Ray casts land each impact
# on its receiving armour, avoiding guessed heights on sloping cheek plates.
def mesh_patch(name,verts,faces,mat,parent,origin):
    me=bpy.data.meshes.new(name+'_geometry');me.from_pydata([Vector(v)-origin for v in verts],[],faces);me.materials.append(mat);me.update()
    ob=bpy.data.objects.new(name,me);sc.collection.objects.link(ob);ob.location=origin
    uv=me.uv_layers.new(name='UV0')
    for p in me.polygons:
        for li in p.loop_indices:
            c=me.vertices[me.loops[li].vertex_index].co;uv.data[li].uv=(c.x*2+c.y*2,c.z*2+c.y)
    bpy.context.view_layer.update();parent_keep(ob,parent);return ob

def scar_group(body,label,parent):
    verts=[];faces=[];mids=[]
    face_dirs={'Front':Vector((0,-1,0)),'Rear':Vector((0,1,0)),'L':Vector((1,0,0)),'R':Vector((-1,0,0))}
    for face,normal in face_dirs.items():
        vs=[];fs=[];mats=[]
        for j in range(4):
            if label=='Hull':
                target=Vector(((-.83+j*.55) if face in ['Front','Rear'] else 0,(-1.65+j*1.05) if face in ['L','R'] else 0,1.02 if face"'!='"'Front' else 1.16))
            else:
                target=Vector(((-.86+j*.55) if face in ['Front','Rear'] else 0,(-.9+j*.72) if face in ['L','R'] else .2,1.87))
            start=target+normal*8; inv=body.matrix_world.inverted();hit,loc,n,idx=body.ray_cast(inv@start,(inv.to_3x3()@(-normal)).normalized())
            if not hit:continue
            c=body.matrix_world@loc;n=(body.matrix_world.to_3x3()@n).normalized();u=n.cross(Vector((0,0,1))).normalized();v=n.cross(u).normalized()
            radius=.095 if j==0 else .043+.008*j
            # soot feather ring, gouged bright rim, dark recessed centre.
            rings=[];segs=24
            for rr,depth in [(radius*2.1,.0022),(radius*1.38,.003),(radius,.004),(radius*.72,.0032)]:
                ring=[]
                for i in range(segs):
                    a=2*pi*i/segs;rad=rr*(1+.15*sin(i*2.4+j))
                    point=c+u*(cos(a)*rad*(1.8 if j==2 else 1))+v*(sin(a)*rad)+n*depth
                    ring.append(len(vs));vs.append(point)
                rings.append(ring)
            for ri in range(3):
                for i in range(segs):fs.append((rings[ri][i],rings[ri][(i+1)%segs],rings[ri+1][(i+1)%segs],rings[ri+1][i]));mats.append(0 if ri==0 else 1)
            fs.append(tuple(reversed(rings[-1])));mats.append(0)
            # Forward-directed chipped splinters and a ricochet furrow.
            for k in range(3):
                a=.6+k*.7+j;tip=c+u*(radius*(1.9+k*.4))+v*(.03*k)+n*.0035
                base=c+u*radius*.6+v*(.015*k)+n*.0035
                off=len(vs);vs.extend([base,base+v*.013,tip]);fs.append((off,off+1,off+2));mats.append(1)
        ob=mesh_patch('Scar_'+label+'_'+face,vs,fs,BURNT,parent,parent.matrix_world.translation.copy())
        ob.data.materials.append(SCARS)
        for p,mi in zip(ob.data.polygons,mats):p.material_index=mi
        cleanup(ob);DAMAGE.append(ob)
scar_group(OBJECTS['Hull'],'Hull',hroot);scar_group(OBJECTS['Turret'],'Turret',troot)

# Thrown track is made from rigid connected components of the source belt:
# shoes retain their shape; upper/front shoes fall and spill ahead on the floor.
def thrown_track(src,name,parent):
    ob=duplicate(src,name,parent);damage_materials(ob)
    bm=bmesh.new();bm.from_mesh(ob.data);bm.verts.ensure_lookup_table()
    unseen=set(bm.verts);components=[]
    while unseen:
        seed=unseen.pop();part=[seed];stack=[seed]
        while stack:
            a=stack.pop()
            for e in a.link_edges:
                b=e.other_vert(a)
                if b in unseen:unseen.remove(b);stack.append(b);part.append(b)
        components.append(part)
    for comp in components:
        center=sum((v.co for v in comp),Vector())/len(comp);y,z=center.y,center.z
        if z>.96 or y<-2.8:
            # Source top run unfolds beside the lower run, at ground height.
            newy=-3.45-(y+3.6)*.34 if z>.96 else y-.75
            newx=center.x+(1 if center.x>0 else -1)*(.28+.13*sin(y*2))
            low=min(v.co.z for v in comp)
            for vert in comp:
                vert.co.x+=newx-center.x;vert.co.y+=newy-y;vert.co.z-=low
        elif y>2.7:
            for vert in comp:vert.co.z=max(0,vert.co.z-.12)
    bm.to_mesh(ob.data);bm.free();cleanup(ob,.8);return ob
for side in ['L','R']:
    ob=thrown_track(OBJECTS['Track_'+side],'Track_'+side+'_Broken',hroot);DAMAGE.append(ob)

# Broken gun: mantlet is unchanged, copied barrel bends down at midlength;
# ragged open lips are separate geometry merged into the one swap mesh.
gun=duplicate(OBJECTS['Gun'],'Gun_Broken',troot);tube=duplicate(OBJECTS['Barrel'],'_burst_tube')
for v in tube.data.vertices:
    w=tube.matrix_world@v.co
    if w.y<-3.58:
        d=-3.58-w.y;w.z-=.20*d+.13*d*d;w.x+=.05*d*d
        v.co=tube.matrix_world.inverted()@w
merge_into(gun,[tube]);damage_materials(gun);scorch_patches(gun);cleanup(gun);DAMAGE.append(gun)
# Full wrecks use the actual healthy geometry and keep canonical pivots.
def join_copies(names,name,origin):
    copied=[]
    for n in names:
        ob=duplicate(OBJECTS[n],'_wreck_'+n);damage_materials(ob,True);copied.append(ob)
    root=copied.pop(0);root.name=name;merge_into(root,copied)
    world=root.matrix_world.copy();coords=[world@v.co for v in root.data.vertices]
    root.parent=None;root.matrix_world=Matrix.Translation(origin)
    for v,w in zip(root.data.vertices,coords):v.co=w-Vector(origin)
    return root
hullnames=[n for n in OBJECTS if not n.startswith('Part_Turret_') and n not in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader']]
hullnames=[n for n in hullnames if not ('Skirt' in n and n.endswith(('2','4','6'))) and not n.startswith('Part_EngineGrille')]
turretnames=[n for n in OBJECTS if n not in hullnames and (n.startswith('Part_Turret_') or n in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader'])]
wh=join_copies(hullnames,'Wreck_Hull',Vector((0,0,0)))
wt=join_copies(turretnames,'Wreck_Turret',OBJECTS['Turret'].matrix_world.translation.copy())
# Open ring well through wreck deck, with a dark bounded cavity.
boolean_cut(wh,convert_point((0,.12,1.05)),1.045,1.12)
name='_wreck_ring';lathe(name,(0,.12,0),[(.56,0),(.56,1.035),(1.43,1.035),(1.43,1.09),(.51,1.09),(.51,0)],7,n=64)
merge_into(wh,[extra(name)])
# Original hull metal deforms near the engine explosion, suspension settles.
for v in wh.data.vertices:
    p=v.co
    if p.y>2.15 and p.z>1.32 and abs(p.x)<1.34:p.z+=.20*max(0,sin((p.y-2.15)*3))*sin(p.x*5)**2
    if .10<p.z<1.2:p.z=max(.02,p.z-.05)
    if abs(p.x)>1.65 and p.z<1.1:p.x+=.055*sin(p.y*2.4)
# Exposed raised engine louvres copied from actual removable decks.
for n in ['Part_EngineGrille_L','Part_EngineGrille_R']:
    ob=duplicate(OBJECTS[n],'_ruptured_'+n);damage_materials(ob,True)
    ob.rotation_euler.y+=.38 if n.endswith('L') else -.29;ob.location.z+=.12
    merge_into(wh,[ob])
# Close turret underside already in healthy shell; add ring and basket stub.
name='_basket_stub';lathe(name,(0,.12,0),[(.77,.69),(.80,.74),(1.49,.94),(1.53,.94),(1.53,.75),(.77,.60),(.77,.69)],7,n=48)
cyl(name,(0,.12,.78),.68,.06,7,n=48);merge_into(wt,[extra(name)])
for v in wt.data.vertices:
    w=wt.matrix_world@v.co
    if w.y<-1.99:
        d=-1.99-w.y;w.z-=.17*d;v.co=wt.matrix_world.inverted()@w
# Open crew hatches in wreck from copies, remove their closed surfaces first.
# Cut the closed lid and inner well cap at each hatch, then add rotated lids.
for suffix,x,y,z,r in [('Commander',-.61,.18,2.258,.325),('Loader',.63,.47,2.16,.28),('Driver',0,-1.94,1.46,.36)]:
    target=wh if suffix=='Driver' else wt
    boolean_cut(target,convert_point((x,y,z)),r,.18)
    lid=duplicate(OBJECTS['Hatch_'+suffix],'_blown_'+suffix);damage_materials(lid,True)
    lid.rotation_euler.x=math.radians(-78 if suffix"'!='"'Driver' else 65)
    merge_into(target,[lid])
for ob in [wh,wt]:cleanup(ob,.36);DAMAGE.append(ob)
# Damage texture set whitelist is enforced on every primitive, including joins.
for ob in DAMAGE:
    if ob.type=='MESH':
        for i,m in enumerate(ob.data.materials):
            if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:ob.data.materials[i]=BURNT if ob in [wh,wt] else SCARS
bpy.context.view_layer.update()
export_glb('abrams-tank-damage.glb',DAMAGE)

# Manifest of both files in the game frame.
def gamepos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
def bounds(obs):
    pts=[o.matrix_world@v.co for o in obs if o.type=='MESH' for v in o.data.vertices]
    lo=[min(gamepos(p)[i] for p in pts) for i in range(3)];hi=[max(gamepos(p)[i] for p in pts) for i in range(3)]
    return {'min':lo,'max':hi,'size':[round(b-a,6) for a,b in zip(lo,hi)]}
def node_record(o):
    return {'name':o.name,'world_position':gamepos(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':'mesh' if o.type=='MESH' else 'empty','axis':'X' if o.name.startswith(('Wheel_','Hatch_')) or o.name=='Gun' else 'Y' if o.name in ['Turret','MG'] else 'Z' if o.name=='Barrel' else None}
manifest={'asset':'abrams-tank','units':'metres','axes':{'forward':'+Z','up':'+Y','left':'+X'},'bbox':bounds(healthy),'triangles':tri(healthy),'damage_triangles':tri(DAMAGE),'materials':MATN,'nodes':[node_record(o) for o in healthy],'damage_nodes':[node_record(o) for o in DAMAGE],'paints':[{'name':n,'linear_rgb':rgb} for n,rgb in PAINTS],'damage':{'contract':'tank-damage/v1','parts':[{'part':n,'twin':TWINS.get(n)} for n in hparts+tparts],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'track_uv':'UV0 V follows one full loop; SurfaceDetail preserves v1 tiled appearance','texture_bake':{'engine':'Cycles','device':'OPTIX','samples':8,'source':'CC0 Poly Haven; v1 cached maps preserved; new damage maps baked'},'wheel_roles':{'1':'front idler','2-8':'road wheels','9':'rear sprocket','10-13':'return rollers'},'damage_bbox':bounds(DAMAGE)}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text('\\n'.join([
'M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.',
f'Healthy {tri(healthy):,} triangles; damage {tri(DAMAGE):,}; wreck {tri([wh,wt]):,}; dimensions 9.77 × 3.66 × 2.44 m.',
'Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.',
'Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.',
'Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.',
'Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.'
])+'\\n')
print('BUILT_ALL',manifest['triangles'],manifest['damage_triangles'],flush=True)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'damage-checkpoint.blend'))
PY
python3 -m py_compile build_abrams-tank.py
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only > /root/fal-author/abrams-tank-v2/healthy-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 'tail -10 /root/fal-author/abrams-tank-v2/healthy-build.log'; date -u" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 498ms:
Sun Oct 11 18:22:06 UTC 2026

codex
The healthy rig is building now with individual skirts, fenders, grilles, sights, launchers and rack assemblies. The new damage pieces are derived from those meshes, so swap origins stay aligned. Next I’ll check the exported files together, especially the stripped tank and thrown-track state.

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/bin/bash -lc "cat >> build_abrams-tank.py <<'PY'
# --- Proof uses the delivered files, imported into an EMPTY scene ------------
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.device='GPU';sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='OPTIX';prefs.get_devices()
for device in prefs.devices:device.use=device.type=='OPTIX'
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
bpy.ops.import_scene.gltf(filepath=str(ROOT/'abrams-tank.glb'))
HA={o.name:o for o in sc.objects};healthy_import=list(HA.values())
bpy.ops.import_scene.gltf(filepath=str(ROOT/'abrams-tank-damage.glb'))
DA={o.name:o for o in sc.objects if o not in healthy_import}
# Collapse duplicate imported materials only when their semantic names match.
for ob in DA.values():
    if ob.type=='MESH':
        for i,mat in enumerate(ob.data.materials):
            if mat and mat.name.startswith('Paint.') and bpy.data.materials.get('Paint'):ob.data.materials[i]=bpy.data.materials['Paint']

def show_tree(ob,visible):
    ob.hide_render=not visible
    for child in ob.children:show_tree(child,visible)
def state(n):
    for ob in HA.values():ob.hide_render=n>=4
    for ob in DA.values():ob.hide_render=True
    if n==1:
        for name,ob in DA.items():
            if name.startswith('Scar_'):ob.hide_render=False
        swaps=['Part_Skirt_L2','Part_Skirt_L4','Part_Skirt_R3','Part_Fender_RL','Part_Turret_Bin_L','Part_Turret_Smoke_L']
        for name in swaps:
            if name in HA and name in TWINS:show_tree(HA[name],False);show_tree(DA[TWINS[name]],True)
    if n==2:
        for name,ob in HA.items():
            if name.startswith('Part_'):show_tree(ob,False)
    if n==3:
        for name in ['Track_L','Gun']:
            show_tree(HA[name],False);DA[name+'_Broken'].hide_render=False
    if n>=4:
        DA['Wreck_Hull'].hide_render=False;DA['Wreck_Turret'].hide_render=False
    # Blender glTF import returns original Z-up positions, same as source.
    DA['Wreck_Turret'].location=Vector((0,.12,1.50))
    # Manifest is the authority for pivot after original normalization.
    tp=next(x['world_position'] for x in manifest['damage_nodes'] if x['name']=='Wreck_Turret')
    DA['Wreck_Turret'].location=(tp[0],-tp[2],tp[1]);DA['Wreck_Turret'].rotation_euler=(0,0,0)
    if n==5:
        DA['Wreck_Turret'].location=(3.5,.30,1.25)
        DA['Wreck_Turret'].rotation_euler=(math.radians(155),math.radians(9),math.radians(-45))
        bpy.context.view_layer.update()
        ob=DA['Wreck_Turret'];low=min((ob.matrix_world@v.co).z for v in ob.data.vertices);ob.location.z-=low
    bpy.context.view_layer.update()

bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.015));ground=bpy.context.object;ground.name='Studio_floor'
groundmat=bpy.data.materials.new('Studio');groundmat.use_nodes=True;bs=groundmat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(.22,.245,.27,1);bs.inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
for name,loc,energy,size in [('Key',(1,-5,9),2200,7),('Fill',(-6,-2,5),1200,6),('Rim',(2,6,7),2400,5)]:
    ld=bpy.data.lights.new(name,'AREA');ld.energy=energy;ld.shape='DISK';ld.size=size;ob=bpy.data.objects.new(name,ld);sc.collection.objects.link(ob);ob.location=loc;ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
camd=bpy.data.cameras.new('Presentation');cam=bpy.data.objects.new('Presentation',camd);sc.collection.objects.link(cam);sc.camera=cam;camd.type='ORTHO'
TARGET=Vector((0,-.5,1.05))
def view(loc,scale):
    cam.location=loc;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();camd.ortho_scale=scale
view((10,-14,5.8),11.8)
sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.render.image_settings.file_format='PNG'
sc.cycles.samples=32;state(0)
sc.render.filepath=str(ROOT/'final.png');bpy.ops.render.render(write_still=True)
clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
sc.view_layers[0].material_override=clay;sc.cycles.samples=16;sc.render.filepath=str(ROOT/'clay.png');bpy.ops.render.render(write_still=True);sc.view_layers[0].material_override=None
TARGET=Vector((0,-.75,1.05));view((14,-.75,1.05),11.1);sc.render.filepath=str(ROOT/'side.png');bpy.ops.render.render(write_still=True)
TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
# Pivot proof rotates each independent moving node by exactly 30 degrees.
original_rotations={n:o.rotation_euler.copy() for n,o in HA.items()}
for n,o in HA.items():
    if n=='Turret':o.rotation_euler.z+=pi/6
    elif n=='Gun' or n.startswith(('Wheel_','Hatch_')):o.rotation_euler.x+=pi/6
    elif n=='Barrel':o.rotation_euler.y+=pi/6
sc.render.filepath=str(ROOT/'rig-check.png');bpy.ops.render.render(write_still=True)
for n,r in original_rotations.items():HA[n].rotation_euler=r
sc.render.resolution_x=800;sc.render.resolution_y=450;sc.cycles.samples=16

def grid_save(name,files,w=800,h=450):
    pixels=np.ones((h*2,w*3,4),dtype=np.float32)
    for i,path in enumerate(files):
        im=bpy.data.images.load(str(path),check_existing=False);arr=np.asarray(im.pixels[:],dtype=np.float32).reshape(h,w,4)
        row=1-i//3;col=i%3;pixels[row*h:(row+1)*h,col*w:(col+1)*w]=arr;bpy.data.images.remove(im)
    im=bpy.data.images.new(name,width=w*3,height=h*2);im.pixels.foreach_set(pixels.ravel());im.filepath_raw=str(ROOT/name);im.file_format='PNG';im.save()
# A transparent direct multiplication graph makes the paint grid independent
# of glTF importer node naming; it uses the exact exported neutral base map.
paint=bpy.data.materials['Paint'];nt=paint.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and ('basecolor' in n.image.name.lower() or n.image.colorspace_settings.name=='sRGB'))
mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(tex.outputs['Color'],mix.inputs[1]);nt.links.new(mix.outputs[0],bs.inputs['Base Color'])
files=[]
for i,(name,color) in enumerate(PAINTS):
    mix.inputs[2].default_value=tuple(color)+(1,);sc.render.filepath=str(ROOT/f'paint_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('paints.png',files);mix.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
files=[]
# Same view and scale for all six states, wide enough for the ejected turret.
TARGET=Vector((.65,-.5,.95));view((11,-15,7.3),13.5)
for i in range(6):
    state(i);sc.render.filepath=str(ROOT/f'state_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('states.png',files)
state(0);TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof-imported.blend'))
print('COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED',flush=True)
PY
python3 -m py_compile build_abrams-tank.py
ssh gex44 'tail -12 /root/fal-author/abrams-tank-v2/healthy-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 559ms:
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,pcpu,comm,args | rg \"blender|abrams-tank-v2\" | head -18; ls -lh /root/fal-author/abrams-tank-v2/healthy-build.log'; date -u" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 511ms:
bash: line 1: rg: command not found
-rw-r--r-- 1 root root 0 Oct 11 20:22 /root/fal-author/abrams-tank-v2/healthy-build.log
Sun Oct 11 18:23:24 UTC 2026

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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,pcpu,comm,args | grep -E \"blender|abrams-tank-v2\" | head -25; file /root/blender-spike/blender-5.2.0-linux-x64/blender; ls -l /root/fal-author/abrams-tank-v2'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 522ms:
  18867 36-05:42:57  0.0 python3         python3 /opt/astra-blender/blender_exec_server.py
  18880 36-05:42:56  0.0 python3         python3 /opt/astra-blender/blender_exec_server.py
  40540 16-08:57:30  0.0 bash            bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 5; done; echo BLENDER_DONE; cat optimize_run7.log
  87189 16-08:38:33  0.0 bash            bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 4; done; echo BLENDER_DONE; cat optimize_run8.log
1827365       03:12  0.0 bash            bash -c cd /root/fal-author/t90-tank-v3 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python build_t90-tank.py > build.log 2>&1
1827366       03:12  0.0 python3         python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1830453       02:17  0.0 python3         python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1831576       01:56  219 blender.real    /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1832245       01:44  0.0 bash            bash -c /root/ruth-teaser-20261011/blender.sh -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 801 845 > /root/ruth-teaser-20261011/director/final_S12_801.log 2>&1
1832246       01:44  0.0 python3         python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 801 845
1832249       01:44  217 blender.real    /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 801 845
1832889       01:32  0.0 bash            bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only > /root/fal-author/abrams-tank-v2/healthy-build.log 2>&1
1832890       01:32  0.0 python3         python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only
1835202       01:01  0.0 bash            bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/tiger-heavy-tank-v2/build_tiger-heavy-tank.py -- --healthy-only > /root/fal-author/tiger-heavy-tank-v2/healthy.log 2>&1
1835203       01:01  0.0 python3         python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/tiger-heavy-tank-v2/build_tiger-heavy-tank.py -- --healthy-only
1839202       00:00  0.0 bash            bash -c ps -eo pid,etime,pcpu,comm,args | grep -E "blender|abrams-tank-v2" | head -25; file /root/blender-spike/blender-5.2.0-linux-x64/blender; ls -l /root/fal-author/abrams-tank-v2
1839204       00:00  0.0 grep            grep -E blender|abrams-tank-v2
3939376 36-08:19:02  0.0 python3         python3 /opt/astra-blender/blender_exec_server.py
bash: line 1: file: command not found
total 60
-rw-r--r-- 1 root root 55532 Oct 11 20:22 build_abrams-tank.py
-rw-r--r-- 1 root root     0 Oct 11 20:22 healthy-build.log
drwxr-xr-x 2 root root  4096 Oct 10 12:02 textures

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_abrams-tank.py');s=p.read_text()
# A matching UV layer on all newly created geometry avoids a fallback binding.
s=s.replace(\"    if parent:\\n        bpy.context.view_layer.update();parent_keep(ob,parent)\\n    return ob\\n\\ndef cleanup\", \"    detail=me.uv_layers.new(name='SurfaceDetail')\\n    for a,b in zip(detail.data,uv.data):a.uv=b.uv\\n    me.uv_layers.active=uv\\n    if parent:\\n        bpy.context.view_layer.update();parent_keep(ob,parent)\\n    return ob\\n\\ndef cleanup\")
s=s.replace(\"        ob=duplicate(OBJECTS[n],'_wreck_'+n);damage_materials(ob,True);copied.append(ob)\",\"\"\"        ob=duplicate(OBJECTS[n],'_wreck_'+n)
        if n.startswith('Wheel_'):
            # Burned rubber shoulders disappear down to the steel wheel carcass.
            rubberverts={vi for p in ob.data.polygons if ob.data.materials[p.material_index].name=='Rubber' for vi in p.vertices}
            for vi in rubberverts:
                v=ob.data.vertices[vi];rad=math.hypot(v.co.y,v.co.z)
                if rad>.02:v.co.y*=max(0,rad-.046)/rad;v.co.z*=max(0,rad-.046)/rad
        damage_materials(ob,True);copied.append(ob)\"\"\")
s=s.replace(\"and not n.startswith('Part_EngineGrille')]\", \"and not n.startswith('Part_EngineGrille') and n"'!='"'Track_L']\")
s=s.replace(\"wt=join_copies(turretnames,'Wreck_Turret',OBJECTS['Turret'].matrix_world.translation.copy())\", \"\"\"wt=join_copies(turretnames,'Wreck_Turret',OBJECTS['Turret'].matrix_world.translation.copy())
loose=duplicate(next(o for o in DAMAGE if o.name=='Track_L_Broken'),'_wreck_thrown');damage_materials(loose,True);merge_into(wh,[loose])\"\"\")
s=s.replace(\"bpy.context.view_layer.update()\\nexport_glb('abrams-tank-damage.glb',DAMAGE)\", \"\"\"bpy.context.view_layer.update()
# Measured final budget, including both wreck meshes and every swap.
if tri(DAMAGE)>109500:
    excess=tri(DAMAGE)-109000
    ratio=max(.35,1-excess/tri([wh,wt]))
    for ob in [wh,wt]:cleanup(ob,ratio)
export_glb('abrams-tank-damage.glb',DAMAGE)\"\"\")
p.write_text(s)
PY
python3 -m py_compile build_abrams-tank.py
ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/healthy-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 599ms:
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exec
/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/abrams-tank-v2/healthy-build.log; ps -eo pid,etime,pcpu,args | grep abrams-tank-v2 | head -5'; df -h /; date -u" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 511ms:
1832889       02:30  0.0 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only > /root/fal-author/abrams-tank-v2/healthy-build.log 2>&1
1832890       02:30  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only
1843502       00:00  0.0 bash -c tail -12 /root/fal-author/abrams-tank-v2/healthy-build.log; ps -eo pid,etime,pcpu,args | grep abrams-tank-v2 | head -5
1843505       00:00  0.0 grep abrams-tank-v2
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  132G   13G  92% /
Sun Oct 11 18:24:33 UTC 2026

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exec
/bin/bash -lc "ls -lh previous.glb; python3 - <<'PY'
import struct,json
b=open('previous.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);print('previous nodes',len(j['nodes']),'materials',len(j['materials']),'meshes',len(j['meshes']))
PY
rg -n 'Part_Skirt|Part_Turret|pivots.update|twins|n.startswith' build_abrams-tank.py | head -55" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
-rw-rw-r-- 1 claude-agent claude-agent 9.5M Oct 11 18:17 previous.glb
previous nodes 31 materials 7 meshes 13
210:    sidepoly(f'Part_Skirt_{"L" if s>0 else "R"}1',s*1.785,[(-3.89,1.36),(-3.47,1.44),(-2.72,1.40),(-2.72,.78),(-3.38,.73)],.09)
213:        box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.78,y,1.073),(.10,1.045,.652),b=.009)
215:            box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.837,yy,1.33),(.025,.049,.16),mat=0,b=.003)
216:            for z in [1.28,1.38]:bolt(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.855,yy,z),(s,0,0),.012)
219:            box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.837,y+.39,.81),(.028,.075,.052),mat=2,b=.003)
330:    box(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',(s*1.26,-.58,2.017),(.22,.29,.085),b=.014)
334:        cyl(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',p,.033,.19,0,axis,16)
335:        cap=Vector(p)+axis*.102;cyl(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',cap,.025,.008,6,axis,16)
337:    box(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.416,.89,1.928),(.14,1.86,.34),b=.015)
339:        rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.52,yy,1.72),(s*1.52,yy,2.135),.016)
340:        rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.36,yy,1.74),(s*1.54,yy,1.74),.016)
341:    for zz in [1.735,1.96,2.135]:rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.52,-.03,zz),(s*1.52,1.92,zz),.018)
345:        for a,b in zip(points,points[1:]):rod(f'Part_Turret_TowCable_{"L" if s>0 else "R"}',a,b,.013,2,10)
350:box('Part_Turret_BustleRack',(0,2.12,1.78),(2.88,.59,.06),b=.015)
352:    rod('Part_Turret_BustleRack',(x,2.38,1.78),(x,2.38,2.15),.016)
353:    rod('Part_Turret_BustleRack',(x,1.91,1.82),(x,2.38,1.82),.013)
354:for zz in [1.82,1.98,2.15]:rod('Part_Turret_BustleRack',(-1.43,2.38,zz),(1.43,2.38,zz),.018)
356:    for zz in [1.82,1.98,2.15]:rod('Part_Turret_BustleRack',(s*1.43,1.85,zz),(s*1.43,2.38,zz),.018)
358:for j in range(27):rod('Part_Turret_BustleRack',(-1.38+j*.106,1.94,1.821),(-1.38+j*.106,2.35,1.821),.005,2,6)
366:cyl('Part_Turret_Cupola',(-.61,.18,2.14),.385,.10,0,n=64)
370:    box('Part_Turret_Cupola',p,(.18,.076,.095),0,b=.008,rot=Matrix.Rotation(a-pi/2,3,'Z'))
372:    box('Part_Turret_Cupola',p,(.13,.012,.049),4,b=.003,rot=Matrix.Rotation(a-pi/2,3,'Z'))
376:rod('Part_Turret_Cupola',(-.93,.46,2.252),(-.35,.46,2.252),.025,0,20)
382:cyl('Part_Turret_CommanderSight',(.60,-.50,2.16),.185,.16,0,n=40)
383:box('Part_Turret_CommanderSight',(.60,-.50,2.265),(.30,.28,.13),b=.028)
384:box('Part_Turret_CommanderSight',(.60,-.651,2.27),(.20,.018,.083),4,b=.007)
385:box('Part_Turret_GunnerSight',(-.57,-1.05,2.139),(.43,.30,.13),b=.008)
386:box('Part_Turret_GunnerSight',(-.57,-1.206,2.149),(.33,.017,.082),6,b=.004)
387:for x in [-.67,-.49]:box('Part_Turret_GunnerSight',(x,-1.218,2.153),(.132,.012,.061),4,b=.004)
390:    cyl(f'Part_Turret_Antenna_{"L" if s>0 else "R"}',(s*1.02,1.64,2.15),.055,.13,1,n=20)
391:    cyl(f'Part_Turret_Antenna_{"L" if s>0 else "R"}',(s*1.02,1.64,2.29),.011,.20,2,n=12)
393:cyl('Part_Turret_WeaponStation',(-.57,.39,2.315),.115,.065,0,n=32)
421:    torus('Part_Turret_CommanderSight',(.60,-.50,z),r,.012,0,n=40,k=6)
423:    box('Part_Turret_CommanderSight',(xx,-.668,2.27),(.018,.035,.117),0,b=.003)
424:    bolt('Part_Turret_CommanderSight',(xx,-.687,2.303),(0,-1,0),.009)
425:for zz in [2.212,2.328]:box('Part_Turret_CommanderSight',(.60,-.670,zz),(.25,.046,.020),0,b=.004)
426:box('Part_Turret_CommanderSight',(.60,-.686,2.27),(.196,.008,.076),6,b=.004)
428:    cyl('Part_Turret_CommanderSight',(xx,-.695,2.27),rr,.01,4,(0,-1,0),24)
430:    box('Part_Turret_GunnerSight',(xx,-1.222,2.153),(.025,.051,.108),0,b=.003)
431:for zz in [2.095,2.207]:box('Part_Turret_GunnerSight',(-.57,-1.223,zz),(.41,.052,.020),0,b=.003)
436:    box(f'Part_Turret_Smoke_{"L" if side>0 else "R"}',pos,(.245,.215,.045),0,b=.012,rot=rot)
439:        torus(f'Part_Turret_Smoke_{"L" if side>0 else "R"}',p,.029,.006,2,axis,16,6)
452:        rod('Part_Turret_BustleRack',(x,yy,1.74),(x*.88,yy,1.91),.017,0,10)
455:    rod('Part_Turret_BustleRack',(x,2.386,1.83),(min(1.42,x+.28),2.386,2.13),.0045,2,6)
456:    rod('Part_Turret_BustleRack',(x,2.386,2.13),(min(1.42,x+.28),2.386,1.83),.0045,2,6)
461:        box(f'Part_Skirt_{"L" if side>0 else "R"}{min(7,max(2,int((y+2.72)/1.055)+2))}',(side*1.832,y,z),(.0015,random.uniform(.008,.035),random.uniform(.002,.007)),2,b=0)
478:cyl('Part_Turret_WindSensor',(0,1.80,2.17),.021,.16,2,n=16)
479:rod('Part_Turret_WindSensor',(-.065,1.80,2.235),(.065,1.80,2.235),.009,2,10)
482:    box('Part_Turret_BustleRack',(x,2.12,1.92),(.64,.34,.22),0,b=.023)
483:    for xx in [x-.19,x+.19]:box('Part_Turret_BustleRack',(xx,2.12,2.034),(.024,.345,.014),2,b=.003)
488:pivots.update({'Barrel':(0,-2.080,1.826),'Hatch_Driver':(0,-1.58,1.465),'Hatch_Loader':(.63,.73,2.16)})
536:for n in ['Gun','Hatch_Commander','Hatch_Loader','MG']+[n for n in OBJECTS if n.startswith('Part_Turret_')]:parent_keep(OBJECTS[n],OBJECTS['Turret'])
540:parent_keep(OBJECTS['MG'],OBJECTS['Part_Turret_WeaponStation'])
542:    if n.startswith('Part_') and not n.startswith('Part_Turret_'):parent_keep(OBJECTS[n],OBJECTS['Hull'])
601:    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_abrams-tank.py');s=p.read_text();key='# glTF patch is limited'
s=s.replace(key,\"\"\"# Restore v1 shared road-wheel geometry (nodes and pivots remain independent).
for side in ['L','R']:
    master=OBJECTS[f'Wheel_{side}2'].data
    for i in range(3,9):OBJECTS[f'Wheel_{side}{i}'].data=master

\"\"\"+key)
p.write_text(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py
ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/healthy-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 1714ms:
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/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/abrams-tank-v2/healthy-build.log; ps -eo pid,etime,pcpu,args | grep blender.real | head -10'; date -u" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 580ms:
1827366       05:12  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1830453       04:17  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1831576       03:57  280 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1832890       03:33  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py -- --healthy-only
1835203       03:02  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/tiger-heavy-tank-v2/build_tiger-heavy-tank.py -- --healthy-only
1839844       01:53  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1844291       00:50  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 846 890
1844297       00:50  186 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 846 890
1844669       00:46  0.0 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherman-tank.py
1847606       00:00  0.0 bash -c tail -15 /root/fal-author/abrams-tank-v2/healthy-build.log; ps -eo pid,etime,pcpu,args | grep blender.real | head -10
Sun Oct 11 18:25:35 UTC 2026

codex
The shared GPU scheduler has the build queued behind other jobs. While it waits, I’ve completed the damage builder and proof setup. The proof sheet will import both GLBs into an empty scene, so it can expose export or hierarchy errors as well as visual gaps.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_abrams-tank.py');s=p.read_text()
a=s.index('    # side access plate');b=s.index('# bustle basket floor',a);s=s[:a]+s[a:b].replace(\"'Turret'\",\"f'Part_Turret_Access_{\\\"L\\\" if s>0 else \\\"R\\\"}'\")+s[b:]
a=s.index('# rear bustle boxes');b=s.index('# Cupola with',a);s=s[:a]+s[a:b].replace(\"'Turret'\",\"f'Part_Turret_Blowout_{\\\"L\\\" if x>0 else \\\"R\\\"}'\")+s[b:]
a=s.index('# Open basket lattice');b=s.index('for i in range(23):',a);s=s[:a]+s[a:b].replace(\"'Part_Turret_BustleRack'\",\"'Turret'\")+s[b:]
s=s.replace(\"# Wind sensor mast fits\", \"\"\"    # Mounting bosses remain when turret equipment is discarded.
    for y,z in [(-.58,1.998),(.25,1.86),(1.35,1.86)]:
        box('Turret',(side*1.30,y,z),(.055,.10,.045),0,b=.005)
        bolt('Turret',(side*1.335,y,z),(side,0,0),.013)
# Wind sensor mast fits\"\"\")
p.write_text(s)
PY
python3 -m py_compile build_abrams-tank.py
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 1005ms:
 succeeded in 297544ms:
context compacted
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/bin/bash -lc "ssh gex44 'tail -n 35 /root/fal-author/abrams-tank-v2/healthy-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 502ms:
20:26:58 | INFO: Extracting primitive: Part_Turret_WindSensor_geometry
20:26:58 | INFO: Primitives created: 1
20:26:58 | INFO: Extracting primitive: Wheel_L1_geometry
20:26:58 | INFO: Primitives created: 3
20:26:58 | INFO: Extracting primitive: Wheel_L2_geometry
20:26:58 | INFO: Primitives created: 3
20:26:58 | INFO: Extracting primitive: Wheel_L9_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_L10_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_L11_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_L12_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_L13_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_R1_geometry
20:26:58 | INFO: Primitives created: 3
20:26:58 | INFO: Extracting primitive: Wheel_R2_geometry
20:26:58 | INFO: Primitives created: 3
20:26:58 | INFO: Extracting primitive: Wheel_R9_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_R10_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_R11_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_R12_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Extracting primitive: Wheel_R13_geometry
20:26:58 | INFO: Primitives created: 2
20:26:58 | INFO: Finished glTF 2.0 export in 0.33120012283325195 s

EXPORTED abrams-tank.glb 159562 triangles 11733752 bytes
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
Info: Saved as "healthy-checkpoint.blend"

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/abrams-tank.glb .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 1281ms:
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exec
/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/full-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
codex
The healthy retrofit has exported successfully: 159,562 triangles and 11.73 MB, within both limits. The full run is now building the damage asset and the renders that will check both exported files together.

