Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a12bca-9f98-71f0-b829-89685aa2b8c6
--------
user
Build World War II Japanese Type 97 Chi-Ha style medium tank: small riveted hull, six road wheels per side on bell-crank suspension with three return rollers, an offset riveted turret with a short 57 mm gun, a rear-facing turret machine gun, a horseshoe radio rail antenna around the turret top, long mufflers with mesh guards on the rear fenders (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. It must look like a real object from a modern
third-person game up close: never blocky, never toy-like, never flat colours.

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/chi-ha-tank-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/chi-ha-tank-v1`, scp scripts and any textures to gex44:/root/fal-author/chi-ha-tank-v1/, 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: 5.52 m long, 2.33 m wide, 2.23 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: 60k to 110k 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 = [0.24, 0.21, 0.11] (khaki brown). 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, chi-ha-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, chi-ha-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. Small tank: 60k to 110k triangles is enough for file A. The horseshoe rail antenna, muffler guards, fenders, tool boxes and the jack are good Part_ nodes. 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: deliver a first complete healthy GLB within about 30 minutes, 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: chi-ha-tank.glb; build_chi-ha-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 reference and Forge asset rules first, then build the healthy tank, damage variants, and export proofs in Blender. I’ll keep the rig pivots and recolour contract intact and check the exported assets in rendered views.

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.md' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 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 MCP, 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' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 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.

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 "pwd && rg --files -g AGENTS.md -g '*.py' -g '*.json' -g '*.md' ." in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
./job.json

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' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 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.

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/reference/preflight-and-recovery.md; for p in /home/claude-agent/forge-build /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build/forge-assets/jobs; do if [ -f "$p/AGENTS.md" ]; then cat "$p/AGENTS.md"; fi; done' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
<!-- 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.

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 +%FT%TZ && coord check local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/ && coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/ --note 'Chi-Ha asset build' && coord check gex44:/root/fal-author/chi-ha-tank-v1/ && coord claim gex44:/root/fal-author/chi-ha-tank-v1/ --note 'Chi-Ha Blender output'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 50ms:
2026-10-11T16:27:59Z
clear    local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/
claim local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/ [exclusive] ttl=1800s
clear    gex44:/root/fal-author/chi-ha-tank-v1/
claim gex44:/root/fal-author/chi-ha-tank-v1/ [exclusive] ttl=1800s

codex
I’m using the blender-game-assets skill. The reference’s defining features are the low riveted hull, six exposed road wheels, compact offset turret, and the rail antenna and guarded exhausts. I’m building those as real geometry, with detachable fittings over complete underlying armour.

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exec
/bin/bash -lc "ssh gex44 'mkdir -p /root/fal-author/chi-ha-tank-v1 && nvidia-smi --query-gpu=name,memory.free --format=csv,noheader' && python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
for k,v in x.items():
 if any(w in k for w in ['metal','rust','paint']): print(k)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 exited 1 in 697ms:
NVIDIA RTX 4000 SFF Ada Generation, 10270 MiB
Traceback (most recent call last):
  File "<stdin>", line 2, in <module>
  File "/usr/lib/python3.12/urllib/request.py", line 215, in urlopen
    return opener.open(url, data, timeout)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 521, in open
    response = meth(req, response)
               ^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 630, in http_response
    response = self.parent.error(
               ^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 559, in error
    return self._call_chain(*args)
           ^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 492, in _call_chain
    result = func(*args)
             ^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 639, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)
urllib.error.HTTPError: HTTP Error 403: Forbidden

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/bin/bash -lc "ssh gex44 \"curl -L -A 'ForgeAssetAuthor/1.0' -s 'https://api.polyhaven.com/assets?t=textures' -o /root/fal-author/chi-ha-tank-v1/polyhaven.json\" && scp gex44:/root/fal-author/chi-ha-tank-v1/polyhaven.json /tmp/chiha-polyhaven.json && python3 - <<'PY'
import json
x=json.load(open('/tmp/chiha-polyhaven.json'))
print('\\n'.join(k for k in x if any(w in k for w in ['metal','rust','paint'])))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1899ms:
black_painted_planks
blue_metal_plate
blue_painted_planks
box_profile_metal_sheet
concrete_floor_painted
distressed_painted_planks
green_metal_rust
metal_grate_rusty
metal_plate
metal_plate_02
painted_brick
painted_concrete
painted_concrete_02
painted_metal_shutter
painted_plaster_wall
painted_worn_brick
peeling_painted_wall
rust_coarse_01
rusted_shutter
rustic_stone_wall
rustic_stone_wall_02
rusty_corrugated_iron
rusty_metal
rusty_metal_02
rusty_metal_03
rusty_metal_04
rusty_metal_05
rusty_metal_grid
rusty_metal_sheet
rusty_metal_shutter
rusty_painted_metal
wood_peeling_paint_weathered

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exec
/bin/bash -lc "cat > build_chi-ha-tank.py <<'PY'
\"\"\"Reproducible Type 97 Chi-Ha game asset. Blender 5.2; -- --preflight for device probe.
Authoring frame X left, -Y forward, Z up; glTF exporter converts to X left/Y up/Z forward.
Photo sources: Poly Haven CC0 green_metal_rust and rusty_metal_02.
\"\"\"
import bpy, bmesh, math, os, json, random, urllib.request, subprocess, sys, struct
import numpy as np
from mathutils import Vector, Matrix
from pathlib import Path
from math import sin, cos, pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(97)
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
S=bpy.context.scene
S.render.engine='CYCLES'; S.cycles.samples=24; S.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"'!='"'CPU'
S.cycles.device='GPU'
S.render.image_settings.file_format='PNG'
S.world.color=(.35,.35,.35)
S.view_settings.view_transform='AgX'
S.render.bake.margin=8
M={}; groups={}; healthy=[]; damage=[]

def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(id,mp):
 p=TEX/f'{id}_{mp}_1k.jpg'
 if not p.exists():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{mp}_1k.jpg'
  subprocess.run(['curl','-fL','--retry','2','-A','ForgeAssetAuthor/1.0',url,'-o',str(p)],check=True)
 return p

def material(name,colour,metal,rough,photo='green_metal_rust',res=512):
 mat=bpy.data.materials.new(name); mat.use_nodes=True
 nt=mat.node_tree; n=nt.nodes; l=nt.links; n.clear()
 out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs['BSDF'],out.inputs['Surface'])
 uv=n.new('ShaderNodeTexCoord')
 imgs={}
 for mp in ['diff','nor_gl','arm']:
  im=bpy.data.images.load(str(download(photo,mp)),check_existing=True)
  if mp"'!='"'diff': im.colorspace_settings.name='Non-Color'
  node=n.new('ShaderNodeTexImage'); node.image=im; l.new(uv.outputs['UV'],node.inputs['Vector']); imgs[mp]=node
 bw=n.new('ShaderNodeRGBToBW'); l.new(imgs['diff'].outputs['Color'],bw.inputs[0])
 ramp=n.new('ShaderNodeValToRGB')
 if name=='Paint': a,b=(.40,.40,.40,1),(.96,.96,.96,1)
 else: a=tuple(c*.36 for c in colour)+(1,); b=tuple(c*1.28 for c in colour)+(1,)
 ramp.color_ramp.elements[0].position=.08; ramp.color_ramp.elements[0].color=a
 ramp.color_ramp.elements[1].position=.64; ramp.color_ramp.elements[1].color=b
 l.new(bw.outputs[0],ramp.inputs[0])
 mapping=n.new('ShaderNodeVectorMath'); mapping.operation='MULTIPLY'; mapping.inputs[1].default_value=(95,3,1); l.new(uv.outputs['UV'],mapping.inputs[0])
 noise=n.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=2; noise.inputs['Detail'].default_value=3; l.new(mapping.outputs[0],noise.inputs['Vector'])
 dirt=n.new('ShaderNodeValToRGB'); dirt.color_ramp.elements[0].position=.28; dirt.color_ramp.elements[0].color=(.30,.30,.30,1); dirt.color_ramp.elements[1].position=.58; dirt.color_ramp.elements[1].color=(1,1,1,1); l.new(noise.outputs['Fac'],dirt.inputs[0])
 mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.50 if name=='Paint' else .24; l.new(ramp.outputs['Color'],mix.inputs[1]); l.new(dirt.outputs[0],mix.inputs[2]); l.new(mix.outputs[0],p.inputs['Base Color'])
 normal=n.new('ShaderNodeNormalMap'); normal.inputs['Strength'].default_value=.32; l.new(imgs['nor_gl'].outputs[0],normal.inputs['Color'])
 bump=n.new('ShaderNodeBump'); bump.inputs['Strength'].default_value=.12; bump.inputs['Distance'].default_value=.001; l.new(noise.outputs['Fac'],bump.inputs['Height']); l.new(normal.outputs['Normal'],bump.inputs['Normal']); l.new(bump.outputs[0],p.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor'); l.new(imgs['arm'].outputs[0],sep.inputs[0])
 rm=n.new('ShaderNodeMapRange'); rm.inputs['To Min'].default_value=rough-.10; rm.inputs['To Max'].default_value=min(1,rough+.10); l.new(sep.outputs[1],rm.inputs[0]); l.new(rm.outputs[0],p.inputs['Roughness']); p.inputs['Metallic'].default_value=metal
 # Bake the complete photo/procedural material on a reusable tiling coupon.
 bpy.ops.mesh.primitive_plane_add(size=1); plane=bpy.context.object; plane.data.materials.append(mat); active(plane)
 emit=n.new('ShaderNodeEmission'); combine=n.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1; combine.inputs[2].default_value=metal; l.new(rm.outputs[0],combine.inputs[1])
 baked={}
 for channel,size in [('base',res),('normal',res),('orm',512)]:
  target=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
  if channel"'!='"'base': target.colorspace_settings.name='Non-Color'
  tn=n.new('ShaderNodeTexImage'); tn.image=target; n.active=tn
  if channel=='normal': l.new(p.outputs[0],out.inputs[0]); typ='NORMAL'
  else:
   l.new((mix if channel=='base' else combine).outputs[0],emit.inputs[0]); l.new(emit.outputs[0],out.inputs[0]); typ='EMIT'
  S.cycles.samples=8; bpy.ops.object.bake(type=typ)
  target.filepath_raw=str(TEX/(name+'_'+channel+'.png')); target.file_format='PNG'; target.save(); baked[channel]=target
 bpy.data.objects.remove(plane,do_unlink=True)
 n.clear(); out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs[0],out.inputs[0])
 for channel in ['base','normal','orm']:
  node=n.new('ShaderNodeTexImage'); node.image=baked[channel]
  if channel=='base':
   if name=='Paint':
    mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=1; mix.inputs[2].default_value=(.24,.21,.11,1); l.new(node.outputs[0],mix.inputs[1]); l.new(mix.outputs[0],p.inputs['Base Color']); mix.name='PaintFactor'
   else: l.new(node.outputs[0],p.inputs['Base Color'])
  elif channel=='normal':
   norm=n.new('ShaderNodeNormalMap'); l.new(node.outputs[0],norm.inputs['Color']); l.new(norm.outputs[0],p.inputs['Normal'])
  else:
   sp=n.new('ShaderNodeSeparateColor'); l.new(node.outputs[0],sp.inputs[0]); l.new(sp.outputs[1],p.inputs['Roughness']); l.new(sp.outputs[2],p.inputs['Metallic'])
   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(sp.outputs[0],gn.inputs['Occlusion'])
 M[name]=mat; return mat

