root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender 5.2 build, Cycles GPU texture bakes, GLB export, and renders (`final.png`, `side.png`, `clay.png`, `paints.png`, `pivots.png`) on `gex44`; waiting for completion.
Running the refined v2 Blender build and Cycles renders on `gex44`; waiting for completion.
Running the v3 Blender build and Cycles renders on `gex44`; waiting for completion.
Waiting for the remaining paint renders in `task-69` to finish.
Running the v4 polished Blender build and Cycles renders on `gex44`; waiting for completion.
Running the v5 polish build of `build_alien-elegant-cruiser.py` on `gex44` now and waiting for completion.
Delivered the Aethelgard ancient alien cruiser 3D game asset and build script in `/tmp/agy-author/alien-elegant-cruiser-v1/`:

| File | Description |
| --- | --- |
| [alien-elegant-cruiser.glb](file:///tmp/agy-author/alien-elegant-cruiser-v1/alien-elegant-cruiser.glb) | 5.55 MiB binary glTF (`97,628` tris, `180.0 m` long along `+Z`, `90.0 m` wide along `X`, `40.0 m` high along `+Y`, centered at origin) |
| [build_alien-elegant-cruiser.py](file:///tmp/agy-author/alien-elegant-cruiser-v1/build_alien-elegant-cruiser.py) | Standalone Blender 5.2 build script (downloads/loads Poly Haven CC0 maps, bakes Cycles PBR textures, constructs curve-aligned geometry, exports GLB, and renders all views) |
| [final.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/final.png) | 1920x1080 Cycles 3/4 view on dark space backdrop |
| [side.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/side.png) | 1920x1080 orthographic side profile |
| [clay.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/clay.png) | 1920x1080 grey clay render of the 3/4 view |
| [paints.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/paints.png) | 1920x720 3x2 grid showing all six faction paint presets |
| [nodes.json](file:///tmp/agy-author/alien-elegant-cruiser-v1/nodes.json) | Node hierarchy, world positions, bounding box, rotation `axes`, and six `paints` |
| [NOTES.md](file:///tmp/agy-author/alien-elegant-cruiser-v1/NOTES.md) | 6-line asset summary and Poly Haven CC0 license provenance (`metal_plate`, `metal_plate_02`, `rusty_metal_03`) |

0. **Blocked on you**: nothing.
1. **What you changed**: Built the 180 m ancient alien cruiser 3D model ([alien-elegant-cruiser.glb](file:///tmp/agy-author/alien-elegant-cruiser-v1/alien-elegant-cruiser.glb)) from [sheet.jpg](file:///tmp/agy-author/alien-elegant-cruiser-v1/sheet.jpg) with a curve-aligned pearl hull, aged gold trim bands, glowing blue energy channels, a spinning waist drive ring, two articulated wingtip weapon pods with elevating gun barrels, baked weathered textures, and six faction colour presets.
2. **How you know it works**: Ran a clean build of [build_alien-elegant-cruiser.py](file:///tmp/agy-author/alien-elegant-cruiser-v1/build_alien-elegant-cruiser.py) on `gex44` (completed at 21:45 CET) and inspected [final.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/final.png), [side.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/side.png), [clay.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/clay.png), [paints.png](file:///tmp/agy-author/alien-elegant-cruiser-v1/paints.png), and the 30-degree moving-part pivot test render, confirming exact `90.0 x 40.0 x 180.0 m` bounds, `97,628` triangles, and clean faction recolouring via `Paint` `baseColorFactor`.
3. **What would break if you were wrong**: If a game engine rotated the moving nodes around the wrong axes or overwrote non-Paint materials when tinting, the ring or turrets would swing out of alignment or tint the gold trims; to undo or adjust, edit [build_alien-elegant-cruiser.py](file:///tmp/agy-author/alien-elegant-cruiser-v1/build_alien-elegant-cruiser.py) and re-run it in Blender 5.2.
4. **What you did NOT do**: Did not load the exported GLB inside an external browser or game engine runtime viewer; verified all geometry, pivots, and baked materials through Blender Cycles renders and binary glTF header inspection.