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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank.glb --strict' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 80ms:
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    },
    {
      "mesh": "Turret_geometry",
      "primitive": 2,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L1_geometry",
      "primitive": 0,
      "triangles": 1242,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L1_geometry",
      "primitive": 1,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L1_geometry",
      "primitive": 2,
      "triangles": 1428,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L2_geometry",
      "primitive": 0,
      "triangles": 1238,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L2_geometry",
      "primitive": 1,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L2_geometry",
      "primitive": 2,
      "triangles": 692,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L9_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L9_geometry",
      "primitive": 1,
      "triangles": 4118,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L10_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L10_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L11_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L11_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L12_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L12_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L13_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_L13_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R1_geometry",
      "primitive": 0,
      "triangles": 1242,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R1_geometry",
      "primitive": 1,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R1_geometry",
      "primitive": 2,
      "triangles": 1428,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R2_geometry",
      "primitive": 0,
      "triangles": 1238,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R2_geometry",
      "primitive": 1,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R2_geometry",
      "primitive": 2,
      "triangles": 692,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R9_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R9_geometry",
      "primitive": 1,
      "triangles": 4118,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R10_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R10_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R11_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R11_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R12_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R12_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13_geometry",
      "primitive": 0,
      "triangles": 188,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13_geometry",
      "primitive": 1,
      "triangles": 150,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 124882,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '580,860p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:

def cleanup(ob,ratio=1):
    active_only(ob)
    if ratio<1:
        mod=ob.modifiers.new('Budget preserving silhouette','DECIMATE');mod.ratio=ratio
        bpy.ops.object.modifier_apply(modifier=mod.name)
    bm=bmesh.new();bm.from_mesh(ob.data)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-6)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=1e-6)
    bmesh.ops.triangulate(bm,faces=list(bm.faces))
    bad=[f for f in bm.faces if f.calc_area()<1e-11]
    if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(ob.data);bm.free()

def merge_into(target,others):
    # Object.join keeps the target's original rig pivot and world transform.
    bpy.ops.object.select_all(action='DESELECT');target.select_set(True)
    for ob in others:ob.select_set(True)
    bpy.context.view_layer.objects.active=target;bpy.ops.object.join()

# Genuine crew wells: closed inner floor, cylindrical wall, dark depth, lip.
for suffix,x,y,topz,radius,base in [('Commander',-.61,.18,2.258,.275,1.77),('Loader',.63,.47,2.16,.235,1.74),('Driver',0,-1.94,1.46,.32,.92)]:
    body=OBJECTS['Hull' if suffix=='Driver' else 'Turret']
    center=convert_point((x,y,(topz+base)/2))
    boolean_cut(body,center,radius*scale_x,(topz-base+.08)*scale_z)
    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)
    name='_well_'+suffix
    lathe(name,(x,y,0),[(base,0),(base,radius-.008),(topz-.012,radius-.008),(topz-.012,radius+.025),(base-.025,radius+.025),(base-.025,0)],6,n=48)
    torus(name,(x,y,topz-.012),radius+.013,.014,2,n=48,k=6)
    merge_into(body,[extra(name)])
# Reserve the healthy budget without removing assembly details.
healthy_meshes=list(OBJECTS.values())
for ob in healthy_meshes:cleanup(ob)
tri=lambda obs:sum(len(p.vertices)-2 for o in obs if o.type=='MESH' for p in o.data.polygons)
count=tri(healthy_meshes)
if count>159900:
    candidates=[o for o in healthy_meshes if o.name.startswith(('Track_','Wheel_'))]
    ratio=max(.80,1-(count-159600)/tri(candidates))
    for o in candidates:cleanup(o,ratio)
# Preserve a single loop UV for track animation while retaining original tiled detail.
for ob in healthy_meshes:
    layer=ob.data.uv_layers.new(name='SurfaceDetail')
    old=ob.data.uv_layers['UV0']
    for a,b in zip(layer.data,old.data):a.uv=b.uv
    if ob.name.startswith('Track_'):
        for a in layer.data:a.uv.y*=length/.33
    ob.data.uv_layers.active=old
for m in MATS:
    nt=m.node_tree;uv=nt.nodes.new('ShaderNodeUVMap');uv.uv_map='SurfaceDetail'
    for node in nt.nodes:
        if node.type=='TEX_IMAGE':nt.links.new(uv.outputs['UV'],node.inputs['Vector'])

# Restore v1 shared road-wheel geometry (nodes and pivots remain independent).
for side in ['L','R']:
    master=OBJECTS[f'Wheel_{side}2'].data
    for i in range(3,9):OBJECTS[f'Wheel_{side}{i}'].data=master

# glTF patch is limited to the documented paint factor and axis-aligned empties.
def export_glb(filename,obs):
    bpy.ops.object.select_all(action='DESELECT')
    for ob in obs:ob.hide_set(False);ob.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True)
    path=ROOT/filename;raw=path.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);binary=raw[20+jl:]
    for m in j.get('materials',[]):
        if m.get('name')=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1.]
    for node in j['nodes']:
        if node['name']=='Muzzle':node.pop('rotation',None)
    payload=json.dumps(j,separators=(',',':')).encode();payload+=b' '*(-len(payload)%4)
    path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(payload)+len(binary))+struct.pack('<I4s',len(payload),b'JSON')+payload+binary)
    print('EXPORTED',filename,tri(obs),'triangles',path.stat().st_size,'bytes',flush=True)
    return j

bpy.context.view_layer.update()
healthy=list(OBJECTS.values())+list(SOCKETS.values())
export_glb('abrams-tank.glb',healthy)
# Checkpoint is a usable healthy export before any damage construction.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'healthy-checkpoint.blend'))
if '--healthy-only' in __import__('sys').argv:raise SystemExit(0)

# Two extra shared baked surface sets. Burnt includes scan-driven corrosion,
# soot and pitting; Scars is the exposed steel beneath blasted paint.
bake_material('Burnt','rusty_metal_03',(.075,.069,.060),.94,.28,512)
bake_material('Scars','metal_plate_02',(.28,.29,.29),.64,.72,512)
BURNT=MATS[-2];SCARS=MATS[-1]
tracksteel=MATS[3].copy();tracksteel.name='TrackSteel'
for node in tracksteel.node_tree.nodes:
    if node.type=='TEX_IMAGE':
        im=node.image.copy()
        if max(im.size)>512:im.scale(512,512)
        im.filepath_raw=str(TEX/('Damage_'+node.image.name+'.png'));im.file_format='PNG';im.save();node.image=im

def empty(name,pos):
    ob=bpy.data.objects.new(name,None);sc.collection.objects.link(ob);ob.location=pos;return ob
bpy.context.view_layer.update()
hroot=empty('Hull_Damage',(0,0,0));troot=empty('Turret_Damage',OBJECTS['Turret'].matrix_world.translation.copy())
DAMAGE=[hroot,troot];TWINS={}
def duplicate(src,name,parent=None):
    ob=src.copy();ob.data=src.data.copy();ob.name=name;sc.collection.objects.link(ob)
    w=src.matrix_world.copy();ob.parent=None;ob.matrix_world=w
    if parent:bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def damage_materials(ob,burn=False):
    for i,m in enumerate(ob.data.materials):
        ob.data.materials[i]=BURNT if burn else (m if m and m.name in ['Paint','Rubber'] else tracksteel if m and m.name=='Tracks' else SCARS)
    if burn:
        for p in ob.data.polygons:p.material_index=0
        ob.data.materials.clear();ob.data.materials.append(BURNT)

def scorch_patches(ob):
    # Coherent irregular char patches rather than randomly colored triangles.
    bi=len(ob.data.materials);ob.data.materials.append(BURNT)
    for p in ob.data.polygons:
        co=p.center
        if sin(co.y*6+co.z*4)+cos(co.z*9-co.x*5)>.48:p.material_index=bi

hparts=[n for n in OBJECTS if n.startswith('Part_') and not n.startswith('Part_Turret')]
tparts=[n for n in OBJECTS if n.startswith('Part_Turret_')]
# Full set of plate twins + fenders/grilles; at least 8 hull and 3 turret.
chosen=[n for n in hparts if any(k in n for k in ['Skirt_','Fender_R','RearGrille','EngineGrille','TailLight'])]
chosen += [n for n in tparts if any(k in n for k in ['Bin_','BustleRack','Smoke_','CommanderSight','GunnerSight'])]
for k,name in enumerate(chosen):
    src=OBJECTS[name];ob=duplicate(src,'Dmg_'+name[5:],troot if name.startswith('Part_Turret') else hroot)
    damage_materials(ob)
    # World-aligned displacement bends the original component without moving its pivot.
    for v in ob.data.vertices:
        p=v.co
        if 'Skirt' in name:
            weight=max(0,min(1,(.28-p.z)/.65));p.x+=(1 if src.matrix_world.translation.x>0 else -1)*weight*(.11+.08*sin(p.y*5+k));p.z+=.045*sin(p.y*7)*weight
        else:
            p.z+=.065*sin(p.y*4+p.x*3)*max(.2,abs(p.y));p.x+=.025*sin(p.z*9+p.y*2)
    if 'Skirt' in name:
        # Real shot-through opening and raised torn metal petals.
        c=src.matrix_world.translation+Vector((0,.04,-.08))
        boolean_cut(ob,c,.075,.35,(1,0,0))
    ob.data.update();scorch_patches(ob);cleanup(ob)
    DAMAGE.append(ob);TWINS[name]=ob.name

# Scars: geometry follows actual hull/turret faces. Ray casts land each impact
# on its receiving armour, avoiding guessed heights on sloping cheek plates.
def mesh_patch(name,verts,faces,mat,parent,origin):
    me=bpy.data.meshes.new(name+'_geometry');me.from_pydata([Vector(v)-origin for v in verts],[],faces);me.materials.append(mat);me.update()
    ob=bpy.data.objects.new(name,me);sc.collection.objects.link(ob);ob.location=origin
    uv=me.uv_layers.new(name='UV0')
    for p in me.polygons:
        for li in p.loop_indices:
            c=me.vertices[me.loops[li].vertex_index].co;uv.data[li].uv=(c.x*2+c.y*2,c.z*2+c.y)
    bpy.context.view_layer.update();parent_keep(ob,parent);return ob

def scar_group(body,label,parent):
    verts=[];faces=[];mids=[]
    face_dirs={'Front':Vector((0,-1,0)),'Rear':Vector((0,1,0)),'L':Vector((1,0,0)),'R':Vector((-1,0,0))}
    for face,normal in face_dirs.items():
        vs=[];fs=[];mats=[]
        for j in range(4):
            if label=='Hull':
                target=Vector(((-.83+j*.55) if face in ['Front','Rear'] else 0,(-1.65+j*1.05) if face in ['L','R'] else 0,1.02 if face!='Front' else 1.16))
            else:
                target=Vector(((-.86+j*.55) if face in ['Front','Rear'] else 0,(-.9+j*.72) if face in ['L','R'] else .2,1.87))
            start=target+normal*8; inv=body.matrix_world.inverted();hit,loc,n,idx=body.ray_cast(inv@start,(inv.to_3x3()@(-normal)).normalized())
            if not hit:continue
            c=body.matrix_world@loc;n=(body.matrix_world.to_3x3()@n).normalized();u=n.cross(Vector((0,0,1))).normalized();v=n.cross(u).normalized()
            radius=.095 if j==0 else .043+.008*j
            # soot feather ring, gouged bright rim, dark recessed centre.
            rings=[];segs=24
            for rr,depth in [(radius*2.1,.0022),(radius*1.38,.003),(radius,.004),(radius*.72,.0032)]:
                ring=[]
                for i in range(segs):
                    a=2*pi*i/segs;rad=rr*(1+.15*sin(i*2.4+j))
                    point=c+u*(cos(a)*rad*(1.8 if j==2 else 1))+v*(sin(a)*rad)+n*depth
                    ring.append(len(vs));vs.append(point)
                rings.append(ring)
            for ri in range(3):
                for i in range(segs):fs.append((rings[ri][i],rings[ri][(i+1)%segs],rings[ri+1][(i+1)%segs],rings[ri+1][i]));mats.append(0 if ri==0 else 1)
            fs.append(tuple(reversed(rings[-1])));mats.append(0)
            # Forward-directed chipped splinters and a ricochet furrow.
            for k in range(3):
                a=.6+k*.7+j;tip=c+u*(radius*(1.9+k*.4))+v*(.03*k)+n*.0035
                base=c+u*radius*.6+v*(.015*k)+n*.0035
                off=len(vs);vs.extend([base,base+v*.013,tip]);fs.append((off,off+1,off+2));mats.append(1)
        ob=mesh_patch('Scar_'+label+'_'+face,vs,fs,BURNT,parent,parent.matrix_world.translation.copy())
        ob.data.materials.append(SCARS)
        for p,mi in zip(ob.data.polygons,mats):p.material_index=mi
        cleanup(ob);DAMAGE.append(ob)
scar_group(OBJECTS['Hull'],'Hull',hroot);scar_group(OBJECTS['Turret'],'Turret',troot)

# Thrown track is made from rigid connected components of the source belt:
# shoes retain their shape; upper/front shoes fall and spill ahead on the floor.
def thrown_track(src,name,parent):
    ob=duplicate(src,name,parent);damage_materials(ob)
    bm=bmesh.new();bm.from_mesh(ob.data);bm.verts.ensure_lookup_table()
    unseen=set(bm.verts);components=[]
    while unseen:
        seed=unseen.pop();part=[seed];stack=[seed]
        while stack:
            a=stack.pop()
            for e in a.link_edges:
                b=e.other_vert(a)
                if b in unseen:unseen.remove(b);stack.append(b);part.append(b)
        components.append(part)
    for comp in components:
        center=sum((v.co for v in comp),Vector())/len(comp);y,z=center.y,center.z
        if z>.96 or y<-2.8:
            # Source top run unfolds beside the lower run, at ground height.
            newy=-3.45-(y+3.6)*.34 if z>.96 else y-.75
            newx=center.x+(1 if center.x>0 else -1)*(.28+.13*sin(y*2))
            low=min(v.co.z for v in comp)
            for vert in comp:
                vert.co.x+=newx-center.x;vert.co.y+=newy-y;vert.co.z-=low
        elif y>2.7:
            for vert in comp:vert.co.z=max(0,vert.co.z-.12)
    bm.to_mesh(ob.data);bm.free();cleanup(ob,.8);return ob
for side in ['L','R']:
    ob=thrown_track(OBJECTS['Track_'+side],'Track_'+side+'_Broken',hroot);DAMAGE.append(ob)

# Broken gun: mantlet is unchanged, copied barrel bends down at midlength;
# ragged open lips are separate geometry merged into the one swap mesh.
gun=duplicate(OBJECTS['Gun'],'Gun_Broken',troot);tube=duplicate(OBJECTS['Barrel'],'_burst_tube')
for v in tube.data.vertices:
    w=tube.matrix_world@v.co
    if w.y<-3.58:
        d=-3.58-w.y;w.z-=.20*d+.13*d*d;w.x+=.05*d*d
        v.co=tube.matrix_world.inverted()@w
merge_into(gun,[tube]);damage_materials(gun);scorch_patches(gun);cleanup(gun);DAMAGE.append(gun)
# Full wrecks use the actual healthy geometry and keep canonical pivots.
def join_copies(names,name,origin):
    copied=[]
    for n in names:
        ob=duplicate(OBJECTS[n],'_wreck_'+n)
        if n.startswith('Wheel_'):
            # Burned rubber shoulders disappear down to the steel wheel carcass.
            rubberverts={vi for p in ob.data.polygons if ob.data.materials[p.material_index].name=='Rubber' for vi in p.vertices}
            for vi in rubberverts:
                v=ob.data.vertices[vi];rad=math.hypot(v.co.y,v.co.z)
                if rad>.02:v.co.y*=max(0,rad-.046)/rad;v.co.z*=max(0,rad-.046)/rad
        damage_materials(ob,True);copied.append(ob)
    root=copied.pop(0);root.name=name;merge_into(root,copied)
    world=root.matrix_world.copy();coords=[world@v.co for v in root.data.vertices]
    root.parent=None;root.matrix_world=Matrix.Translation(origin)
    for v,w in zip(root.data.vertices,coords):v.co=w-Vector(origin)
    return root
hullnames=[n for n in OBJECTS if not n.startswith('Part_Turret_') and n not in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader']]
hullnames=[n for n in hullnames if not ('Skirt' in n and n.endswith(('2','4','6'))) and not n.startswith('Part_EngineGrille') and n!='Track_L']
turretnames=[n for n in OBJECTS if n not in hullnames and (n.startswith('Part_Turret_') or n in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader'])]
wh=join_copies(hullnames,'Wreck_Hull',Vector((0,0,0)))
wt=join_copies(turretnames,'Wreck_Turret',OBJECTS['Turret'].matrix_world.translation.copy())
loose=duplicate(next(o for o in DAMAGE if o.name=='Track_L_Broken'),'_wreck_thrown');damage_materials(loose,True);merge_into(wh,[loose])
# Open ring well through wreck deck, with a dark bounded cavity.
boolean_cut(wh,convert_point((0,.12,1.05)),1.045,1.12)
name='_wreck_ring';lathe(name,(0,.12,0),[(.56,0),(.56,1.035),(1.43,1.035),(1.43,1.09),(.51,1.09),(.51,0)],7,n=64)
merge_into(wh,[extra(name)])
# Original hull metal deforms near the engine explosion, suspension settles.
for v in wh.data.vertices:
    p=v.co
    if p.y>2.15 and p.z>1.32 and abs(p.x)<1.34:p.z+=.20*max(0,sin((p.y-2.15)*3))*sin(p.x*5)**2
    if .10<p.z<1.2:p.z=max(.02,p.z-.05)
    if abs(p.x)>1.65 and p.z<1.1:p.x+=.055*sin(p.y*2.4)
# Exposed raised engine louvres copied from actual removable decks.
for n in ['Part_EngineGrille_L','Part_EngineGrille_R']:
    ob=duplicate(OBJECTS[n],'_ruptured_'+n);damage_materials(ob,True)
    ob.rotation_euler.y+=.38 if n.endswith('L') else -.29;ob.location.z+=.12
    merge_into(wh,[ob])
# Close turret underside already in healthy shell; add ring and basket stub.
name='_basket_stub';lathe(name,(0,.12,0),[(.77,.69),(.80,.74),(1.49,.94),(1.53,.94),(1.53,.75),(.77,.60),(.77,.69)],7,n=48)
cyl(name,(0,.12,.78),.68,.06,7,n=48);merge_into(wt,[extra(name)])
for v in wt.data.vertices:
    w=wt.matrix_world@v.co
    if w.y<-1.99:
        d=-1.99-w.y;w.z-=.17*d;v.co=wt.matrix_world.inverted()@w
# Open crew hatches in wreck from copies, remove their closed surfaces first.
# Cut the closed lid and inner well cap at each hatch, then add rotated lids.
for suffix,x,y,z,r in [('Commander',-.61,.18,2.258,.325),('Loader',.63,.47,2.16,.28),('Driver',0,-1.94,1.46,.36)]:
    target=wh if suffix=='Driver' else wt
    boolean_cut(target,convert_point((x,y,z)),r,.18)
    lid=duplicate(OBJECTS['Hatch_'+suffix],'_blown_'+suffix);damage_materials(lid,True)
    lid.rotation_euler.x=math.radians(-78 if suffix!='Driver' else 65)
    merge_into(target,[lid])
for ob in [wh,wt]:cleanup(ob,.36);DAMAGE.append(ob)
# Damage texture set whitelist is enforced on every primitive, including joins.
for ob in DAMAGE:
    if ob.type=='MESH':

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
for f in ['previous.glb','abrams-tank.glb']:
 b=open(f,'rb').read();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
 print(f)
 for i,m in enumerate(j['materials']):print(i,m['name'],m.get('pbrMetallicRoughness',{}).get('baseColorFactor'),m.get('pbrMetallicRoughness',{}).get('baseColorTexture'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
previous.glb
0 Paint [0.45, 0.36, 0.22, 1.0] {'index': 2}
1 Rubber None {'index': 5}
2 Steel None {'index': 8}
3 Glass None {'index': 11}
4 Lamps None {'index': 14}
5 Tracks None {'index': 17}
6 Weapons None {'index': 20}
abrams-tank.glb
0 Paint [0.45, 0.36, 0.22, 1.0] {'index': 2, 'texCoord': 1}
1 Steel None {'index': 5, 'texCoord': 1}
2 Rubber None {'index': 8, 'texCoord': 1}
3 Lamps None {'index': 11, 'texCoord': 1}
4 Paint [0.45, 0.36, 0.22, 1.0] {'index': 2, 'texCoord': 2}
5 Rubber None {'index': 8, 'texCoord': 2}
6 Steel None {'index': 5, 'texCoord': 2}
7 Lamps None {'index': 11, 'texCoord': 2}
8 Weapons None {'index': 14, 'texCoord': 2}
9 Tracks None {'index': 17, 'texCoord': 1}
10 Weapons None {'index': 14, 'texCoord': 1}
11 Glass None {'index': 20, 'texCoord': 1}
12 Glass None {'index': 20, 'texCoord': 2}

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "ssh gex44 'tail -n 12 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 499ms:
hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_abrams-tank.py'
s=open(p).read();a=\"def export_glb(filename,obs):\\n    bpy.ops.object.select_all(action='DESELECT')\"
b=\"\"\"def export_glb(filename,obs):
    # Joined well meshes can add an unused UV layer. Normalize slot ordering
    # so glTF exports ONE material per surface, including one recolorable Paint.
    seen=set()
    for ob in obs:
        if ob.type"'!='"'MESH' or ob.data.as_pointer() in seen:continue
        seen.add(ob.data.as_pointer());me=ob.data
        first=me.uv_layers.get('UV0') or (me.uv_layers[0] if me.uv_layers else None)
        detail=me.uv_layers.get('SurfaceDetail') or first
        a=[tuple(v.uv) for v in first.data] if first else [(0,0)]*len(me.loops)
        b=[tuple(v.uv) for v in detail.data] if detail else a
        while me.uv_layers:me.uv_layers.remove(me.uv_layers[0])
        for label,coords in [('UV0',a),('SurfaceDetail',b)]:
            layer=me.uv_layers.new(name=label)
            for v,uv in zip(layer.data,coords):v.uv=uv
        me.uv_layers.active_index=0
    bpy.ops.object.select_all(action='DESELECT')\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 862ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "sed -n '1,130p' build_abrams-tank.py; sed -n '860,1010p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
"""M1A2-style neutral-faction game tank. Clean build: Blender -b --python-exit-code 1 --python this.py.
Authoring axes: X left, -Y forward, Z up. glTF conversion produces X left/Y up/Z forward.
Cycles OPTIX tiled material bakes. Sources CC0 https://polyhaven.com/license.
"""
import bpy, bmesh, math, os, json, random, subprocess, struct, time
from mathutils import Vector, Matrix
from math import sin, cos, pi
from pathlib import Path
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures';TEX.mkdir(exist_ok=True)
random.seed(17)
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.render.engine='CYCLES';sc.cycles.samples=24;sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type=='OPTIX'
sc.cycles.device='GPU'
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
PAINTS=[('Desert tan',[.45,.36,.22]),('Olive drab',[.17,.19,.085]),('NATO green',[.105,.155,.095]),('Field grey',[.23,.26,.235]),('Winter white',[.79,.81,.76]),('Dark green-black',[.038,.05,.034])]
MATN=['Paint','Rubber','Steel','Tracks','Glass','Lamps','Weapons']
MATS=[]

def download(asset,mp):
    f=TEX/f'{asset}_{mp}_1k.jpg'
    if not f.exists():
        url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{mp}_1k.jpg'
        subprocess.run(['curl','-fLsS','--retry','3',url,'-o',str(f)],check=True)
    return bpy.data.images.load(str(f),check_existing=True)

def bake_material(name,asset,base,rough,metal,res=512):
    print('BAKE',name,flush=True)
    m=bpy.data.materials.new(name);m.use_nodes=True
    nt=m.node_tree;n=nt.nodes;l=nt.links;n.clear()
    out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs['BSDF'],out.inputs['Surface'])
    uv=n.new('ShaderNodeTexCoord')
    diff=n.new('ShaderNodeTexImage');diff.image=download(asset,'diff');l.new(uv.outputs['UV'],diff.inputs['Vector'])
    nor=n.new('ShaderNodeTexImage');nor.image=download(asset,'nor_gl');nor.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],nor.inputs['Vector'])
    arm=n.new('ShaderNodeTexImage');arm.image=download(asset,'arm');arm.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],arm.inputs['Vector'])
    gray=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],gray.inputs[0])
    ramp=n.new('ShaderNodeValToRGB');l.new(gray.outputs[0],ramp.inputs[0])
    # Neutral undercoat with scanned speckle and oxidized wear. Paint alone receives a tint at runtime.
    for e,factor in zip(ramp.color_ramp.elements,[.78,1.0]):e.color=tuple(min(1,c*factor) for c in base)+(1,)
    noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=32;noise.inputs['Detail'].default_value=4;l.new(uv.outputs['UV'],noise.inputs['Vector'])
    grime=n.new('ShaderNodeValToRGB');grime.color_ramp.elements[0].position=.22;grime.color_ramp.elements[0].color=(.38,.38,.38,1);grime.color_ramp.elements[1].position=.48
    l.new(noise.outputs['Fac'],grime.inputs[0])
    mul=n.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.55;l.new(ramp.outputs[0],mul.inputs[1]);l.new(grime.outputs[0],mul.inputs[2])
    if name=='Paint':
        stretch=n.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(22,1.8,1);l.new(uv.outputs['UV'],stretch.inputs[0])
        streak=n.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=3.;streak.inputs['Detail'].default_value=3;l.new(stretch.outputs[0],streak.inputs[0])
        sr=n.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.28;sr.color_ramp.elements[0].color=(.57,.57,.57,1);sr.color_ramp.elements[1].position=.58;l.new(streak.outputs['Fac'],sr.inputs[0])
        sm=n.new('ShaderNodeMixRGB');sm.blend_type='MULTIPLY';sm.inputs[0].default_value=.33;l.new(mul.outputs[0],sm.inputs[1]);l.new(sr.outputs[0],sm.inputs[2]);mul=sm
    l.new(mul.outputs[0],bs.inputs['Base Color'])
    sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
    rmap=n.new('ShaderNodeMapRange');rmap.inputs['To Min'].default_value=max(.1,rough-.12);rmap.inputs['To Max'].default_value=min(1,rough+.1);l.new(sep.outputs[1],rmap.inputs['Value']);l.new(rmap.outputs[0],bs.inputs['Roughness'])
    bs.inputs['Metallic'].default_value=metal
    normal=n.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.16 if name=='Paint' else .35;l.new(nor.outputs[0],normal.inputs['Color'])
    bump=n.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.0004 if name=='Paint' else .0012;l.new(noise.outputs['Fac'],bump.inputs['Height']);l.new(normal.outputs[0],bump.inputs['Normal']);l.new(bump.outputs[0],bs.inputs['Normal'])
    bpy.ops.mesh.primitive_plane_add(size=1);plane=bpy.context.object;plane.data.materials.append(m)
    target=n.new('ShaderNodeTexImage');n.active=target
    emission=n.new('ShaderNodeEmission')
    maps={}
    def bake(channel,size,kind='EMIT',source=None):
        cached=TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png'))
        if cached.exists():
            im=bpy.data.images.load(str(cached),check_existing=True)
            if channel!='basecolor':im.colorspace_settings.name='Non-Color'
            maps[channel]=im
            return
        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
        if channel!='basecolor':im.colorspace_settings.name='Non-Color'
        target.image=im;n.active=target
        if kind=='EMIT':
            l.new(source,emission.inputs['Color']);l.new(emission.outputs[0],out.inputs[0])
        else:l.new(bs.outputs[0],out.inputs[0])
        sc.cycles.samples=8;sc.render.bake.margin=8
        bpy.ops.object.bake(type=kind)
        im.filepath_raw=str(TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png')));im.file_format='JPEG' if channel=='basecolor' else 'PNG';im.save();maps[channel]=im
    bake('basecolor',res,source=mul.outputs[0])
    bake('normal',res,kind='NORMAL')
    comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=1.;comb.inputs[2].default_value=metal;l.new(rmap.outputs[0],comb.inputs[1])
    bake('orm',512,source=comb.outputs[0])
    bpy.data.objects.remove(plane,do_unlink=True)
    # Only portable baked textures remain in the shipping shader.
    n.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
    texnodes={}
    for k,im in maps.items():
        t=n.new('ShaderNodeTexImage');t.image=im;t.label='Cycles baked '+k;texnodes[k]=t
    tint=n.new('ShaderNodeMixRGB');tint.name='PaintFactor';tint.blend_type='MULTIPLY';tint.inputs[0].default_value=1
    tint.inputs[2].default_value=tuple(PAINTS[0][1] if name=='Paint' else [1,1,1])+(1,)
    l.new(texnodes['basecolor'].outputs[0],tint.inputs[1]);l.new(tint.outputs[0],bs.inputs['Base Color'])
    normal=n.new('ShaderNodeNormalMap');l.new(texnodes['normal'].outputs[0],normal.inputs[0 if False else 'Color']);l.new(normal.outputs[0],bs.inputs['Normal'])
    sep=n.new('ShaderNodeSeparateColor');l.new(texnodes['orm'].outputs[0],sep.inputs[0]);l.new(sep.outputs[1],bs.inputs['Roughness']);l.new(sep.outputs[2],bs.inputs['Metallic'])
    # Recognized exporter node group carries packed occlusion.
    g=bpy.data.node_groups.get('glTF Material Output')
    if not g:
        g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=n.new('ShaderNodeGroup');gn.node_tree=g;l.new(sep.outputs[0],gn.inputs['Occlusion'])
    if name=='Glass':bs.inputs['Metallic'].default_value=.4
    if name=='Lamps':bs.inputs['Emission Color'].default_value=(.5,.44,.3,1);bs.inputs['Emission Strength'].default_value=.16
    MATS.append(m)