class Geo:
 def __init__(self): self.v=[]; self.f=[]; self.mi=[]; self.smooth=[]; self.uv=[]
 def add(self,vs,fs,mat='Paint',smooth=False,uv=None):
  k=len(self.v); self.v.extend([tuple(v) for v in vs]); self.f.extend([tuple(k+i for i in f) for f in fs]); self.mi.extend([list(M).index(mat)]*len(fs)); self.smooth.extend([smooth]*len(fs)); self.uv.extend(uv or [None]*len(fs))
 def box(self,c,d,mat='Paint',bev=.006,rot=None):
  bm=bmesh.new(); bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts: v.co=Vector((v.co.x*d[0],v.co.y*d[1],v.co.z*d[2]))
  if bev: bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(d)/3),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table(); bm.verts.index_update()
  vs=[(rot@v.co if rot else v.co)+Vector(c) for v in bm.verts]; fs=[[v.index for v in f.verts] for f in bm.faces]; self.add(vs,fs,mat); bm.free()
 def lathe(self,c,profile,axis=(0,0,1),mat='Paint',n=32,smooth=True,caps=True):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+w*z+r*(cos(2*pi*j/n)*u+sin(2*pi*j/n)*v) for z,r in profile for j in range(n)]
  fs=[]
  for k in range(len(profile)-1):
   for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
  if caps: fs.extend([tuple(reversed(range(n))),tuple((len(profile)-1)*n+j for j in range(n))])
  self.add(vs,fs,mat,smooth)
 def rod(self,a,b,r,mat='Paint',n=10):
  a=Vector(a); b=Vector(b); self.lathe((a+b)/2,[(-(b-a).length/2,r),((b-a).length/2,r)],b-a,mat,n)
 def tube(self,c,r,minor,axis=(0,0,1),mat='Paint',n=40,m=6):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+(r+minor*cos(2*pi*k/m))*(u*cos(2*pi*j/n)+v*sin(2*pi*j/n))+w*minor*sin(2*pi*k/m) for j in range(n) for k in range(m)]
  fs=[(j*m+k,((j+1)%n)*m+k,((j+1)%n)*m+(k+1)%m,j*m+(k+1)%m) for j in range(n) for k in range(m)]; self.add(vs,fs,mat,True)
 def rivet(self,c,axis=(0,0,1),r=.012,mat='Paint'):
  self.lathe(c,[(0,r),(.007,r*.9),(.010,r*.45)],axis,mat,8)
 def line_rivets(self,a,b,count,axis=(0,0,1),r=.012):
  for i in range(count): self.rivet(Vector(a).lerp(Vector(b),i/max(1,count-1)),axis,r)
 def finish(self,name,origin=(0,0,0),parent=None):
  me=bpy.data.meshes.new(name); me.from_pydata([Vector(v)-Vector(origin) for v in self.v],[],self.f); me.update()
  for mat in M.values(): me.materials.append(mat)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,sm,custom in zip(me.polygons,self.mi,self.smooth,self.uv):
   p.material_index=mi; p.use_smooth=sm
   ax=max(range(3),key=lambda k:abs(p.normal[k])); axes=([1,2],[0,2],[0,1])[ax]
   for j,li in enumerate(p.loop_indices):
    co=self.v[me.loops[li].vertex_index]
    uv.data[li].uv=custom[j] if custom else (co[axes[0]]/.72,co[axes[1]]/.72)
  o=bpy.data.objects.new(name,me); S.collection.objects.link(o); o.location=origin
  if parent:
   bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
  groups[name]=o; return o

def empty(name,pos,parent=None):
 o=bpy.data.objects.new(name,None); S.collection.objects.link(o); o.location=pos
 if parent:
  bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
 groups[name]=o; return o

def loft(g,rings,mat='Paint',caps=True):
 n=len(rings[0]); vs=[v for ring in rings for v in ring]; fs=[]
 for k in range(len(rings)-1):
  for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
 if caps: fs.extend([tuple(reversed(range(n))),tuple((len(rings)-1)*n+j for j in range(n))])
 g.add(vs,fs,mat)

def octagon(x,y,w,l,z,c=.16):
 return [(x-w/2+c,y-l/2,z),(x+w/2-c,y-l/2,z),(x+w/2,y-l/2+c,z),(x+w/2,y+l/2-c,z),(x+w/2-c,y+l/2,z),(x-w/2+c,y+l/2,z),(x-w/2,y+l/2-c,z),(x-w/2,y-l/2+c,z)]

def setup_stage():
 ground=bpy.data.materials.new('Stage'); ground.diffuse_color=(.24,.27,.28,1); ground.use_nodes=True; ground.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.9
 bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.035)); floor=bpy.context.object; floor.name='STAGE'; floor.data.materials.append(ground)
 world=S.world; world.use_nodes=True; world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.70,.80,1); world.node_tree.nodes.get('Background').inputs[1].default_value=.45
 for name,loc,power,size in [('Key',(3,-5,8),1800,6),('Fill',(-5,-2,4),1100,5),('Rim',(1,6,7),2000,5)]:
  data=bpy.data.lights.new(name,'AREA'); data.energy=power; data.shape='DISK'; data.size=size; ob=bpy.data.objects.new(name,data); S.collection.objects.link(ob); ob.location=loc; ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
 data=bpy.data.cameras.new('Camera'); cam=bpy.data.objects.new('Camera',data); S.collection.objects.link(cam); S.camera=cam; return cam

def camera(cam,side=False,wide=False):
 cam.data.type='ORTHO'; cam.data.ortho_scale=8.5 if wide else (6.5 if side else 7.2)
 cam.location=(8,0,2.1) if side else (7,-9,5.8)
 cam.rotation_euler=(Vector((0,0,1.02))-cam.location).to_track_quat('-Z','Y').to_euler()

def render(path,w=1280,h=720,samples=24):
 S.render.resolution_x=w; S.render.resolution_y=h; S.render.resolution_percentage=100; S.cycles.samples=samples; S.render.filepath=str(ROOT/path); bpy.ops.render.render(write_still=True)

def export(path,objects):
 bpy.ops.object.select_all(action='DESELECT')
 for o in objects: o.hide_set(False); o.select_set(True)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/path),export_format='GLB',use_selection=True,export_apply=False,export_yup=True,export_image_format='AUTO',export_texcoords=True,export_normals=True,export_materials='EXPORT',export_animations=False,export_extras=True)

def preflight():
 material('Paint',(.24,.21,.11),.05,.80,res=1024)
 g=Geo(); g.box((0,0,.5),(1,1,1)); o=g.finish('Probe'); export('probe.glb',[o]); bpy.data.objects.remove(o,do_unlink=True); bpy.ops.import_scene.gltf(filepath=str(ROOT/'probe.glb')); cam=setup_stage(); camera(cam); render('probe.png',320,180,4); print('PREFLIGHT_OK',flush=True)

if '--preflight' in sys.argv:
 preflight(); sys.exit(0)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/ && ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py -- --preflight' > /tmp/chiha-preflight.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'tail -8 /tmp/chiha-preflight.log && date -u +%T' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
16:30:29

 exited 1 in 65351ms:
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/bin/bash -lc "cat >> build_chi-ha-tank.py <<'PY'

# All material graph results are Cycles-baked to compact shared tile sets.
for args in [('Paint',(.24,.21,.11),.04,.82,'green_metal_rust',1024),('TrackSteel',(.17,.14,.105),.72,.71,'rusty_metal_02',512),('Rubber',(.032,.035,.032),0,.91,'green_metal_rust',512),('Scars',(.25,.265,.26),.85,.48,'rusty_metal_02',512),('Interior',(.013,.017,.014),.05,.95,'green_metal_rust',512),('Lamps',(.68,.66,.50),.15,.29,'green_metal_rust',512),('Burnt',(.095,.084,.073),.45,.92,'rusty_metal_02',512)]: material(*args)
print('MATERIAL_BAKES_COMPLETE',flush=True)

# Continuous armoured tub, with sloped nose, chamfered sides and real turret well.
h=Geo()
sections=[(-2.49,.72,.50,.72),(-2.26,.82,.42,1.04),(-1.80,.86,.40,1.16),(1.65,.83,.42,1.17),(2.47,.72,.55,1.10)]
rings=[]
for y,w,b,t in sections: rings.append([(-w+.08,y,b),(w-.08,y,b),(w,y,b+.08),(w,y,t-.06),(w-.06,y,t),(-w+.06,y,t),(-w,y,t-.06),(-w,y,b+.08)])
loft(h,rings)
outer0=octagon(0,-.48,1.88,2.65,1.10,.24); outer1=octagon(0,-.48,1.58,2.30,1.39,.22)
loft(h,[outer0,outer1],caps=False)
tc=Vector((.105,-.48,1.395)); inner=[]
for v in outer1:
 d=Vector((v[0]-tc.x,v[1]-tc.y,0)).normalized(); inner.append((tc.x+d.x*.65,tc.y+d.y*.65,1.39))
loft(h,[outer1,inner],caps=False)
loft(h,[inner,[(x,y,.85) for x,y,z in inner]],'Interior',False)
h.lathe((tc.x,tc.y,.85),[(0,.645),(.025,.645)],mat='Interior',n=48)
h.tube(tc,.65,.025,mat='Scars',n=48)
# Riveted plate boundaries across the fighting compartment.
for j in range(8):
 a=Vector(outer0[j]); b=Vector(outer0[(j+1)%8]); c=Vector(outer1[j]); d=Vector(outer1[(j+1)%8]); normal=(b-a).cross(c-a).normalized()
 if normal.z<0: normal=-normal
 for zt in [.13,.86]:
  aa=a.lerp(c,zt); bb=b.lerp(d,zt)
  h.line_rivets(aa.lerp(bb,.08)+normal*.004,aa.lerp(bb,.92)+normal*.004,max(3,int((bb-aa).length/.14)),normal)
 h.line_rivets(a.lerp(c,.12)+normal*.005,a.lerp(c,.88)+normal*.005,4,normal)
# Nose sheet seams, rivets and transmission access plate.
for x in [-.70,-.24,.24,.70]:
 h.line_rivets((x,-2.42,.75),(x,-1.86,1.155),6,(0,-.58,.82))
h.box((0,-2.18,.951),(1.28,.025,.07),bev=.008,rot=Matrix.Rotation(math.radians(-35),3,'X'))
for x in [-.67,.67]:
 h.box((x,-2.42,.67),(.075,.10,.12),'Scars',.012)
 h.tube((x,-2.48,.59),.074,.016,(1,0,0),'TrackSteel',18,6)
# Bell cranks, suspension shafts, springs and mounting brackets are fixed hull.
for side in [-1,1]:
 x=side*.79
 for y in [-1.38,-.02,1.34]:
  h.lathe((x,y,.54),[(-.10,.075),(.10,.075)],(1,0,0),'TrackSteel',20)
  for dy in [-.34,.34]:
   h.rod((x,y,.61),(x,y+dy,.36),.065,'Paint',10)
   h.lathe((x,y+dy,.36),[(-.08,.060),(.08,.060)],(1,0,0),'Scars',16)
 h.rod((x,-1.43,.82),(x,1.35,.82),.058,'TrackSteel',20)
 for y in [-1.1,1.05]:
  h.lathe((x,y,.82),[(-.28,.095),(-.24,.097),(.24,.097),(.28,.095)],(0,1,0),'Paint',20)
  for k in range(9): h.tube((x,y-.22+k*.055,.82),.092,.006,(0,1,0),'TrackSteel',16,4)
 for y in [-2,-1.1,0,1.1,2]:
  h.box((side*.84,y,1.10),(.17,.09,.09),bev=.005)
  h.rivet((side*.93,y,1.1),(side,0,0),.016)
# Engine deck: complete skin beneath removable grilles and boxes.
h.box((0,1.64,1.16),(1.52,1.45,.07),bev=.015)
for x in [-.73,.73]: h.line_rivets((x,1.0,1.203),(x,2.30,1.203),12)
for y in [1.0,2.30]: h.line_rivets((-.73,y,1.203),(.73,y,1.203),12)
for side in [-1,1]:
 # Rear final drive access housings.
 h.lathe((side*.55,2.39,.84),[(-.02,.15),(.06,.15),(.08,.12)],(0,1,0),'Paint',24)
 h.tube((side*.52,2.48,.59),.065,.015,(1,0,0),'TrackSteel',18,6)
Hull=h.finish('Hull')

