root agent idle; waiting up to 30m0s for 1 background task(s)
Launched the initial Blender build, Cycles GPU texture baking, GLB export, and render pass (`build_alien-crystal-vessel.py`) on `gex44`. Waiting for the background task to complete so we can inspect the renders against [sheet.jpg](file:///tmp/agy-author/alien-crystal-vessel-v1/sheet.jpg).
Launched the refined Blender build and render pass on `gex44` (`task-38`). Waiting for completion to copy back and inspect the GLB and renders.
Launched the visual refinement build and render pass on `gex44` (`task-51`). Waiting for completion to copy back and inspect the updated renders.
Launched the polished Blender build and render pass on `gex44` (`task-64`). Waiting for completion to copy back and inspect the final renders.
Launched the final clean build and render pass on `gex44` (`task-85`). Waiting for completion to copy back and verify all deliverables.
Running the updated build script on `gex44` to re-render with extra framing margin around the nose crystal tip and re-export all deliverables. Waiting for completion (~45 seconds).
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 60 m x 30 m x 26 m crystalline alien vessel 3D game asset in [alien-crystal-vessel.glb](file:///tmp/agy-author/alien-crystal-vessel-v1/alien-crystal-vessel.glb) from a clean run of [build_alien-crystal-vessel.py](file:///tmp/agy-author/alien-crystal-vessel-v1/build_alien-crystal-vessel.py), with faceted crystal shards using the `Paint` recolour contract, branching cyan and magma energy veins, a spinning `Core` node, bevelled dark metallic cradle arcs, 4 stabilizer pods, and the glowing rear engine ring.
2. **How you know it works**: Verified by running [build_alien-crystal-vessel.py](file:///tmp/agy-author/alien-crystal-vessel-v1/build_alien-crystal-vessel.py) on `gex44` (completed at 22:58 CET) and inspecting [final.png](file:///tmp/agy-author/alien-crystal-vessel-v1/final.png), [side.png](file:///tmp/agy-author/alien-crystal-vessel-v1/side.png), [clay.png](file:///tmp/agy-author/alien-crystal-vessel-v1/clay.png), [paints.png](file:///tmp/agy-author/alien-crystal-vessel-v1/paints.png) (3x2 grid of 6 faction paints), [core-test.png](file:///tmp/agy-author/alien-crystal-vessel-v1/core-test.png) (30-degree `Core` spin check), [nodes.json](file:///tmp/agy-author/alien-crystal-vessel-v1/nodes.json) (`64,508` triangles, `7.65 MiB` GLB, 6 baked materials, 11 empty sockets, exact `[30.0, 26.0, 60.0]` m bounds), and [NOTES.md](file:///tmp/agy-author/alien-crystal-vessel-v1/NOTES.md).
3. **What would break if you were wrong**: If a game engine does not support the optional glTF `KHR_materials_iridescence` extension on `Paint`, the crystal shards still render with their baked facet/cleavage textures and `baseColorFactor` tint; re-running [build_alien-crystal-vessel.py](file:///tmp/agy-author/alien-crystal-vessel-v1/build_alien-crystal-vessel.py) regenerates the GLB and all renders from scratch.
4. **What you did NOT do**: Omitted the small numerical stencil visible on the rear dark-metal housing in [sheet.jpg](file:///tmp/agy-author/alien-crystal-vessel-v1/sheet.jpg) to obey the no-text/no-numbers contract.