# Shared tiles, 1 metre on large surfaces. No unique low-density full-vehicle atlas.
for args in [
 ('Paint','metal_plate_02',(1,1,1),.82,0,1024),
 ('Rubber','rubberized_track',(.052,.048,.041),.92,0,512),
 ('Steel','metal_plate_02',(.24,.255,.25),.53,.78,1024),
 ('Tracks','rusty_metal_03',(.115,.10,.076),.78,.63,1024),
 ('Glass','metal_plate_02',(.015,.065,.076),.18,.4,256),
 ('Lamps','metal_plate_02',(.75,.73,.62),.26,.12,256),
 ('Weapons','metal_plate_02',(.043,.048,.045),.6,.73,512)]:bake_material(*args)

# Mesh templates are bevelled before assembly; rigid groups remain single named nodes.
GROUP={};CACHE={}
def group(name):
    if name not in GROUP:GROUP[name]={'v':[],'f':[],'m':[],'s':[],'uv':[]}
    return GROUP[name]
def template(v,f,bevel=0,smooth=False):
    bm=bmesh.new()
    vv=[bm.verts.new(co) for co in v]
    for face in f:bm.faces.new([vv[i] for i in face])
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
    if bevel:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=bevel,segments=1,affect='EDGES',clamp_overlap=True)
    bm.verts.ensure_lookup_table();bm.verts.index_update();bm.faces.ensure_lookup_table()
    v=[tuple(x.co) for x in bm.verts];f=[tuple(x.index for x in face.verts) for face in bm.faces]
    ss=[smooth and len(face.verts)==4 for face in bm.faces]
    bm.free();return v,f,ss

for v in wt.data.vertices:
    w=wt.matrix_world@v.co
    if w.y<-1.99:
        d=-1.99-w.y;w.z-=.17*d;v.co=wt.matrix_world.inverted()@w
# Open crew hatches in wreck from copies, remove their closed surfaces first.
# Cut the closed lid and inner well cap at each hatch, then add rotated lids.
for suffix,x,y,z,r in [('Commander',-.61,.18,2.258,.325),('Loader',.63,.47,2.16,.28),('Driver',0,-1.94,1.46,.36)]:
    target=wh if suffix=='Driver' else wt
    boolean_cut(target,convert_point((x,y,z)),r,.18)
    lid=duplicate(OBJECTS['Hatch_'+suffix],'_blown_'+suffix);damage_materials(lid,True)
    lid.rotation_euler.x=math.radians(-78 if suffix!='Driver' else 65)
    merge_into(target,[lid])
for ob in [wh,wt]:cleanup(ob,.36);DAMAGE.append(ob)
# Damage texture set whitelist is enforced on every primitive, including joins.
for ob in DAMAGE:
    if ob.type=='MESH':
        for i,m in enumerate(ob.data.materials):
            if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:ob.data.materials[i]=BURNT if ob in [wh,wt] else SCARS
bpy.context.view_layer.update()
# Measured final budget, including both wreck meshes and every swap.
if tri(DAMAGE)>109500:
    excess=tri(DAMAGE)-109000
    ratio=max(.35,1-excess/tri([wh,wt]))
    for ob in [wh,wt]:cleanup(ob,ratio)
export_glb('abrams-tank-damage.glb',DAMAGE)

# Manifest of both files in the game frame.
def gamepos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
def bounds(obs):
    pts=[o.matrix_world@v.co for o in obs if o.type=='MESH' for v in o.data.vertices]
    lo=[min(gamepos(p)[i] for p in pts) for i in range(3)];hi=[max(gamepos(p)[i] for p in pts) for i in range(3)]
    return {'min':lo,'max':hi,'size':[round(b-a,6) for a,b in zip(lo,hi)]}
def node_record(o):
    return {'name':o.name,'world_position':gamepos(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':'mesh' if o.type=='MESH' else 'empty','axis':'X' if o.name.startswith(('Wheel_','Hatch_')) or o.name=='Gun' else 'Y' if o.name in ['Turret','MG'] else 'Z' if o.name=='Barrel' else None}
manifest={'asset':'abrams-tank','units':'metres','axes':{'forward':'+Z','up':'+Y','left':'+X'},'bbox':bounds(healthy),'triangles':tri(healthy),'damage_triangles':tri(DAMAGE),'materials':MATN,'nodes':[node_record(o) for o in healthy],'damage_nodes':[node_record(o) for o in DAMAGE],'paints':[{'name':n,'linear_rgb':rgb} for n,rgb in PAINTS],'damage':{'contract':'tank-damage/v1','parts':[{'part':n,'twin':TWINS.get(n)} for n in hparts+tparts],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'track_uv':'UV0 V follows one full loop; SurfaceDetail preserves v1 tiled appearance','texture_bake':{'engine':'Cycles','device':'OPTIX','samples':8,'source':'CC0 Poly Haven; v1 cached maps preserved; new damage maps baked'},'wheel_roles':{'1':'front idler','2-8':'road wheels','9':'rear sprocket','10-13':'return rollers'},'damage_bbox':bounds(DAMAGE)}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([
'M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.',
f'Healthy {tri(healthy):,} triangles; damage {tri(DAMAGE):,}; wreck {tri([wh,wt]):,}; dimensions 9.77 × 3.66 × 2.44 m.',
'Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.',
'Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.',
'Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.',
'Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.'
])+'\n')
print('BUILT_ALL',manifest['triangles'],manifest['damage_triangles'],flush=True)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'damage-checkpoint.blend'))
# --- Proof uses the delivered files, imported into an EMPTY scene ------------
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.device='GPU';sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences;prefs.compute_device_type='OPTIX';prefs.get_devices()
for device in prefs.devices:device.use=device.type=='OPTIX'
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
bpy.ops.import_scene.gltf(filepath=str(ROOT/'abrams-tank.glb'))
HA={o.name:o for o in sc.objects};healthy_import=list(HA.values())
bpy.ops.import_scene.gltf(filepath=str(ROOT/'abrams-tank-damage.glb'))
DA={o.name:o for o in sc.objects if o not in healthy_import}
# Collapse duplicate imported materials only when their semantic names match.
for ob in DA.values():
    if ob.type=='MESH':
        for i,mat in enumerate(ob.data.materials):
            if mat and mat.name.startswith('Paint.') and bpy.data.materials.get('Paint'):ob.data.materials[i]=bpy.data.materials['Paint']

def show_tree(ob,visible):
    ob.hide_render=not visible
    for child in ob.children:show_tree(child,visible)
def state(n):
    for ob in HA.values():ob.hide_render=n>=4
    for ob in DA.values():ob.hide_render=True
    if n==1:
        for name,ob in DA.items():
            if name.startswith('Scar_'):ob.hide_render=False
        swaps=['Part_Skirt_L2','Part_Skirt_L4','Part_Skirt_R3','Part_Fender_RL','Part_Turret_Bin_L','Part_Turret_Smoke_L']
        for name in swaps:
            if name in HA and name in TWINS:show_tree(HA[name],False);show_tree(DA[TWINS[name]],True)
    if n==2:
        for name,ob in HA.items():
            if name.startswith('Part_'):show_tree(ob,False)
    if n==3:
        for name in ['Track_L','Gun']:
            show_tree(HA[name],False);DA[name+'_Broken'].hide_render=False
    if n>=4:
        DA['Wreck_Hull'].hide_render=False;DA['Wreck_Turret'].hide_render=False
    # Blender glTF import returns original Z-up positions, same as source.
    DA['Wreck_Turret'].location=Vector((0,.12,1.50))
    # Manifest is the authority for pivot after original normalization.
    tp=next(x['world_position'] for x in manifest['damage_nodes'] if x['name']=='Wreck_Turret')
    DA['Wreck_Turret'].location=(tp[0],-tp[2],tp[1]);DA['Wreck_Turret'].rotation_euler=(0,0,0)
    if n==5:
        DA['Wreck_Turret'].location=(3.5,.30,1.25)
        DA['Wreck_Turret'].rotation_euler=(math.radians(155),math.radians(9),math.radians(-45))
        bpy.context.view_layer.update()
        ob=DA['Wreck_Turret'];low=min((ob.matrix_world@v.co).z for v in ob.data.vertices);ob.location.z-=low
    bpy.context.view_layer.update()

bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.015));ground=bpy.context.object;ground.name='Studio_floor'
groundmat=bpy.data.materials.new('Studio');groundmat.use_nodes=True;bs=groundmat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(.22,.245,.27,1);bs.inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
for name,loc,energy,size in [('Key',(1,-5,9),2200,7),('Fill',(-6,-2,5),1200,6),('Rim',(2,6,7),2400,5)]:
    ld=bpy.data.lights.new(name,'AREA');ld.energy=energy;ld.shape='DISK';ld.size=size;ob=bpy.data.objects.new(name,ld);sc.collection.objects.link(ob);ob.location=loc;ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
camd=bpy.data.cameras.new('Presentation');cam=bpy.data.objects.new('Presentation',camd);sc.collection.objects.link(cam);sc.camera=cam;camd.type='ORTHO'
TARGET=Vector((0,-.5,1.05))
def view(loc,scale):
    cam.location=loc;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();camd.ortho_scale=scale
view((10,-14,5.8),11.8)
sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.render.image_settings.file_format='PNG'
sc.cycles.samples=32;state(0)
sc.render.filepath=str(ROOT/'final.png');bpy.ops.render.render(write_still=True)
clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
sc.view_layers[0].material_override=clay;sc.cycles.samples=16;sc.render.filepath=str(ROOT/'clay.png');bpy.ops.render.render(write_still=True);sc.view_layers[0].material_override=None
TARGET=Vector((0,-.75,1.05));view((14,-.75,1.05),11.1);sc.render.filepath=str(ROOT/'side.png');bpy.ops.render.render(write_still=True)
TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
# Pivot proof rotates each independent moving node by exactly 30 degrees.
original_rotations={n:o.rotation_euler.copy() for n,o in HA.items()}
for n,o in HA.items():
    if n=='Turret':o.rotation_euler.z+=pi/6
    elif n=='Gun' or n.startswith(('Wheel_','Hatch_')):o.rotation_euler.x+=pi/6
    elif n=='Barrel':o.rotation_euler.y+=pi/6
sc.render.filepath=str(ROOT/'rig-check.png');bpy.ops.render.render(write_still=True)
for n,r in original_rotations.items():HA[n].rotation_euler=r
sc.render.resolution_x=800;sc.render.resolution_y=450;sc.cycles.samples=16

def grid_save(name,files,w=800,h=450):
    pixels=np.ones((h*2,w*3,4),dtype=np.float32)
    for i,path in enumerate(files):
        im=bpy.data.images.load(str(path),check_existing=False);arr=np.asarray(im.pixels[:],dtype=np.float32).reshape(h,w,4)
        row=1-i//3;col=i%3;pixels[row*h:(row+1)*h,col*w:(col+1)*w]=arr;bpy.data.images.remove(im)
    im=bpy.data.images.new(name,width=w*3,height=h*2);im.pixels.foreach_set(pixels.ravel());im.filepath_raw=str(ROOT/name);im.file_format='PNG';im.save()
# A transparent direct multiplication graph makes the paint grid independent
# of glTF importer node naming; it uses the exact exported neutral base map.
paint=bpy.data.materials['Paint'];nt=paint.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and ('basecolor' in n.image.name.lower() or n.image.colorspace_settings.name=='sRGB'))
mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(tex.outputs['Color'],mix.inputs[1]);nt.links.new(mix.outputs[0],bs.inputs['Base Color'])
files=[]
for i,(name,color) in enumerate(PAINTS):
    mix.inputs[2].default_value=tuple(color)+(1,);sc.render.filepath=str(ROOT/f'paint_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('paints.png',files);mix.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
files=[]
# Same view and scale for all six states, wide enough for the ejected turret.
TARGET=Vector((.65,-.5,.95));view((11,-15,7.3),13.5)
for i in range(6):
    state(i);sc.render.filepath=str(ROOT/f'state_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('states.png',files)
state(0);TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof-imported.blend'))
print('COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED',flush=True)

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/bin/bash -lc "cat > /tmp/audit_abrams.py <<'PY'
import json,struct,sys,io
from PIL import Image
import numpy as np

def load(f):
 b=open(f,'rb').read();size=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+size]);data=b[28+size:];return j,data,len(b)
def walk(j):
 out={}
 def go(i,p=np.eye(4),parent=None):
  n=j['nodes'][i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   m[:3,3]=n.get('translation',[0,0,0]);q=n.get('rotation',[0,0,0,1]);x,y,z,w=q
   m[:3,:3]=np.array([[1-2*(y*y+z*z),2*(x*y-z*w),2*(x*z+y*w)],[2*(x*y+z*w),1-2*(x*x+z*z),2*(y*z-x*w)],[2*(x*z-y*w),2*(y*z+x*w),1-2*(x*x+y*y)]])@np.diag(n.get('scale',[1,1,1]))
  world=p@m;out[n['name']]=(n,world,parent)
  for k in n.get('children',[]):go(k,world,n['name'])
 for i in j['scenes'][j.get('scene',0)]['nodes']:go(i)
 return out
for f in sys.argv[1:]:
 j,b,size=load(f);ns=walk(j);print('\\nFILE',f,'bytes',size,'nodes',len(ns),'materials',len(j['materials']))
 print('MATERIALS',[m['name'] for m in j['materials']]);print('ROOTS',[n for n,(_,_,p) in ns.items() if p is None])
 tris=sum(j['accessors'][p['indices']]['count']//3 for n,_,_ in ns.values() if 'mesh'in n for p in j['meshes'][n['mesh']]['primitives']);print('TRIANGLES',tris)
 for n in ['Hull','Turret','Gun','Barrel','Muzzle','Hatch_Commander','Hatch_Driver','Hatch_Loader','MG','Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret']:
  if n in ns:
   node,w,p=ns[n];print(n,'parent',p,'world',w[:3,3].round(6).tolist(),'rotation',node.get('rotation','identity'))
 print('PARTS',sum(n.startswith('Part_')for n in ns),'TWINS',sum(n.startswith('Dmg_')for n in ns))
 dims=[]
 for im in j['images']:
  v=j['bufferViews'][im['bufferView']];off=v.get('byteOffset',0);img=Image.open(io.BytesIO(b[off:off+v['byteLength']]));dims.append((im.get('name'),img.size))
 print('IMAGES',dims)
 if 'damage' not in f:
  old,_,_=load('previous.glb');oldns=walk(old)
  print('PIVOT_DELTA',{n:float(np.max(np.abs(ns[n][1][:3,3]-w[:3,3]))) for n,(_,w,_) in oldns.items() if n in ns and np.max(np.abs(ns[n][1][:3,3]-w[:3,3]))>1e-5})
PY
python3 /tmp/audit_abrams.py abrams-tank.glb" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 59ms:

FILE abrams-tank.glb bytes 11733752 nodes 90 materials 13
MATERIALS ['Paint', 'Steel', 'Rubber', 'Lamps', 'Paint', 'Rubber', 'Steel', 'Lamps', 'Weapons', 'Tracks', 'Weapons', 'Glass', 'Glass']
ROOTS ['Hull', 'Track_L', 'Track_R', 'Turret', 'Wheel_L1', 'Wheel_L2', 'Wheel_L3', 'Wheel_L4', 'Wheel_L5', 'Wheel_L6', 'Wheel_L7', 'Wheel_L8', 'Wheel_L9', 'Wheel_L10', 'Wheel_L11', 'Wheel_L12', 'Wheel_L13', 'Wheel_R1', 'Wheel_R2', 'Wheel_R3', 'Wheel_R4', 'Wheel_R5', 'Wheel_R6', 'Wheel_R7', 'Wheel_R8', 'Wheel_R9', 'Wheel_R10', 'Wheel_R11', 'Wheel_R12', 'Wheel_R13']
TRIANGLES 159562
Hull parent None world [0.0, 0.0, 0.0] rotation identity
Turret parent None world [0.0, 1.504602, -0.12] rotation identity
Gun parent Turret world [0.0, 1.828317, 1.77] rotation identity
Barrel parent Gun world [0.0, 1.828317, 2.08] rotation identity
Muzzle parent Barrel world [0.0, 1.828317, 5.805] rotation identity
Hatch_Commander parent Turret world [-0.599517, 2.251332, -0.46] rotation identity
Hatch_Driver parent Hull world [0.0, 1.469847, 1.58] rotation identity
Hatch_Loader parent Turret world [0.619173, 2.159976, -0.73] rotation identity
MG parent Part_Turret_WeaponStation world [-0.560204, 2.31389, -0.39] rotation identity
PARTS 45 TWINS 0
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Steel_normal', (1024, 1024)), ('Steel_orm', (512, 512)), ('Steel_basecolor', (1024, 1024)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Lamps_normal', (256, 256)), ('Lamps_orm', (512, 512)), ('Lamps_basecolor', (256, 256)), ('Weapons_normal', (512, 512)), ('Weapons_orm', (512, 512)), ('Weapons_basecolor', (512, 512)), ('Tracks_normal', (1024, 1024)), ('Tracks_orm', (512, 512)), ('Tracks_basecolor', (1024, 1024)), ('Glass_normal', (256, 256)), ('Glass_orm', (512, 512)), ('Glass_basecolor', (256, 256))]
PIVOT_DELTA {}

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 485ms:
codex
The pivot check confirms that every retained node is still at its original position. There are now 45 detachable parts. I also caught duplicate material entries caused by extra UV layers and corrected the exporter so the final asset keeps one `Paint` material for recolouring.

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/bin/bash -lc "rg -n 'WeaponStation|parent_keep|coord' build_abrams-tank.py /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
/home/claude-agent/AGENTS.md:28:- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
/home/claude-agent/AGENTS.md:68:- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
/home/claude-agent/AGENTS.md:69:- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
/home/claude-agent/AGENTS.md:76:(safety = the PreToolUse secret + coordination guards, not a sandbox):
/home/claude-agent/AGENTS.md:95:store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
/home/claude-agent/AGENTS.md:97:memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.
/home/claude-agent/AGENTS.md:128:in `.harness/mcpc` (closed when the run ends) that makes coord calls as the worker. No resume yet. The Codex CLI itself: `--harness
/home/claude-agent/AGENTS.md:177:- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
/home/claude-agent/AGENTS.md:178:- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
/home/claude-agent/AGENTS.md:215:- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
/home/claude-agent/AGENTS.md:219:  If unsure whose it is, leave it and `coord note` it.
/home/claude-agent/AGENTS.md:231:## Multi-Claude coordination (durable)
/home/claude-agent/AGENTS.md:233:Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.
/home/claude-agent/AGENTS.md:236:1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
/home/claude-agent/AGENTS.md:237:2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
/home/claude-agent/AGENTS.md:238:3. Do the work, then `coord release <host:path>` (or `--all`).
/home/claude-agent/AGENTS.md:239:4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.
/home/claude-agent/AGENTS.md:244:- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
/home/claude-agent/AGENTS.md:245:- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
/home/claude-agent/AGENTS.md:248:**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.
/home/claude-agent/AGENTS.md:260:  (see `~/.agents/skills` for the list), and `coord_check` before writing
/home/claude-agent/AGENTS.md:273:  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
/home/claude-agent/AGENTS.md:278:- **Claim before you write.** The coord protocol above (`coord check` /
/home/claude-agent/AGENTS.md:279:  `coord claim` / `coord release`) is not Claude-specific — it is the shared
/home/claude-agent/AGENTS.md:281:  might also touch. If your harness can shell out, use the `coord` CLI
/home/claude-agent/AGENTS.md:285:  share one coord identity (one `COORD_SID`), always claim/release with
build_abrams-tank.py:393:cyl('Part_Turret_WeaponStation',(-.57,.39,2.315),.115,.065,0,n=32)
build_abrams-tank.py:501:    for p,ma,sm,coords in zip(mesh.polygons,d['m'],d['s'],d['uv']):
build_abrams-tank.py:503:        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
build_abrams-tank.py:536:# Named empty sockets in Blender coordinates; converted on export.
build_abrams-tank.py:537:def parent_keep(ob,parent):
build_abrams-tank.py:540:for n in ['Gun','Hatch_Commander','Hatch_Loader','MG']+[n for n in OBJECTS if n.startswith('Part_Turret_')]:parent_keep(OBJECTS[n],OBJECTS['Turret'])
build_abrams-tank.py:541:parent_keep(OBJECTS['Barrel'],OBJECTS['Gun'])
build_abrams-tank.py:542:parent_keep(OBJECTS['Hatch_Driver'],OBJECTS['Hull'])
build_abrams-tank.py:544:parent_keep(OBJECTS['MG'],OBJECTS['Part_Turret_WeaponStation'])
build_abrams-tank.py:546:    if n.startswith('Part_') and not n.startswith('Part_Turret_'):parent_keep(OBJECTS[n],OBJECTS['Hull'])
build_abrams-tank.py:549:    e=bpy.data.objects.new(n,None);sc.collection.objects.link(e);e.location=convert_point(p);bpy.context.view_layer.update();parent_keep(e,OBJECTS[parent]);SOCKETS[n]=e
build_abrams-tank.py:571:    for p,mi,sm,coords in zip(me.polygons,d['m'],d['s'],d['uv']):
build_abrams-tank.py:573:        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
build_abrams-tank.py:578:        bpy.context.view_layer.update();parent_keep(ob,parent)
build_abrams-tank.py:650:        for label,coords in [('UV0',a),('SurfaceDetail',b)]:
build_abrams-tank.py:652:            for v,uv in zip(layer.data,coords):v.uv=uv
build_abrams-tank.py:656:    bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True)
build_abrams-tank.py:694:    if parent:bpy.context.view_layer.update();parent_keep(ob,parent)
build_abrams-tank.py:742:    bpy.context.view_layer.update();parent_keep(ob,parent);return ob
build_abrams-tank.py:832:    world=root.matrix_world.copy();coords=[world@v.co for v in root.data.vertices]
build_abrams-tank.py:834:    for v,w in zip(root.data.vertices,coords):v.co=w-Vector(origin)

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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"abrams-tank-v2|blender.*python\" | head -n 18'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 497ms:
1830453       08:10 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1844669       04:40 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherman-tank.py
1852808       02:30 bash -c cd /root/fal-author/t90-tank-v3 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python build_t90-tank.py > build.log 2>&1
1852809       02:30 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1852813       02:30 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1855005       01:55 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1857146       01:18 bash -c /root/ruth-teaser-20261011/blender.sh -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 891 900 > /root/ruth-teaser-20261011/director/final_S12_891.log 2>&1
1857147       01:18 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 891 900
1857151       01:18 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 891 900
1858376       01:09 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/full-build.log 2>&1
1858377       01:09 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py
1862536       00:06 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/tiger-heavy-tank-v2/build_tiger-heavy-tank.py > /root/fal-author/tiger-heavy-tank-v2/build.log 2>&1
1862537       00:06 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/tiger-heavy-tank-v2/build_tiger-heavy-tank.py
1862992       00:00 bash -c ps -eo pid,etime,args | grep -E "abrams-tank-v2|blender.*python" | head -n 18
1862994       00:00 grep -E abrams-tank-v2|blender.*python

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/bin/bash -lc "python3 - <<'PY'
p='build_abrams-tank.py';s=open(p).read();s=s.replace(\"parent_keep(OBJECTS['MG'],OBJECTS['Part_Turret_WeaponStation'])\",\"# MG retains its original direct Turret parent and yaw pivot.\")
s=s.replace(\"if name.startswith('Part_'):show_tree(ob,False)\\n    if n==3:\",\"if name.startswith('Part_'):show_tree(ob,False)\\n        show_tree(HA['MG'],False)\\n    if n==3:\")
open(p,'w').write(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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12M	/root/fal-author/abrams-tank-v2/textures

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/bin/bash -lc "sed -n '180,224p' /home/claude-agent/AGENTS.md; sed -n '1,90p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL
(`spikes/moebelkrig-20260925/v5/play/`) runs main only. Everything goes through `moeb` (`~/bin/moeb`, rules in the
repo's CONTRIBUTING.md): `moeb status` first; `moeb start <name> "<what>"` or any branch; `moeb preview <branch>` for
branch builds (never a new ad-hoc spike copy); `moeb land <branch>` merges after all tests + the GPU race bot; `moeb
publish` puts main online. A git hook refuses any other move of main; `publish-preview.sh` refuses the game URL
outside `moeb publish`. Player-visible changes: preview, operator OK, then land. Versions page:
`spikes/moebelkrig-20260925/versions/`.

## Personal substrate skills

Loaded from `/home/claude-agent/.claude/skills/`. Select by the task-specific trigger; do not load this entire list. The short entrypoint routes to details only when needed:

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten

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/bin/bash -lc "sed -n '265,347p' build_abrams-tank.py; sed -n '465,550p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
        cyl(g,(x+s*.249,y,z),r*.21,.056,2,(s,0,0),32)
        cyl(g,(x+s*.28,y,z),r*.14,.018,0,(s,0,0),24)
        for j in range(10):
            a=j*2*pi/10;bolt(g,(x+s*.236,y+cos(a)*r*.48,z+sin(a)*r*.48),(s,0,0),.017,2)
        if idx==9:
            for j in range(16):
                a=j*2*pi/16
                box(g,(x+s*.11,y+sin(a)*r,z+cos(a)*r),(.36,.095,.095),2,b=.009,rot=Matrix.Rotation(-a,3,'X'))
        if idx in [1,9]:
            for j in range(8):
                a=j*pi/4;cyl(g,(x+s*.235,y+sin(a)*r*.65,z+cos(a)*r*.65),.045,.013,2,(s,0,0),12)
# TRACK BELTS: continuous loop of connected double-pad steel shoes.
# Capsule path parameter s maps to V; local X maps to U on every link and connector.
# Sloping lower runs wrap the higher idlers/sprockets, as on the reference.
path=[(-2.48,.060),(2.48,.060),(2.66,.095),(3.10+.5*cos(-pi/4),.79+.5*sin(-pi/4))]
for i in range(1,25):
    a=-pi/4+i*(3*pi/4)/24;path.append((3.10+.5*cos(a),.79+.5*sin(a)))
path.append((-3.10,1.29))
for i in range(1,25):
    a=pi/2+i*(3*pi/4)/24;path.append((-3.10+.5*cos(a),.79+.5*sin(a)))
path.extend([(-2.66,.095),(-2.48,.060)])
lengths=[math.hypot(b[0]-a[0],b[1]-a[1]) for a,b in zip(path,path[1:])];length=sum(lengths);N=92

def trackpoint(t):
    t%=length
    for a,b,seg in zip(path,path[1:],lengths):
        if t<=seg:
            q=t/seg;return a[0]+q*(b[0]-a[0]),a[1]+q*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0])
        t-=seg
    return path[0][0],path[0][1],0
for s,label in [(1,'L'),(-1,'R')]:
    g='Track_'+label
    for i in range(N):
        t=(i+.5)*length/N;y,z,a=trackpoint(t);rot=Matrix.Rotation(a,3,'X')
        # local +Y tangent and local -Z outward on bottom
        uv=lambda p,w,tt=t:(p.x/.64+.5,(tt+p.y)/length)
        box(g,(s*1.48,y,z),(.625,length/N+.002,.086),3,b=.009,rot=rot,uvmode=uv)
        for dx in [-.159,.159]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,-.056))
            box(g,p,(.272,length/N-.032,.036),1,b=.010,rot=rot,uvmode=uv)
        for dx in [-.341,.341]:
            p=Vector((s*1.48,y,z))+rot@Vector((dx,0,0))
            box(g,p,(.064,.113,.095),3,b=.009,rot=rot,uvmode=uv)
        # inward guide tooth, visible at the curving ends
        p=Vector((s*1.48,y,z))+rot@Vector((0,0,.071))
        add(g,template([(-.025,-.04,-.035),(.025,-.04,-.035),(.025,.04,-.035),(-.025,.04,-.035),(-.015,0,.055),(.015,0,.055)],[(0,3,2,1),(0,1,5,4),(1,2,5),(2,3,4,5),(3,0,4)],.002),p,rot,2,uv)

# TURRET bearing and low angular armour. Ring axis is y=.12.
cyl('Turret',(0,.12,1.50),1.12,.105,2,n=96)
cyl('Turret',(0,.12,1.54),1.18,.045,0,n=96)
# footprint: broad cheeks; sloped upper perimeter, not stacked boxes
bottom=[(-.40,-1.94),(.40,-1.94),(1.38,-1.77),(1.52,-.65),(1.41,1.63),(1.07,2.03),(-1.07,2.03),(-1.41,1.63),(-1.52,-.65),(-1.38,-1.77)]
top=[(-.40,-1.69),(.40,-1.69),(1.09,-1.53),(1.28,-.58),(1.24,1.59),(.99,1.92),(-.99,1.92),(-1.24,1.59),(-1.28,-.58),(-1.09,-1.53)]
v=[(x,y,1.61) for x,y in bottom]+[(x,y,2.095 if y<0 else 2.07) for x,y in top]
f=[tuple(reversed(range(10))),tuple(range(10,20))]+[(i,(i+1)%10,(i+1)%10+10,i+10) for i in range(10)]
poly('Turret',v,f,b=.021)
# Weld seams along the chamfer between cheek and side armour.
for s in [-1,1]:
    rod('Turret',(s*1.385,-1.76,1.635),(s*1.10,-1.53,2.07),.007,2,8)
    rod('Turret',(s*.405,-1.938,1.635),(s*.405,-1.70,2.075),.006,0,8)
# armour cheek seams and lower edge trim
for s in [-1,1]:
    rod('Turret',(s*.52,-1.915,1.64),(s*1.34,-1.32,1.64),.013,0)
    rod('Turret',(s*1.45,-.51,1.61),(s*1.33,1.59,1.61),.016,2)
    # six-tube smoke grenade launchers on each shoulder, tilted outward/front
    box(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',(s*1.26,-.58,2.017),(.22,.29,.085),b=.014)
    for j in range(6):
        p=(s*(1.29+(j%3)*.058),-.64+(j//3)*.096,2.045+(j//3)*.055)
        axis=Vector((s*.45,-.30,.78)).normalized()
        cyl(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',p,.033,.19,0,axis,16)
        cap=Vector(p)+axis*.102;cyl(f'Part_Turret_Smoke_{"L" if s>0 else "R"}',cap,.025,.008,6,axis,16)
    # side storage boxes and framing, bustle rail spaced off hull
    box(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.416,.89,1.928),(.14,1.86,.34),b=.015)
    for yy in [.02,.68,1.38,1.82]:
        rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.52,yy,1.72),(s*1.52,yy,2.135),.016)
        rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.36,yy,1.74),(s*1.54,yy,1.74),.016)
    for zz in [1.735,1.96,2.135]:rod(f'Part_Turret_Bin_{"L" if s>0 else "R"}',(s*1.52,-.03,zz),(s*1.52,1.92,zz),.018)
    # spare cable secured along turret edge
    for j in range(2):
        points=[(s*1.45,-.4,1.66+j*.025),(s*1.47,.3,1.66+j*.025),(s*1.40,1.62,1.69+j*.025),(s*1.1,1.97,1.73+j*.025)]
        for a,b in zip(points,points[1:]):rod(f'Part_Turret_TowCable_{"L" if s>0 else "R"}',a,b,.013,2,10)
    # side access plate and hinges
    box(f'Part_Turret_Access_{"L" if s>0 else "R"}',(s*1.398,-.78,1.85),(.065,.33,.19),b=.008)