# Road wheels, front sprockets, rear perforated idlers and three return rollers.
wheel_nodes=[]
for side,label in [(1,'L'),(-1,'R')]:
 x=side*.969
 spec=[(-2.235,.735,.435,'sprocket')]+[(y,.355,.303,'road') for y in [-1.72,-1.035,-.35,.335,1.02,1.705]]+[(2.245,.685,.423,'idler')]+[(y,1.045,.144,'return') for y in [-1.30,0,1.30]]
 spec.sort(key=lambda q:q[0])
 for wi,(y,z,r,kind) in enumerate(spec,1):
  g=Geo(); c=Vector((x,y,z)); axis=(side,0,0)
  if kind in ['road','return']:
   g.lathe(c,[(-.115,r-.015),(-.095,r),(.095,r),(.115,r-.015)],axis,'Rubber',40 if kind=='road' else 28)
   g.lathe(c,[(-.116,r*.80),(-.106,r*.87),(.107,r*.87),(.121,r*.79),(.122,r*.63),(.105,r*.56)],axis,'Paint',40 if kind=='road' else 28)
   g.tube(c+Vector((side*.124,0,0)),r*.73,.009,axis,'TrackSteel',32,5)
  elif kind=='sprocket':
   # Cast toothed drive crown, two flanges with a dished centre.
   n=72; vs=[]
   for depth in [-.115,-.075,.075,.115]:
    for j in range(n):
     rr=r+(.025 if j%4 in [1,2] else -.012); a=2*pi*j/n; vs.append(c+Vector((side*depth,rr*cos(a),rr*sin(a))))
   fs=[]
   for k in range(3):
    for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
   fs.extend([tuple(reversed(range(n))),tuple(3*n+j for j in range(n))]); g.add(vs,fs,'TrackSteel')
   g.lathe(c,[(-.125,r*.76),(.118,r*.76),(.145,r*.68),(.152,r*.47),(.17,r*.29)],axis,'Paint',48)
   g.tube(c+Vector((side*.151,0,0)),r*.69,.012,axis,'Scars',48,5)
  else:
   # Open eight-spoke idler; genuine voids, not black circles.
   g.lathe(c,[(-.10,r),(.10,r),(.12,r-.025),(.12,r-.075),(-.10,r-.075),(-.10,r)],axis,'TrackSteel',48)
   for j in range(8):
    a=2*pi*j/8; g.rod(c+Vector((0,.105*cos(a),.105*sin(a))),c+Vector((0,(r-.06)*cos(a),(r-.06)*sin(a))),.048,'Paint',8)
   g.tube(c+Vector((side*.12,0,0)),r-.044,.020,axis,'Paint',48,6)
  g.lathe(c,[(-.13,r*.27),(.13,r*.27),(.155,r*.23),(.18,r*.22),(.19,r*.14)],axis,'Paint',24)
  for j in range(8 if kind"'!='"'return' else 6):
   a=2*pi*j/(8 if kind"'!='"'return' else 6); rr=r*.36; g.rivet(c+Vector((side*.132,rr*cos(a),rr*sin(a))),axis,.011 if kind"'!='"'return' else .007,'Scars')
  o=g.finish(f'Wheel_{label}{wi}',c); o['role']=kind; o['spin_axis']='X'; wheel_nodes.append(o)

# Closed path follows the six-wheel contact run, raised front drive and rear idler.
def track_path():
 pts=[]
 # clockwise around YZ plane, bottom then rear end then upper run and nose.
 pts += [(y,.044) for y in np.linspace(-1.72,1.72,45)]
 pts += [(1.72+(2.54-1.72)*t,.044+(.325-.044)*t) for t in np.linspace(0,1,13)[1:]]
 pts += [(2.245+.484*cos(a),.685+.484*sin(a)) for a in np.linspace(-.84,pi/2,34)]
 pts += [(y,1.172-.046*sin(pi*t)) for t,y in [(t,2.245-4.48*t) for t in np.linspace(0,1,80)[1:]]]
 pts += [(-2.235+.484*cos(a),.735+.484*sin(a)) for a in np.linspace(pi/2,pi+1.00,38)[1:]]
 pts += [(-2.497+(.777)*t,.328-(.284)*t) for t in np.linspace(0,1,13)[1:]]
 return np.array(pts)
path=track_path(); dist=np.r_[0,np.cumsum(np.linalg.norm(np.diff(path,axis=0),axis=1))]; length=dist[-1]; LINK_N=104

def sample_path(t):
 s=t*length; j=min(len(path)-2,max(0,np.searchsorted(dist,s)-1)); f=(s-dist[j])/(dist[j+1]-dist[j]); pos=path[j]*(1-f)+path[j+1]*f; tangent=path[j+1]-path[j]; tangent/=np.linalg.norm(tangent); return pos,tangent

def track_geo(side,broken=False):
 g=Geo(); x=side*.972
 for i in range(LINK_N):
  t=(i+.5)/LINK_N; pos,tangent=sample_path(t)
  if broken and t>.53:
   # Upper run sags, breaks at nose; terminal links rest on the ground ahead.
   if t<.83:
    q=(t-.53)/.30; pos[1]=.36+.26*sin(pi*q); tangent=np.array([-1.,.26*pi/4*cos(pi*q)]); tangent/=np.linalg.norm(tangent)
   else:
    q=(t-.83)/.17; pos=np.array([-1.75-2.1*q,.044]); tangent=np.array([-1.,0.])
  y,z=pos; dy,dz=tangent; rot=Matrix(((1,0,0),(0,dy,-dz),(0,dz,dy)))
  start=len(g.f); vstart=len(g.v)
  g.box((x,y,z),(.374,.105,.051),'TrackSteel',.007,rot)
  for dx in [-.135,.135]:
   c=Vector((x,y,z))+rot@Vector((dx,0,-.034)); g.box(c,(.096,.076,.026),'TrackSteel',.004,rot)
  # Raised transverse grouser and inner guide tooth.
  c=Vector((x,y,z))+rot@Vector((0,0,-.029)); g.box(c,(.35,.025,.028),'Scars',.004,rot)
  tooth=[(-.035,-.032,.024),(.035,-.032,.024),(.035,.032,.024),(-.035,.032,.024),(-.012,-.016,.096),(.012,-.016,.096),(.012,.016,.096),(-.012,.016,.096)]
  g.add([Vector((x,y,z))+rot@Vector(v) for v in tooth],[(0,3,2,1),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7),(4,5,6,7)],'TrackSteel')
  # Pin barrels at each outer edge.
  for dx in [-.191,.191]: g.lathe(Vector((x,y,z))+rot@Vector((dx,.043,0)),[(-.017,.019),(.017,.019)],(1,0,0),'TrackSteel',8)
  # UV V is arc length / loop length, one full loop, including side faces.
  inv=rot.transposed()
  for fi in range(start,len(g.f)):
   g.uv[fi]=[]
   for vi in g.f[fi]:
    local=inv@(Vector(g.v[vi])-Vector((x,y,z))); g.uv[fi].append(((local.x+.205)/.41,(i+.5+local.y/(length/LINK_N))/LINK_N))
 return g
for side,label in [(1,'L'),(-1,'R')]: track_geo(side).finish('Track_'+label)

# Four detachable fenders: rolled lip, braces and fasteners; armour underneath is complete.
for side,label in [(1,'L'),(-1,'R')]:
 for front,code in [(True,'F'),(False,'R')]:
  g=Geo(); ya,yb=(-2.50,.05) if front else (.07,2.48)
  # Shallow curved sheet, rolled front/rear edge.
  pts=[(ya,1.075),(ya+.12,1.19),(ya+.34,1.215),(yb-.16,1.215),(yb,1.17)] if front else [(ya,1.215),(yb-.25,1.195),(yb-.10,1.16),(yb,1.08)]
  vs=[]
  for y,z in pts: vs.extend([(side*.78,y,z),(side*1.165,y,z),(side*.78,y,z-.025),(side*1.165,y,z-.025)])
  fs=[]
  for j in range(len(pts)-1):
   a=j*4;b=(j+1)*4; fs.extend([(a,a+1,b+1,b),(a+2,b+2,b+3,a+3),(a,b,a+2,b+2),(a+1,a+3,b+3,b+1)])
  fs.extend([(0,2,3,1),tuple(range((len(pts)-1)*4,len(pts)*4))]); g.add(vs,fs)
  for (y,z),(yy,zz) in zip(pts,pts[1:]): g.rod((side*1.165,y,z),(side*1.165,yy,zz),.009,'Paint',8)
  for y in np.linspace(ya+.3,yb-.2,5):
   g.line_rivets((side*.83,y,1.228),(side*1.10,y,1.228),3)
  g.finish(f'Part_Fender_{code}{label}',(side*.973,(ya+yb)/2,1.17))
 # Large side stowage box and clasps.
 g=Geo(); x=side*.964; y=1.15
 g.box((x,y,1.35),(.33,.85,.28),bev=.018); g.box((x,y,1.501),(.35,.88,.032),bev=.008)
 for yy in [y-.30,y+.30]:
  g.box((x+side*.173,yy,1.43),(.018,.045,.10),'TrackSteel',.004); g.rivet((x+side*.185,yy,1.41),(side,0,0),.009)
 g.rod((x-.07,y,1.53),(x+.07,y,1.53),.012,'TrackSteel'); g.finish('Part_Toolbox_'+label,(x,y,1.36))
 # Exhaust muffler and rounded mesh guard, each independently removable.
 g=Geo(); x=side*.961;y=2.005;z=1.34
 g.lathe((x,y,z),[(-.40,.057),(-.33,.125),(-.25,.133),(.25,.133),(.33,.11),(.37,.054)],(0,1,0),'TrackSteel',32)
 g.rod((x,1.62,z),(side*.69,1.46,z-.03),.047,'TrackSteel',16); g.rod((x,2.37,z),(x,2.51,z+.05),.049,'TrackSteel',16)
 g.finish('Part_Muffler_'+label,(x,y,z))
 g=Geo()
 for yy in [1.705,2.305]:
  g.tube((x,yy,z),.147,.012,(0,1,0),'TrackSteel',28,6)
  g.box((x,yy,z-.14),(.19,.035,.07),'Paint',.008)
 # Diamond wire lattice wraps around the outside of the muffler.
 for direction in [-1,1]:
  for k in range(27):
   y0=1.60+k*.032
   old=None
   for j in range(17):
    a=-.38+j*(pi+.76)/16; yy=y0+direction*(a/(pi+.76))*.24
    if 1.715<=yy<=2.295:
     p=(x+side*.151*sin(a),yy,z+.151*cos(a))
     if old:g.rod(old,p,.0032,'TrackSteel',4)
     old=p
    else:old=None
 g.finish('Part_MufflerGuard_'+label,(x,y,z))
 # Rear fender mounting foot remains after damage.
 # Headlights and detachable protective cages.
 g=Geo(); pos=(side*.72,-1.92,1.17)
 g.lathe(pos,[(-.052,.069),(.048,.069),(.055,.056)],(0,-1,0),'Paint',24)
 g.lathe((pos[0],pos[1]-.056,pos[2]),[(0,.053),(.008,.052)],(0,-1,0),'Lamps',24)
 g.finish('Part_Headlamp_'+label,pos)
 g=Geo()
 for dx in [-.081,.081]: g.rod((pos[0]+dx,pos[1]+.03,pos[2]-.04),(pos[0]+dx,pos[1]-.10,pos[2]+.075),.009,'Paint',8)
 g.rod((pos[0]-.081,pos[1]-.1,pos[2]+.075),(pos[0]+.081,pos[1]-.1,pos[2]+.075),.009,'Paint',8)
 g.finish('Part_LampGuard_'+label,pos)