# Retrofit-only hidden structure and service fittings.
for side,label in [(1,'L'),(-1,'R')]:
    for i,y in enumerate([-2.0,-.65,.7,2.05],10):
        cyl(f'Wheel_{label}{i}',(side*1.46,y,1.105),.16,.32,1,(1,0,0),24)
        cyl(f'Wheel_{label}{i}',(side*1.635,y,1.105),.10,.025,2,(1,0,0),20)
    for y in [-2.6,-1.6,-.55,.5,1.55,2.6,3.5]:
        box('Hull',(side*1.52,y,1.27),(.17,.13,.18),0,b=.008)
        bolt('Hull',(side*1.615,y,1.30),(side,0,0),.024)
    # Protected rear fender backing, lamp mounting boss and engine door recess.
    box('Hull',(side*1.48,3.43,1.34),(.35,.70,.045),2,b=.008)
    box('Hull',(side*1.27,3.94,1.31),(.20,.018,.19),0,b=.008)
    # Mounting bosses remain when turret equipment is discarded.
    for y,z in [(-.58,1.998),(.25,1.86),(1.35,1.86)]:
        box('Turret',(side*1.30,y,z),(.055,.10,.045),0,b=.005)
        bolt('Turret',(side*1.335,y,z),(side,0,0),.013)
# Wind sensor mast fits the established transport-height envelope.
cyl('Part_Turret_WindSensor',(0,1.80,2.17),.021,.16,2,n=16)
rod('Part_Turret_WindSensor',(-.065,1.80,2.235),(.065,1.80,2.235),.009,2,10)
# Stowage in existing bustle basket, kept below the top rail.
for x in [-.92,0,.92]:
    box('Part_Turret_BustleRack',(x,2.12,1.92),(.64,.34,.22),0,b=.023)
    for xx in [x-.19,x+.19]:box('Part_Turret_BustleRack',(xx,2.12,2.034),(.024,.345,.014),2,b=.003)

# Build rigid mesh nodes, apply all transforms, preserve intended articulation origins.
OBJECTS={}
pivots={'Hull':(0,0,0),'Turret':(0,.12,1.50),'Gun':(0,-1.77,1.826),'Hatch_Commander':(-.61,.46,2.252),'MG':(-.57,.39,2.315),'Track_L':(0,0,0),'Track_R':(0,0,0)}
pivots.update({'Barrel':(0,-2.080,1.826),'Hatch_Driver':(0,-1.58,1.465),'Hatch_Loader':(.63,.73,2.16)})
for s,label in [(1,'L'),(-1,'R')]:
    for i,y in enumerate([-2.0,-.65,.7,2.05],10):pivots[f'Wheel_{label}{i}']=(s*1.46,y,1.105)
    for i,y in enumerate([-3.10]+[-2.48+j*.827 for j in range(7)]+[3.10],1):pivots[f'Wheel_{label}{i}']=(s*1.48,y,.79 if i in [1,9] else .49)
for name,d in GROUP.items():
    origin=Vector(pivots.get(name,tuple(sum(v[k] for v in d['v'])/len(d['v']) for k in range(3))));mesh=bpy.data.meshes.new(name+'_geometry');mesh.from_pydata([Vector(v)-origin for v in d['v']],[],d['f']);mesh.update()
    ob=bpy.data.objects.new(name,mesh);sc.collection.objects.link(ob);ob.location=origin
    for m in MATS:mesh.materials.append(m)
    uv=mesh.uv_layers.new(name='UV0')
    for p,ma,sm,coords in zip(mesh.polygons,d['m'],d['s'],d['uv']):
        p.material_index=ma;p.use_smooth=sm
        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
    # Remove collapsed bevel corners and explicitly triangulate for stable runtime topology.
    bm=bmesh.new();bm.from_mesh(mesh)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=0.000001)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=0.000001)
    bmesh.ops.triangulate(bm,faces=list(bm.faces))
    bad=[f for f in bm.faces if f.calc_area()<1e-11]
    if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(mesh);bm.free()
    if name.startswith(('Track_','Wheel_')):
        ob.location.x*=.97
        for v in mesh.vertices:v.co.x*=.97
    OBJECTS[name]=ob
# all top surfaces/pads contact through positive overlaps, lowest track surface normalized to 0
# Track dimensions define x limits +-1.853; side skirts will be compressed to exact 3.66 width.
allverts=[o.matrix_world@v.co for o in OBJECTS.values() for v in o.data.vertices]
# dependency graph refresh before world bounds
bpy.context.view_layer.update()
minz=min((o.matrix_world@v.co).z for o in OBJECTS.values() for v in o.data.vertices)
maxz=max((o.matrix_world@v.co).z for o in OBJECTS.values() for v in o.data.vertices)
maxx=max(abs((o.matrix_world@v.co).x) for o in OBJECTS.values() for v in o.data.vertices)
scale_x=1.83/maxx;scale_z=2.44/(maxz-minz)
def convert_point(p):
    x,y,z=p
    if y>3.6:y=3.6+(y-3.6)*(3.965-3.6)/(4.0125-3.6)
    return Vector((x*scale_x,y,(z-minz)*scale_z))
for ob in OBJECTS.values():
    old=ob.location.copy();new=convert_point(old)
    for v in ob.data.vertices:v.co=convert_point(old+v.co)-new
    ob.location=new
    if ob.name in ['Hull','Track_L','Track_R']:
        for v in ob.data.vertices:v.co+=ob.location
        ob.location=(0,0,0)
# Named empty sockets in Blender coordinates; converted on export.
def parent_keep(ob,parent):
    w=ob.matrix_world.copy();ob.parent=parent;ob.matrix_world=w
bpy.context.view_layer.update()
for n in ['Gun','Hatch_Commander','Hatch_Loader','MG']+[n for n in OBJECTS if n.startswith('Part_Turret_')]:parent_keep(OBJECTS[n],OBJECTS['Turret'])
parent_keep(OBJECTS['Barrel'],OBJECTS['Gun'])
parent_keep(OBJECTS['Hatch_Driver'],OBJECTS['Hull'])
# Weapon station carries its gun as debris while preserving MG's world pivot.
# MG retains its original direct Turret parent and yaw pivot.
for n in OBJECTS:
    if n.startswith('Part_') and not n.startswith('Part_Turret_'):parent_keep(OBJECTS[n],OBJECTS['Hull'])
SOCKETS={}
for n,p,parent in [('Muzzle',(0,-5.805,1.826),'Barrel'),('Fx_Engine',(0,2.88,1.52),'Hull'),('Fx_Ammo',(0,.8,.9),'Hull'),('Fx_Hatch',(-.61,.18,2.29),'Turret'),('Seat_Commander',(-.61,.18,2.30),'Turret'),('Seat_Driver',(0,-1.89,1.49),'Hull'),('Exhaust',(0,3.99,1.04),'Hull'),('Light_Head_L',(1.22,-3.70,1.347),'Hull'),('Light_Head_R',(-1.22,-3.70,1.347),'Hull')]:
    e=bpy.data.objects.new(n,None);sc.collection.objects.link(e);e.location=convert_point(p);bpy.context.view_layer.update();parent_keep(e,OBJECTS[parent]);SOCKETS[n]=e
bpy.context.view_layer.update()

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/bin/bash -lc "sed -n '130,161p' build_abrams-tank.py; ssh gex44 'tail -n 8 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 488ms:

def add(g,tmp,loc=(0,0,0),rot=None,mat=0,uvmode=None):
    data=group(g);off=len(data['v']);v,f,sm=tmp
    R=rot or Matrix.Identity(3);pos=Vector(loc)
    verts=[R@Vector(p)+pos for p in v];data['v'].extend(tuple(p) for p in verts)
    for face,smooth in zip(f,sm):
        data['f'].append(tuple(i+off for i in face));data['m'].append(mat);data['s'].append(smooth)
        a,b,c=[Vector(v[i]) for i in face[:3]];normal=(b-a).cross(c-a);axis=max(range(3),key=lambda k:abs(normal[k]));axes=[k for k in range(3) if k!=axis]
        if uvmode is None:
            data['uv'].append([(v[i][axes[0]]+loc[axes[0]]*.371,v[i][axes[1]]+loc[axes[1]]*.371) for i in face])
        else:data['uv'].append([uvmode(Vector(v[i]),verts[i]) for i in face])

def box(g,loc,size,mat=0,b=.007,rot=None,uvmode=None):
    key=('box',tuple(size),b)
    if key not in CACHE:
        x,y,z=[a/2 for a in size]
        CACHE[key]=template([(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],b)
    add(g,CACHE[key],loc,rot,mat,uvmode)

def cyl(g,loc,r,depth,mat=0,axis=(0,0,1),n=32,r2=None):
    # bevelled cylinder as a lathe, cap and lip are real geometry
    r2=r if r2 is None else r2;bw=min(.005,depth*.12,r*.15)
    prof=[(-depth/2,0),(-depth/2,r-bw),(-depth/2+bw,r),(depth/2-bw,r2),(depth/2,r2-bw),(depth/2,0)]
    lathe(g,loc,prof,mat,axis,n)

def lathe(g,loc,profile,mat=0,axis=(0,0,1),n=48):
    key=('lathe',tuple(profile),n)
    if key not in CACHE:
        v=[];rings=[];f=[];smooth=[]
        for z,r in profile:
            if r==0:rings.append([len(v)]);v.append((0,0,z))
            else:

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/bin/bash -lc "ssh gex44 'tail -n 12 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 483ms:
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exec
/bin/bash -lc "sed -n '550,588p' build_abrams-tank.py; ls -lh textures" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
bpy.context.view_layer.update()
assets=list(OBJECTS.values())+list(SOCKETS.values())

# --- tank-damage/v1 retrofit -------------------------------------------------
# Generation is deterministic and begins with factory settings above. Cached
# v1 bakes are deliberately reused byte-for-byte; absent maps bake via Cycles.
def active_only(ob):
    bpy.ops.object.select_all(action='DESELECT');ob.select_set(True);bpy.context.view_layer.objects.active=ob

def boolean_cut(ob,center,radius,depth,axis=(0,0,1)):
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=radius,depth=depth,location=center)
    cut=bpy.context.object;cut.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler()
    active_only(ob);mod=ob.modifiers.new('Real opening','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)

def extra(name,parent=None,origin=None):
    d=GROUP.pop(name);origin=Vector(origin or (0,0,0))
    me=bpy.data.meshes.new(name+'_geometry');me.from_pydata([convert_point(v)-origin for v in d['v']],[],d['f']);me.update()
    ob=bpy.data.objects.new(name,me);sc.collection.objects.link(ob);ob.location=origin
    for m in MATS:me.materials.append(m)
    uv=me.uv_layers.new(name='UV0')
    for p,mi,sm,coords in zip(me.polygons,d['m'],d['s'],d['uv']):
        p.material_index=mi;p.use_smooth=sm
        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
    detail=me.uv_layers.new(name='SurfaceDetail')
    for a,b in zip(detail.data,uv.data):a.uv=b.uv
    me.uv_layers.active=uv
    if parent:
        bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def cleanup(ob,ratio=1):
    active_only(ob)
    if ratio<1:
        mod=ob.modifiers.new('Budget preserving silhouette','DECIMATE');mod.ratio=ratio
        bpy.ops.object.modifier_apply(modifier=mod.name)
    bm=bmesh.new();bm.from_mesh(ob.data)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-6)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=1e-6)
total 12M
-rw-r--r-- 1 claude-agent claude-agent 5.1K Oct 11 18:29 Glass_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent  57K Oct 11 18:29 Glass_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent  28K Oct 11 18:29 Glass_normal.png
-rw-r--r-- 1 claude-agent claude-agent 201K Oct 11 18:29 Glass_orm.png
-rw-r--r-- 1 claude-agent claude-agent 9.4K Oct 11 18:29 Lamps_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent  73K Oct 11 18:29 Lamps_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent  28K Oct 11 18:29 Lamps_normal.png
-rw-r--r-- 1 claude-agent claude-agent 213K Oct 11 18:29 Lamps_orm.png
-rw-r--r-- 1 claude-agent claude-agent  92K Oct 11 18:29 Paint_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent 532K Oct 11 18:29 Paint_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent 119K Oct 11 18:29 Paint_normal.png
-rw-r--r-- 1 claude-agent claude-agent 213K Oct 11 18:29 Paint_orm.png
-rw-r--r-- 1 claude-agent claude-agent  13K Oct 11 18:29 Rubber_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent 152K Oct 11 18:29 Rubber_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent 364K Oct 11 18:29 Rubber_normal.png
-rw-r--r-- 1 claude-agent claude-agent  63K Oct 11 18:29 Rubber_orm.png
-rw-r--r-- 1 claude-agent claude-agent  55K Oct 11 18:29 Steel_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent 651K Oct 11 18:29 Steel_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent 350K Oct 11 18:29 Steel_normal.png
-rw-r--r-- 1 claude-agent claude-agent 213K Oct 11 18:30 Steel_orm.png
-rw-r--r-- 1 claude-agent claude-agent  49K Oct 11 18:29 Tracks_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent 654K Oct 11 18:29 Tracks_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent 731K Oct 11 18:30 Tracks_normal.png
-rw-r--r-- 1 claude-agent claude-agent 109K Oct 11 18:29 Tracks_orm.png
-rw-r--r-- 1 claude-agent claude-agent  14K Oct 11 18:29 Weapons_basecolor.jpg
-rw-r--r-- 1 claude-agent claude-agent 130K Oct 11 18:29 Weapons_basecolor.png
-rw-r--r-- 1 claude-agent claude-agent 108K Oct 11 18:29 Weapons_normal.png
-rw-r--r-- 1 claude-agent claude-agent 213K Oct 11 18:30 Weapons_orm.png
-rw-r--r-- 1 claude-agent claude-agent 1.1M Oct 11 18:30 metal_plate_02_arm_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 612K Oct 11 18:29 metal_plate_02_diff_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 179K Oct 11 18:29 metal_plate_02_nor_gl_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 796K Oct 11 18:29 rubberized_track_arm_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 751K Oct 11 18:29 rubberized_track_diff_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 1.2M Oct 11 18:29 rubberized_track_nor_gl_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 542K Oct 11 18:29 rusty_metal_03_arm_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 763K Oct 11 18:29 rusty_metal_03_diff_1k.jpg
-rw-r--r-- 1 claude-agent claude-agent 569K Oct 11 18:29 rusty_metal_03_nor_gl_1k.jpg

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/bin/bash -lc 'python3 -m py_compile build_abrams-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
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/bin/bash -lc "ssh gex44 'tail -n 18 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 554ms:
codex
The exported rig has the new `Barrel → Muzzle` hierarchy, three crew hatches, damage sockets, and individual return rollers behind the skirts. The next visual check will focus on the stripped hull and thrown tracks, where missing surfaces or awkward geometry are easiest to spot.

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exec
/bin/bash -lc "ssh gex44 'tail -n 14 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 540ms:
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/bin/bash -lc 'coord --help' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
coord <verb> [args] — multi-session coordination (advisory)
  whoami | register "<task>" [--host gex44|ax42|local]
  check <host:path> [more...]            (exit 3 on conflict)
  claim <host:path> [--ttl 30m] [--note "..."] [--expect-md5 <sha>] [--owner <tag>]
  heartbeat
  release <host:path>... [--owner <tag>] [--force]
  release --all [--owner <tag>] [--force]
  note "<milestone>" | status | gc
Resources: EXACT file 'gex44:apps/x/f.py' or EXACT dir 'gex44:apps/x/'. No globs.

--owner <tag>       Tags a claim with a sub-identity (e.g. a subagent name or
                    a forge-agent task id) when several actors share one coord
                    token (sibling Claude subagents share ONE coord identity —
                    the ancestor-pid walk can't tell them apart). ALWAYS pass
                    it when you are one of several agents on the same session.
                    `release --owner <tag>` releases ONLY that tag's claims on
                    this token, leaving every other owner's claims (and every
                    other token's claims) untouched.
                    `whoami` lists the owner tags this token currently holds;
                    `status` shows the tag on every claim.

Owner-safety (2026-09-05, sibling-subagent hardening):
  - `release --all` with NO `--owner` REFUSES (exit 6) if this token holds
    ANY tagged claim — one foreign owner is already not yours to release, and
    that is exactly the bug (P2/P3, 09-03/04): a subagent's `release --all`
    silently dropped a SIBLING subagent's live claim. `--all --force` overrides
    and releases everyone's, with a warning naming the owners — a deliberate,
    named exception, never a default.
  - `release <path>...` with NO `--owner` REFUSES (exit 6) if any targeted
    claim carries an owner tag — name your own tag, or pass `--force` to
    release it anonymously by path.
  - `claim` with no `--owner`, on a token that already holds tagged claims,
    prints a one-line hint (never blocks) — you may be a second agent on a
    session that forgot to tag itself.
  LAW: an agent forked from a multi-agent task MUST claim --owner <task-tag>
  and release --owner <task-tag> — never `release --all` unless it is
  genuinely the only agent on the session.

--expect-md5 <sha>  Refuse the claim unless the file still matches the bytes
                    you read. A claim locks a FILE; it does NOT stop you
                    overwriting someone's work with a buffer you read an hour
                    ago. Pass the md5 of your copy and a stale base is caught
                    BEFORE you write. Exit 5 = stale base, 4 = could not verify
                    (fails closed — omit the flag to claim unchecked).
                      md5=$(ssh root@5.9.32.176 md5sum /home/claude-agent/\
                            forge-monorepo/apps/x/f.py | cut -d' ' -f1)
                      coord claim ax42:apps/x/f.py --expect-md5 "$md5"

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/bin/bash -lc 'coord whoami' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
908374:1729631883
owners held: (none)

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exec
/bin/bash -lc "python3 - <<'PY'
import struct,json,hashlib
D=[]
for f in ['previous.glb','abrams-tank.glb']:
 b=open(f,'rb').read();s=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+s]);bin=b[28+s:];d={}
 for im in j['images']:
  v=j['bufferViews'][im['bufferView']];o=v.get('byteOffset',0);d[im['name']]=hashlib.sha256(bin[o:o+v['byteLength']]).hexdigest()
 D.append(d)
print('Identical embedded texture images:',sum(v==D[1].get(n) for n,v in D[0].items()),'of',len(D[0]))
print('Differences:',[n for n,v in D[0].items() if v"'!=D[1].get(n)])
PY' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Identical embedded texture images: 21 of 21
Differences: []

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/bin/bash -lc "ssh gex44 'tail -n 20 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 537ms:
codex
All 21 embedded texture images match the previous GLB byte-for-byte, so the original texture look is preserved. The damage-and-render run is still waiting in the shared GPU queue; the healthy geometry audit passed with no degenerate triangles or non-finite coordinates.

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exec
/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"blender.real.*python|abrams-tank-v2/build\" | head -n 12'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 529ms:
1830453       11:48 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1844669       08:17 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherman-tank.py
1855005       05:33 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1857147       04:56 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 891 900
1857151       04:56 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_p2.py -- shot S12 891 900
1858376       04:47 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/full-build.log 2>&1
1858377       04:47 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py
1873256       01:02 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1877120       00:00 bash -c ps -eo pid,etime,args | grep -E "blender.real.*python|abrams-tank-v2/build" | head -n 12
1877122       00:00 grep -E blender.real.*python|abrams-tank-v2/build

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/bin/bash -lc "ssh gex44 'tail -n 20 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 522ms:
20:33:49 | INFO: Blender create Mesh node Part_Turret_CommanderSight_geometry.001
20:33:49 | INFO: Blender create Mesh node Part_Turret_GunnerSight_geometry.001
20:33:49 | INFO: Blender create Mesh node Part_Turret_Smoke_L_geometry.001
20:33:49 | INFO: Blender create Mesh node Part_Turret_Smoke_R_geometry.001
20:33:49 | INFO: Blender create Mesh node Gun_geometry.001
20:33:49 | INFO: Blender create Mesh node Scar_Turret_Front_geometry
20:33:49 | INFO: Blender create Mesh node Scar_Turret_L_geometry
20:33:49 | INFO: Blender create Mesh node Scar_Turret_R_geometry
20:33:49 | INFO: Blender create Mesh node Scar_Turret_Rear_geometry
20:33:49 | INFO: Blender create Mesh node Hull_geometry.001
20:33:49 | INFO: Blender create Mesh node Turret_geometry.001
20:33:49 | INFO: glTF import finished in 0.37s
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:956: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  groundmat=bpy.data.materials.new('Studio');groundmat.use_nodes=True;bs=groundmat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(.22,.245,.27,1);bs.inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:957: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
00:27.988  render           | Saved: '/root/fal-author/abrams-tank-v2/final.png'
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:968: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
00:36.173  render           | Saved: '/root/fal-author/abrams-tank-v2/clay.png'

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{abrams-tank.glb,abrams-tank-damage.glb,nodes.json,NOTES.md,final.png,clay.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
codex
Both GLBs have now exported, and the proof renders are underway. I’m checking the imported healthy render against the previous version, then reviewing the six damage states for visible holes, track placement, and wreck detail.

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/bin/bash -lc 'python3 /tmp/audit_abrams.py abrams-tank.glb abrams-tank-damage.glb' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 68ms:

FILE abrams-tank.glb bytes 11517492 nodes 90 materials 7
MATERIALS ['Paint', 'Steel', 'Rubber', 'Lamps', 'Weapons', 'Tracks', 'Glass']
ROOTS ['Hull', 'Track_L', 'Track_R', 'Turret', 'Wheel_L1', 'Wheel_L2', 'Wheel_L3', 'Wheel_L4', 'Wheel_L5', 'Wheel_L6', 'Wheel_L7', 'Wheel_L8', 'Wheel_L9', 'Wheel_L10', 'Wheel_L11', 'Wheel_L12', 'Wheel_L13', 'Wheel_R1', 'Wheel_R2', 'Wheel_R3', 'Wheel_R4', 'Wheel_R5', 'Wheel_R6', 'Wheel_R7', 'Wheel_R8', 'Wheel_R9', 'Wheel_R10', 'Wheel_R11', 'Wheel_R12', 'Wheel_R13']
TRIANGLES 159562
Hull parent None world [0.0, 0.0, 0.0] rotation identity
Turret parent None world [0.0, 1.504602, -0.12] rotation identity
Gun parent Turret world [0.0, 1.828317, 1.77] rotation identity
Barrel parent Gun world [0.0, 1.828317, 2.08] rotation identity
Muzzle parent Barrel world [0.0, 1.828317, 5.805] rotation identity
Hatch_Commander parent Turret world [-0.599517, 2.251332, -0.46] rotation identity
Hatch_Driver parent Hull world [0.0, 1.469847, 1.58] rotation identity
Hatch_Loader parent Turret world [0.619173, 2.159976, -0.73] rotation identity
MG parent Turret world [-0.560204, 2.31389, -0.39] rotation identity
PARTS 45 TWINS 0
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Steel_normal', (1024, 1024)), ('Steel_orm', (512, 512)), ('Steel_basecolor', (1024, 1024)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Lamps_normal', (256, 256)), ('Lamps_orm', (512, 512)), ('Lamps_basecolor', (256, 256)), ('Weapons_normal', (512, 512)), ('Weapons_orm', (512, 512)), ('Weapons_basecolor', (512, 512)), ('Tracks_normal', (1024, 1024)), ('Tracks_orm', (512, 512)), ('Tracks_basecolor', (1024, 1024)), ('Glass_normal', (256, 256)), ('Glass_orm', (512, 512)), ('Glass_basecolor', (256, 256))]
PIVOT_DELTA {}

FILE abrams-tank-damage.glb bytes 11552560 nodes 45 materials 5
MATERIALS ['Paint', 'Scars', 'Burnt', 'Rubber', 'TrackSteel']
ROOTS ['Hull_Damage', 'Turret_Damage', 'Wreck_Hull', 'Wreck_Turret']
TRIANGLES 108866
Hull_Damage parent None world [0.0, 0.0, 0.0] rotation identity
Turret_Damage parent None world [0.0, 1.504602, -0.12] rotation identity
Wreck_Hull parent None world [0.0, 0.0, 0.0] rotation identity
Wreck_Turret parent None world [0.0, 1.504602, -0.12] rotation identity
PARTS 0 TWINS 30
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Scars_normal', (512, 512)), ('Scars_orm', (512, 512)), ('Scars_basecolor', (512, 512)), ('Burnt_normal', (512, 512)), ('Burnt_orm', (512, 512)), ('Burnt_basecolor', (512, 512)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Damage_Tracks_normal.png', (512, 512)), ('Damage_Tracks_orm.png', (512, 512)), ('Damage_Tracks_basecolor.jpg', (512, 512))]

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/bin/bash -lc "sed -n '366,407p' build_abrams-tank.py; ssh gex44 'tail -n 6 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 483ms:
cyl('Part_Turret_Cupola',(-.61,.18,2.14),.385,.10,0,n=64)
for i in range(8):
    a=i*2*pi/8
    p=(-.61+.354*cos(a),.18+.354*sin(a),2.198)
    box('Part_Turret_Cupola',p,(.18,.076,.095),0,b=.008,rot=Matrix.Rotation(a-pi/2,3,'Z'))
    p=(-.61+.396*cos(a),.18+.396*sin(a),2.203)
    box('Part_Turret_Cupola',p,(.13,.012,.049),4,b=.003,rot=Matrix.Rotation(a-pi/2,3,'Z'))
cyl('Hatch_Commander',(-.61,.18,2.258),.315,.047,0,n=64)
torus('Hatch_Commander',(-.61,.18,2.28),.27,.009,2,n=48,k=6)
handle('Hatch_Commander',(-.72,.14,2.287),(-.49,.14,2.287),.033)
rod('Part_Turret_Cupola',(-.93,.46,2.252),(-.35,.46,2.252),.025,0,20)
# Loader hatch
cyl('Turret',(.63,.47,2.12),.31,.065,0,n=48)
cyl('Hatch_Loader',(.63,.47,2.16),.27,.035,0,n=48)
handle('Hatch_Loader',(.52,.48,2.184),(.75,.48,2.184),.036)
# Commander independent thermal viewer and gunner primary sight armored housing
cyl('Part_Turret_CommanderSight',(.60,-.50,2.16),.185,.16,0,n=40)
box('Part_Turret_CommanderSight',(.60,-.50,2.265),(.30,.28,.13),b=.028)
box('Part_Turret_CommanderSight',(.60,-.651,2.27),(.20,.018,.083),4,b=.007)
box('Part_Turret_GunnerSight',(-.57,-1.05,2.139),(.43,.30,.13),b=.008)
box('Part_Turret_GunnerSight',(-.57,-1.206,2.149),(.33,.017,.082),6,b=.004)
for x in [-.67,-.49]:box('Part_Turret_GunnerSight',(x,-1.218,2.153),(.132,.012,.061),4,b=.004)
# Low antenna bases/stowed antenna whips to respect exact transport height
for s in [-1,1]:
    cyl(f'Part_Turret_Antenna_{"L" if s>0 else "R"}',(s*1.02,1.64,2.15),.055,.13,1,n=20)
    cyl(f'Part_Turret_Antenna_{"L" if s>0 else "R"}',(s*1.02,1.64,2.29),.011,.20,2,n=12)
# Remote weapon station supported cradle, ammo box, receiver and long barrel
cyl('Part_Turret_WeaponStation',(-.57,.39,2.315),.115,.065,0,n=32)
box('MG',(-.57,.39,2.374),(.17,.21,.11),0,b=.015)
box('MG',(-.57,.20,2.404),(.095,.51,.072),6,b=.007)
box('MG',(-.77,.36,2.382),(.24,.27,.107),0,b=.009)
rod('MG',(-.57,-.07,2.411),(-.57,-.63,2.411),.019,6,24)
cyl('MG',(-.57,-.17,2.411),.031,.15,6,(0,-1,0),24)
cyl('MG',(-.57,-.64,2.411),.025,.05,6,(0,-1,0),24)
for j in range(6):
    cyl('MG',(-.57,-.125-j*.021,2.435),.008,.006,2,(0,0,1),8)
# GUN: trunnion mantlet + thermal sleeves and bore evacuator, truly hollow muzzle
box('Gun',(0,-1.77,1.826),(.70,.36,.38),0,b=.037)
cyl('Gun',(0,-1.972,1.826),.212,.20,0,(0,-1,0),64)
# lathe along forward -Y; axial positions relative to trunnion
profile=[(0,.165),(.10,.173),(.50,.157),(.55,.160),(.61,.160),(.66,.148),(1.15,.144),(1.20,.182),(1.28,.189),(1.83,.189),(1.93,.15),(2.03,.144),(3.54,.105),(3.60,.111),(3.70,.111),(3.725,.102),(3.725,.060),(3.40,.060)]
lathe('Barrel',(0,-2.080,1.826),profile,0,(0,-1,0),64)
00:55.484  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_0.png'
00:57.135  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_1.png'
01:00.791  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_2.png'
01:02.399  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_3.png'
01:05.554  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_4.png'
01:09.122  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_5.png'

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{states.png,paints.png,side.png,rig-check.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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scp: /root/fal-author/abrams-tank-v2/states.png: No such file or directory

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/abrams-tank-v2/full-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 546ms:
01:17.946  render           | Saved: '/root/fal-author/abrams-tank-v2/state_2.png'
01:21.528  render           | Saved: '/root/fal-author/abrams-tank-v2/state_3.png'
01:23.084  render           | Saved: '/root/fal-author/abrams-tank-v2/state_4.png'
01:25.766  render           | Saved: '/root/fal-author/abrams-tank-v2/state_5.png'
Info: Saved as "proof-imported.blend"
COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/states.png .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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codex
The first proof exposed two issues: the hull and turret lost their texture mapping during the joins, and the thrown track collapsed into overlapping pieces. I’m correcting both. I’m also improving the burnt surface variation and fixing the imported objects’ rotation mode so the hinge test and overturned turret actually rotate.