# Engine-deck louvres: spaced, individually shaped slats above the sealed skin.
for side,label in [(1,'L'),(-1,'R')]:
 g=Geo(); x=side*.36;y=1.48
 for dx in [-.295,.295]:g.box((x+dx,y,1.239),(.022,1.13,.046),bev=.005)
 for yy in [y-.555,y+.555]:g.box((x,yy,1.239),(.61,.028,.046),bev=.005)
 for j in range(17):g.box((x,y-.5+j*.0625,1.245),(.565,.037,.034),'Paint',.006,Matrix.Rotation(.26,3,'X'))
 g.finish('Part_EngineGrille_'+label,(x,y,1.24))
# Rear jack, pioneer tools, spare track assembly and tow cable.
g=Geo(); g.box((0,2.38,1.21),(.19,.14,.10),'TrackSteel',.006); g.rod((-.42,2.38,1.22),(.42,2.38,1.22),.033,'TrackSteel',12)
g.box((.42,2.38,1.22),(.08,.16,.15),'Paint',.008); g.rod((-.08,2.38,1.23),(-.08,2.38,1.47),.021,'Scars',12); g.finish('Part_Jack',(0,2.38,1.24))
g=Geo()
for x in [-.46,-.22]:
 g.rod((x,.73,1.23),(x,2.08,1.23),.016,'TrackSteel',10)
 g.box((x,2.10,1.24),(.15,.23,.018),'Scars',.02)
 for yy in [1.0,1.83]:g.box((x,yy,1.254),(.07,.035,.025),'Paint',.004)
g.finish('Part_PioneerTools',(-.34,1.40,1.24))
g=Geo()
for j in range(4):
 g.box((.48,-2.12+j*.115,1.055+j*.063),(.34,.10,.04),'TrackSteel',.007)
 g.box((.48,-2.12+j*.115,1.08+j*.063),(.31,.028,.028),'Scars',.003)
g.finish('Part_SpareTracks',(.48,-1.95,1.16))
g=Geo(); pts=[]
for i in range(61):
 a=2*pi*i/60; pts.append((-.40+.28*cos(a),2.483,.89+.19*sin(a)))
for a,b in zip(pts,pts[1:]):g.rod(a,b,.014,'TrackSteel',6)
for x in [-.55,-.25]:g.box((x,2.46,1.02),(.04,.07,.09),'Paint',.004)
g.finish('Part_TowCable',(-.4,2.483,.89))

# Turret: asymmetric octagonal shell, riveted seams, full roof around hatch opening.
t=Geo(); cx,cy=tc.x,tc.y
lower=octagon(cx,cy,1.59,1.74,1.415,.25); upper=octagon(cx,cy,1.43,1.58,1.948,.22)
loft(t,[lower,upper],caps=False)
t.lathe(tc,[(0,.615),(.06,.615)],mat='Paint',n=48)
# Close floor, preserving a basket connection for the wreck variant.
loft(t,[lower,[(x,y,1.40) for x,y,z in lower]],caps=True)
hatchpos=Vector((cx,cy+.16,1.957)); hole=[]
for p in upper:
 d=Vector((p[0]-hatchpos.x,p[1]-hatchpos.y,0)).normalized(); hole.append((hatchpos.x+d.x*.265,hatchpos.y+d.y*.265,1.948))
loft(t,[upper,hole],caps=False); loft(t,[hole,[(x,y,1.57) for x,y,z in hole]],'Interior',False)
t.lathe((hatchpos.x,hatchpos.y,1.57),[(0,.26),(.015,.26)],mat='Interior',n=32)
for j in range(8):
 a,b=Vector(lower[j]),Vector(lower[(j+1)%8]); c,d=Vector(upper[j]),Vector(upper[(j+1)%8]); normal=(b-a).cross(c-a).normalized()
 for f in [.08,.91]:
  aa=a.lerp(c,f); bb=b.lerp(d,f); t.line_rivets(aa.lerp(bb,.07)+normal*.004,aa.lerp(bb,.93)+normal*.004,max(3,int((bb-aa).length/.135)),normal,.011)
 t.line_rivets(a.lerp(c,.12)+normal*.008,a.lerp(c,.88)+normal*.008,6,normal,.012)
# Vision slits sunk into raised frames, one per side.
for side in [-1,1]:
 x=cx+side*.759
 t.box((x,cy-.22,1.735),(.018,.16,.056),'Paint',.006)
 t.box((x+side*.012,cy-.22,1.745),(.006,.117,.012),'Interior',.001)
# Rear-facing Type 97 machine gun (the tank has no roof MG).
t.lathe((cx+.20,cy+.821,1.70),[(-.03,.112),(.065,.096),(.095,.057)],(0,1,0),'Paint',24)
t.lathe((cx+.20,cy+.96,1.70),[(-.045,.029),(.23,.024),(.25,.019)],(0,1,0),'Scars',16)
for j in range(8):t.tube((cx+.20,cy+.965+j*.027,1.70),.027,.005,(0,1,0),'TrackSteel',12,4)
t.rod((cx+.2,cy+1.06,1.73),(cx+.2,cy+1.06,1.81),.008,'Scars',8)
Turret=t.finish('Turret',tc); Turret['rotation_axis']='Y in glTF'
# Mantlet trunnion and separate recoil tube.
g=Geo(); gp=Vector((cx,cy-.825,1.713)); g.box(gp,(.48,.22,.32),'Paint',.035)
for sx in [-1,1]:
 g.lathe(gp+Vector((sx*.235,0,0)),[(-.017,.12),(.017,.12)],(1,0,0),'Paint',24)
 for zz in [-.105,.105]:g.rivet(gp+Vector((sx*.174,-.116,zz)),(0,-1,0),.014)
g.lathe(gp+Vector((0,-.14,0)),[(-.02,.109),(.075,.096)],(0,-1,0),'Paint',32)
Gun=g.finish('Gun',gp,Turret)
g=Geo(); bp=gp+Vector((0,-.215,0)); barrel_len=.925
# Hollow bore with crown; inner bore continues deeply back from the muzzle.
g.lathe(bp,[(0,.075),(.055,.075),(.66,.055),(.88,.051),(.925,.058),(.938,.058),(.938,.029),(.64,.029)],(0,-1,0),'Paint',32,caps=False)
g.lathe(bp+Vector((0,-.64,0)),[(0,.028),(.004,.028)],(0,-1,0),'Interior',24)
Barrel=g.finish('Barrel',bp,Gun); empty('Muzzle',bp+Vector((0,-.938,0)),Barrel)
# Horseshoe antenna is a characteristic detachable silhouette, with four supports.
g=Geo(); railpts=[]
for j in range(53):
 a=math.radians(-135)+math.radians(270)*j/52
 railpts.append((cx+.865*sin(a),cy+.81*cos(a),2.066))
for a,b in zip(railpts,railpts[1:]):g.rod(a,b,.016,'Paint',10)
for a in [-100,-35,35,100]:
 a=math.radians(a); top=Vector((cx+.865*sin(a),cy+.81*cos(a),2.066)); base=Vector((cx+.66*sin(a),cy+.65*cos(a),1.943)); g.rod(base,top,.014,'Paint',10)
 g.lathe(base,[(0,.028),(.015,.028)],mat='TrackSteel',12)
g.finish('Part_Turret_RadioRail',(cx,cy,2.045),Turret)
# Loop antenna in the sheet, compact enough to preserve requested overall height.
g=Geo(); ap=(cx-.54,cy+.46,2.10)
g.tube(ap,.12,.008,(0,1,0),'TrackSteel',36,6); g.rod((ap[0],ap[1],1.94),(ap[0],ap[1],1.99),.018,'Scars',12)
for z in [1.951,1.97,1.989]:g.tube((ap[0],ap[1],z),.02,.004,mat='Rubber',12,4)
g.finish('Part_Turret_LoopAntenna',ap,Turret)
g=Geo(); g.lathe(hatchpos,[(0,.29),(.026,.29),(.053,.282),(.056,.265)],mat='Paint',48,caps=False)
for a in [0,pi/2,pi,3*pi/2]:
 g.box((hatchpos.x+.287*cos(a),hatchpos.y+.287*sin(a),1.995),(.055,.055,.025),'Interior',.004)
g.finish('Part_Turret_Cupola',hatchpos,Turret)
g=Geo(); g.box((cx-.35,cy-.59,1.968),(.13,.19,.035),'Paint',.006); g.box((cx-.35,cy-.62,1.996),(.082,.10,.027),'TrackSteel',.004); g.finish('Part_Turret_Sight',(cx-.35,cy-.59,1.985),Turret)
# Closed, hinged crew hatches and cavity wells.
g=Geo(); g.lathe((hatchpos.x,hatchpos.y,2.025),[(-.015,.278),(0,.29),(.027,.285),(.037,.263)],mat='Paint',48)
for x in [-.16,.16]:g.rod((hatchpos.x+x,hatchpos.y+.255,2.026),(hatchpos.x+x+.075,hatchpos.y+.255,2.026),.022,'Scars',12)
g.rod((hatchpos.x-.063,hatchpos.y,2.086),(hatchpos.x+.063,hatchpos.y,2.086),.012,'TrackSteel',10)
for x in [-.063,.063]:g.rod((hatchpos.x+x,hatchpos.y,2.055),(hatchpos.x+x,hatchpos.y,2.086),.012,'TrackSteel',10)
g.finish('Hatch_Commander',(hatchpos.x,hatchpos.y+.255,2.026),Turret)
# Driver's rectangular opening, rim and dark recessed crew space on the front shoulder.
g=Geo(); dp=Vector((-.40,-1.435,1.37)); g.box(dp,(.49,.045,.255),'Paint',.018)
g.box(dp+Vector((0,-.027,.025)),(.345,.013,.065),'Interior',.003)
g.box(dp+Vector((0,-.04,.065)),(.39,.034,.022),'Paint',.004)
for x in [-.22,.22]:g.rivet(dp+Vector((x,-.027,-.095)),(0,-1,0),.013)
g.finish('Hatch_Driver',dp+Vector((0,0,.128)))
# A dark inset box remains inside the driver's access opening.
g=Geo(); g.box((-.4,-1.37,1.29),(.47,.18,.20),'Interior',.01); driverwell=g.finish('DriverInterior');
# Hull bow machine gun fixed to the hull.
g=Geo(); mp=(.43,-1.59,1.25)
g.lathe(mp,[(-.03,.12),(.04,.115),(.08,.075)],(0,-1,0),'Paint',28); g.lathe((.43,-1.68,1.25),[(0,.028),(.28,.022),(.31,.018)],(0,-1,0),'Scars',16)
for k in range(6):g.tube((.43,-1.71-.033*k,1.25),.027,.005,(0,1,0),'TrackSteel',12,4)
bow=g.finish('BowMG')
# Merge fixed non-moving fragments into Hull, preserving every detachable item.
def join_objects(obs,name,origin):
 bpy.ops.object.select_all(action='DESELECT')
 for o in obs:o.hide_set(False);o.select_set(True)
 bpy.context.view_layer.objects.active=obs[0]; bpy.ops.object.join(); o=obs[0]; o.name=name
 mw=o.matrix_world.copy(); delta=mw.inverted()@Vector(origin)
 for v in o.data.vertices:v.co-=delta
 o.matrix_world.translation=origin; return o
Hull=join_objects([Hull,driverwell,bow],'Hull',(0,0,0)); groups['Hull']=Hull
for name,pos,par in [('Seat_Commander',(hatchpos.x,hatchpos.y,2.055),Turret),('Seat_Driver',(-.4,-1.45,1.40),None),('Exhaust',(.961,2.51,1.39),None),('Light_Head_L',(.72,-1.976,1.17),None),('Light_Head_R',(-.72,-1.976,1.17),None),('Fx_Engine',(0,1.6,1.24),None),('Fx_Ammo',(0,-.15,.8),None),('Fx_Hatch',(hatchpos.x,hatchpos.y,2.075),Turret)]: empty(name,pos,par)
healthy=[o for o in S.objects if o.type in {'MESH','EMPTY'}]
# Recalculate winding once; preserve intentional smooth surfaces and local rig origins.
for o in healthy:
 if o.type=='MESH':
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free()
S.view_layers.update() if hasattr(S.view_layers,'update') else bpy.context.view_layer.update()
export('chi-ha-tank.glb',healthy)
print('HEALTHY_EXPORTED',sum(len(o.data.polygons) for o in healthy if o.type=='MESH'),flush=True)
cam=setup_stage(); camera(cam); render('draft.png',1280,720,24)
# Asset checkpoint is helpful for recoverable rendering, but clean default runs rebuild everything.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'healthy.blend'))
PY
python3 -m py_compile build_chi-ha-tank.py
tail -8 /tmp/chiha-preflight.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
  File "build_chi-ha-tank.py", line 450
    g.lathe(base,[(0,.028),(.015,.028)],mat='TrackSteel',12)
                                                           ^
SyntaxError: positional argument follows keyword argument
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Location: /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:174


Error: script failed, file: '/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py', exiting.

Blender quit

codex
The hull, running gear, turret, and detachable fittings are scripted. The first bake probe exposed a Blender 5.2 exporter compatibility issue; I’m fixing that before the full export so the baked materials survive into the GLB.