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/bin/bash -lc "cat > /tmp/refine_abrams.py <<'PY'
p='build_abrams-tank.py';s=open(p).read()
s=s.replace(\"for ob in healthy_meshes:\\n    layer=ob.data.uv_layers.new(name='SurfaceDetail')\",\"for ob in healthy_meshes:\\n    for stale in list(ob.data.uv_layers):\\n        if stale.name"'!='"'UV0':ob.data.uv_layers.remove(stale)\\n    layer=ob.data.uv_layers.new(name='SurfaceDetail')\")
s=s.replace(\"merge_into(body,[extra(name)])\",\"well=extra(name)\\n    centerline=convert_point((x,y,0))\\n    for face in well.data.polygons:\\n        radial=face.center-centerline;radial.z=0\\n        if face.normal.dot(radial)>0 or face.normal.z>.5:face.material_index=0\\n    merge_into(body,[well])\")
s=s.replace(\"# Weapon station carries its gun as debris while preserving MG's world pivot.\\n\",\"\")
s=s.replace(\"    l.new(mul.outputs[0],bs.inputs['Base Color'])\",\"\"\"    if name=='Burnt':
        charnoise=n.new('ShaderNodeTexNoise');charnoise.inputs['Scale'].default_value=4.4;charnoise.inputs['Detail'].default_value=5;charnoise.inputs['Roughness'].default_value=.72;l.new(uv.outputs['UV'],charnoise.inputs['Vector'])
        charramp=n.new('ShaderNodeValToRGB');l.new(charnoise.outputs['Fac'],charramp.inputs[0])
        cr=charramp.color_ramp;cr.elements.remove(cr.elements[1]);cr.elements[0].position=.25;cr.elements[0].color=(.008,.007,.006,1)
        for pos,col in [(.44,(.025,.024,.022,1)),(.57,(.105,.087,.067,1)),(.69,(.18,.165,.143,1)),(.83,(.29,.28,.26,1))]:cr.elements.new(pos).color=col
        mul=charramp
    l.new(mul.outputs[0],bs.inputs['Base Color'])\"\"\")
a=s.index('    for comp in components:\\n',s.index('def thrown_track'))
b=s.index('    bm.to_mesh(ob.data)',a)
s=s[:a]+'''    uv=bm.loops.layers.uv.get('UV0')
    rear_top=sum(lengths[:27])
    sign=1 if src.name.startswith('Track_L') else -1
    for comp in components:
        samples=[loop[uv].uv.y for vert in comp for loop in vert.link_loops]
        index=max(0,min(N-1,int(round((sum(samples)/len(samples))*N-.5))))
        t=(index+.5)*length/N;y,z,angle=trackpoint(t)
        if t<=rear_top:continue
        center=convert_point((sign*1.48*.97,y,z))
        d=t-rear_top
        def loose_at(distance):
            side=.57*min(1,distance/1.25)+.045*sin(distance*1.8)*min(1,distance)
            return Vector((center.x+sign*side,3.10-distance,max(.131,1.29-distance*.92)))
        target=loose_at(d)
        tangent=(loose_at(d+.01)-loose_at(max(0,d-.01))).normalized()
        lateral=Vector((1,0,0));lateral=(lateral-tangent*lateral.dot(tangent)).normalized()
        normal=lateral.cross(tangent).normalized()
        frame=Matrix((lateral,tangent,normal)).transposed()
        old=Matrix.Rotation(-angle,3,'X')
        for vert in comp:vert.co=target+frame@(old@(vert.co-center))
    low=min(v.co.z for v in bm.verts)
    if low<0:
        for vert in bm.verts:vert.co.z-=low
''' +s[b:]
s=s.replace(\"DA={o.name:o for o in sc.objects if o not in healthy_import}\",\"DA={o.name:o for o in sc.objects if o not in healthy_import}\\nfor ob in list(HA.values())+list(DA.values()):ob.rotation_mode='XYZ'\")
s=s.replace(\"if n=='Turret':o.rotation_euler.z+=pi/6\",\"if n in ['Turret','MG']:o.rotation_euler.z+=pi/6\")
open(p,'w').write(s)
PY
python3 /tmp/refine_abrams.py
python3 -m py_compile build_abrams-tank.py
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 997ms:
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/bin/bash -lc "python3 - <<'PY'
p='build_abrams-tank.py';s=open(p).read();s=s.replace(\"radius=.095 if j==0 else .043+.008*j\",\"radius=[.080,.023,.025,.045][j]\")
s=s.replace(\"a=2*pi*i/segs;rad=rr*(1+.15*sin(i*2.4+j))\\n                    point=c+u*(cos(a)*rad*(1.8 if j==2 else 1))+v*(sin(a)*rad)+n*depth\",\"a=2*pi*i/segs;rad=rr*(1+.19*sin(a*3+j*1.3)+.12*sin(a*7+.8))\\n                    elong=[1,3.8,3.0,1.35][j]\\n                    fan=1+.55*max(0,cos(a-.4)) if rr>radius*1.5 else 1\\n                    point=c+u*(cos(a)*rad*elong*fan)+v*(sin(a)*rad)+n*depth\")
s=s.replace(\"fs.append(tuple(reversed(rings[-1])));mats.append(0)\",\"fs.append(tuple(rings[-1]));mats.append(0)\")
open(p,'w').write(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/
ssh gex44 'find /root/fal-author/abrams-tank-v2/textures -maxdepth 1 -name Burnt_basecolor.jpg -delete'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/refine-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 'tail -n 10 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "cat NOTES.md; python3 - <<'PY'
import json
j=json.load(open('nodes.json')); print(j['bbox']);print('wreck triangles from note above; part mappings:',len(j['damage']['parts']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.
Healthy 159,562 triangles; damage 108,866; wreck 33,916; dimensions 9.77 × 3.66 × 2.44 m.
Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.
Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.
Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.
Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.
{'min': [-1.83, 0.0, -3.965], 'max': [1.83, 2.44, 5.805], 'size': [3.66, 2.44, 9.77]}
wreck triangles from note above; part mappings: 45

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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('abrams-tank-damage.glb','rb').read();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
for n in j['nodes']:
 if 'mesh'in n:
  c=sum(j['accessors'][p['indices']]['count']//3 for p in j['meshes'][n['mesh']]['primitives'])
  print(n['name'],c)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Dmg_EngineGrille_L 1300
Dmg_EngineGrille_R 1300
Dmg_Fender_RL 44
Dmg_Fender_RR 44
Dmg_RearGrille_1 556
Dmg_RearGrille_2 556
Dmg_RearGrille_3 556
Dmg_Skirt_L1 220
Dmg_Skirt_L2 280
Dmg_Skirt_L3 280
Dmg_Skirt_L4 360
Dmg_Skirt_L5 318
Dmg_Skirt_L6 372
Dmg_Skirt_L7 354
Dmg_Skirt_R1 220
Dmg_Skirt_R2 480
Dmg_Skirt_R3 338
Dmg_Skirt_R4 312
Dmg_Skirt_R5 320
Dmg_Skirt_R6 380
Dmg_Skirt_R7 384
Dmg_TailLight_L 384
Dmg_TailLight_R 384
Scar_Hull_Front 676
Scar_Hull_L 676
Scar_Hull_R 676
Scar_Hull_Rear 676
Track_L_Broken 17824
Track_R_Broken 17824
Dmg_Turret_Bin_L 1100
Dmg_Turret_Bin_R 1100
Dmg_Turret_BustleRack 6152
Dmg_Turret_CommanderSight 2532
Dmg_Turret_GunnerSight 352
Dmg_Turret_Smoke_L 2776
Dmg_Turret_Smoke_R 2776
Gun_Broken 7364
Scar_Turret_Front 676
Scar_Turret_L 676
Scar_Turret_R 676
Scar_Turret_Rear 676
Wreck_Hull 25154
Wreck_Turret 8762

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exec
/bin/bash -lc "cat > /tmp/petal_abrams.py <<'PY'
p='build_abrams-tank.py';s=open(p).read();old=\"\"\"        boolean_cut(ob,c,.075,.35,(1,0,0))
    ob.data.update();scorch_patches(ob);cleanup(ob)\"\"\";new=\"\"\"        boolean_cut(ob,c,.075,.35,(1,0,0))
        # Curled steel around the actual opening, attached to the bent plate.
        bm=bmesh.new();bm.from_mesh(ob.data)
        sign=1 if src.matrix_world.translation.x>0 else -1
        si=next(i for i,m in enumerate(ob.data.materials) if m==SCARS)
        outer=[];inner=[];back=[];segs=20
        for j in range(segs):
            a=2*pi*j/segs;rr=.112*(1+.08*sin(5*a+.3))
            start=Vector((sign*.9,.04+rr*cos(a),-.08+rr*sin(a)))
            hit,point,normal,fi=ob.ray_cast(start,Vector((-sign,0,0)))
            x=point.x if hit else sign*.07
            outer.append(bm.verts.new((x+sign*.002,start.y,start.z)))
            r=.071*(1+.07*sin(5*a+.3))
            inner.append(bm.verts.new((x+sign*(.025+.036*max(0,sin(a*3+.6))),.04+r*cos(a),-.08+r*sin(a))))
            back.append(bm.verts.new((x-sign*.003,.04+r*cos(a),-.08+r*sin(a))))
        for j in range(segs):
            k=(j+1)%segs
            for face in [(outer[j],outer[k],inner[k],inner[j]),(inner[j],inner[k],back[k],back[j]),(back[j],back[k],outer[k],outer[j])]:bm.faces.new(face).material_index=si
        bm.to_mesh(ob.data);bm.free()
    ob.data.update()
    # Char is reserved for exposed edges; avoid arbitrary black triangles on paint.
    if 'Skirt' not in name:scorch_patches(ob)
    cleanup(ob)\"\"\"
assert old in s;s=s.replace(old,new);open(p,'w').write(s)
PY
python3 /tmp/petal_abrams.py
python3 -m py_compile build_abrams-tank.py
ssh gex44 'wc -c /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 658ms:
0 /root/fal-author/abrams-tank-v2/refine-build.log

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exec
/bin/bash -lc 'scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 983ms:
codex
The fixes are in the next clean build. The thrown belt now repositions complete shoes along a loose track run, and damaged skirts have curled steel around actual openings. The exported files currently fit the limits, with 45 removable parts and 30 damage twins.

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exec
/bin/bash -lc "ssh gex44 'tail -n 12 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 487ms:
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exec
/bin/bash -lc "python3 - <<'PY'
exec(open('/tmp/audit_abrams.py').read().split('for f in sys.argv[1:]:')[0])
a,_,_=load('abrams-tank.glb');b,_,_=load('abrams-tank-damage.glb');aa=walk(a);bb=walk(b);m=json.load(open('nodes.json'))
errors=[]
for pair in m['damage']['parts']:
 if pair['twin']:
  diff=np.max(np.abs(aa[pair['part']][1]-bb[pair['twin']][1]))
  if diff>1e-6:errors.append((pair,diff))
print('Damage twin transforms:',len([p for p in m['damage']['parts'] if p['twin']]),'checked; errors',errors)
print('Paint factors:',[q['pbrMetallicRoughness']['baseColorFactor']for j in [a,b]for q in j['materials']if q['name']=='Paint'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 56ms:
Damage twin transforms: 30 checked; errors []
Paint factors: [[0.45, 0.36, 0.22, 1.0], [0.45, 0.36, 0.22, 1.0]]

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/bin/bash -lc "ssh gex44 'tail -n 18 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 567ms:
codex
The swap transforms check out: all 30 damage twins share their healthy part’s origin and placement. Both files also retain the exact desert-tan paint factor. The current render pass will verify the corrected textures, loose track, and overturned turret.

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/bin/bash -lc 'coord heartbeat' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
heartbeat ok

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/bin/bash -lc "ssh gex44 'tail -n 16 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 553ms:
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"blender.real -b|abrams-tank-v2/build\" | head -n 10'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 612ms:
1879705       08:28 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1886567       06:53 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1897917       04:20 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/refine-build.log 2>&1
1897918       04:20 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py
1908405       01:37 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherman-tank.py
1909758       01:22 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1912597       00:40 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1914641       00:09 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1915383       00:00 bash -c ps -eo pid,etime,args | grep -E "blender.real -b|abrams-tank-v2/build" | head -n 10
1915385       00:00 grep -E blender.real -b|abrams-tank-v2/build

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exec
/bin/bash -lc "python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank-damage.glb --strict > /tmp/abrams-damage-audit.json
python3 - <<'PY'
import json
j=json.load(open('/tmp/abrams-damage-audit.json'));print({k:j[k]for k in ['bytes','material_count','triangles','zero_area_triangles','nonfinite_attribute_components','findings']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 87ms:
{'bytes': 11552560, 'material_count': 5, 'triangles': 108866, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}

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exec
/bin/bash -lc "python3 - <<'PY'
import json
for f in ['previous_nodes.json','nodes.json']:
 j=json.load(open(f));print(f,j.get('paints'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
previous_nodes.json [{'name': 'Desert tan', 'linear_rgb': [0.45, 0.36, 0.22]}, {'name': 'Olive drab', 'linear_rgb': [0.17, 0.19, 0.085]}, {'name': 'NATO green', 'linear_rgb': [0.105, 0.155, 0.095]}, {'name': 'Field grey', 'linear_rgb': [0.23, 0.26, 0.235]}, {'name': 'Winter white', 'linear_rgb': [0.79, 0.81, 0.76]}, {'name': 'Dark green-black', 'linear_rgb': [0.038, 0.05, 0.034]}]
nodes.json [{'name': 'Desert tan', 'linear_rgb': [0.45, 0.36, 0.22]}, {'name': 'Olive drab', 'linear_rgb': [0.17, 0.19, 0.085]}, {'name': 'NATO green', 'linear_rgb': [0.105, 0.155, 0.095]}, {'name': 'Field grey', 'linear_rgb': [0.23, 0.26, 0.235]}, {'name': 'Winter white', 'linear_rgb': [0.79, 0.81, 0.76]}, {'name': 'Dark green-black', 'linear_rgb': [0.038, 0.05, 0.034]}]

codex
The damage GLB passes the geometry audit too: five materials, exactly four required root nodes, and matching swap origins. The healthy dimensions remain exactly 9.77 × 3.66 × 2.44 metres, and all six paint presets are unchanged.

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/bin/bash -lc "ssh gex44 'tail -n 20 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 487ms:
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exec
/bin/bash -lc 'coord check local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/ gex44:/root/fal-author/abrams-tank-v2/' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
clear    local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/
clear    gex44:/root/fal-author/abrams-tank-v2/

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exec
/bin/bash -lc "coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/ --ttl 45m --note 'Abrams destructible retrofit, render validation and final delivery'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
claim local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/ (refreshed)

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exec
/bin/bash -lc "coord claim gex44:/root/fal-author/abrams-tank-v2/ --ttl 45m --note 'Abrams v2 clean Blender build and proof renders'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
claim gex44:/root/fal-author/abrams-tank-v2/ (refreshed)

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exec
/bin/bash -lc "python3 - <<'PY'
exec(open('/tmp/audit_abrams.py').read().split('for f in sys.argv[1:]:')[0])
j,data,_=load('abrams-tank.glb')
for n in j['nodes']:
 if n['name']in['Hull','Turret']:
  p=j['meshes'][n['mesh']]['primitives'][0];print(n['name'])
  for k,idx in p['attributes'].items():
   if k.startswith('TEXCOORD'):
    a=j['accessors'][idx];v=j['bufferViews'][a['bufferView']];off=v.get('byteOffset',0)+a.get('byteOffset',0);arr=np.frombuffer(data,dtype='<f4',count=a['count']*2,offset=off).reshape(-1,2);print(k,'unique',len(np.unique(arr,axis=0)),'std',arr.std(axis=0).tolist())
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 64ms:
Hull
TEXCOORD_0 unique 556 std [1.1262761354446411, 0.953606903553009]
TEXCOORD_1 unique 1 std [0.0, 0.0]
Turret
TEXCOORD_0 unique 647 std [0.5110375285148621, 0.6594802141189575]
TEXCOORD_1 unique 1 std [0.0, 0.0]

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/bin/bash -lc "ssh gex44 'tail -n 20 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 467ms:
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codex
I confirmed the texture fault in the exported UV data: the hull and turret’s detail coordinates had collapsed to a single point. The fix restores them from the original UVs. The revised clean build is queued on the shared GPU; its renders are the remaining visual check.

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/bin/bash -lc "ssh gex44 'tail -n 20 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 501ms:
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exec
/bin/bash -lc "ssh gex44 'ls /opt/gpu-gate; ps -eo pid,etime,args | grep -E \"blender.real -b|abrams-tank-v2/build\" | head -n 12'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 490ms:
README.md
gpu_gate.py
1897917       08:15 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/refine-build.log 2>&1
1897918       08:15 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py
1908405       05:32 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherman-tank.py
1909758       05:17 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-heavy-tank.py
1916444       03:37 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/smooth_membrane_p2.py
1916447       03:37 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/smooth_membrane_p2.py
1922596       02:05 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1923118       01:56 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1927146       00:54 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_leclerc-tank.py
1930470       00:00 bash -c ls /opt/gpu-gate; ps -eo pid,etime,args | grep -E "blender.real -b|abrams-tank-v2/build" | head -n 12
1930473       00:00 grep -E blender.real -b|abrams-tank-v2/build

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/bin/bash -lc "ssh gex44 'cat /opt/gpu-gate/README.md'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 493ms:
# gpu_gate: one gate for the four jobs on the gex44 card

The box has a single RTX 4000 SFF Ada (20475 MiB). Four tools use it and none
of them knows about the others:

| Tool | How it starts | Gated? |
| --- | --- | --- |
| Blender builds | `/opt/astra-blender/blender_exec_server.py`, one `blender -b` per POST /run | yes, `need_mib=6000` |
| Hunyuan3D jobs | `hunyuan_job.sh` curls the service | yes, `need_mib=9000` |
| SkinTokens | same host | not wired yet |
| Flux image generation | Engine call sites through a LiteLLM gateway we do not patch | no, it cannot be gated |

`gpu_gate.py` is Python 3 stdlib only, importable and runnable. A caller holds
a slot for the length of a `with` block. Two heavy jobs at once are what runs
the card out of memory, so the gate allows at most `max_concurrent` (default
2) live jobs and only when nvidia-smi reports enough free VRAM for the new job
after reserving the memory of jobs younger than 90 s (a job that just started
may not show up in nvidia-smi's used counter yet).

## Wiring point 1: blender_exec_server.py

In `/opt/astra-blender/blender_exec_server.py`, where the POST /run handler
calls `subprocess.run(...)` / `Popen(...)` for the Blender job, wrap the call
with the gate. The slot is held for exactly as long as Blender runs:

```python
import sys
sys.path.insert(0, "/opt/gpu-gate")
import gpu_gate

with gpu_gate.acquire("blender", need_mib=6000, priority="batch"):
    proc = subprocess.run(
        ["blender", "-b", blend_file, "-P", script_path],
        capture_output=True, text=True)
```

Blender builds are `priority="batch"` because a user app build goes first. A
job that cannot get a slot inside `timeout_s` (default 1800 s) raises
`GpuGateTimeout`, so the HTTP handler should return 503 rather than queue
forever.

## Wiring point 2: hunyuan_job.sh

Prefix the curl with the CLI wrapper. Everything after `--` runs inside the
gate, and the wrapper exits with curl's own exit code:

```sh
python3 /opt/gpu-gate/gpu_gate.py --name hunyuan --need-mib 9000 --priority batch -- \
  curl -sS -X POST http://127.0.0.1:8080/run -F "image=@${INPUT}" -o "${OUT}"
```

If the gate times out it exits 75 (EX_TEMPFAIL) and prints the reason on
stderr, so the shell job fails visibly instead of starting a second Hunyuan
job on a busy card.

## Wiring point 3: Flux stays ungated, on purpose

The Engine's `mesh_gen` / `image_gen` call sites reach Flux through the LiteLLM
gateway from another host. They cannot take a local lock, and we do not patch
the gateway, so Flux is not gated in this version. What the gate still does
for Flux is read the card's real free VRAM through nvidia-smi: a Blender or
Hunyuan job will not start while Flux is holding the memory it needs. The
reverse is not true, so a Flux burst can still crowd out a job that is already
running. Gating Flux properly means a proxy in front of the gateway and an
extra slot type, which is a separate change.

## Usage

```sh
# run a command under the gate
python3 gpu_gate.py --name blender --need-mib 6000 --priority batch -- blender -b scene.blend -P build.py

# who holds the card right now (stale slots are reaped as a side effect)
python3 gpu_gate.py --status --lock-dir /var/lock/forge-gpu
```

Flags: `--name`, `--need-mib`, `--priority build|batch`, `--lock-dir`
(default `/var/lock/forge-gpu`), `--timeout` seconds (default 1800), `--poll`
seconds (default 5), `--max-concurrent` (default 2). The module API is
`acquire(name, need_mib, *, lock_dir=..., timeout_s=1800, poll_s=5,
max_concurrent=2, priority="build")` plus `status(lock_dir)`.

Exit codes: the child command's own code, or 75 when the gate timed out.

## How the waiting works

* One JSON file per running job under `lock_dir` holds `name`, `pid`,
  `need_mib`, `started` and `priority`.
* An `flock` on `lock_dir/.lock` guards the reads and writes only. It is never
  held while a job waits, so a waiting job cannot block someone else from
  taking a free slot.
* A slot whose pid is gone is stale and gets removed. A corrupt slot file
  counts as stale too, so it cannot hold a slot forever.
* `priority="batch"` jobs wait an extra 30 s whenever a `build` slot was
  created in the last 60 s.
* If nvidia-smi is missing or fails, the gate logs a warning and falls back to
  counting slots. The VRAM check fails open; the lock and the slot count never
  do.

## Install

Copy this directory to `/opt/gpu-gate` on gex44 so the paths above resolve,
and make sure the lock directory exists for the users that run the jobs
(`/var/lock/forge-gpu`, mode 0777 or a shared group, since the four tools do
not run as the same user). Tests: `python -m pytest tests/test_gpu_gate.py -q`.

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/bin/bash -lc "ssh gex44 'tail -n 14 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 557ms:
20:46:50 | INFO: Blender create Mesh node Scar_Turret_Front_geometry
20:46:50 | INFO: Blender create Mesh node Scar_Turret_L_geometry
20:46:50 | INFO: Blender create Mesh node Scar_Turret_R_geometry
20:46:50 | INFO: Blender create Mesh node Scar_Turret_Rear_geometry
20:46:50 | INFO: Blender create Mesh node Hull_geometry.001
20:46:50 | INFO: Blender create Mesh node Turret_geometry.001
20:46:50 | INFO: glTF import finished in 0.33s
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:1004: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  groundmat=bpy.data.materials.new('Studio');groundmat.use_nodes=True;bs=groundmat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(.22,.245,.27,1);bs.inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:1005: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
00:24.978  render           | Saved: '/root/fal-author/abrams-tank-v2/final.png'
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:1016: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76

codex
The revised build has finished exporting and is rendering the proofs now. I’ll inspect the restored surface detail and articulation before accepting this version.

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{abrams-tank.glb,abrams-tank-damage.glb,final.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'python3 /tmp/audit_abrams.py abrams-tank.glb abrams-tank-damage.glb' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 68ms:

FILE abrams-tank.glb bytes 11525892 nodes 90 materials 7
MATERIALS ['Paint', 'Steel', 'Rubber', 'Lamps', 'Weapons', 'Tracks', 'Glass']
ROOTS ['Hull', 'Track_L', 'Track_R', 'Turret', 'Wheel_L1', 'Wheel_L2', 'Wheel_L3', 'Wheel_L4', 'Wheel_L5', 'Wheel_L6', 'Wheel_L7', 'Wheel_L8', 'Wheel_L9', 'Wheel_L10', 'Wheel_L11', 'Wheel_L12', 'Wheel_L13', 'Wheel_R1', 'Wheel_R2', 'Wheel_R3', 'Wheel_R4', 'Wheel_R5', 'Wheel_R6', 'Wheel_R7', 'Wheel_R8', 'Wheel_R9', 'Wheel_R10', 'Wheel_R11', 'Wheel_R12', 'Wheel_R13']
TRIANGLES 159562
Hull parent None world [0.0, 0.0, 0.0] rotation identity
Turret parent None world [0.0, 1.504602, -0.12] rotation identity
Gun parent Turret world [0.0, 1.828317, 1.77] rotation identity
Barrel parent Gun world [0.0, 1.828317, 2.08] rotation identity
Muzzle parent Barrel world [0.0, 1.828317, 5.805] rotation identity
Hatch_Commander parent Turret world [-0.599517, 2.251332, -0.46] rotation identity
Hatch_Driver parent Hull world [0.0, 1.469847, 1.58] rotation identity
Hatch_Loader parent Turret world [0.619173, 2.159976, -0.73] rotation identity
MG parent Turret world [-0.560204, 2.31389, -0.39] rotation identity
PARTS 45 TWINS 0
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Steel_normal', (1024, 1024)), ('Steel_orm', (512, 512)), ('Steel_basecolor', (1024, 1024)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Lamps_normal', (256, 256)), ('Lamps_orm', (512, 512)), ('Lamps_basecolor', (256, 256)), ('Weapons_normal', (512, 512)), ('Weapons_orm', (512, 512)), ('Weapons_basecolor', (512, 512)), ('Tracks_normal', (1024, 1024)), ('Tracks_orm', (512, 512)), ('Tracks_basecolor', (1024, 1024)), ('Glass_normal', (256, 256)), ('Glass_orm', (512, 512)), ('Glass_basecolor', (256, 256))]
PIVOT_DELTA {}

FILE abrams-tank-damage.glb bytes 11431180 nodes 45 materials 5
MATERIALS ['Paint', 'Scars', 'Burnt', 'Rubber', 'TrackSteel']
ROOTS ['Hull_Damage', 'Turret_Damage', 'Wreck_Hull', 'Wreck_Turret']
TRIANGLES 106387
Hull_Damage parent None world [0.0, 0.0, 0.0] rotation identity
Turret_Damage parent None world [0.0, 1.504602, -0.12] rotation identity
Wreck_Hull parent None world [0.0, 0.0, 0.0] rotation identity
Wreck_Turret parent None world [0.0, 1.504602, -0.12] rotation identity
PARTS 0 TWINS 30
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Scars_normal', (512, 512)), ('Scars_orm', (512, 512)), ('Scars_basecolor', (512, 512)), ('Burnt_normal', (512, 512)), ('Burnt_orm', (512, 512)), ('Burnt_basecolor', (512, 512)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Damage_Tracks_normal.png', (512, 512)), ('Damage_Tracks_orm.png', (512, 512)), ('Damage_Tracks_basecolor.jpg', (512, 512))]

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context compacted
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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/abrams-tank-v2/refine-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 499ms:
01:37.106  render           | Saved: '/root/fal-author/abrams-tank-v2/state_2.png'
01:39.098  render           | Saved: '/root/fal-author/abrams-tank-v2/state_3.png'
01:42.533  render           | Saved: '/root/fal-author/abrams-tank-v2/state_4.png'
01:46.167  render           | Saved: '/root/fal-author/abrams-tank-v2/state_5.png'
Info: Saved as "proof-imported.blend"
COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{states.png,paints.png,side.png,clay.png,rig-check.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'cat NOTES.md' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.
Healthy 159,562 triangles; damage 106,387; wreck 29,745; dimensions 9.77 × 3.66 × 2.44 m.
Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.
Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.
Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.
Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.

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codex
The exported states work, including removable panels and the thrown track. The wreck proof needs another pass: its burn texture is too mottled, and the detached turret is clipped by the frame. I’m correcting those before final validation.

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/bin/bash -lc "rg -n 'Burnt|rig-check|rotation_euler|state_|13.5|noise|scorch' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
46:    noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=32;noise.inputs['Detail'].default_value=4;l.new(uv.outputs['UV'],noise.inputs['Vector'])
48:    l.new(noise.outputs['Fac'],grime.inputs[0])
55:    if name=='Burnt':
56:        charnoise=n.new('ShaderNodeTexNoise');charnoise.inputs['Scale'].default_value=4.4;charnoise.inputs['Detail'].default_value=5;charnoise.inputs['Roughness'].default_value=.72;l.new(uv.outputs['UV'],charnoise.inputs['Vector'])
57:        charramp=n.new('ShaderNodeValToRGB');l.new(charnoise.outputs['Fac'],charramp.inputs[0])
66:    bump=n.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.0004 if name=='Paint' else .0012;l.new(noise.outputs['Fac'],bump.inputs['Height']);l.new(normal.outputs[0],bump.inputs['Normal']);l.new(bump.outputs[0],bs.inputs['Normal'])
566:    cut=bpy.context.object;cut.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler()
686:# Two extra shared baked surface sets. Burnt includes scan-driven corrosion,
688:bake_material('Burnt','rusty_metal_03',(.075,.069,.060),.94,.28,512)
716:def scorch_patches(ob):
762:    if 'Skirt' not in name:scorch_patches(ob)
865:merge_into(gun,[tube]);damage_materials(gun);scorch_patches(gun);cleanup(gun);DAMAGE.append(gun)
902:    ob.rotation_euler.y+=.38 if n.endswith('L') else -.29;ob.location.z+=.12
917:    lid.rotation_euler.x=math.radians(-78 if suffix!='Driver' else 65)
924:            if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:ob.data.materials[i]=BURNT if ob in [wh,wt] else SCARS
946:'Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.',
995:    DA['Wreck_Turret'].location=(tp[0],-tp[2],tp[1]);DA['Wreck_Turret'].rotation_euler=(0,0,0)
998:        DA['Wreck_Turret'].rotation_euler=(math.radians(155),math.radians(9),math.radians(-45))
1007:    ld=bpy.data.lights.new(name,'AREA');ld.energy=energy;ld.shape='DISK';ld.size=size;ob=bpy.data.objects.new(name,ld);sc.collection.objects.link(ob);ob.location=loc;ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
1011:    cam.location=loc;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();camd.ortho_scale=scale
1021:original_rotations={n:o.rotation_euler.copy() for n,o in HA.items()}
1023:    if n in ['Turret','MG']:o.rotation_euler.z+=pi/6
1024:    elif n=='Gun' or n.startswith(('Wheel_','Hatch_')):o.rotation_euler.x+=pi/6
1025:    elif n=='Barrel':o.rotation_euler.y+=pi/6
1026:sc.render.filepath=str(ROOT/'rig-check.png');bpy.ops.render.render(write_still=True)
1027:for n,r in original_rotations.items():HA[n].rotation_euler=r
1047:TARGET=Vector((.65,-.5,.95));view((11,-15,7.3),13.5)
1049:    state(i);sc.render.filepath=str(ROOT/f'state_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)

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/bin/bash -lc "sed -n '36,68p;872,921p;964,1005p;1013,1057p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
    nt=m.node_tree;n=nt.nodes;l=nt.links;n.clear()
    out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs['BSDF'],out.inputs['Surface'])
    uv=n.new('ShaderNodeTexCoord')
    diff=n.new('ShaderNodeTexImage');diff.image=download(asset,'diff');l.new(uv.outputs['UV'],diff.inputs['Vector'])
    nor=n.new('ShaderNodeTexImage');nor.image=download(asset,'nor_gl');nor.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],nor.inputs['Vector'])
    arm=n.new('ShaderNodeTexImage');arm.image=download(asset,'arm');arm.image.colorspace_settings.name='Non-Color';l.new(uv.outputs['UV'],arm.inputs['Vector'])
    gray=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],gray.inputs[0])
    ramp=n.new('ShaderNodeValToRGB');l.new(gray.outputs[0],ramp.inputs[0])
    # Neutral undercoat with scanned speckle and oxidized wear. Paint alone receives a tint at runtime.
    for e,factor in zip(ramp.color_ramp.elements,[.78,1.0]):e.color=tuple(min(1,c*factor) for c in base)+(1,)
    noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=32;noise.inputs['Detail'].default_value=4;l.new(uv.outputs['UV'],noise.inputs['Vector'])
    grime=n.new('ShaderNodeValToRGB');grime.color_ramp.elements[0].position=.22;grime.color_ramp.elements[0].color=(.38,.38,.38,1);grime.color_ramp.elements[1].position=.48
    l.new(noise.outputs['Fac'],grime.inputs[0])
    mul=n.new('ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.55;l.new(ramp.outputs[0],mul.inputs[1]);l.new(grime.outputs[0],mul.inputs[2])
    if name=='Paint':
        stretch=n.new('ShaderNodeVectorMath');stretch.operation='MULTIPLY';stretch.inputs[1].default_value=(22,1.8,1);l.new(uv.outputs['UV'],stretch.inputs[0])
        streak=n.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=3.;streak.inputs['Detail'].default_value=3;l.new(stretch.outputs[0],streak.inputs[0])
        sr=n.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.28;sr.color_ramp.elements[0].color=(.57,.57,.57,1);sr.color_ramp.elements[1].position=.58;l.new(streak.outputs['Fac'],sr.inputs[0])
        sm=n.new('ShaderNodeMixRGB');sm.blend_type='MULTIPLY';sm.inputs[0].default_value=.33;l.new(mul.outputs[0],sm.inputs[1]);l.new(sr.outputs[0],sm.inputs[2]);mul=sm
    if name=='Burnt':
        charnoise=n.new('ShaderNodeTexNoise');charnoise.inputs['Scale'].default_value=4.4;charnoise.inputs['Detail'].default_value=5;charnoise.inputs['Roughness'].default_value=.72;l.new(uv.outputs['UV'],charnoise.inputs['Vector'])
        charramp=n.new('ShaderNodeValToRGB');l.new(charnoise.outputs['Fac'],charramp.inputs[0])
        cr=charramp.color_ramp;cr.elements.remove(cr.elements[1]);cr.elements[0].position=.25;cr.elements[0].color=(.008,.007,.006,1)
        for pos,col in [(.44,(.025,.024,.022,1)),(.57,(.105,.087,.067,1)),(.69,(.18,.165,.143,1)),(.83,(.29,.28,.26,1))]:cr.elements.new(pos).color=col
        mul=charramp
    l.new(mul.outputs[0],bs.inputs['Base Color'])
    sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
    rmap=n.new('ShaderNodeMapRange');rmap.inputs['To Min'].default_value=max(.1,rough-.12);rmap.inputs['To Max'].default_value=min(1,rough+.1);l.new(sep.outputs[1],rmap.inputs['Value']);l.new(rmap.outputs[0],bs.inputs['Roughness'])
    bs.inputs['Metallic'].default_value=metal
    normal=n.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.16 if name=='Paint' else .35;l.new(nor.outputs[0],normal.inputs['Color'])
    bump=n.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.0004 if name=='Paint' else .0012;l.new(noise.outputs['Fac'],bump.inputs['Height']);l.new(normal.outputs[0],bump.inputs['Normal']);l.new(bump.outputs[0],bs.inputs['Normal'])
    bpy.ops.mesh.primitive_plane_add(size=1);plane=bpy.context.object;plane.data.materials.append(m)
    target=n.new('ShaderNodeTexImage');n.active=target
            # Burned rubber shoulders disappear down to the steel wheel carcass.
            rubberverts={vi for p in ob.data.polygons if ob.data.materials[p.material_index].name=='Rubber' for vi in p.vertices}
            for vi in rubberverts:
                v=ob.data.vertices[vi];rad=math.hypot(v.co.y,v.co.z)
                if rad>.02:v.co.y*=max(0,rad-.046)/rad;v.co.z*=max(0,rad-.046)/rad
        damage_materials(ob,True);copied.append(ob)
    root=copied.pop(0);root.name=name;merge_into(root,copied)
    world=root.matrix_world.copy();coords=[world@v.co for v in root.data.vertices]
    root.parent=None;root.matrix_world=Matrix.Translation(origin)
    for v,w in zip(root.data.vertices,coords):v.co=w-Vector(origin)
    return root
hullnames=[n for n in OBJECTS if not n.startswith('Part_Turret_') and n not in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader']]
hullnames=[n for n in hullnames if not ('Skirt' in n and n.endswith(('2','4','6'))) and not n.startswith('Part_EngineGrille') and n!='Track_L']
turretnames=[n for n in OBJECTS if n not in hullnames and (n.startswith('Part_Turret_') or n in ['Turret','Gun','Barrel','MG','Hatch_Commander','Hatch_Loader'])]
wh=join_copies(hullnames,'Wreck_Hull',Vector((0,0,0)))
wt=join_copies(turretnames,'Wreck_Turret',OBJECTS['Turret'].matrix_world.translation.copy())
loose=duplicate(next(o for o in DAMAGE if o.name=='Track_L_Broken'),'_wreck_thrown');damage_materials(loose,True);merge_into(wh,[loose])
# Open ring well through wreck deck, with a dark bounded cavity.
boolean_cut(wh,convert_point((0,.12,1.05)),1.045,1.12)
name='_wreck_ring';lathe(name,(0,.12,0),[(.56,0),(.56,1.035),(1.43,1.035),(1.43,1.09),(.51,1.09),(.51,0)],7,n=64)
merge_into(wh,[extra(name)])
# Original hull metal deforms near the engine explosion, suspension settles.
for v in wh.data.vertices:
    p=v.co
    if p.y>2.15 and p.z>1.32 and abs(p.x)<1.34:p.z+=.20*max(0,sin((p.y-2.15)*3))*sin(p.x*5)**2
    if .10<p.z<1.2:p.z=max(.02,p.z-.05)
    if abs(p.x)>1.65 and p.z<1.1:p.x+=.055*sin(p.y*2.4)
# Exposed raised engine louvres copied from actual removable decks.
for n in ['Part_EngineGrille_L','Part_EngineGrille_R']:
    ob=duplicate(OBJECTS[n],'_ruptured_'+n);damage_materials(ob,True)
    ob.rotation_euler.y+=.38 if n.endswith('L') else -.29;ob.location.z+=.12
    merge_into(wh,[ob])
# Close turret underside already in healthy shell; add ring and basket stub.
name='_basket_stub';lathe(name,(0,.12,0),[(.77,.69),(.80,.74),(1.49,.94),(1.53,.94),(1.53,.75),(.77,.60),(.77,.69)],7,n=48)
cyl(name,(0,.12,.78),.68,.06,7,n=48);merge_into(wt,[extra(name)])
for v in wt.data.vertices:
    w=wt.matrix_world@v.co
    if w.y<-1.99:
        d=-1.99-w.y;w.z-=.17*d;v.co=wt.matrix_world.inverted()@w
# Open crew hatches in wreck from copies, remove their closed surfaces first.
# Cut the closed lid and inner well cap at each hatch, then add rotated lids.
for suffix,x,y,z,r in [('Commander',-.61,.18,2.258,.325),('Loader',.63,.47,2.16,.28),('Driver',0,-1.94,1.46,.36)]:
    target=wh if suffix=='Driver' else wt
    boolean_cut(target,convert_point((x,y,z)),r,.18)
    lid=duplicate(OBJECTS['Hatch_'+suffix],'_blown_'+suffix);damage_materials(lid,True)
    lid.rotation_euler.x=math.radians(-78 if suffix!='Driver' else 65)
    merge_into(target,[lid])
for ob in [wh,wt]:cleanup(ob,.36);DAMAGE.append(ob)
# Damage texture set whitelist is enforced on every primitive, including joins.
for ob in DAMAGE:
# Collapse duplicate imported materials only when their semantic names match.
for ob in DA.values():
    if ob.type=='MESH':
        for i,mat in enumerate(ob.data.materials):
            if mat and mat.name.startswith('Paint.') and bpy.data.materials.get('Paint'):ob.data.materials[i]=bpy.data.materials['Paint']

def show_tree(ob,visible):
    ob.hide_render=not visible
    for child in ob.children:show_tree(child,visible)
def state(n):
    for ob in HA.values():ob.hide_render=n>=4
    for ob in DA.values():ob.hide_render=True
    if n==1:
        for name,ob in DA.items():
            if name.startswith('Scar_'):ob.hide_render=False
        swaps=['Part_Skirt_L2','Part_Skirt_L4','Part_Skirt_R3','Part_Fender_RL','Part_Turret_Bin_L','Part_Turret_Smoke_L']
        for name in swaps:
            if name in HA and name in TWINS:show_tree(HA[name],False);show_tree(DA[TWINS[name]],True)
    if n==2:
        for name,ob in HA.items():
            if name.startswith('Part_'):show_tree(ob,False)
        show_tree(HA['MG'],False)
    if n==3:
        for name in ['Track_L','Gun']:
            show_tree(HA[name],False);DA[name+'_Broken'].hide_render=False
    if n>=4:
        DA['Wreck_Hull'].hide_render=False;DA['Wreck_Turret'].hide_render=False
    # Blender glTF import returns original Z-up positions, same as source.
    DA['Wreck_Turret'].location=Vector((0,.12,1.50))
    # Manifest is the authority for pivot after original normalization.
    tp=next(x['world_position'] for x in manifest['damage_nodes'] if x['name']=='Wreck_Turret')
    DA['Wreck_Turret'].location=(tp[0],-tp[2],tp[1]);DA['Wreck_Turret'].rotation_euler=(0,0,0)
    if n==5:
        DA['Wreck_Turret'].location=(3.5,.30,1.25)
        DA['Wreck_Turret'].rotation_euler=(math.radians(155),math.radians(9),math.radians(-45))
        bpy.context.view_layer.update()
        ob=DA['Wreck_Turret'];low=min((ob.matrix_world@v.co).z for v in ob.data.vertices);ob.location.z-=low
    bpy.context.view_layer.update()

bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.015));ground=bpy.context.object;ground.name='Studio_floor'
groundmat=bpy.data.materials.new('Studio');groundmat.use_nodes=True;bs=groundmat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(.22,.245,.27,1);bs.inputs['Roughness'].default_value=.87;ground.data.materials.append(groundmat)
sc.world=bpy.data.worlds.new('Soft daylight');sc.world.use_nodes=True;sc.world.node_tree.nodes.get('Background').inputs[0].default_value=(.67,.76,.90,1);sc.world.node_tree.nodes.get('Background').inputs[1].default_value=.5
sc.render.resolution_x=1920;sc.render.resolution_y=1080;sc.render.resolution_percentage=100;sc.render.image_settings.file_format='PNG'
sc.cycles.samples=32;state(0)
sc.render.filepath=str(ROOT/'final.png');bpy.ops.render.render(write_still=True)
clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
sc.view_layers[0].material_override=clay;sc.cycles.samples=16;sc.render.filepath=str(ROOT/'clay.png');bpy.ops.render.render(write_still=True);sc.view_layers[0].material_override=None
TARGET=Vector((0,-.75,1.05));view((14,-.75,1.05),11.1);sc.render.filepath=str(ROOT/'side.png');bpy.ops.render.render(write_still=True)
TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
# Pivot proof rotates each independent moving node by exactly 30 degrees.
original_rotations={n:o.rotation_euler.copy() for n,o in HA.items()}
for n,o in HA.items():
    if n in ['Turret','MG']:o.rotation_euler.z+=pi/6
    elif n=='Gun' or n.startswith(('Wheel_','Hatch_')):o.rotation_euler.x+=pi/6
    elif n=='Barrel':o.rotation_euler.y+=pi/6
sc.render.filepath=str(ROOT/'rig-check.png');bpy.ops.render.render(write_still=True)
for n,r in original_rotations.items():HA[n].rotation_euler=r
sc.render.resolution_x=800;sc.render.resolution_y=450;sc.cycles.samples=16

def grid_save(name,files,w=800,h=450):
    pixels=np.ones((h*2,w*3,4),dtype=np.float32)
    for i,path in enumerate(files):
        im=bpy.data.images.load(str(path),check_existing=False);arr=np.asarray(im.pixels[:],dtype=np.float32).reshape(h,w,4)
        row=1-i//3;col=i%3;pixels[row*h:(row+1)*h,col*w:(col+1)*w]=arr;bpy.data.images.remove(im)
    im=bpy.data.images.new(name,width=w*3,height=h*2);im.pixels.foreach_set(pixels.ravel());im.filepath_raw=str(ROOT/name);im.file_format='PNG';im.save()
# A transparent direct multiplication graph makes the paint grid independent
# of glTF importer node naming; it uses the exact exported neutral base map.
paint=bpy.data.materials['Paint'];nt=paint.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED')
tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and ('basecolor' in n.image.name.lower() or n.image.colorspace_settings.name=='sRGB'))
mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(tex.outputs['Color'],mix.inputs[1]);nt.links.new(mix.outputs[0],bs.inputs['Base Color'])
files=[]
for i,(name,color) in enumerate(PAINTS):
    mix.inputs[2].default_value=tuple(color)+(1,);sc.render.filepath=str(ROOT/f'paint_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('paints.png',files);mix.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
files=[]
# Same view and scale for all six states, wide enough for the ejected turret.
TARGET=Vector((.65,-.5,.95));view((11,-15,7.3),13.5)
for i in range(6):
    state(i);sc.render.filepath=str(ROOT/f'state_{i}.png');bpy.ops.render.render(write_still=True);files.append(sc.render.filepath)
grid_save('states.png',files)
state(0);TARGET=Vector((0,-.5,1.05));view((10,-14,5.8),11.8)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof-imported.blend'))
print('COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED',flush=True)

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/bin/bash -lc "sed -n '1,36p;68,117p;850,879p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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"""M1A2-style neutral-faction game tank. Clean build: Blender -b --python-exit-code 1 --python this.py.
Authoring axes: X left, -Y forward, Z up. glTF conversion produces X left/Y up/Z forward.
Cycles OPTIX tiled material bakes. Sources CC0 https://polyhaven.com/license.
"""
import bpy, bmesh, math, os, json, random, subprocess, struct, time
from mathutils import Vector, Matrix
from math import sin, cos, pi
from pathlib import Path
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures';TEX.mkdir(exist_ok=True)
random.seed(17)
bpy.ops.wm.read_factory_settings(use_empty=True)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.unit_settings.scale_length=1
sc.render.engine='CYCLES';sc.cycles.samples=24;sc.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type=='OPTIX'
sc.cycles.device='GPU'
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.view_settings.view_transform='AgX';sc.view_settings.exposure=-.55
PAINTS=[('Desert tan',[.45,.36,.22]),('Olive drab',[.17,.19,.085]),('NATO green',[.105,.155,.095]),('Field grey',[.23,.26,.235]),('Winter white',[.79,.81,.76]),('Dark green-black',[.038,.05,.034])]
MATN=['Paint','Rubber','Steel','Tracks','Glass','Lamps','Weapons']
MATS=[]

def download(asset,mp):
    f=TEX/f'{asset}_{mp}_1k.jpg'
    if not f.exists():
        url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{mp}_1k.jpg'
        subprocess.run(['curl','-fLsS','--retry','3',url,'-o',str(f)],check=True)
    return bpy.data.images.load(str(f),check_existing=True)

def bake_material(name,asset,base,rough,metal,res=512):
    print('BAKE',name,flush=True)
    m=bpy.data.materials.new(name);m.use_nodes=True
    nt=m.node_tree;n=nt.nodes;l=nt.links;n.clear()
    target=n.new('ShaderNodeTexImage');n.active=target
    emission=n.new('ShaderNodeEmission')
    maps={}
    def bake(channel,size,kind='EMIT',source=None):
        cached=TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png'))
        if cached.exists():
            im=bpy.data.images.load(str(cached),check_existing=True)
            if channel!='basecolor':im.colorspace_settings.name='Non-Color'
            maps[channel]=im
            return
        im=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
        if channel!='basecolor':im.colorspace_settings.name='Non-Color'
        target.image=im;n.active=target
        if kind=='EMIT':
            l.new(source,emission.inputs['Color']);l.new(emission.outputs[0],out.inputs[0])
        else:l.new(bs.outputs[0],out.inputs[0])
        sc.cycles.samples=8;sc.render.bake.margin=8
        bpy.ops.object.bake(type=kind)
        im.filepath_raw=str(TEX/(name+'_'+channel+('.jpg' if channel=='basecolor' else '.png')));im.file_format='JPEG' if channel=='basecolor' else 'PNG';im.save();maps[channel]=im
    bake('basecolor',res,source=mul.outputs[0])
    bake('normal',res,kind='NORMAL')
    comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=1.;comb.inputs[2].default_value=metal;l.new(rmap.outputs[0],comb.inputs[1])
    bake('orm',512,source=comb.outputs[0])
    bpy.data.objects.remove(plane,do_unlink=True)
    # Only portable baked textures remain in the shipping shader.
    n.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
    texnodes={}
    for k,im in maps.items():
        t=n.new('ShaderNodeTexImage');t.image=im;t.label='Cycles baked '+k;texnodes[k]=t
    tint=n.new('ShaderNodeMixRGB');tint.name='PaintFactor';tint.blend_type='MULTIPLY';tint.inputs[0].default_value=1
    tint.inputs[2].default_value=tuple(PAINTS[0][1] if name=='Paint' else [1,1,1])+(1,)
    l.new(texnodes['basecolor'].outputs[0],tint.inputs[1]);l.new(tint.outputs[0],bs.inputs['Base Color'])
    normal=n.new('ShaderNodeNormalMap');l.new(texnodes['normal'].outputs[0],normal.inputs[0 if False else 'Color']);l.new(normal.outputs[0],bs.inputs['Normal'])
    sep=n.new('ShaderNodeSeparateColor');l.new(texnodes['orm'].outputs[0],sep.inputs[0]);l.new(sep.outputs[1],bs.inputs['Roughness']);l.new(sep.outputs[2],bs.inputs['Metallic'])
    # Recognized exporter node group carries packed occlusion.
    g=bpy.data.node_groups.get('glTF Material Output')
    if not g:
        g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=n.new('ShaderNodeGroup');gn.node_tree=g;l.new(sep.outputs[0],gn.inputs['Occlusion'])
    if name=='Glass':bs.inputs['Metallic'].default_value=.4
    if name=='Lamps':bs.inputs['Emission Color'].default_value=(.5,.44,.3,1);bs.inputs['Emission Strength'].default_value=.16
    MATS.append(m)

# Shared tiles, 1 metre on large surfaces. No unique low-density full-vehicle atlas.
for args in [
 ('Paint','metal_plate_02',(1,1,1),.82,0,1024),
 ('Rubber','rubberized_track',(.052,.048,.041),.92,0,512),
 ('Steel','metal_plate_02',(.24,.255,.25),.53,.78,1024),
 ('Tracks','rusty_metal_03',(.115,.10,.076),.78,.63,1024),
 ('Glass','metal_plate_02',(.015,.065,.076),.18,.4,256),
    low=min(v.co.z for v in bm.verts)
    if low<0:
        for vert in bm.verts:vert.co.z-=low
    bm.to_mesh(ob.data);bm.free();cleanup(ob,.8);return ob
for side in ['L','R']:
    ob=thrown_track(OBJECTS['Track_'+side],'Track_'+side+'_Broken',hroot);DAMAGE.append(ob)

# Broken gun: mantlet is unchanged, copied barrel bends down at midlength;
# ragged open lips are separate geometry merged into the one swap mesh.
gun=duplicate(OBJECTS['Gun'],'Gun_Broken',troot);tube=duplicate(OBJECTS['Barrel'],'_burst_tube')
for v in tube.data.vertices:
    w=tube.matrix_world@v.co
    if w.y<-3.58:
        d=-3.58-w.y;w.z-=.20*d+.13*d*d;w.x+=.05*d*d
        v.co=tube.matrix_world.inverted()@w
merge_into(gun,[tube]);damage_materials(gun);scorch_patches(gun);cleanup(gun);DAMAGE.append(gun)
# Full wrecks use the actual healthy geometry and keep canonical pivots.
def join_copies(names,name,origin):
    copied=[]
    for n in names:
        ob=duplicate(OBJECTS[n],'_wreck_'+n)
        if n.startswith('Wheel_'):
            # Burned rubber shoulders disappear down to the steel wheel carcass.
            rubberverts={vi for p in ob.data.polygons if ob.data.materials[p.material_index].name=='Rubber' for vi in p.vertices}
            for vi in rubberverts:
                v=ob.data.vertices[vi];rad=math.hypot(v.co.y,v.co.z)
                if rad>.02:v.co.y*=max(0,rad-.046)/rad;v.co.z*=max(0,rad-.046)/rad
        damage_materials(ob,True);copied.append(ob)
    root=copied.pop(0);root.name=name;merge_into(root,copied)
    world=root.matrix_world.copy();coords=[world@v.co for v in root.data.vertices]

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank.glb --strict > /tmp/abrams-healthy-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_abrams-tank.py'
s=open(p).read().replace(\"charnoise.inputs['Detail'].default_value=5\",\"charnoise.inputs['Detail'].default_value=2\")
s=s.replace(\"[(.44,(.025,.024,.022,1)),(.57,(.105,.087,.067,1)),(.69,(.18,.165,.143,1)),(.83,(.29,.28,.26,1))]\",\"[(.40,(.016,.015,.014,1)),(.58,(.028,.026,.023,1)),(.74,(.065,.055,.043,1)),(.90,(.11,.105,.096,1))]\")
s=s.replace(\"normal.inputs['Strength'].default_value=.16 if name=='Paint' else .35\",\"normal.inputs['Strength'].default_value=.12 if name=='Burnt' else (.16 if name=='Paint' else .35)\")
s=s.replace(\"DA['Wreck_Turret'].location=(3.5,.30,1.25)\",\"DA['Wreck_Turret'].location=(3.65,.90,1.25)\")
s=s.replace(\"(math.radians(155),math.radians(9),math.radians(-45))\",\"(pi,0,pi)\")
s=s.replace(\"elif n=='Gun' or n.startswith(('Wheel_','Hatch_')):o.rotation_euler.x+=pi/6\",\"elif n=='Gun' or n.startswith('Hatch_'):o.rotation_euler.x-=pi/6\\n    elif n.startswith('Wheel_'):o.rotation_euler.x+=pi/6\")
s=s.replace(\"TARGET=Vector((.65,-.5,.95));view((11,-15,7.3),13.5)\",\"TARGET=Vector((1.1,-.5,.95));view((11,-15,7.3),14.1)\")
open(p,'w').write(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 'rm -f /root/fal-author/abrams-tank-v2/textures/Burnt_basecolor.jpg /root/fal-author/abrams-tank-v2/textures/Burnt_normal.png; /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/final-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'python3 /tmp/audit_abrams.py abrams-tank.glb abrams-tank-damage.glb' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 62ms:

FILE abrams-tank.glb bytes 11525892 nodes 90 materials 7
MATERIALS ['Paint', 'Steel', 'Rubber', 'Lamps', 'Weapons', 'Tracks', 'Glass']
ROOTS ['Hull', 'Track_L', 'Track_R', 'Turret', 'Wheel_L1', 'Wheel_L2', 'Wheel_L3', 'Wheel_L4', 'Wheel_L5', 'Wheel_L6', 'Wheel_L7', 'Wheel_L8', 'Wheel_L9', 'Wheel_L10', 'Wheel_L11', 'Wheel_L12', 'Wheel_L13', 'Wheel_R1', 'Wheel_R2', 'Wheel_R3', 'Wheel_R4', 'Wheel_R5', 'Wheel_R6', 'Wheel_R7', 'Wheel_R8', 'Wheel_R9', 'Wheel_R10', 'Wheel_R11', 'Wheel_R12', 'Wheel_R13']
TRIANGLES 159562
Hull parent None world [0.0, 0.0, 0.0] rotation identity
Turret parent None world [0.0, 1.504602, -0.12] rotation identity
Gun parent Turret world [0.0, 1.828317, 1.77] rotation identity
Barrel parent Gun world [0.0, 1.828317, 2.08] rotation identity
Muzzle parent Barrel world [0.0, 1.828317, 5.805] rotation identity
Hatch_Commander parent Turret world [-0.599517, 2.251332, -0.46] rotation identity
Hatch_Driver parent Hull world [0.0, 1.469847, 1.58] rotation identity
Hatch_Loader parent Turret world [0.619173, 2.159976, -0.73] rotation identity
MG parent Turret world [-0.560204, 2.31389, -0.39] rotation identity
PARTS 45 TWINS 0
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Steel_normal', (1024, 1024)), ('Steel_orm', (512, 512)), ('Steel_basecolor', (1024, 1024)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Lamps_normal', (256, 256)), ('Lamps_orm', (512, 512)), ('Lamps_basecolor', (256, 256)), ('Weapons_normal', (512, 512)), ('Weapons_orm', (512, 512)), ('Weapons_basecolor', (512, 512)), ('Tracks_normal', (1024, 1024)), ('Tracks_orm', (512, 512)), ('Tracks_basecolor', (1024, 1024)), ('Glass_normal', (256, 256)), ('Glass_orm', (512, 512)), ('Glass_basecolor', (256, 256))]
PIVOT_DELTA {}

FILE abrams-tank-damage.glb bytes 11431180 nodes 45 materials 5
MATERIALS ['Paint', 'Scars', 'Burnt', 'Rubber', 'TrackSteel']
ROOTS ['Hull_Damage', 'Turret_Damage', 'Wreck_Hull', 'Wreck_Turret']
TRIANGLES 106387
Hull_Damage parent None world [0.0, 0.0, 0.0] rotation identity
Turret_Damage parent None world [0.0, 1.504602, -0.12] rotation identity
Wreck_Hull parent None world [0.0, 0.0, 0.0] rotation identity
Wreck_Turret parent None world [0.0, 1.504602, -0.12] rotation identity
PARTS 0 TWINS 30
IMAGES [('Paint_normal', (1024, 1024)), ('Paint_orm', (512, 512)), ('Paint_basecolor', (1024, 1024)), ('Scars_normal', (512, 512)), ('Scars_orm', (512, 512)), ('Scars_basecolor', (512, 512)), ('Burnt_normal', (512, 512)), ('Burnt_orm', (512, 512)), ('Burnt_basecolor', (512, 512)), ('Rubber_normal', (512, 512)), ('Rubber_orm', (512, 512)), ('Rubber_basecolor', (512, 512)), ('Damage_Tracks_normal.png', (512, 512)), ('Damage_Tracks_orm.png', (512, 512)), ('Damage_Tracks_basecolor.jpg', (512, 512))]

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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 481ms:
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hook: PreToolUse
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hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "rg --files -g 'AGENTS.md' -g '*.json' -g '*.py' -g '*.md' ." in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
./build_abrams-tank.py
./job.json
./nodes.json
./previous_nodes.json
./NOTES.md
./previous_NOTES.md

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '1,220p' /tmp/audit_abrams.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
import json,struct,sys,io
from PIL import Image
import numpy as np

def load(f):
 b=open(f,'rb').read();size=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+size]);data=b[28+size:];return j,data,len(b)
def walk(j):
 out={}
 def go(i,p=np.eye(4),parent=None):
  n=j['nodes'][i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   m[:3,3]=n.get('translation',[0,0,0]);q=n.get('rotation',[0,0,0,1]);x,y,z,w=q
   m[:3,:3]=np.array([[1-2*(y*y+z*z),2*(x*y-z*w),2*(x*z+y*w)],[2*(x*y+z*w),1-2*(x*x+z*z),2*(y*z-x*w)],[2*(x*z-y*w),2*(y*z+x*w),1-2*(x*x+y*y)]])@np.diag(n.get('scale',[1,1,1]))
  world=p@m;out[n['name']]=(n,world,parent)
  for k in n.get('children',[]):go(k,world,n['name'])
 for i in j['scenes'][j.get('scene',0)]['nodes']:go(i)
 return out
for f in sys.argv[1:]:
 j,b,size=load(f);ns=walk(j);print('\nFILE',f,'bytes',size,'nodes',len(ns),'materials',len(j['materials']))
 print('MATERIALS',[m['name'] for m in j['materials']]);print('ROOTS',[n for n,(_,_,p) in ns.items() if p is None])
 tris=sum(j['accessors'][p['indices']]['count']//3 for n,_,_ in ns.values() if 'mesh'in n for p in j['meshes'][n['mesh']]['primitives']);print('TRIANGLES',tris)
 for n in ['Hull','Turret','Gun','Barrel','Muzzle','Hatch_Commander','Hatch_Driver','Hatch_Loader','MG','Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret']:
  if n in ns:
   node,w,p=ns[n];print(n,'parent',p,'world',w[:3,3].round(6).tolist(),'rotation',node.get('rotation','identity'))
 print('PARTS',sum(n.startswith('Part_')for n in ns),'TWINS',sum(n.startswith('Dmg_')for n in ns))
 dims=[]
 for im in j['images']:
  v=j['bufferViews'][im['bufferView']];off=v.get('byteOffset',0);img=Image.open(io.BytesIO(b[off:off+v['byteLength']]));dims.append((im.get('name'),img.size))
 print('IMAGES',dims)
 if 'damage' not in f:
  old,_,_=load('previous.glb');oldns=walk(old)
  print('PIVOT_DELTA',{n:float(np.max(np.abs(ns[n][1][:3,3]-w[:3,3]))) for n,(_,w,_) in oldns.items() if n in ns and np.max(np.abs(ns[n][1][:3,3]-w[:3,3]))>1e-5})