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/bin/bash -lc "sed -i \"s/mat='TrackSteel',12)/mat='TrackSteel',n=12)/\" build_chi-ha-tank.py
python3 -m py_compile build_chi-ha-tank.py
 tail -45 /tmp/chiha-preflight.log
ssh gex44 \"sed -n '1,180p' /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/material/extensions/gltf2_blender_gather_materials_iridescence.py\"" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 exited 2 in 581ms:
  File "build_chi-ha-tank.py", line 455
    for z in [1.951,1.97,1.989]:g.tube((ap[0],ap[1],z),.02,.004,mat='Rubber',12,4)
                                                                                 ^
SyntaxError: positional argument follows keyword argument
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2105, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 48, in _create
    BlenderScene.create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/scene.py", line 39, in create
    BlenderNode.create_vnode(gltf, 'root')
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 47, in create_vnode
    BlenderNode.create_vnode(gltf, child)
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 33, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 54, in create_object
    obj = BlenderNode.create_mesh_object(gltf, vnode)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 314, in create_mesh_object
    mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 26, in create
    return create_mesh(gltf, mesh_idx, skin_idx)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 52, in create_mesh
    do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 540, in do_primitives
    BlenderMaterial.create(gltf, prim.material, vertex_color)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/material.py", line 68, in create
    pbr_metallic_roughness(mh)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py", line 162, in pbr_metallic_roughness
    iridescence_factor_socket=mh.settings_node.inputs['Iridescence Factor'] if mh.settings_node else None,
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Location: /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:174


Error: script failed, file: '/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py', exiting.

Blender quit
sed: can't read /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/material/extensions/gltf2_blender_gather_materials_iridescence.py: No such file or directory

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/bin/bash -lc "sed -i \"s/mat='Rubber',12,4)/mat='Rubber',n=12,m=4)/\" build_chi-ha-tank.py
python3 -m py_compile build_chi-ha-tank.py
ssh gex44 \"rg -n 'Iridescence Factor|def get.*group|glTF Material Output' /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/material_utils.py /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/com/material_helpers.py\"" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 exited 127 in 569ms:
  File "build_chi-ha-tank.py", line 457
    g=Geo(); g.lathe(hatchpos,[(0,.29),(.026,.29),(.053,.282),(.056,.265)],mat='Paint',48,caps=False)
                                                                                                    ^
SyntaxError: positional argument follows keyword argument
bash: line 1: rg: command not found

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/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py'
s=open(p).read().replace(\"mat='Paint',48\", \"mat='Paint',n=48\")
# Importer creates its own compatible settings group on roundtrip.
s=s.replace(\"bpy.ops.import_scene.gltf(filepath=str(ROOT/'probe.glb'))\", \"bpy.data.node_groups.get('glTF Material Output').name='Baked Settings'; bpy.ops.import_scene.gltf(filepath=str(ROOT/'probe.glb'))\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py -- --preflight' > /tmp/chiha-preflight2.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'tail -8 /tmp/chiha-preflight2.log && date -u +%T' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
16:34:59

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/bin/bash -lc "ssh gex44 'ls -lh /root/fal-author/chi-ha-tank-v1/textures/ && ps -eo pid,etime,args | grep \"blender -b\" | head -5'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 657ms:
total 1.2M
-rw-r--r-- 1 root root 372K Oct 11 18:31 Paint_base.png
-rw-r--r-- 1 root root 294K Oct 11 18:31 Paint_normal.png
-rw-r--r-- 1 root root 102K Oct 11 18:31 Paint_orm.png
-rw-r--r-- 1 root root 107K Oct 11 18:31 green_metal_rust_arm_1k.jpg
-rw-r--r-- 1 root root 208K Oct 11 18:31 green_metal_rust_diff_1k.jpg
-rw-r--r-- 1 root root 119K Oct 11 18:31 green_metal_rust_nor_gl_1k.jpg
1367142       05:47 bash -c rm /root/fal-author/type99-tank-v1/textures/Paint_base.png /root/fal-author/type99-tank-v1/textures/Paint_normal.png /root/fal-author/type99-tank-v1/textures/Paint_orm.png /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py > /root/fal-author/type99-tank-v1/build.log 2>&1
1388935       01:25 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/k2-tank-v1/build_k2-tank.py > /root/fal-author/k2-tank-v1/build.log 2>&1
1394657       00:28 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/t55-tank-v1/build_t55-tank.py > /root/fal-author/t55-tank-v1/build.log 2>&1
1395096       00:25 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/char-b1-tank-v1/build_char-b1-tank.py > /root/fal-author/char-b1-tank-v1/build.log 2>&1
1397396       00:00 bash -c ls -lh /root/fal-author/chi-ha-tank-v1/textures/ && ps -eo pid,etime,args | grep "blender -b" | head -5

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/bin/bash -lc "cat >> build_chi-ha-tank.py <<'PY'

# Damage library: swaps are made from the healthy meshes in the exact same frame.
def clone(o,name,parent=None):
 q=o.copy();q.data=o.data.copy() if o.type=='MESH' else None;S.collection.objects.link(q);q.name=name
 mw=o.matrix_world.copy();q.parent=None;q.matrix_world=mw
 if parent:q.parent=parent;q.matrix_world=mw
 return q

def simplify(o,ratio):
 active(o); mod=o.modifiers.new('game budget','DECIMATE');mod.ratio=ratio; bpy.ops.object.modifier_apply(modifier=mod.name)

def replace_materials(o,burn=False):
 for i,m in enumerate(o.data.materials):
  if burn:o.data.materials[i]=M['Burnt']
  elif m.name in ['Lamps','Interior']:o.data.materials[i]=M['Burnt']

hd=empty('Hull_Damage',(0,0,0));td=empty('Turret_Damage',tc)
twins=[]
for o in healthy:
 if not o.name.startswith('Part_'):continue
 if any(k in o.name for k in ['Fender','Toolbox','Muffler','EngineGrille','Jack','RadioRail','LoopAntenna','Cupola','Sight']):
  name='Dmg_'+o.name[5:];parent=td if o.name.startswith('Part_Turret_') else hd
  q=clone(o,name,parent); replace_materials(q)
  # Fold a corner, twist sheet edges and introduce localized spall tears.
  coords=np.array([v.co[:] for v in q.data.vertices]); ext=np.maximum(np.max(np.abs(coords),axis=0),.02)
  for v in q.data.vertices:
   a=v.co.y/ext[1]; b=v.co.x/ext[0]
   v.co.z+=max(0,a-.1)**2*.21 + .025*sin(17*v.co.y)*max(0,abs(b)-.55)
   v.co.x+=.09*max(0,a)*sin(v.co.z*7+1)
  # Tear away a localized end triangle patch; remaining sheet has ragged real edges.
  if 'Fender' in name or 'Grille' in name:
   bm=bmesh.new();bm.from_mesh(q.data)
   faces=[f for f in bm.faces if f.calc_center_median().y>ext[1]*.57 and f.calc_center_median().x>ext[0]*.05]
   bmesh.ops.delete(bm,geom=faces,context='FACES');bm.to_mesh(q.data);bm.free()
  # Scorch only a subset of surfaces so damaged panels still accept paint variants.
  for poly in q.data.polygons:
   if random.random()<.22:poly.material_index=list(M).index('Burnt')
  twins.append(q)

# Impact overlays are thin shells on each armour face: soot fans, gouges and petalled rims.
def scar_group(name,centre,normal,span,parent):
 g=Geo(); n=Vector(normal).normalized();u=n.cross(Vector((0,0,1)))
 if u.length<.01:u=Vector((1,0,0))
 u.normalize();v=n.cross(u)
 for hit in range(4):
  c=Vector(centre)+u*((hit-1.5)*span/3)+v*((.045 if hit%2 else -.028));radius=.029 if hit==2 else .015+hit*.004
  # Irregular flattened soot halo, 2 mm over the armour.
  N=18;vs=[c+n*.002]
  for j in range(N):
   a=2*pi*j/N; r=radius*(2.2+random.random()*.8);vs.append(c+n*.0022+u*cos(a)*r+v*sin(a)*r*.73)
  g.add(vs,[(0,j+1,(j+1)%N+1) for j in range(N)],'Burnt')
  # Thin ricochet groove, aligned with the sheet, tapering to a bright exposed edge.
  if hit"'!=2:
   a=c-u*.04; b=c+u*.042+v*.018
   g.add([a-v*.006+n*.003,b+n*.003,c+v*.008+n*.004],[(0,1,2)],'"'Scars')
  else:
   # Dark bore centre with curled bare-metal petals around the penetration.
   g.lathe(c+n*.003,[(0,radius*.77),(.0004,radius*.77)],n,'Interior',18)
   vs=[]
   for rr,depth in [(radius*.73,.003),(radius, .004),(radius*1.45,.0025)]:
    for j in range(N):
     a=2*pi*j/N;off=.006*(j%2) if rr==radius else 0
     vs.append(c+n*(depth+off)+u*cos(a)*rr+v*sin(a)*rr)
   fs=[]
   for k in range(2):
    for j in range(N):fs.append((k*N+j,k*N+(j+1)%N,(k+1)*N+(j+1)%N,(k+1)*N+j))
   g.add(vs,fs,'Scars')
 q=g.finish(name,centre,parent);replace_materials(q);return q
scars=[]
for args in [('Scar_Hull_Front',(0,-1.715,1.25),(0,-.856,.517),1.16,hd),('Scar_Hull_L',(.872,-.35,1.22),(1,0,.517),1.50,hd),('Scar_Hull_R',(-.872,-.35,1.22),(-1,0,.517),1.50,hd),('Scar_Hull_Rear',(0,2.474,.86),(0,1,0),1.06,hd),('Scar_Turret_Front',(cx,cy-.837,1.68),(0,-1,.15),.73,td),('Scar_Turret_L',(cx+.755,cy,1.69),(1,0,.15),.83,td),('Scar_Turret_R',(cx-.755,cy,1.69),(-1,0,.15),.83,td),('Scar_Turret_Rear',(cx,cy+.837,1.68),(0,1,.15),.73,td)]: scars.append(scar_group(*args))
for side,label in [(1,'L'),(-1,'R')]:
 q=track_geo(side,True).finish('Track_'+label+'_Broken',(0,0,0),hd); simplify(q,.74)
# Gun knockout contains its own damaged mantlet and burst tube; the healthy Gun hierarchy is hidden.
gparts=[clone(Gun,'broken mantlet'),clone(Barrel,'broken barrel')]
q=gparts[1]
for vert in q.data.vertices:
 d=max(0,-vert.co.y-.37)
 vert.co.z-=d*.65
 if -vert.co.y>.64:
  vert.co.x*=1+(-vert.co.y-.64)*5;vert.co.z+=(.045 if vert.co.x>0 else -.055)*(-vert.co.y-.64)*3
q=join_objects(gparts,'Gun_Broken',gp);q.parent=td;q.matrix_world.translation=gp;replace_materials(q)
# Wreck copies omit selected fittings, expose wells and carry a single Burnt material.
wh=[];wt=[]
turret_family=[Turret]+list(Turret.children_recursive)
omit=['Part_Fender_FL','Part_Fender_RR','Part_Toolbox_R','Part_MufflerGuard_L','Part_EngineGrille_R','Part_Turret_RadioRail','Part_Turret_LoopAntenna']
for o in healthy:
 if o.type"'!='"'MESH' or o.name in omit:continue
 if o.name=='Track_L': source=bpy.data.objects['Track_L_Broken']
 else:source=o
 q=clone(source,'wreck_'+o.name);replace_materials(q,True)
 if o in turret_family:
  if o.name=='Hatch_Commander':q.rotation_euler.x+=math.radians(112)
  if o.name in ['Gun','Barrel']:
   mw=q.matrix_world.copy();q.matrix_world=Matrix.Translation(gp)@Matrix.Rotation(math.radians(-18),4,'X')@Matrix.Translation(-gp)@mw
  wt.append(q)
 else:
  if o.name.startswith('Wheel_'):
   q.location.z-=.05
   if o.get('role')=='road':
    # Rubber burned away: smaller bare rims remain.
    for vert in q.data.vertices:
     rr=math.hypot(vert.co.y,vert.co.z)
     if rr>.25:vert.co.y*=.90;vert.co.z*=.90
  if o.name=='Hatch_Driver':q.rotation_euler.x=math.radians(105)
  if o.name=='Part_EngineGrille_L':q.rotation_euler.y=.55;q.location.z+=.12
  if o.name.startswith('Part_Fender'):
   for vert in q.data.vertices:vert.co.z+=.18*sin(vert.co.y*2)*abs(vert.co.y)
  wh.append(q)
# Distorted engine cover shards and visible ruptured engine block.
g=Geo();g.box((.23,1.72,1.27),(.51,.65,.24),'Burnt',.022,Matrix.Rotation(-.16,3,'Y'))
for j in range(4):g.lathe((.23,1.48+j*.15,1.42),[(-.20,.07),(.20,.07)],(1,0,0),'Burnt',12)
wh.append(g.finish('wreck_engine'))
g=Geo();g.lathe((cx,cy,1.35),[(-.26,.40),(-.24,.45),(.01,.45),(.04,.61)],mat='Burnt',n=32)
wt.append(g.finish('wreck_basket'))
WreckHull=join_objects(wh,'Wreck_Hull',(0,0,0));WreckTurret=join_objects(wt,'Wreck_Turret',tc)
for q in [WreckHull,WreckTurret]:
 # Compact wreck to roughly 40 percent of healthy, all one material per assembly.
 q.data.materials.clear();q.data.materials.append(M['Burnt'])
 for p in q.data.polygons:p.material_index=0
 simplify(q,.39)
# Ensure the two wreck meshes are true top-level nodes, no inherited transforms.
WreckHull.parent=None;WreckTurret.parent=None
bpy.context.view_layer.update()
damage=[hd,td]+list(hd.children_recursive)+list(td.children_recursive)+[WreckHull,WreckTurret]
# Prune unused slots: no extraneous material is exported in the damage file.
for q in damage:
 if q.type=='MESH':
  used=sorted({p.material_index for p in q.data.polygons}); mats=[q.data.materials[i] for i in used];ids={v:k for k,v in enumerate(used)}
  old=[p.material_index for p in q.data.polygons];q.data.materials.clear()
  for m in mats:q.data.materials.append(m)
  for p,i in zip(q.data.polygons,old):p.material_index=ids[i]
export('chi-ha-tank-damage.glb',damage)
print('DAMAGE_EXPORTED',flush=True)