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "python3 - <<'PY'
import json
p=json.load(open('nodes.json'))
print('manifest keys',list(p));print('damage',p['damage']);print('audit',json.load(open('/tmp/abrams-healthy-audit.json')))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
manifest keys ['asset', 'units', 'axes', 'bbox', 'triangles', 'damage_triangles', 'materials', 'nodes', 'damage_nodes', 'paints', 'damage', 'track_uv', 'texture_bake', 'wheel_roles', 'damage_bbox']
damage {'contract': 'tank-damage/v1', 'parts': [{'part': 'Part_Fender_FR', 'twin': None}, {'part': 'Part_Fender_RR', 'twin': 'Dmg_Fender_RR'}, {'part': 'Part_Skirt_R1', 'twin': 'Dmg_Skirt_R1'}, {'part': 'Part_Skirt_R2', 'twin': 'Dmg_Skirt_R2'}, {'part': 'Part_Skirt_R3', 'twin': 'Dmg_Skirt_R3'}, {'part': 'Part_Skirt_R4', 'twin': 'Dmg_Skirt_R4'}, {'part': 'Part_Skirt_R5', 'twin': 'Dmg_Skirt_R5'}, {'part': 'Part_Skirt_R6', 'twin': 'Dmg_Skirt_R6'}, {'part': 'Part_Skirt_R7', 'twin': 'Dmg_Skirt_R7'}, {'part': 'Part_HeadlightGuard_R', 'twin': None}, {'part': 'Part_Fender_FL', 'twin': None}, {'part': 'Part_Fender_RL', 'twin': 'Dmg_Fender_RL'}, {'part': 'Part_Skirt_L1', 'twin': 'Dmg_Skirt_L1'}, {'part': 'Part_Skirt_L2', 'twin': 'Dmg_Skirt_L2'}, {'part': 'Part_Skirt_L3', 'twin': 'Dmg_Skirt_L3'}, {'part': 'Part_Skirt_L4', 'twin': 'Dmg_Skirt_L4'}, {'part': 'Part_Skirt_L5', 'twin': 'Dmg_Skirt_L5'}, {'part': 'Part_Skirt_L6', 'twin': 'Dmg_Skirt_L6'}, {'part': 'Part_Skirt_L7', 'twin': 'Dmg_Skirt_L7'}, {'part': 'Part_HeadlightGuard_L', 'twin': None}, {'part': 'Part_EngineGrille_R', 'twin': 'Dmg_EngineGrille_R'}, {'part': 'Part_EngineGrille_L', 'twin': 'Dmg_EngineGrille_L'}, {'part': 'Part_RearGrille_1', 'twin': 'Dmg_RearGrille_1'}, {'part': 'Part_RearGrille_2', 'twin': 'Dmg_RearGrille_2'}, {'part': 'Part_RearGrille_3', 'twin': 'Dmg_RearGrille_3'}, {'part': 'Part_TailLight_R', 'twin': 'Dmg_TailLight_R'}, {'part': 'Part_TailLight_L', 'twin': 'Dmg_TailLight_L'}, {'part': 'Part_Turret_Smoke_R', 'twin': 'Dmg_Turret_Smoke_R'}, {'part': 'Part_Turret_Bin_R', 'twin': 'Dmg_Turret_Bin_R'}, {'part': 'Part_Turret_TowCable_R', 'twin': None}, {'part': 'Part_Turret_Access_R', 'twin': None}, {'part': 'Part_Turret_Smoke_L', 'twin': 'Dmg_Turret_Smoke_L'}, {'part': 'Part_Turret_Bin_L', 'twin': 'Dmg_Turret_Bin_L'}, {'part': 'Part_Turret_TowCable_L', 'twin': None}, {'part': 'Part_Turret_Access_L', 'twin': None}, {'part': 'Part_Turret_BustleRack', 'twin': 'Dmg_Turret_BustleRack'}, {'part': 'Part_Turret_Blowout_R', 'twin': None}, {'part': 'Part_Turret_Blowout_L', 'twin': None}, {'part': 'Part_Turret_Cupola', 'twin': None}, {'part': 'Part_Turret_CommanderSight', 'twin': 'Dmg_Turret_CommanderSight'}, {'part': 'Part_Turret_GunnerSight', 'twin': 'Dmg_Turret_GunnerSight'}, {'part': 'Part_Turret_Antenna_R', 'twin': None}, {'part': 'Part_Turret_Antenna_L', 'twin': None}, {'part': 'Part_Turret_WeaponStation', 'twin': None}, {'part': 'Part_Turret_WindSensor', 'twin': None}], 'scars': ['Scar_Hull_Front', 'Scar_Hull_Rear', 'Scar_Hull_L', 'Scar_Hull_R', 'Scar_Turret_Front', 'Scar_Turret_Rear', 'Scar_Turret_L', 'Scar_Turret_R'], 'broken': {'Track_L': 'Track_L_Broken', 'Track_R': 'Track_R_Broken', 'Gun': 'Gun_Broken'}, 'wreck': ['Wreck_Hull', 'Wreck_Turret']}
audit {'file': 'abrams-tank.glb', 'sha256': 'b3901569147c38281dc15458bcf6f331bde07006526fa729c90e4b8ee0642566', 'bytes': 11525892, 'primitive_count': 140, 'material_count': 7, 'embedded_images': 21, 'external_uris': [], 'primitives': [{'mesh': 'Hatch_Driver_geometry', 'primitive': 0, 'triangles': 316, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_L_geometry', 'primitive': 0, 'triangles': 1256, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_L_geometry', 'primitive': 1, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_R_geometry', 'primitive': 0, 'triangles': 1256, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_R_geometry', 'primitive': 1, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FL_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FL_geometry', 'primitive': 1, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FR_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FR_geometry', 'primitive': 1, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_RL_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_RR_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_HeadlightGuard_L_geometry', 'primitive': 0, 'triangles': 288, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_HeadlightGuard_R_geometry', 'primitive': 0, 'triangles': 288, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_1_geometry', 'primitive': 0, 'triangles': 528, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_1_geometry', 'primitive': 1, 'triangles': 28, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_2_geometry', 'primitive': 0, 'triangles': 528, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_2_geometry', 'primitive': 1, 'triangles': 28, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_3_geometry', 'primitive': 0, 'triangles': 528, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_RearGrille_3_geometry', 'primitive': 1, 'triangles': 28, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L1_geometry', 'primitive': 0, 'triangles': 56, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L2_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L2_geometry', 'primitive': 1, 'triangles': 344, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L3_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L3_geometry', 'primitive': 1, 'triangles': 252, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L4_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L4_geometry', 'primitive': 1, 'triangles': 320, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L5_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L5_geometry', 'primitive': 1, 'triangles': 276, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L6_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L6_geometry', 'primitive': 1, 'triangles': 308, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L7_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_L7_geometry', 'primitive': 1, 'triangles': 300, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R1_geometry', 'primitive': 0, 'triangles': 56, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R2_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R2_geometry', 'primitive': 1, 'triangles': 368, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R3_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R3_geometry', 'primitive': 1, 'triangles': 264, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R4_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R4_geometry', 'primitive': 1, 'triangles': 284, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R5_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R5_geometry', 'primitive': 1, 'triangles': 264, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R6_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R6_geometry', 'primitive': 1, 'triangles': 344, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R7_geometry', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Skirt_R7_geometry', 'primitive': 1, 'triangles': 276, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TailLight_L_geometry', 'primitive': 0, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TailLight_L_geometry', 'primitive': 1, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TailLight_R_geometry', 'primitive': 0, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TailLight_R_geometry', 'primitive': 1, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull_geometry', 'primitive': 0, 'triangles': 1900, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull_geometry', 'primitive': 1, 'triangles': 56, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull_geometry', 'primitive': 2, 'triangles': 3576, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull_geometry', 'primitive': 3, 'triangles': 768, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull_geometry', 'primitive': 4, 'triangles': 240, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L_geometry', 'primitive': 0, 'triangles': 8096, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L_geometry', 'primitive': 1, 'triangles': 2048, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L_geometry', 'primitive': 2, 'triangles': 12144, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R_geometry', 'primitive': 0, 'triangles': 8096, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R_geometry', 'primitive': 1, 'triangles': 2048, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R_geometry', 'primitive': 2, 'triangles': 12144, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Barrel_geometry', 'primitive': 0, 'triangles': 2176, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Barrel_geometry', 'primitive': 1, 'triangles': 4396, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Barrel_geometry', 'primitive': 2, 'triangles': 236, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Gun_geometry', 'primitive': 0, 'triangles': 556, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Commander_geometry', 'primitive': 0, 'triangles': 800, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Commander_geometry', 'primitive': 1, 'triangles': 576, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Loader_geometry', 'primitive': 0, 'triangles': 672, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'MG_geometry', 'primitive': 0, 'triangles': 280, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'MG_geometry', 'primitive': 1, 'triangles': 1220, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'MG_geometry', 'primitive': 2, 'triangles': 700, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Access_L_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Access_L_geometry', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Access_R_geometry', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Access_R_geometry', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Antenna_L_geometry', 'primitive': 0, 'triangles': 160, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Antenna_L_geometry', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Antenna_R_geometry', 'primitive': 0, 'triangles': 160, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Antenna_R_geometry', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Bin_L_geometry', 'primitive': 0, 'triangles': 1100, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Bin_R_geometry', 'primitive': 0, 'triangles': 1100, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Blowout_L_geometry', 'primitive': 0, 'triangles': 332, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Blowout_L_geometry', 'primitive': 1, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Blowout_R_geometry', 'primitive': 0, 'triangles': 332, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Blowout_R_geometry', 'primitive': 1, 'triangles': 192, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_BustleRack_geometry', 'primitive': 0, 'triangles': 2384, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_BustleRack_geometry', 'primitive': 1, 'triangles': 3768, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_CommanderSight_geometry', 'primitive': 0, 'triangles': 1980, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_CommanderSight_geometry', 'primitive': 1, 'triangles': 96, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_CommanderSight_geometry', 'primitive': 2, 'triangles': 428, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_CommanderSight_geometry', 'primitive': 3, 'triangles': 28, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Cupola_geometry', 'primitive': 0, 'triangles': 716, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Cupola_geometry', 'primitive': 1, 'triangles': 352, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_GunnerSight_geometry', 'primitive': 0, 'triangles': 220, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_GunnerSight_geometry', 'primitive': 1, 'triangles': 88, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_GunnerSight_geometry', 'primitive': 2, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_L_geometry', 'primitive': 0, 'triangles': 856, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_L_geometry', 'primitive': 1, 'triangles': 1152, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_L_geometry', 'primitive': 2, 'triangles': 768, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_R_geometry', 'primitive': 0, 'triangles': 856, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_R_geometry', 'primitive': 1, 'triangles': 1152, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Smoke_R_geometry', 'primitive': 2, 'triangles': 768, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_TowCable_L_geometry', 'primitive': 0, 'triangles': 480, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_TowCable_R_geometry', 'primitive': 0, 'triangles': 480, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_WeaponStation_geometry', 'primitive': 0, 'triangles': 256, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_WindSensor_geometry', 'primitive': 0, 'triangles': 208, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Turret_geometry', 'primitive': 0, 'triangles': 2726, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Turret_geometry', 'primitive': 1, 'triangles': 1792, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Turret_geometry', 'primitive': 2, 'triangles': 672, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L1_geometry', 'primitive': 0, 'triangles': 1242, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L1_geometry', 'primitive': 1, 'triangles': 960, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L1_geometry', 'primitive': 2, 'triangles': 1428, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L2_geometry', 'primitive': 0, 'triangles': 1238, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L2_geometry', 'primitive': 1, 'triangles': 960, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L2_geometry', 'primitive': 2, 'triangles': 692, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L9_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L9_geometry', 'primitive': 1, 'triangles': 4118, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L10_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L10_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L11_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L11_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L12_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L12_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L13_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_L13_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R1_geometry', 'primitive': 0, 'triangles': 1242, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R1_geometry', 'primitive': 1, 'triangles': 960, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R1_geometry', 'primitive': 2, 'triangles': 1428, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R2_geometry', 'primitive': 0, 'triangles': 1238, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R2_geometry', 'primitive': 1, 'triangles': 960, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R2_geometry', 'primitive': 2, 'triangles': 692, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R9_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R9_geometry', 'primitive': 1, 'triangles': 4118, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R10_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R10_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R11_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R11_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R12_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R12_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R13_geometry', 'primitive': 0, 'triangles': 188, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Wheel_R13_geometry', 'primitive': 1, 'triangles': 150, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}], 'duplicate_primitives': [], 'note': 'Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.', 'triangles': 124882, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}

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exec
/bin/bash -lc "rg -n 'disk|cleanup|coord|release|15G|memory|finish|close' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
27:**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
28:- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
36:**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.
46:- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.
56:- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
57:- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated
62:- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
68:- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
69:- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
70:- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
76:(safety = the PreToolUse secret + coordination guards, not a sandbox):
94:carrying the operator rules, the shared environment packet (box map, memory
95:store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
97:memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.
127:`~/.local/lib/mcpc`; `forge-mcp --json tools-call memory_search query:="..."`), a private session per worker
128:in `.harness/mcpc` (closed when the run ends) that makes coord calls as the worker. No resume yet. The Codex CLI itself: `--harness
177:- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
178:- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
202:- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)
207:The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
211:- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
215:- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
219:  If unsure whose it is, leave it and `coord note` it.
221:  `df -h /` when you finish; under 15 GB free, say so in your report.
222:- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
231:## Multi-Claude coordination (durable)
233:Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.
236:1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
237:2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
238:3. Do the work, then `coord release <host:path>` (or `--all`).
239:4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.
244:- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
245:- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
248:**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.
258:  `memory_search` before investigating something that may already be
260:  (see `~/.agents/skills` for the list), and `coord_check` before writing
261:  any shared file (memory, configs, a tree another session might be editing).
273:  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
275:- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
276:  the only path for a non-Claude agent's findings to reach the memory
277:  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
278:- **Claim before you write.** The coord protocol above (`coord check` /
279:  `coord claim` / `coord release`) is not Claude-specific — it is the shared
281:  might also touch. If your harness can shell out, use the `coord` CLI
285:  share one coord identity (one `COORD_SID`), always claim/release with
286:  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
296:Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
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exec
/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/abrams-tank-v2/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 476ms:
codex
The healthy model retains all original node pivots and baked texture images. It has 45 detachable parts; the damage file has 30 matching replacement parts. Both exports are within the triangle and file-size limits. The final wreck refinement is waiting for the shared GPU slot.

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exec
/bin/bash -lc "rg -n -A8 -B3 '15 ?G|disk hygiene|Disk|disk space' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
218-  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
219-  If unsure whose it is, leave it and `coord note` it.
220-- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
221:  `df -h /` when you finish; under 15 GB free, say so in your report.
222-- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
223-- Memory `feedback_clean_up_after_yourself.md`.
224-
225-## Secrets never enter a transcript (LAW, 2026-09-07)
226-A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
227-- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
228-- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
229-- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
exec(open('/tmp/audit_abrams.py').read().split('for f in sys.argv[1:]')[0])
import hashlib
A,ab,_=load('abrams-tank.glb');B,bb,_=load('abrams-tank-damage.glb');P,pb,_=load('previous.glb');aw=walk(A);bw=walk(B)
def hashes(j,b):
 d={}
 for im in j['images']:
  v=j['bufferViews'][im['bufferView']];off=v.get('byteOffset',0);d[im['name']]=hashlib.sha256(b[off:off+v['byteLength']]).hexdigest()
 return d
ah=hashes(A,ab);ph=hashes(P,pb)
print('Original baked images preserved:',all(ah.get(k)==v for k,v in ph.items()),len(ph))
m=json.load(open('nodes.json'))
print('Twin pivots aligned:',all(np.max(np.abs(aw[x['part']][1]-bw[x['twin']][1]))<1e-5 for x in m['damage']['parts'] if x['twin']))
print('Paint presets preserved:',m['paints']==json.load(open('previous_nodes.json'))['paints'])
for j in [A,B]:
 print('Paint factor',next(x for x in j['materials'] if x['name']=='Paint')['pbrMetallicRoughness']['baseColorFactor'])
print('Manifest counts',len(m['nodes']),len(m['damage_nodes']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 59ms:
Original baked images preserved: True 21
Twin pivots aligned: True
Paint presets preserved: True
Paint factor [0.45, 0.36, 0.22, 1.0]
Paint factor [0.45, 0.36, 0.22, 1.0]
Manifest counts 90 45

hook: PreToolUse
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exec
/bin/bash -lc "rg -n 'SurfaceDetail|uv0|UV0|track_uv|trackpaths' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
506:    uv=mesh.uv_layers.new(name='UV0')
575:    uv=me.uv_layers.new(name='UV0')
579:    detail=me.uv_layers.new(name='SurfaceDetail')
632:        if stale.name!='UV0':ob.data.uv_layers.remove(stale)
633:    layer=ob.data.uv_layers.new(name='SurfaceDetail')
634:    old=ob.data.uv_layers['UV0']
640:    nt=m.node_tree;uv=nt.nodes.new('ShaderNodeUVMap');uv.uv_map='SurfaceDetail'
657:        first=me.uv_layers.get('UV0') or (me.uv_layers[0] if me.uv_layers else None)
658:        detail=me.uv_layers.get('SurfaceDetail') or first
662:        for label,coords in [('UV0',a),('SurfaceDetail',b)]:
771:    uv=me.uv_layers.new(name='UV0')
830:    uv=bm.loops.layers.uv.get('UV0')
941:manifest={'asset':'abrams-tank','units':'metres','axes':{'forward':'+Z','up':'+Y','left':'+X'},'bbox':bounds(healthy),'triangles':tri(healthy),'damage_triangles':tri(DAMAGE),'materials':MATN,'nodes':[node_record(o) for o in healthy],'damage_nodes':[node_record(o) for o in DAMAGE],'paints':[{'name':n,'linear_rgb':rgb} for n,rgb in PAINTS],'damage':{'contract':'tank-damage/v1','parts':[{'part':n,'twin':TWINS.get(n)} for n in hparts+tparts],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'track_uv':'UV0 V follows one full loop; SurfaceDetail preserves v1 tiled appearance','texture_bake':{'engine':'Cycles','device':'OPTIX','samples':8,'source':'CC0 Poly Haven; v1 cached maps preserved; new damage maps baked'},'wheel_roles':{'1':'front idler','2-8':'road wheels','9':'rear sprocket','10-13':'return rollers'},'damage_bbox':bounds(DAMAGE)}

hook: PreToolUse
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exec
/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 674ms:
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/bin/bash -lc 'du -sh textures; ls -lh *.glb *.png build_abrams-tank.py nodes.json' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
12M	textures
-rw-r--r-- 1 claude-agent claude-agent  11M Oct 11 18:47 abrams-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent  11M Oct 11 18:47 abrams-tank.glb
-rw-rw-r-- 1 claude-agent claude-agent  67K Oct 11 18:50 build_abrams-tank.py
-rw-r--r-- 1 claude-agent claude-agent 2.2M Oct 11 18:49 clay.png
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct 11 18:47 final.png
-rw-r--r-- 1 claude-agent claude-agent  32K Oct 11 18:47 nodes.json
-rw-r--r-- 1 claude-agent claude-agent 2.0M Oct 11 18:49 paints.png
-rw-rw-r-- 1 claude-agent claude-agent 9.5M Oct 11 18:17 previous.glb
-rw-rw-r-- 1 claude-agent claude-agent 2.3M Oct 11 18:17 previous_final.png
-rw-rw-r-- 1 claude-agent claude-agent 1.3M Oct 11 18:17 previous_paints.png
-rw-rw-r-- 1 claude-agent claude-agent 2.2M Oct 11 18:17 previous_side.png
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct 11 18:49 rig-check.png
-rw-r--r-- 1 claude-agent claude-agent 2.2M Oct 11 18:49 side.png
-rw-r--r-- 1 claude-agent claude-agent 2.1M Oct 11 18:49 states.png

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/bin/bash -lc "ssh gex44 \"ps -eo pid,etime,args | grep '[b]lender.*python' | cut -c1-240\"" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 513ms:
1908405       10:38 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/sherman-tank-v2/build_sherma
1909758       10:23 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/is3-heavy-tank-v2/build_is3-
1916443       08:43 bash -c /root/ruth-teaser-20261011/blender.sh -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/smooth_membrane_p2.py > /root/ruth-teaser-20261011/direct
1916444       08:43 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/
1916447       08:43 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/smooth_membrane_p2.py
1934015       04:17 bash -c cd /root/fal-author/t90-tank-v3 && /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python build_t90-tank.py > build.log 2>&1
1934016       04:17 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1937881       03:16 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leclerc-tank-v2/build_lecler
1941209       02:41 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python build_t90-tank.py
1948299       01:01 bash -c rm -f /root/fal-author/abrams-tank-v2/textures/Burnt_basecolor.jpg /root/fal-author/abrams-tank-v2/textures/Burnt_normal.png; /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /
1948301       01:01 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-

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/bin/bash -lc "sed -n '610,690p;921,954p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)
    name='_well_'+suffix
    lathe(name,(x,y,0),[(base,0),(base,radius-.008),(topz-.012,radius-.008),(topz-.012,radius+.025),(base-.025,radius+.025),(base-.025,0)],6,n=48)
    torus(name,(x,y,topz-.012),radius+.013,.014,2,n=48,k=6)
    well=extra(name)
    centerline=convert_point((x,y,0))
    for face in well.data.polygons:
        radial=face.center-centerline;radial.z=0
        if face.normal.dot(radial)>0 or face.normal.z>.5:face.material_index=0
    merge_into(body,[well])
# Reserve the healthy budget without removing assembly details.
healthy_meshes=list(OBJECTS.values())
for ob in healthy_meshes:cleanup(ob)
tri=lambda obs:sum(len(p.vertices)-2 for o in obs if o.type=='MESH' for p in o.data.polygons)
count=tri(healthy_meshes)
if count>159900:
    candidates=[o for o in healthy_meshes if o.name.startswith(('Track_','Wheel_'))]
    ratio=max(.80,1-(count-159600)/tri(candidates))
    for o in candidates:cleanup(o,ratio)
# Preserve a single loop UV for track animation while retaining original tiled detail.
for ob in healthy_meshes:
    for stale in list(ob.data.uv_layers):
        if stale.name!='UV0':ob.data.uv_layers.remove(stale)
    layer=ob.data.uv_layers.new(name='SurfaceDetail')
    old=ob.data.uv_layers['UV0']
    for a,b in zip(layer.data,old.data):a.uv=b.uv
    if ob.name.startswith('Track_'):
        for a in layer.data:a.uv.y*=length/.33
    ob.data.uv_layers.active=old
for m in MATS:
    nt=m.node_tree;uv=nt.nodes.new('ShaderNodeUVMap');uv.uv_map='SurfaceDetail'
    for node in nt.nodes:
        if node.type=='TEX_IMAGE':nt.links.new(uv.outputs['UV'],node.inputs['Vector'])

# Restore v1 shared road-wheel geometry (nodes and pivots remain independent).
for side in ['L','R']:
    master=OBJECTS[f'Wheel_{side}2'].data
    for i in range(3,9):OBJECTS[f'Wheel_{side}{i}'].data=master

# glTF patch is limited to the documented paint factor and axis-aligned empties.
def export_glb(filename,obs):
    # Joined well meshes can add an unused UV layer. Normalize slot ordering
    # so glTF exports ONE material per surface, including one recolorable Paint.
    seen=set()
    for ob in obs:
        if ob.type!='MESH' or ob.data.as_pointer() in seen:continue
        seen.add(ob.data.as_pointer());me=ob.data
        first=me.uv_layers.get('UV0') or (me.uv_layers[0] if me.uv_layers else None)
        detail=me.uv_layers.get('SurfaceDetail') or first
        a=[tuple(v.uv) for v in first.data] if first else [(0,0)]*len(me.loops)
        b=[tuple(v.uv) for v in detail.data] if detail else a
        while me.uv_layers:me.uv_layers.remove(me.uv_layers[0])
        for label,coords in [('UV0',a),('SurfaceDetail',b)]:
            layer=me.uv_layers.new(name=label)
            for v,uv in zip(layer.data,coords):v.uv=uv
        me.uv_layers.active_index=0
    bpy.ops.object.select_all(action='DESELECT')
    for ob in obs:ob.hide_set(False);ob.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True)
    path=ROOT/filename;raw=path.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);binary=raw[20+jl:]
    for m in j.get('materials',[]):
        if m.get('name')=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1.]
    for node in j['nodes']:
        if node['name']=='Muzzle':node.pop('rotation',None)
    payload=json.dumps(j,separators=(',',':')).encode();payload+=b' '*(-len(payload)%4)
    path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(payload)+len(binary))+struct.pack('<I4s',len(payload),b'JSON')+payload+binary)
    print('EXPORTED',filename,tri(obs),'triangles',path.stat().st_size,'bytes',flush=True)
    return j

bpy.context.view_layer.update()
healthy=list(OBJECTS.values())+list(SOCKETS.values())
export_glb('abrams-tank.glb',healthy)
# Checkpoint is a usable healthy export before any damage construction.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'healthy-checkpoint.blend'))
if '--healthy-only' in __import__('sys').argv:raise SystemExit(0)

# Two extra shared baked surface sets. Burnt includes scan-driven corrosion,
# soot and pitting; Scars is the exposed steel beneath blasted paint.
bake_material('Burnt','rusty_metal_03',(.075,.069,.060),.94,.28,512)
bake_material('Scars','metal_plate_02',(.28,.29,.29),.64,.72,512)
BURNT=MATS[-2];SCARS=MATS[-1]
for ob in DAMAGE:
    if ob.type=='MESH':
        for i,m in enumerate(ob.data.materials):
            if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:ob.data.materials[i]=BURNT if ob in [wh,wt] else SCARS
bpy.context.view_layer.update()
# Measured final budget, including both wreck meshes and every swap.
if tri(DAMAGE)>109500:
    excess=tri(DAMAGE)-109000
    ratio=max(.35,1-excess/tri([wh,wt]))
    for ob in [wh,wt]:cleanup(ob,ratio)
export_glb('abrams-tank-damage.glb',DAMAGE)

# Manifest of both files in the game frame.
def gamepos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
def bounds(obs):
    pts=[o.matrix_world@v.co for o in obs if o.type=='MESH' for v in o.data.vertices]
    lo=[min(gamepos(p)[i] for p in pts) for i in range(3)];hi=[max(gamepos(p)[i] for p in pts) for i in range(3)]
    return {'min':lo,'max':hi,'size':[round(b-a,6) for a,b in zip(lo,hi)]}
def node_record(o):
    return {'name':o.name,'world_position':gamepos(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':'mesh' if o.type=='MESH' else 'empty','axis':'X' if o.name.startswith(('Wheel_','Hatch_')) or o.name=='Gun' else 'Y' if o.name in ['Turret','MG'] else 'Z' if o.name=='Barrel' else None}
manifest={'asset':'abrams-tank','units':'metres','axes':{'forward':'+Z','up':'+Y','left':'+X'},'bbox':bounds(healthy),'triangles':tri(healthy),'damage_triangles':tri(DAMAGE),'materials':MATN,'nodes':[node_record(o) for o in healthy],'damage_nodes':[node_record(o) for o in DAMAGE],'paints':[{'name':n,'linear_rgb':rgb} for n,rgb in PAINTS],'damage':{'contract':'tank-damage/v1','parts':[{'part':n,'twin':TWINS.get(n)} for n in hparts+tparts],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'track_uv':'UV0 V follows one full loop; SurfaceDetail preserves v1 tiled appearance','texture_bake':{'engine':'Cycles','device':'OPTIX','samples':8,'source':'CC0 Poly Haven; v1 cached maps preserved; new damage maps baked'},'wheel_roles':{'1':'front idler','2-8':'road wheels','9':'rear sprocket','10-13':'return rollers'},'damage_bbox':bounds(DAMAGE)}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([
'M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.',
f'Healthy {tri(healthy):,} triangles; damage {tri(DAMAGE):,}; wreck {tri([wh,wt]):,}; dimensions 9.77 × 3.66 × 2.44 m.',
'Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.',
'Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.',
'Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.',
'Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.'
])+'\n')
print('BUILT_ALL',manifest['triangles'],manifest['damage_triangles'],flush=True)
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'damage-checkpoint.blend'))
# --- Proof uses the delivered files, imported into an EMPTY scene ------------
bpy.ops.wm.read_factory_settings(use_empty=True)

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/bin/bash -lc "coord note 'Abrams v2 retrofit: healthy export 159562 triangles, 45 detachable parts, original pivots and 21 baked textures preserved. Damage export 106387 triangles with 30 twins; final wreck visual refinement queued on gex44.'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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noted

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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/final-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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 succeeded in 701ms:
00:45.964  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_1.png'
00:47.477  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_2.png'
00:48.974  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_3.png'
00:50.507  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_4.png'
00:52.032  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_5.png'

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/bin/bash -lc 'df -h /' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  131G   13G  91% /

codex
The final build is rendering now. Validation confirms that damage twins align with their healthy parts, the six paint presets are unchanged, and Muzzle is correctly parented to Barrel with identity rotation.

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{abrams-tank.glb,abrams-tank-damage.glb,final.png,side.png,clay.png,paints.png,rig-check.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/states.png .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'scp -r gex44:/root/fal-author/abrams-tank-v2/textures .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "sed -n '550,581p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
for n in OBJECTS:
    if n.startswith('Part_') and not n.startswith('Part_Turret_'):parent_keep(OBJECTS[n],OBJECTS['Hull'])
SOCKETS={}
for n,p,parent in [('Muzzle',(0,-5.805,1.826),'Barrel'),('Fx_Engine',(0,2.88,1.52),'Hull'),('Fx_Ammo',(0,.8,.9),'Hull'),('Fx_Hatch',(-.61,.18,2.29),'Turret'),('Seat_Commander',(-.61,.18,2.30),'Turret'),('Seat_Driver',(0,-1.89,1.49),'Hull'),('Exhaust',(0,3.99,1.04),'Hull'),('Light_Head_L',(1.22,-3.70,1.347),'Hull'),('Light_Head_R',(-1.22,-3.70,1.347),'Hull')]:
    e=bpy.data.objects.new(n,None);sc.collection.objects.link(e);e.location=convert_point(p);bpy.context.view_layer.update();parent_keep(e,OBJECTS[parent]);SOCKETS[n]=e
bpy.context.view_layer.update()
assets=list(OBJECTS.values())+list(SOCKETS.values())

# --- tank-damage/v1 retrofit -------------------------------------------------
# Generation is deterministic and begins with factory settings above. Cached
# v1 bakes are deliberately reused byte-for-byte; absent maps bake via Cycles.
def active_only(ob):
    bpy.ops.object.select_all(action='DESELECT');ob.select_set(True);bpy.context.view_layer.objects.active=ob

def boolean_cut(ob,center,radius,depth,axis=(0,0,1)):
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=radius,depth=depth,location=center)
    cut=bpy.context.object;cut.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler()
    active_only(ob);mod=ob.modifiers.new('Real opening','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)

def extra(name,parent=None,origin=None):
    d=GROUP.pop(name);origin=Vector(origin or (0,0,0))
    me=bpy.data.meshes.new(name+'_geometry');me.from_pydata([convert_point(v)-origin for v in d['v']],[],d['f']);me.update()
    ob=bpy.data.objects.new(name,me);sc.collection.objects.link(ob);ob.location=origin
    for m in MATS:me.materials.append(m)
    uv=me.uv_layers.new(name='UV0')
    for p,mi,sm,coords in zip(me.polygons,d['m'],d['s'],d['uv']):
        p.material_index=mi;p.use_smooth=sm
        for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
    detail=me.uv_layers.new(name='SurfaceDetail')
    for a,b in zip(detail.data,uv.data):a.uv=b.uv
    me.uv_layers.active=uv

codex
The new proof exposed a geometry problem in the wreck: cutting the turret opening after joining the assembly removed unrelated hull surfaces. I’m isolating those cuts to the body meshes so the wreck keeps its armored hull.

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/bin/bash -lc "sed -n '243,295p' build_abrams-tank.py; sed -n '699,717p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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prism('Hatch_Driver',[(-.4,-2.28),(.4,-2.28),(.46,-1.58),(-.46,-1.58)],1.443,1.485,b=.022)
handle('Hatch_Driver',(-.18,-2.04,1.49),(.02,-2.04,1.49),.028)
for x in [-.27,0,.27]:
    box('Hull',(x,-1.62,1.49),(.24,.17,.09),b=.008)
    box('Hull',(x,-1.71,1.506),(.186,.013,.05),4,b=.003)
# engine deck: two gridded intake beds, hinges, louvered turbine exhaust rear
for x in [-.72,.72]:
    box(f'Part_EngineGrille_{"L" if x>0 else "R"}',(x,2.88,1.49),(1.22,1.35,.04),2,b=.008)
    for j in range(18):box(f'Part_EngineGrille_{"L" if x>0 else "R"}',(x,2.28+j*.072,1.518),(1.19,.028,.033),0,b=.003)
    for xx in [x-.6,x+.6]:box(f'Part_EngineGrille_{"L" if x>0 else "R"}',(xx,2.88,1.532),(.035,1.35,.022),b=.003)
    for yy in [2.27,3.46]:box(f'Part_EngineGrille_{"L" if x>0 else "R"}',(x,yy,1.532),(1.22,.04,.024),b=.003)
    handle(f'Part_EngineGrille_{"L" if x>0 else "R"}',(x-.16,3.59,1.49),(x+.16,3.59,1.49),.028)
for x in [-.87,0,.87]:
    box(f'Part_RearGrille_{int(round(x/.87))+2}',(x,3.956,1.01),(.77,.022,.56),2,b=.011)
    for i in range(10):box(f'Part_RearGrille_{int(round(x/.87))+2}',(x,3.981,.78+i*.046),(.72,.045,.021),0,b=.003)
    for xx in [x-.395,x+.395]:box(f'Part_RearGrille_{int(round(x/.87))+2}',(xx,3.99,1.01),(.027,.045,.59),b=.003)
for s in [-1,1]:
    cyl(f'Part_TailLight_{"L" if s>0 else "R"}',(s*1.27,3.977,1.31),.08,.025,1,(0,1,0),24)
    cyl(f'Part_TailLight_{"L" if s>0 else "R"}',(s*1.27,3.998,1.31),.051,.018,5,(0,1,0),24)
# WHEELS (front idler, seven paired road wheels, rear drive sprocket)
for s,label in [(1,'L'),(-1,'R')]:
    for idx,y in enumerate([-3.10]+[-2.48+i*.827 for i in range(7)]+[3.10],1):
        g=f'Wheel_{label}{idx}';z=.79 if idx in [1,9] else .49;r=.445 if idx in [1,9] else .405
        x=s*1.48
        # twin tire shoulders, central gap, dish, lip, hub caps
        for dx in [-.125,.125]:
            lathe(g,(x+s*dx,y,z),[(-.1025,r*.77),(-.1025,r*.96),(-.088,r),(.088,r),(.1025,r*.96),(.1025,r*.77),(-.1025,r*.77)],2 if idx==9 else 1,(s,0,0),40)
            lathe(g,(x+s*(dx+.092),y,z),[(-.012,0),(-.012,r*.84),(.003,r*.91),(.018,r*.91),(.028,r*.83),(.026,r*.69),(-.018,r*.50),(.012,r*.27),(.018,0)],2 if idx==9 else 0,(s,0,0),40)
        cyl(g,(x+s*.249,y,z),r*.21,.056,2,(s,0,0),32)
        cyl(g,(x+s*.28,y,z),r*.14,.018,0,(s,0,0),24)
        for j in range(10):
            a=j*2*pi/10;bolt(g,(x+s*.236,y+cos(a)*r*.48,z+sin(a)*r*.48),(s,0,0),.017,2)
        if idx==9:
            for j in range(16):
                a=j*2*pi/16
                box(g,(x+s*.11,y+sin(a)*r,z+cos(a)*r),(.36,.095,.095),2,b=.009,rot=Matrix.Rotation(-a,3,'X'))
        if idx in [1,9]:
            for j in range(8):
                a=j*pi/4;cyl(g,(x+s*.235,y+sin(a)*r*.65,z+cos(a)*r*.65),.045,.013,2,(s,0,0),12)
# TRACK BELTS: continuous loop of connected double-pad steel shoes.
# Capsule path parameter s maps to V; local X maps to U on every link and connector.
# Sloping lower runs wrap the higher idlers/sprockets, as on the reference.
path=[(-2.48,.060),(2.48,.060),(2.66,.095),(3.10+.5*cos(-pi/4),.79+.5*sin(-pi/4))]
for i in range(1,25):
    a=-pi/4+i*(3*pi/4)/24;path.append((3.10+.5*cos(a),.79+.5*sin(a)))
path.append((-3.10,1.29))
for i in range(1,25):
    a=pi/2+i*(3*pi/4)/24;path.append((-3.10+.5*cos(a),.79+.5*sin(a)))
path.extend([(-2.66,.095),(-2.48,.060)])
lengths=[math.hypot(b[0]-a[0],b[1]-a[1]) for a,b in zip(path,path[1:])];length=sum(lengths);N=92

def trackpoint(t):
    t%=length
    ob=bpy.data.objects.new(name,None);sc.collection.objects.link(ob);ob.location=pos;return ob
bpy.context.view_layer.update()
hroot=empty('Hull_Damage',(0,0,0));troot=empty('Turret_Damage',OBJECTS['Turret'].matrix_world.translation.copy())
DAMAGE=[hroot,troot];TWINS={}
def duplicate(src,name,parent=None):
    ob=src.copy();ob.data=src.data.copy();ob.name=name;sc.collection.objects.link(ob)
    w=src.matrix_world.copy();ob.parent=None;ob.matrix_world=w
    if parent:bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def damage_materials(ob,burn=False):
    for i,m in enumerate(ob.data.materials):
        ob.data.materials[i]=BURNT if burn else (m if m and m.name in ['Paint','Rubber'] else tracksteel if m and m.name=='Tracks' else SCARS)
    if burn:
        for p in ob.data.polygons:p.material_index=0
        ob.data.materials.clear();ob.data.materials.append(BURNT)

def scorch_patches(ob):
    # Coherent irregular char patches rather than randomly colored triangles.