# Authoritative manifest uses exported world coordinates, not Blender's Z-up frame.
def glpos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
def triangles(obs):
 return sum(sum(len(p.vertices)-2 for p in o.data.polygons) for o in obs if o.type=='MESH')
def bounds(obs):
 ps=[o.matrix_world@Vector(v) for o in obs if o.type=='MESH' for v in o.bound_box]
 xyz=np.array([glpos(v) for v in ps]);return {'min':xyz.min(0).tolist(),'max':xyz.max(0).tolist(),'dimensions':(xyz.max(0)-xyz.min(0)).tolist()}
paints=[{'name':'khaki brown','linear_rgb':[.24,.21,.11]},{'name':'olive drab','linear_rgb':[.18,.20,.095]},{'name':'forest green','linear_rgb':[.075,.14,.065]},{'name':'desert tan','linear_rgb':[.49,.38,.22]},{'name':'field grey','linear_rgb':[.20,.235,.21]},{'name':'winter white','linear_rgb':[.78,.80,.76]}]
manifest={'asset':'Type 97 Chi-Ha style','contract':'tank-damage/v1','frame':'+X left, +Y up, +Z gun forward; metres','files':{},'paints':paints,'damage':{'parts':[{'part':o.name,'twin':('Dmg_'+o.name[5:]) if ('Dmg_'+o.name[5:]) in {q.name for q in twins} else None} for o in healthy if o.name.startswith('Part_')],'scars':[q.name for q in scars],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'historical_rig_notes':'No roof MG or separate loader hatch on this turret. Rear turret MG fixed into Turret; bow MG fixed into Hull. Wheels sorted front to back including return rollers; role is stored as node extras.'}
for file,obs in [('chi-ha-tank.glb',healthy),('chi-ha-tank-damage.glb',damage)]:
 manifest['files'][file]={'triangles':triangles(obs),'bounds':bounds(obs),'nodes':[{'name':o.name,'parent':o.parent.name if o.parent else None,'world_position':glpos(o.matrix_world.translation),'type':o.type} for o in obs]}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Drop all authored objects/materials before proof: both GLBs are imported into an empty scene.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
for g in list(bpy.data.node_groups):
 if g.name.startswith('glTF Material Output'):bpy.data.node_groups.remove(g)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'chi-ha-tank.glb')); A=list(S.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'chi-ha-tank-damage.glb')); B=[o for o in S.objects if o not in A]
# Blender adds numeric suffixes to the duplicate material names on import; all Paint copies share variants.
cam=setup_stage();camera(cam)
def vis(obs,value):
 for o in obs:o.hide_render=not value

def state(which):
 vis(A,which in ['healthy','hit','stripped','immobilised']);vis(B,False)
 if which=='hit':
  for o in B:
   if o.name.startswith('Scar_'):o.hide_render=False
  chosen=['Fender_FL','Fender_FR','Toolbox_L','MufflerGuard_L','EngineGrille_L','Turret_RadioRail']
  for name in chosen:
   bpy.data.objects['Part_'+name].hide_render=True;bpy.data.objects['Dmg_'+name].hide_render=False
 elif which=='stripped':
  for o in A:
   if o.name.startswith('Part_'):o.hide_render=True
 elif which=='immobilised':
  bpy.data.objects['Track_L'].hide_render=True;bpy.data.objects['Track_L_Broken'].hide_render=False
  gun=bpy.data.objects['Gun']
  for o in [gun]+list(gun.children_recursive):o.hide_render=True
  bpy.data.objects['Gun_Broken'].hide_render=False
 elif which in ['wreck','blown']:
  bpy.data.objects['Wreck_Hull'].hide_render=False;bpy.data.objects['Wreck_Turret'].hide_render=False

state('healthy');render('final.png',1920,1080,48)
camera(cam,True);render('side.png',1920,1080,32);camera(cam)
# Clay proof overrides materials only during this render.
clay=bpy.data.materials.new('Clay proof');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.37,.37,.37,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72
S.view_layers[0].material_override=clay;render('clay.png',1920,1080,32);S.view_layers[0].material_override=None
# Pivot exercise: origin world positions must remain fixed under local rotations.
records=[]
for o in A:
 if o.name in ['Turret','Gun','Barrel','Hatch_Commander','Hatch_Driver'] or o.name.startswith('Wheel_'):
  old=o.rotation_euler.copy();before=o.matrix_world.translation.copy();axis=2 if o.name=='Turret' else 0;o.rotation_euler[axis]+=pi/6;bpy.context.view_layer.update();err=(o.matrix_world.translation-before).length
  records.append({'node':o.name,'axis_blender':'Z' if axis==2 else 'X','origin_drift_m':err});o.rotation_euler=old
# Simultaneous articulated view, visible evidence of local pivots.
rotated=[]
for name,axis in [('Turret',2),('Gun',0),('Hatch_Commander',0),('Hatch_Driver',0)]+[(o.name,0) for o in A if o.name.startswith('Wheel_')]:
 o=bpy.data.objects[name];rotated.append((o,o.rotation_euler.copy()));o.rotation_euler[axis]+=pi/6
render('rig-check.png',1280,720,16)
for o,rot in rotated:o.rotation_euler=rot
manifest['pivot_checks']=records;(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Contact sheets are assembled from actual exported-asset renders with Blender image pixels.
def grid(files,out):
 ims=[bpy.data.images.load(str(ROOT/f),check_existing=False) for f in files];w,h=ims[0].size; arr=np.zeros((h*2,w*3,4),dtype=np.float32)
 for k,im in enumerate(ims):
  pix=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-k//3;col=k%3;arr[row*h:(row+1)*h,col*w:(col+1)*w]=pix
 image=bpy.data.images.new(out,width=w*3,height=h*2,alpha=True);image.pixels.foreach_set(arr.ravel());image.filepath_raw=str(ROOT/out);image.file_format='PNG';image.save()
 for im in ims:bpy.data.images.remove(im)
paint_mats=[m for m in bpy.data.materials if m.name=='Paint' or m.name.startswith('Paint.')]
def set_paint(rgb):
 for m in paint_mats:
  nt=m.node_tree;p=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');link=p.inputs['Base Color'].links[0];src=link.from_socket;node=link.from_node
  if node.type=='MIX' and node.data_type=='RGBA':
   # Importer uses ShaderNodeMix for glTF baseColorFactor.
   node.inputs[7].default_value=(*rgb,1)
  elif node.type=='MIX_RGB':node.inputs[2].default_value=(*rgb,1)
  else:
   mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;mix.inputs[2].default_value=(*rgb,1);nt.links.new(src,mix.inputs[1]);nt.links.new(mix.outputs[0],p.inputs['Base Color'])
state('healthy');camera(cam)
for k,paint in enumerate(paints):set_paint(paint['linear_rgb']);render(f'paint-{k}.png',640,360,16)
grid([f'paint-{k}.png' for k in range(6)],'paints.png');set_paint(paints[0]['linear_rgb'])
camera(cam,wide=True)
for k,st in enumerate(['healthy','hit','stripped','immobilised','wreck','blown']):
 state(st)
 if st=='blown':
  o=bpy.data.objects['Wreck_Turret'];o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4)
 render(f'state-{k}.png',640,360,24)
grid([f'state-{k}.png' for k in range(6)],'states.png')
(ROOT/'NOTES.md').write_text('\\n'.join([
 'Type 97 Chi-Ha style medium tank; articulated healthy asset plus tank-damage/v1 swaps and burnt wreck, no insignia.',
 f'Triangles: healthy {manifest[\"files\"][\"chi-ha-tank.glb\"][\"triangles\"]:,}; damage {manifest[\"files\"][\"chi-ha-tank-damage.glb\"][\"triangles\"]:,}.',
 'Materials: Paint (neutral baked detail × khaki factor), TrackSteel, Rubber, Scars, Interior, Lamps; damage adds Burnt.',
 'Textures: Paint base/normal 1024²; all other base/normal and every ORM 512²; Cycles GPU baked photographic/procedural tiles.',
 'Poly Haven CC0 IDs: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff/nor_gl/arm 1k JPGs.',
 'Reference differences: compact radio loop to respect 2.23 m overall height; no roof MG or separate loader hatch; weathering and damage are authored interpretations.'
])+'\\n')
print('COMPLETE',json.dumps({f:{'triangles':v['triangles'],'bounds':v['bounds']} for f,v in manifest['files'].items()}),flush=True)
PY
python3 -m py_compile build_chi-ha-tank.py
tail -8 /tmp/chiha-preflight2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
hook: PreToolUse
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exec
/bin/bash -lc "ps -eo pid,etime,args | rg 'chiha|chi-ha|ssh gex44' | head -12
ssh gex44 'ps -eo pid,etime,args | grep chi-ha | head -8; ls -l /root/fal-author/chi-ha-tank-v1/probe*'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 595ms:
 722420       09:37 bash -c    [ "$(cat chi-ha-tank-v1/rc.txt 2>/dev/null)" = 0 ] && exit 0   ~/forge-build/forge-assets/tools/author/launch.sh chi-ha-tank-v1 ; printf "%s rc=%s %s\n" chi-ha-tank-v1 "$?" "$(TZ=Europe/Paris date +%H:%M)" >> /tmp/tanks2-20261011/queue.log
 722423       09:37 bash /home/claude-agent/forge-build/forge-assets/tools/author/launch.sh chi-ha-tank-v1
 737158       02:42 /bin/bash -c python3 - <<'PY' p='build_chi-ha-tank.py' s=open(p).read().replace("mat='Paint',48", "mat='Paint',n=48") # Importer creates its own compatible settings group on roundtrip. s=s.replace("bpy.ops.import_scene.gltf(filepath=str(ROOT/'probe.glb'))", "bpy.data.node_groups.get('glTF Material Output').name='Baked Settings'; bpy.ops.import_scene.gltf(filepath=str(ROOT/'probe.glb'))") open(p,'w').write(s) PY python3 -m py_compile build_chi-ha-tank.py scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/ ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py -- --preflight' > /tmp/chiha-preflight2.log 2>&1
 737185       02:41 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py -- --preflight
 737262       02:39 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/t55-tank-v1/build_t55-tank.py > /root/fal-author/t55-tank-v1/build.log 2>&1
 737354       02:37 /bin/bash -c python3 - <<'PY' p='build_a7v-tank.py';s=open(p).read() s=s.replace("track_nodes={}\ndef track_pt", "track_nodes={};track_segments={}\ndef track_pt") s=s.replace("B=Build();x=s*1.12\n for i in range(TRACK_N):", "B=Build();x=s*1.12;track_segments[side]=[]\n for i in range(TRACK_N):\n  sv=len(B.v)") s=s.replace("B.uv[k]=coords\n track_nodes", "B.uv[k]=coords\n  track_segments[side].append((sv,len(B.v),x,y,z,angle))\n track_nodes") old=""" for v in q.data.vertices:   y,z=v.co.y,v.co.z   if y<-2.48:    v.co.y=y-.30-(z/.85)*.95;v.co.z=max(.012,.035+(z-.435)*.03)   elif z>.48:v.co.z-=.38*(.5+.5*sin((y+2.7)/5.4*pi));v.co.x+=(.12 if side=='L' else -.12)*sin((y+2.7)/5.4*pi) """ new=""" for i,(sv,ev,x,y,z,angle) in enumerate(track_segments[side]):   t=i/TRACK_N;newy,newz,newangle=y,z,angle;newx=x   if t>.90:    newy=-2.82-(t-.90)*14;newz=.0535;newangle=pi   elif t>.50:    u=(t-.50)/.40;newz=.8535-.40*sin(u*pi*.85)-.57*max(0,(u-.75)/.25);newz=max(.065,newz);newx+=.17*sin(u*pi)*(1 if side=='L' else -1);newangle=pi+.18*sin(u*pi*2)   oldR=Matrix.Rotation(angle,3,'X');newR=Matrix.Rotation(newangle,3,'X')   for vi in range(sv,ev):    v=q.data.vertices[vi];raw=Vector((v.co.x/DIM.x,v.co.y/DIM.y,v.co.z));loc=oldR.transposed()@(raw-Vector((x,y,z)));v.co=scaled(newR@loc+Vector((newx,newy,newz))) """ assert old in s;s=s.replace(old,new) s=s.replace("r=.055 if idx else .105","r=.043 if idx else .083").replace(".013+(.020 if idx==0 else .009)",".007+(.008 if idx==0 else .004)") # Larger, structurally readable wreck damage, copied source roof torn open. s=s.replace("if o.name.startswith('Part_CabFlap'):q.rotation_euler.y=.42;q.location.z+=.08", "if o.name.startswith('Part_CabFlap'):q.rotation_euler.y=.72;q.location.z+=.13\n if o.name=='Part_Door_L':q.rotation_euler.z=.65;q.location.x+=.14") s=s.replace("if o.name=='Hull':\n  for v", "if o.name=='Hull':\n  bm=bmesh.new();bm.from_mesh(q.data);bad=[f for f in bm.faces if f.calc_center_median().y>1.00 and 2.48<f.calc_center_median().z<2.82 and abs(f.normal.z)>.85]\n  bmesh.ops.delete(bm,geom=bad,context='FACES');bm.to_mesh(q.data);bm.free()\n  for v") s=s.replace("if v.co.z>3.22:v.co.z+=.09*sin(v.co.y*10)+.035;v.co.x*=1.05", "if v.co.z>3.22:v.co.z+=.18*sin(v.co.y*10)+.08;v.co.x*=1.12\n   if v.co.z>2.79 and v.co.x>.60:v.co.x+=.25*(v.co.z-2.79)/.5") s=s.replace("q=clone(next(o for o in damage if o.name=='Gun_Broken'),'wreck_gun')", "B=Build()\n# Jagged displaced engine-deck plates surround a dark engine cavity.\nB.box((0,1.95,2.05),(1.9,1.9,.15),'Burnt',.015)\nfor sg in [-1,1]:\n B.plate([(sg*.15,.95,2.69),(sg*1.1,1.05,2.68),(sg*1.15,2.75,2.62),(sg*.37,2.35,3.03),(sg*.58,1.95,2.93),(sg*.22,1.5,3.13)],.032,'Burnt')\nq=B.object('wreck_torn_deck');wreckpieces.append(q)\nq=clone(next(o for o in damage if o.name=='Gun_Broken'),'wreck_gun')") open(p,'w').write(s) PY python3 -m py_compile build_a7v-tank.py scp build_a7v-tank.py gex44:/root/fal-author/a7v-tank-v1/ ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/a7v-tank-v1/build_a7v-tank.py' > /tmp/a7v-build3.log 2>&1
 737370       02:36 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/char-b1-tank-v1/build_char-b1-tank.py > /root/fal-author/char-b1-tank-v1/build.log 2>&1
 737396       02:36 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/a7v-tank-v1/build_a7v-tank.py
 739669       01:27 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/churchill-tank-v1/build_churchill-tank.py > /root/fal-author/churchill-tank-v1/build.log 2>&1
 741494       00:39 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/t14-armata-tank-v1/preflight.py > /root/fal-author/t14-armata-tank-v1/preflight.log 2>&1
 742334       00:12 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/k2-tank-v1/build_k2-tank.py > /root/fal-author/k2-tank-v1/build.log 2>&1
 742757       00:00 /bin/bash -c ps -eo pid,etime,args | rg 'chiha|chi-ha|ssh gex44' | head -12 ssh gex44 'ps -eo pid,etime,args | grep chi-ha | head -8; ls -l /root/fal-author/chi-ha-tank-v1/probe*'
1394293       02:41 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/chi-ha-tank-v1/build_chi-ha-tank.py -- --preflight
1409213       00:00 bash -c ps -eo pid,etime,args | grep chi-ha | head -8; ls -l /root/fal-author/chi-ha-tank-v1/probe*
1409215       00:00 grep chi-ha
-rw-r--r-- 1 root root 788852 Oct 11 18:31 /root/fal-author/chi-ha-tank-v1/probe.glb

codex
The export issue is fixed in the script. The GPU probe is waiting in the shared machine’s job queue. While it waits, I’ve added the damage swaps, broken tracks, burnt wreck assemblies, and proof-render logic, including the six recolour variants and pivot checks.

 succeeded in 186888ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read().replace('(a,b,a+2,b+2)','(a,b,b+2,a+2)').replace(\"tuple(range((len(pts)-1)*4,len(pts)*4))\",\"tuple((len(pts)-1)*4+k for k in [0,1,3,2])\")
# Annular idler profile has its own closing wall, so no overlapping disks.
s=s.replace(\"axis,'TrackSteel',48)\\n   for j in range(8):\", \"axis,'TrackSteel',48,caps=False)\\n   for j in range(8):\")
# Bake optional CLI reuse accelerates geometry iterations but default remains full clean build.
s=s.replace(\" mat=bpy.data.materials.new(name); mat.use_nodes=True\", \" mat=bpy.data.materials.new(name); mat.use_nodes=True\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
tail -10 /tmp/chiha-preflight2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:

18:37:41 | INFO: Data are loaded, start creating Blender stuff
18:37:41 | INFO: Blender create Mesh node Probe
18:37:41 | INFO: glTF import finished in 0.01s
/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:152: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  ground=bpy.data.materials.new('Stage'); ground.diffuse_color=(.24,.27,.28,1); ground.use_nodes=True; ground.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.9
/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:154: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=S.world; world.use_nodes=True; world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.70,.80,1); world.node_tree.nodes.get('Background').inputs[1].default_value=.45
00:03.898  render           | Saved: '/root/fal-author/chi-ha-tank-v1/probe.png'
PREFLIGHT_OK

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exec
/bin/bash -lc "scp gex44:/root/fal-author/chi-ha-tank-v1/probe.png /tmp/chiha-probe.png && scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/ && ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py' > /tmp/chiha-build1.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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exec
/bin/bash -lc "scp gex44:/root/fal-author/chi-ha-tank-v1/probe.glb /tmp/chiha-probe.glb && python3 - <<'PY'
import struct,json
b=open('/tmp/chiha-probe.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);print(json.dumps(j['materials'],indent=2))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1090ms:
[
  {
    "doubleSided": true,
    "name": "Paint",
    "normalTexture": {
      "index": 0
    },
    "occlusionTexture": {
      "index": 1
    },
    "pbrMetallicRoughness": {
      "baseColorTexture": {
        "index": 2
      },
      "metallicRoughnessTexture": {
        "index": 1
      }
    }
  }
]

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read()
needle=\" bpy.ops.export_scene.gltf(filepath=str(ROOT/path),export_format='GLB',use_selection=True,export_apply=False,export_yup=True,export_image_format='AUTO',export_texcoords=True,export_normals=True,export_materials='EXPORT',export_animations=False,export_extras=True)\"
repl=needle+'''
 # Blender's exporter drops a MixRGB constant; write the glTF-defined tint explicitly.
 raw=(ROOT/path).read_bytes();jslen=struct.unpack_from('<I',raw,12)[0];doc=json.loads(raw[20:20+jslen]);tail=raw[20+jslen:]
 for mat in doc.get('materials',[]):
  if mat.get('name')=='Paint':mat.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[.24,.21,.11,1]
 encoded=json.dumps(doc,separators=(',',':')).encode();encoded+=b' '*((-len(encoded))%4)
 (ROOT/path).write_bytes(struct.pack('<4sII',b'glTF',2,20+len(encoded)+len(tail))+struct.pack('<I4s',len(encoded),b'JSON')+encoded+tail)
'''
assert needle in s;s=s.replace(needle,repl)
# Make the driver's hatch sit on the sloped frontal sheet.
s=s.replace(\"dp=Vector((-.40,-1.435,1.37))\", \"dp=Vector((-.40,-1.75,1.24))\")
s=s.replace(\"g.finish('Hatch_Driver',dp+Vector((0,0,.128)))\", \"driver=g.finish('Hatch_Driver',dp+Vector((0,0,.128)));driver.rotation_euler.x=math.radians(-26)\")
# Proper dark five-sided crew pocket, and a cut in the fixed front wall.
s=s.replace(\"g=Geo(); g.box((-.4,-1.37,1.29),(.47,.18,.20),'Interior',.01); driverwell=g.finish('DriverInterior');\", \"\"\"g=Geo(); g.box((-.4,-1.44,1.23),(.48,.025,.27),'Interior',.006)
for xx in [-.65,-.15]:g.box((xx,-1.58,1.23),(.025,.30,.27),'Interior',.004)
for zz in [1.095,1.365]:g.box((-.4,-1.58,zz),(.50,.30,.025),'Interior',.004)
driverwell=g.finish('DriverInterior')
cut=Geo();cut.box((-.4,-1.73,1.23),(.43,.48,.205),'Interior',.005);cut=cut.finish('Cutter')
active(Hull);mod=Hull.modifiers.new('Driver opening','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)\"\"\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
tail -10 /tmp/chiha-build1.log
date -u +%T" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
16:38:51

codex
The GPU bake/export/import probe passed. It also showed that Blender drops the paint tint during export, so I’ve added an explicit glTF `baseColorFactor` write. The full build is queued; its first render will let me check proportions, surface finish, and geometry weight.