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/bin/bash -lc "sed -n '211,243p;125,156p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
    return GROUP[name]
def template(v,f,bevel=0,smooth=False):
    bm=bmesh.new()
    vv=[bm.verts.new(co) for co in v]
    for face in f:bm.faces.new([vv[i] for i in face])
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
    if bevel:bmesh.ops.bevel(bm,geom=list(bm.edges),offset=bevel,segments=1,affect='EDGES',clamp_overlap=True)
    bm.verts.ensure_lookup_table();bm.verts.index_update();bm.faces.ensure_lookup_table()
    v=[tuple(x.co) for x in bm.verts];f=[tuple(x.index for x in face.verts) for face in bm.faces]
    ss=[smooth and len(face.verts)==4 for face in bm.faces]
    bm.free();return v,f,ss

def add(g,tmp,loc=(0,0,0),rot=None,mat=0,uvmode=None):
    data=group(g);off=len(data['v']);v,f,sm=tmp
    R=rot or Matrix.Identity(3);pos=Vector(loc)
    verts=[R@Vector(p)+pos for p in v];data['v'].extend(tuple(p) for p in verts)
    for face,smooth in zip(f,sm):
        data['f'].append(tuple(i+off for i in face));data['m'].append(mat);data['s'].append(smooth)
        a,b,c=[Vector(v[i]) for i in face[:3]];normal=(b-a).cross(c-a);axis=max(range(3),key=lambda k:abs(normal[k]));axes=[k for k in range(3) if k!=axis]
        if uvmode is None:
            data['uv'].append([(v[i][axes[0]]+loc[axes[0]]*.371,v[i][axes[1]]+loc[axes[1]]*.371) for i in face])
        else:data['uv'].append([uvmode(Vector(v[i]),verts[i]) for i in face])

def box(g,loc,size,mat=0,b=.007,rot=None,uvmode=None):
    key=('box',tuple(size),b)
    if key not in CACHE:
        x,y,z=[a/2 for a in size]
        CACHE[key]=template([(-x,-y,-z),(x,-y,-z),(x,y,-z),(-x,y,-z),(-x,-y,z),(x,-y,z),(x,y,z),(-x,y,z)],[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)],b)
    add(g,CACHE[key],loc,rot,mat,uvmode)

def cyl(g,loc,r,depth,mat=0,axis=(0,0,1),n=32,r2=None):
    # bevelled cylinder as a lathe, cap and lip are real geometry
poly('Hull',v,f,b=.023)
# upper fenders and six skirt segments (height leaves wheel faces readable)
for s in [-1,1]:
    box(f'Part_Fender_F{"L" if s>0 else "R"}',(s*1.54,-.39,1.405),(.58,6.86,.085),b=.015)
    box(f'Part_Fender_R{"L" if s>0 else "R"}',(s*1.54,3.47,1.405),(.58,.86,.085),b=.015)
    sidepoly(f'Part_Skirt_{"L" if s>0 else "R"}1',s*1.785,[(-3.89,1.36),(-3.47,1.44),(-2.72,1.40),(-2.72,.78),(-3.38,.73)],.09)
    for i in range(6):
        y=-2.72+(i+.5)*1.055
        box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.78,y,1.073),(.10,1.045,.652),b=.009)
        for yy in [y-.475,y+.475]:
            box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.837,yy,1.33),(.025,.049,.16),mat=0,b=.003)
            for z in [1.28,1.38]:bolt(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.855,yy,z),(s,0,0),.012)
        # lower skirt latch on alternating plates
        if i%2==0:
            box(f'Part_Skirt_{"L" if s>0 else "R"}{i+2}',(s*1.837,y+.39,.81),(.028,.075,.052),mat=2,b=.003)
    # forward flexible mud guard and protected headlights
    sidepoly(f'Part_Fender_F{"L" if s>0 else "R"}',s*1.58,[(-3.92,1.21),(-3.97,1.07),(-3.67,1.03),(-3.56,1.23)],.49,1,.008)
    box('Hull',(s*1.22,-3.59,1.34),(.34,.18,.13),b=.018)
    box('Hull',(s*1.22,-3.685,1.343),(.24,.016,.074),1,b=.012)
    for xx in [s*1.22-.073,s*1.22+.073]:cyl('Hull',(xx,-3.70,1.347),.036,.014,5,(0,-1,0),24)
    for xx in [s*1.22-.19,s*1.22+.19]:rod(f'Part_HeadlightGuard_{"L" if s>0 else "R"}',(xx,-3.77,1.30),(xx,-3.77,1.46),.018)
    rod(f'Part_HeadlightGuard_{"L" if s>0 else "R"}',(s*1.22-.19,-3.77,1.46),(s*1.22+.19,-3.77,1.46),.018)
    # towing lugs and shackles
    for yy,z in [(-3.65,.85),(3.78,.78)]:
        box('Hull',(s*1.11,yy,z),(.115,.13,.17),b=.025)
        torus('Hull',(s*1.11,yy+(-.07 if yy<0 else .10),z-.07),.09,.022,2,(1,0,0),24,8)
    # suspension arms behind road wheels
    for y in [-2.48+i*.827 for i in range(7)]:rod('Hull',(s*1.28,y+.22,.75),(s*1.50,y,.49),.065,2,16)
    # glacis weld bead and cable hangers
    rod('Hull',(s*1.46,-3.22,1.327),(s*1.46,-1.25,1.456),.008,0,8)
    for y in [-2.5,-1.6,2.3,3.1]:handle('Hull',(s*1.58,y-.075,1.452),(s*1.58,y+.075,1.452),.04)
# Driver hatch and three prism sights
prism('Hatch_Driver',[(-.4,-2.28),(.4,-2.28),(.46,-1.58),(-.46,-1.58)],1.443,1.485,b=.022)

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/bin/bash -lc "cat > /tmp/wreck_fix.py <<'PY'
p='build_abrams-tank.py';s=open(p).read()
s=s.replace(\"        ob=duplicate(OBJECTS[n],'_wreck_'+n)\\n        if n.startswith('Wheel_'):\",\"        if n.startswith('Hatch_'):continue\\n        ob=duplicate(OBJECTS[n],'_wreck_'+n)\\n        if n=='Hull':cut_wreck_ring(ob)\\n        if n.startswith('Wheel_'):\")
s=s.replace(\"boolean_cut(wh,convert_point((0,.12,1.05)),1.045,1.12)\",\"# The ring cut was isolated to the copied armored body before assembly.\")
s=s.replace(\"    boolean_cut(target,convert_point((x,y,z)),r,.18)\\n    lid=duplicate\", \"    # Healthy body already has a bounded crew opening; closed lids were omitted.\\n    lid=duplicate\")
marker='# Full wrecks use the actual healthy geometry and keep canonical pivots.\\n'
helper='''# Isolate the connected armored body before cutting the ring. Booleans on a
# joined assembly of overlapping wheels, brackets and plates can erase faces.
def cut_wreck_ring(ob):
    bm=bmesh.new();bm.from_mesh(ob.data);bm.verts.ensure_lookup_table()
    remaining=set(bm.verts);components=[]
    while remaining:
        seed=remaining.pop();comp={seed};queue=[seed]
        while queue:
            v=queue.pop()
            for edge in v.link_edges:
                other=edge.other_vert(v)
                if other in remaining:remaining.remove(other);comp.add(other);queue.append(other)
        components.append(comp)
    def volume(comp):
        return math.prod(max(v.co[k] for v in comp)-min(v.co[k] for v in comp) for k in range(3))
    core=max(components,key=volume)
    coreids={v.index for v in core}
    fittings=duplicate(ob,'_wreck_fixed_fittings')
    bmesh.ops.delete(bm,geom=[v for v in bm.verts if v not in core],context='VERTS')
    bm.to_mesh(ob.data);bm.free()
    bm=bmesh.new();bm.from_mesh(fittings.data);bm.verts.ensure_lookup_table()
    bmesh.ops.delete(bm,geom=[v for v in bm.verts if v.index in coreids],context='VERTS')
    bm.to_mesh(fittings.data);bm.free()
    boolean_cut(ob,convert_point((0,.12,1.32)),1.045,.65)
    merge_into(ob,[fittings])

'''
s=s.replace(marker,marker+helper)
open(p,'w').write(s)
PY
python3 /tmp/wreck_fix.py
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/wreck-final.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc 'ls textures' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Burnt_basecolor.jpg
Burnt_normal.png
Burnt_orm.png
Damage_Tracks_basecolor.jpg.png
Damage_Tracks_normal.png.png
Damage_Tracks_orm.png.png
Glass_basecolor.jpg
Glass_basecolor.png
Glass_normal.png
Glass_orm.png
Lamps_basecolor.jpg
Lamps_basecolor.png
Lamps_normal.png
Lamps_orm.png
Paint_basecolor.jpg
Paint_basecolor.png
Paint_normal.png
Paint_orm.png
Rubber_basecolor.jpg
Rubber_basecolor.png
Rubber_normal.png
Rubber_orm.png
Scars_basecolor.jpg
Scars_normal.png
Scars_orm.png
Steel_basecolor.jpg
Steel_basecolor.png
Steel_normal.png
Steel_orm.png
Tracks_basecolor.jpg
Tracks_basecolor.png
Tracks_normal.png
Tracks_orm.png
Weapons_basecolor.jpg
Weapons_basecolor.png
Weapons_normal.png
Weapons_orm.png
metal_plate_02_arm_1k.jpg
metal_plate_02_diff_1k.jpg
metal_plate_02_nor_gl_1k.jpg
rubberized_track_arm_1k.jpg
rubberized_track_diff_1k.jpg
rubberized_track_nor_gl_1k.jpg
rusty_metal_03_arm_1k.jpg
rusty_metal_03_diff_1k.jpg
rusty_metal_03_nor_gl_1k.jpg

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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/wreck-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 'tail -6 /root/fal-author/abrams-tank-v2/wreck-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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codex
The wreck cuts now affect only the armored body; wheels, brackets, and remaining plates are preserved separately. The revised proof is queued. Healthy geometry and textures are unchanged.

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import ast
p=Path('build_abrams-tank.py');ast.parse(p.read_text())
print('Build script syntax valid; lines:',len(p.read_text().splitlines()))
print('Notes lines:',len(Path('NOTES.md').read_text().splitlines()))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Build script syntax valid; lines: 1082
Notes lines: 6

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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/wreck-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 492ms:
20:55:34 | INFO: Primitives created: 2
20:55:34 | INFO: Extracting primitive: Wheel_R12_geometry
20:55:34 | INFO: Primitives created: 2
20:55:34 | INFO: Extracting primitive: Wheel_R13_geometry
20:55:34 | INFO: Primitives created: 2

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/bin/bash -lc "sed -n '690,703p' build_abrams-tank.py; ls -d __pycache__ 2>/dev/null" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
BURNT=MATS[-2];SCARS=MATS[-1]
tracksteel=MATS[3].copy();tracksteel.name='TrackSteel'
for node in tracksteel.node_tree.nodes:
    if node.type=='TEX_IMAGE':
        im=node.image.copy()
        if max(im.size)>512:im.scale(512,512)
        im.filepath_raw=str(TEX/('Damage_'+node.image.name+'.png'));im.file_format='PNG';im.save();node.image=im

def empty(name,pos):
    ob=bpy.data.objects.new(name,None);sc.collection.objects.link(ob);ob.location=pos;return ob
bpy.context.view_layer.update()
hroot=empty('Hull_Damage',(0,0,0));troot=empty('Turret_Damage',OBJECTS['Turret'].matrix_world.translation.copy())
DAMAGE=[hroot,troot];TWINS={}
def duplicate(src,name,parent=None):
__pycache__

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/bin/bash -lc "ssh gex44 'tail -6 /root/fal-author/abrams-tank-v2/wreck-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 507ms:
20:55:45 | INFO: Blender create Mesh node Track_L_geometry
20:55:45 | INFO: Blender create Mesh node Track_R_geometry
20:55:45 | INFO: Blender create Mesh node Turret_geometry
20:55:45 | INFO: Blender create Mesh node Gun_geometry
20:55:45 | INFO: Blender create Mesh node Barrel_geometry
20:55:45 | INFO: Blender create Mesh node Hatch_Commander_geometry

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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/abrams-tank-v2/wreck-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 488ms:
01:17.199  render           | Saved: '/root/fal-author/abrams-tank-v2/state_5.png'
Info: Saved as "proof-imported.blend"
COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{abrams-tank.glb,abrams-tank-damage.glb,states.png,nodes.json,NOTES.md,final.png,side.png,clay.png,paints.png,rig-check.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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codex
The corrected clean build completed successfully. I’m checking the final exported state grid and running the last GLB audits.

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M1A2 Abrams v1 retrofit: same silhouette/materials/pivots; detachable panels, crew wells, recoil rig and tank-damage/v1 swaps.
Healthy 159,562 triangles; damage 108,916; wreck 32,274; dimensions 9.77 × 3.66 × 2.44 m.
Healthy materials: Paint, Rubber, Steel, Tracks, Glass, Lamps, Weapons; damage: Paint, Burnt, Scars, TrackSteel, Rubber.
Textures: healthy base/normal <=1024 px, ORM 512 px; damage <=512 px except unchanged Paint; Cycles OPTIX tiled bakes.
Poly Haven CC0: metal_plate_02, rusty_metal_03, rubberized_track; https://polyhaven.com/license ; original cached textures copied without modifying v1.
Differences: original short transport antennas and lowered roof fittings retained; damage is authored generic battle damage, no insignia.

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/bin/bash -lc "python3 - <<'PY'
p='build_abrams-tank.py'
s=open(p).read().replace(\"math.radians(-78 if suffix"'!='"'Driver' else 65)\",\"math.radians(-78 if suffix"'!='"'Driver' else -65)\")
open(p,'w').write(s)
PY
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/delivery-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank.glb --strict > /tmp/abrams-healthy-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 112ms:
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/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/abrams-tank-v2/delivery-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 509ms:
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exec
/bin/bash -lc "rg -n 'Cupola|cupola' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
371:# Cupola with multiple framed observation blocks
372:cyl('Part_Turret_Cupola',(-.61,.18,2.14),.385,.10,0,n=64)
376:    box('Part_Turret_Cupola',p,(.18,.076,.095),0,b=.008,rot=Matrix.Rotation(a-pi/2,3,'Z'))
378:    box('Part_Turret_Cupola',p,(.13,.012,.049),4,b=.003,rot=Matrix.Rotation(a-pi/2,3,'Z'))
382:rod('Part_Turret_Cupola',(-.93,.46,2.252),(-.35,.46,2.252),.025,0,20)
610:    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)

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exec
/bin/bash -lc "sed -n '582,612p' build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
    if parent:
        bpy.context.view_layer.update();parent_keep(ob,parent)
    return ob

def cleanup(ob,ratio=1):
    active_only(ob)
    if ratio<1:
        mod=ob.modifiers.new('Budget preserving silhouette','DECIMATE');mod.ratio=ratio
        bpy.ops.object.modifier_apply(modifier=mod.name)
    bm=bmesh.new();bm.from_mesh(ob.data)
    bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-6)
    bmesh.ops.dissolve_degenerate(bm,edges=list(bm.edges),dist=1e-6)
    bmesh.ops.triangulate(bm,faces=list(bm.faces))
    bad=[f for f in bm.faces if f.calc_area()<1e-11]
    if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(ob.data);bm.free()

def merge_into(target,others):
    # Object.join keeps the target's original rig pivot and world transform.
    bpy.ops.object.select_all(action='DESELECT');target.select_set(True)
    for ob in others:ob.select_set(True)
    bpy.context.view_layer.objects.active=target;bpy.ops.object.join()

# Genuine crew wells: closed inner floor, cylindrical wall, dark depth, lip.
for suffix,x,y,topz,radius,base in [('Commander',-.61,.18,2.258,.275,1.77),('Loader',.63,.47,2.16,.235,1.74),('Driver',0,-1.94,1.46,.32,.92)]:
    body=OBJECTS['Hull' if suffix=='Driver' else 'Turret']
    center=convert_point((x,y,(topz+base)/2))
    boolean_cut(body,center,radius*scale_x,(topz-base+.08)*scale_z)
    if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)
    name='_well_'+suffix
    lathe(name,(x,y,0),[(base,0),(base,radius-.008),(topz-.012,radius-.008),(topz-.012,radius+.025),(base-.025,radius+.025),(base-.025,0)],6,n=48)

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/bin/bash -lc "cat > /tmp/cupola_fix.py <<'PY'
p='build_abrams-tank.py';s=open(p).read()
a=s.index('# Isolate the connected armored body before cutting the ring.')
b=s.index('def join_copies',a)
helper=s[a:b]
s=s[:a]+s[b:]
helper=helper.replace('def cut_wreck_ring(ob):','def cut_connected_body(ob,center,radius,depth):')
helper=helper.replace(\"    fittings=duplicate(ob,'_wreck_fixed_fittings')\",\"    fittings=ob.copy();fittings.data=ob.data.copy();fittings.name='_preserved_fittings';sc.collection.objects.link(fittings)\\n    world=ob.matrix_world.copy();fittings.parent=None;fittings.matrix_world=world\")
helper=helper.replace(\"    boolean_cut(ob,convert_point((0,.12,1.32)),1.045,.65)\",\"    boolean_cut(ob,center,radius,depth)\")
s=s.replace('# Genuine crew wells:',helper+'# Genuine crew wells:')
s=s.replace(\"if suffix=='Commander':boolean_cut(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)\",\"if suffix=='Commander':cut_connected_body(OBJECTS['Part_Turret_Cupola'],center,radius*scale_x,(topz-base+.08)*scale_z)\")
s=s.replace(\"if n=='Hull':cut_wreck_ring(ob)\",\"if n=='Hull':cut_connected_body(ob,convert_point((0,.12,1.32)),1.045,.65)\")
open(p,'w').write(s)
PY
python3 /tmp/cupola_fix.py
scp build_abrams-tank.py gex44:/root/fal-author/abrams-tank-v2/build_abrams-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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/bin/bash -lc "ssh gex44 'head -3 /root/fal-author/abrams-tank-v2/delivery-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 519ms:
INFO gpu_gate: gpu slot acquired by blender (pid 1978772, 6000 MiB, batch)
00:00.499  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
[INFO ] services.locationservice ...............: Not adding link to MakeHuman user data, since neither explicit path nor auto-discovery is set in preferences.

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exec
/bin/bash -lc "ssh gex44 \"stat -c '%y %n' /root/fal-author/abrams-tank-v2/build_abrams-tank.py; ps -eo etimes,args | grep '[b]lender.real.*abrams' | cut -c1-180\"" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 600ms:
2026-10-11 20:58:22.648861698 +0200 /root/fal-author/abrams-tank-v2/build_abrams-tank.py
     72 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --pyth
     32 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py

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codex
The wreck now retains its full hull and exposes a proper turret-ring well. I also found the same cutting issue in the commander’s cupola, so I’m preserving its original outer ring while keeping the hatch opening.

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/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/abrams-tank-v2/delivery-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 546ms:
00:49.133  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_4.png'
00:50.627  render           | Saved: '/root/fal-author/abrams-tank-v2/paint_5.png'
00:52.652  render           | Saved: '/root/fal-author/abrams-tank-v2/state_0.png'

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exec
/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/abrams-tank-v2/build_abrams-tank.py > /root/fal-author/abrams-tank-v2/verified-build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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exec
/bin/bash -lc "cat > /tmp/abrams_contract_check.py <<'PY'
exec(open('/tmp/audit_abrams.py').read().split('for f in sys.argv[1:]')[0])
from pathlib import Path
import hashlib
A,ab,asz=load('abrams-tank.glb');B,bb,bsz=load('abrams-tank-damage.glb');P,pb,_=load('previous.glb')
aw,bw,pw=walk(A),walk(B),walk(P);manifest=json.load(open('nodes.json'))
def image_hashes(j,b):
 out={}
 for im in j['images']:
  bv=j['bufferViews'][im['bufferView']];off=bv.get('byteOffset',0);data=b[off:off+bv['byteLength']]
  out[im['name']]=hashlib.sha256(data).hexdigest()
 return out
assert asz<12000000 and bsz<12000000
for j,b,limit in [(A,ab,1024),(B,bb,512)]:
 assert not j.get('cameras') and not j.get('animations')
 assert all('uri' not in im for im in j['images'])
 for im in j['images']:
  bv=j['bufferViews'][im['bufferView']];off=bv.get('byteOffset',0);dims=Image.open(io.BytesIO(b[off:off+bv['byteLength']])).size
  assert max(dims)<= (1024 if im['name'].startswith('Paint') else limit)
  if 'orm' in im['name'].lower():assert max(dims)<=512
 paint=[m for m in j['materials'] if m['name']=='Paint'];assert len(paint)==1
 assert paint[0]['pbrMetallicRoughness']['baseColorFactor']==[.45,.36,.22,1]
assert len(A['materials'])==7 and len(B['materials'])==5
assert set(n for n,(_,_,p) in bw.items() if p is None)=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'}
for n,(_,world,_) in pw.items():
 assert n in aw and np.allclose(aw[n][1][:3,3],world[:3,3],atol=1e-6),n
assert aw['Gun'][2]=='Turret' and aw['Barrel'][2]=='Gun' and aw['Muzzle'][2]=='Barrel'
assert aw['Muzzle'][0].get('rotation',[0,0,0,1])==[0,0,0,1]
for n in ['Fx_Engine','Fx_Ammo','Fx_Hatch','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Muzzle']:assert 'mesh' not in aw[n][0]
assert len([n for n in aw if n.startswith('Part_')])==45
for x in manifest['damage']['parts']:
 assert x['part'] in aw
 if x['twin']:assert np.allclose(aw[x['part']][1],bw[x['twin']][1],atol=1e-6)
assert len(manifest['damage']['scars'])==8
assert manifest['paints']==json.load(open('previous_nodes.json'))['paints']
assert image_hashes(P,pb)=={k:v for k,v in image_hashes(A,ab).items() if k in image_hashes(P,pb)}
assert np.allclose(manifest['bbox']['size'],[3.66,2.44,9.77],atol=1e-5)
assert manifest['triangles']<=160000 and manifest['damage_triangles']<=110000
assert len(Path('NOTES.md').read_text().splitlines())==6
for f in ['final.png','side.png','clay.png']:assert Image.open(f).size==(1920,1080)
for f in ['paints.png','states.png']:assert Image.open(f).size==(2400,900)
assert set(x['name'] for x in manifest['nodes'])==set(aw)
assert set(x['name'] for x in manifest['damage_nodes'])==set(bw)
print('PASS: frame, original pivots and 21 textures, 45 Parts, 30 twin pivots, 8 scars, rig hierarchy, paint presets, dimensions, triangle/image/material/file budgets, manifest and proof sizes.')
print('Triangles:',manifest['triangles'],manifest['damage_triangles'],'Bytes:',asz,bsz)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 489ms:
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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 728ms:
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codex
The visual corrections are complete. The last build is queued; once it finishes, I’ll check the cupola and wreck proof, verify the exported files, and remove temporary build files.

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exec
/bin/bash -lc 'find __pycache__ -maxdepth 1 -type f -print' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
__pycache__/build_abrams-tank.cpython-312.pyc

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exec
/bin/bash -lc "ssh gex44 'ls -lh /root/fal-author/abrams-tank-v2/*.blend*'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 509ms:
-rw-r--r-- 1 root root 5.1M Oct 11 20:58 /root/fal-author/abrams-tank-v2/damage-checkpoint.blend
-rw-r--r-- 1 root root 5.1M Oct 11 20:55 /root/fal-author/abrams-tank-v2/damage-checkpoint.blend1
-rw-r--r-- 1 root root 2.6M Oct 11 20:58 /root/fal-author/abrams-tank-v2/healthy-checkpoint.blend
-rw-r--r-- 1 root root 2.6M Oct 11 20:55 /root/fal-author/abrams-tank-v2/healthy-checkpoint.blend1
-rw-r--r-- 1 root root  12M Oct 11 20:59 /root/fal-author/abrams-tank-v2/proof-imported.blend
-rw-r--r-- 1 root root  12M Oct 11 20:56 /root/fal-author/abrams-tank-v2/proof-imported.blend1

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('__pycache__/build_abrams-tank.cpython-312.pyc');p.unlink(missing_ok=True)
if Path('__pycache__').exists() and not any(Path('__pycache__').iterdir()):Path('__pycache__').rmdir()
for n in ['Glass','Lamps','Paint','Rubber','Steel','Tracks','Weapons']:(Path('textures')/(n+'_basecolor.png')).unlink(missing_ok=True)
print('Removed our bytecode and unused duplicate PNG base-color caches.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Removed our bytecode and unused duplicate PNG base-color caches.

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exec
/bin/bash -lc 'python3 /tmp/abrams_contract_check.py' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 exited 1 in 174ms:
Traceback (most recent call last):
  File "/tmp/abrams_contract_check.py", line 19, in <module>
    if 'orm' in im['name'].lower():assert max(dims)<=512
                                          ^^^^^^^^^^^^^^
AssertionError

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/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 541ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/abrams_contract_check.py';s=open(p).read().replace(\"if 'orm' in im['name'].lower()\", \"if '_orm' in im['name'].lower()\");open(p,'w').write(s)
PY
python3 /tmp/abrams_contract_check.py" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 167ms:
PASS: frame, original pivots and 21 textures, 45 Parts, 30 twin pivots, 8 scars, rig hierarchy, paint presets, dimensions, triangle/image/material/file budgets, manifest and proof sizes.
Triangles: 159562 108916 Bytes: 11525892 11542624

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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 1034ms:
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
00:29.676  render           | Saved: '/root/fal-author/abrams-tank-v2/final.png'
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:1045: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76

codex
The last build has exported both GLBs and reached the proof renders. The completed contract checks cover dimensions, pivots, part mappings, materials, texture limits, and preservation of the original paint data.

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/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{final.png,abrams-tank.glb,abrams-tank-damage.glb,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 6047ms:
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/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 526ms:
/root/fal-author/abrams-tank-v2/build_abrams-tank.py:1045: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.36,.36,.36,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.76
00:38.856  render           | Saved: '/root/fal-author/abrams-tank-v2/clay.png'

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/bin/bash -lc 'python3 /tmp/abrams_contract_check.py' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 135ms:
PASS: frame, original pivots and 21 textures, 45 Parts, 30 twin pivots, 8 scars, rig hierarchy, paint presets, dimensions, triangle/image/material/file budgets, manifest and proof sizes.
Triangles: 159586 108917 Bytes: 11506932 11543272

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank-damage.glb --strict > /tmp/abrams-damage-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 64ms:
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py abrams-tank.glb --strict > /tmp/abrams-healthy-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 92ms:
 succeeded in 243597ms:
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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/abrams-tank-v2/verified-build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 472ms:
Info: Saved as "proof-imported.blend"
COMPLETE: BOTH GLBS REIMPORTED AND PROOF RENDERED

Blender quit

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/abrams-tank-v2/{states.png,side.png,clay.png,paints.png,rig-check.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
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exec
/bin/bash -lc "python3 - <<'PY'
import json
for label in ['healthy','damage']:
 d=json.load(open('/tmp/abrams-'+label+'-audit.json'))
 print(label, {k:d[k] for k in ['bytes','material_count','embedded_images','zero_area_triangles','nonfinite_attribute_components','findings']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
healthy {'bytes': 11506932, 'material_count': 7, 'embedded_images': 21, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}
damage {'bytes': 11543272, 'material_count': 5, 'embedded_images': 15, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}

 succeeded in 6093ms:
codex
The final renders show the restored cupola and intact wreck hull. Both GLBs pass the geometry audit with no degenerate triangles or invalid attributes: healthy is 159,586 triangles / 11.51 MB; damage is 108,917 triangles / 11.54 MB.

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/bin/bash -lc 'sha256sum build_abrams-tank.py abrams-tank.glb abrams-tank-damage.glb states.png' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
a50f8586f0cbcead3bc0b7f465b888be1508e0db1e92e4a3decace5cfb71b3b7  build_abrams-tank.py
59f39cf5d9dee85f9abbe0d363ed2aebe1570c1eb59803bdcf1b0da1e62e85a1  abrams-tank.glb
23503edc60366201a01534d46e89b793285f892dc215d367ff402f036887831c  abrams-tank-damage.glb
35706520fd728206082623e87b33f84c3ef7ae34a7c0ddbe04c81f6ae62d84af  states.png

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/bin/bash -lc "ssh gex44 'cd /root/fal-author/abrams-tank-v2 && sha256sum build_abrams-tank.py abrams-tank.glb abrams-tank-damage.glb states.png'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 519ms:
a50f8586f0cbcead3bc0b7f465b888be1508e0db1e92e4a3decace5cfb71b3b7  build_abrams-tank.py
59f39cf5d9dee85f9abbe0d363ed2aebe1570c1eb59803bdcf1b0da1e62e85a1  abrams-tank.glb
23503edc60366201a01534d46e89b793285f892dc215d367ff402f036887831c  abrams-tank-damage.glb
35706520fd728206082623e87b33f84c3ef7ae34a7c0ddbe04c81f6ae62d84af  states.png

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/bin/bash -lc "ssh gex44 'ls -1 /root/fal-author/abrams-tank-v2'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 545ms:
NOTES.md
abrams-tank-damage.glb
abrams-tank.glb
build_abrams-tank.py
clay.png
damage-checkpoint.blend
damage-checkpoint.blend1
delivery-build.log
final-build.log
final.png
full-build.log
healthy-build.log
healthy-checkpoint.blend
healthy-checkpoint.blend1
nodes.json
paint_0.png
paint_1.png
paint_2.png
paint_3.png
paint_4.png
paint_5.png
paints.png
proof-imported.blend
proof-imported.blend1
refine-build.log
rig-check.png
side.png
state_0.png
state_1.png
state_2.png
state_3.png
state_4.png
state_5.png
states.png
textures
verified-build.log
wreck-final.log

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/bin/bash -lc 'python3 /tmp/abrams_contract_check.py' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 275ms:
PASS: frame, original pivots and 21 textures, 45 Parts, 30 twin pivots, 8 scars, rig hierarchy, paint presets, dimensions, triangle/image/material/file budgets, manifest and proof sizes.
Triangles: 159586 108917 Bytes: 11506932 11543272

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exec
/bin/bash -lc "ssh gex44 python3 - <<'PY'
from pathlib import Path
root=Path('/root/fal-author/abrams-tank-v2')
names=['healthy-checkpoint.blend','healthy-checkpoint.blend1','damage-checkpoint.blend','damage-checkpoint.blend1','proof-imported.blend','proof-imported.blend1','delivery-build.log','final-build.log','full-build.log','healthy-build.log','refine-build.log','wreck-final.log']
names += [f'{prefix}_{i}.png' for prefix in ['state','paint'] for i in range(6)]
for name in names:(root/name).unlink(missing_ok=True)
for name in ['Glass','Lamps','Paint','Rubber','Steel','Tracks','Weapons']:(root/'textures'/(name+'_basecolor.png')).unlink(missing_ok=True)
print('Removed own intermediate renders, checkpoints and obsolete logs; kept final outputs, textures and verified build log.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 532ms:
Removed own intermediate renders, checkpoints and obsolete logs; kept final outputs, textures and verified build log.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
for name in ['audit_abrams.py','abrams_contract_check.py','retrofit_edit.py','refine_abrams.py','petal_abrams.py','wreck_fix.py','cupola_fix.py','abrams-v2-original.py','abrams-healthy-audit.json','abrams-damage-audit.json']:(Path('/tmp')/name).unlink(missing_ok=True)
print('Removed our temporary helpers.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Removed our temporary helpers.

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/bin/bash -lc 'df -h /' in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  132G   13G  92% /

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/bin/bash -lc "coord release 'local:/home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2/'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
released 1

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/bin/bash -lc "coord release 'gex44:/root/fal-author/abrams-tank-v2/'" in /home/claude-agent/forge-build/forge-assets/jobs/abrams-tank-v2
 succeeded in 0ms:
released 1

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Completed the retrofit with 45 detachable parts and 30 damage replacements, preserving original pivots, textures and paint presets.

[Healthy GLB](abrams-tank.glb) · [Damage GLB](abrams-tank-damage.glb) · [Six-state proof](states.png)

Both exports passed validation and meet the budgets. All requested renders, build script and metadata are delivered in this directory.

Disk space remaining: 13 GB.
tokens used
332,814
Completed the retrofit with 45 detachable parts and 30 damage replacements, preserving original pivots, textures and paint presets.

[Healthy GLB](abrams-tank.glb) · [Damage GLB](abrams-tank-damage.glb) · [Six-state proof](states.png)

Both exports passed validation and meet the budgets. All requested renders, build script and metadata are delivered in this directory.

Disk space remaining: 13 GB.