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/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read();needle=\"export('chi-ha-tank-damage.glb',damage)\";repl='''# Normalize manufacturing dimensions without resetting any articulated origin or rotation.
# Vertex coordinates and pivot positions receive the same affine scale; object scales remain one.
bpy.context.view_layer.update()
pts=[o.matrix_world@Vector(c) for o in healthy if o.type=='MESH' for c in o.bound_box]
lo=Vector([min(v[k] for v in pts) for k in range(3)]);hi=Vector([max(v[k] for v in pts) for k in range(3)])
sc=Vector((2.33/(hi.x-lo.x),5.52/(hi.y-lo.y),2.23/(hi.z-lo.z)))
D=Matrix.Diagonal((*sc,1));D.translation=Vector((-((hi.x+lo.x)/2)*sc.x,-((hi.y+lo.y)/2)*sc.y,-lo.z*sc.z))
allasset=healthy+damage;oldworld={o:o.matrix_world.copy() for o in allasset}
def depth(o):return 0 if o.parent is None else depth(o.parent)+1
for o in sorted(allasset,key=depth):
 old=oldworld[o];new=old.copy();new.translation=D@old.translation;o.matrix_world=new;bpy.context.view_layer.update()
 if o.type=='MESH':o.data.transform(new.inverted()@D@old);o.data.update()
export('chi-ha-tank.glb',healthy)
export('chi-ha-tank-damage.glb',damage)'''
assert needle in s;s=s.replace(needle,repl);open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
ssh gex44 'ps -eo pid,etime,args | grep \"chi-ha-tank-v1/build\" | head -4'
tail -10 /tmp/chiha-build1.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 629ms:
1412304       01:24 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/chi-ha-tank-v1/build_chi-ha-tank.py
1419721       00:00 bash -c ps -eo pid,etime,args | grep "chi-ha-tank-v1/build" | head -4
1419723       00:00 grep chi-ha-tank-v1/build

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/bin/bash -lc "scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py && ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1637ms:
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/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read().replace(\"(.872,-.35,1.22)\",\"(.87793,-.35,1.22)\").replace(\"(-.872,-.35,1.22)\",\"(-.87793,-.35,1.22)\")
# Turret plane at height 1.68 tapers from .87 to .79 longitudinal half length.
s=s.replace(\"cy-.837,1.68\",\"cy-.830225,1.68\").replace(\"cy+.837,1.68\",\"cy+.830225,1.68\")
s=s.replace(\"cx+.755,cy,1.69\",\"cx+.75372,cy,1.69\").replace(\"cx-.755,cy,1.69\",\"cx-.75372,cy,1.69\")
s=s.replace(\"'historical_rig_notes':\", \"'proof_layout':{'states':['healthy','hit','stripped','immobilised','wreck','blown turret'],'paints':'row-major order of paints array'},'historical_rig_notes':\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
tail -6 /tmp/chiha-build1.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
codex
The build now includes the required detachable fittings and crew cavities. I’m checking the dense repeated geometry—track links, wheels, rivets, and exhaust mesh—to keep it within budget without losing the details that define the reference.

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/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read().replace(\"(.096,.076,.026),'TrackSteel',.004,rot)\",\"(.096,.076,.026),'TrackSteel',0,rot)\")
s=s.replace(\"for k in range(27):\\n   y0=1.60+k*.032\", \"for k in range(23):\\n   y0=1.60+k*.038\")
s=s.replace(\"for j in range(17):\\n    a=-.38+j*(pi+.76)/16\", \"for j in range(13):\\n    a=-.38+j*(pi+.76)/12\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py && ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -8 /tmp/chiha-build1.log
date -u +%T" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1580ms:
16:40:33

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/bin/bash -lc "cat > /tmp/chiha-check.py <<'PY'
import struct,json,sys,io
from PIL import Image
from pathlib import Path
for path in sys.argv[1:]:
 b=Path(path).read_bytes(); n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);binary=b[28+n:];tris=0
 for m in j.get('meshes',[]):
  for p in m['primitives']:
   if 'indices' in p:tris+=j['accessors'][p['indices']]['count']//3
 mats={m['name']:m for m in j.get('materials',[])}
 images=[]
 for im in j.get('images',[]):
  v=j['bufferViews'][im['bufferView']];off=v.get('byteOffset',0);data=binary[off:off+v['byteLength']];p=Image.open(io.BytesIO(data));images.append({'name':im.get('name'),'size':p.size})
 print(json.dumps({'file':path,'MB':len(b)/1e6,'triangles':tris,'materials':list(mats),'paint':mats.get('Paint',{}).get('pbrMetallicRoughness'),'nodes':len(j.get('nodes',[])),'parts':len([x for x in j['nodes'] if x.get('name','').startswith('Part_')]),'roots':[j['nodes'][i].get('name') for i in j['scenes'][j.get('scene',0)]['nodes']],'images':images},indent=2))
PY
python3 /tmp/chiha-check.py /tmp/chiha-probe.glb" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
{
  "file": "/tmp/chiha-probe.glb",
  "MB": 0.788864,
  "triangles": 44,
  "materials": [
    "Paint"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    }
  },
  "nodes": 1,
  "parts": 0,
  "roots": [
    "Probe"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ]
    }
  ]
}

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/bin/bash -lc "ssh gex44 \"grep -n -A 22 -B 8 'base_color_factor\\|base_color.*factor\\|ShaderNodeMix' /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py | head -100\"
 tail -10 /tmp/chiha-build1.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 488ms:
605-    alpha_socket=None,
606-    is_diffuse=False,
607-):
608-    """Handle base color (= baseColorTexture * vertexColor * baseColorFactor)."""
609-    x, y = location
610-    pbr = mh.pymat.pbr_metallic_roughness
611-
612-    if not is_diffuse:
613:        base_color_factor = pbr.base_color_factor or [1, 1, 1, 1]
614-        base_color_texture = pbr.base_color_texture
615-    else:
616-        # Handle pbrSpecularGlossiness's diffuse with this function too,
617-        # since it's almost exactly the same as base color.
618-        ext = mh.get_ext('KHR_materials_pbrSpecularGlossiness')
619:        base_color_factor = ext.get('diffuseFactor', [1, 1, 1, 1])
620-        base_color_texture = ext.get('diffuseTexture')
621-        if base_color_texture is not None:
622-            base_color_texture = TextureInfo.from_dict(base_color_texture)
623-
624:    color_factor = base_color_factor[:3]
625:    alpha_factor = base_color_factor[3]
626-
627-    alpha_mode = mh.pymat.alpha_mode or 'OPAQUE'
628-    alpha_cutoff = mh.pymat.alpha_cutoff
629-    alpha_cutoff = 0.5 if alpha_cutoff is None else alpha_cutoff
630-
631-    # Only factor
632-    if base_color_texture is None and not mh.vertex_color:
633-        color_socket.default_value = [*color_factor, 1]
634-
635-        if alpha_socket:
636-            if alpha_mode == 'OPAQUE':
637-                alpha_factor = 1
638-            elif alpha_mode == 'MASK':
639-                alpha_factor = 1 if alpha_factor >= alpha_cutoff else 0
640-
641-            alpha_socket.default_value = alpha_factor
642-
643-        return
644-
645-    # In case the alpha cutoff is animated via KHR_animation_pointer, we need to force
646-    # creation of clipping nodes
647-    force_alpha_clip = False
--
718-                    if len(pointer_tab) == 5 and pointer_tab[1] == "materials" and \
719-                            pointer_tab[3] == "pbrMetallicRoughness" and \
720-                            pointer_tab[4] == "baseColorFactor":
721-                        needs_color_factor = True
722-                        needs_alpha_factor = True if alpha_socket is not None else False
723-
724-    if needs_color_factor or needs_alpha_factor:
725-        if needs_color_factor:
726:            node = mh.node_tree.nodes.new('ShaderNodeMix')
727-            node.label = 'Color Factor'
728-            node.data_type = "RGBA"
729-            node.location = x - 140, y
730-            node.blend_type = 'MULTIPLY'
731-            # Outputs
732-            mh.node_tree.links.new(color_socket, node.outputs[2])
733-            # Inputs
734-            node.inputs['Factor'].default_value = 1.0
735-            color_socket = node.inputs[6]
736-            node.inputs[7].default_value = [*color_factor, 1]
737-
738-        if needs_alpha_factor:
739-            node = mh.node_tree.nodes.new('ShaderNodeMath')
740-            node.label = 'Alpha Factor'
741-            node.location = x - 140, y - 230
742-            # Outputs
743-            mh.node_tree.links.new(alpha_socket, node.outputs[0])
744-            # Inputs
745-            node.operation = 'MULTIPLY'
746-            alpha_socket = node.inputs[0]
747-            node.inputs[1].default_value = alpha_factor
748-
--
751-    # These are where the texture/vertex color node will put its output.
752-    texture_color_socket = color_socket
753-    texture_alpha_socket = alpha_socket
754-    vcolor_color_socket = color_socket
755-    vcolor_alpha_socket = alpha_socket
756-
757-    # Mix texture and vertex color together
758-    if base_color_texture is not None and mh.vertex_color:
759:        node = mh.node_tree.nodes.new('ShaderNodeMix')
760-        node.label = 'Mix Vertex Color'
761-        node.data_type = 'RGBA'
762-        node.location = x - 140, y
763-        node.blend_type = 'MULTIPLY'
764-        # Outputs
765-        mh.node_tree.links.new(color_socket, node.outputs[2])
766-        # Inputs
767-        node.inputs['Factor'].default_value = 1.0
768-        texture_color_socket = node.inputs[6]
769-        vcolor_color_socket = node.inputs[7]
770-
771-        if alpha_socket is not None:
772-            node = mh.node_tree.nodes.new('ShaderNodeMath')
773-            node.label = 'Mix Vertex Alpha'
774-            node.location = x - 140, y - 230

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/bin/bash -lc "tail -15 /tmp/chiha-build1.log && ssh gex44 'ps -eo pid,etime,args | grep \"chi-ha-tank-v1/build\" | head -4'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 518ms:
1412304       03:20 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/chi-ha-tank-v1/build_chi-ha-tank.py
1429357       00:00 bash -c ps -eo pid,etime,args | grep "chi-ha-tank-v1/build" | head -4
1429359       00:00 grep chi-ha-tank-v1/build

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py /tmp/chiha-probe.glb --strict' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 27ms:
{
  "file": "chiha-probe.glb",
  "sha256": "c6d6b83916ce7b60f6bfbc437307a8b7b23012c94193667fc9127bda48a56d04",
  "bytes": 788864,
  "primitive_count": 1,
  "material_count": 1,
  "embedded_images": 3,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Probe",
      "primitive": 0,
      "triangles": 44,
      "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": 44,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "python3 - <<'PY'
p='build_chi-ha-tank.py';s=open(p).read().replace(\"dp=Vector((-.40,-1.75,1.24))\", \"dp=Vector((-.40,-1.66,1.24))\")
open(p,'w').write(s)
PY
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py && ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1751ms:
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/bin/bash -lc "ssh gex44 'ls -l /root/fal-author/chi-ha-tank-v1/chi-ha-tank.glb 2>/dev/null || true' && tail -5 /tmp/chiha-build1.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 524ms:
codex
The full build is still waiting for a GPU slot. The script and export checks are ready, including exact metre dimensions and the matching damage-node origins. I’ll inspect the healthy render as soon as it is available, then adjust what the images show.

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/bin/bash -lc "coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/ --note 'Asset script complete; waiting on shared GPU for full render' && coord claim gex44:/root/fal-author/chi-ha-tank-v1/ --note 'One queued Blender full build' && tail -8 /tmp/chiha-build1.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
claim local:/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/ (refreshed)
claim gex44:/root/fal-author/chi-ha-tank-v1/ (refreshed)
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/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:37: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new(name); mat.use_nodes=True

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/bin/bash -lc 'tail -15 /tmp/chiha-build1.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
00:00.435  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:37: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new(name); mat.use_nodes=True
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
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/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:37: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new(name); mat.use_nodes=True

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/bin/bash -lc 'tail -15 /tmp/chiha-build1.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
18:42:51 | INFO: Blender create Mesh node Part_Turret_Sight.001
18:42:51 | INFO: Blender create Mesh node Gun.001
18:42:51 | INFO: Blender create Mesh node Scar_Turret_Front
18:42:51 | INFO: Blender create Mesh node Scar_Turret_L
18:42:51 | INFO: Blender create Mesh node Scar_Turret_R
18:42:51 | INFO: Blender create Mesh node Scar_Turret_Rear
18:42:51 | INFO: Blender create Mesh node Hull.001
18:42:51 | INFO: Blender create Mesh node Turret.001
18:42:51 | INFO: glTF import finished in 0.62s
00:42.223  render           | Saved: '/root/fal-author/chi-ha-tank-v1/final.png'
00:53.983  render           | Saved: '/root/fal-author/chi-ha-tank-v1/side.png'
/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:707: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay proof');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.37,.37,.37,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72
01:02.907  render           | Saved: '/root/fal-author/chi-ha-tank-v1/clay.png'
01:07.076  render           | Saved: '/root/fal-author/chi-ha-tank-v1/rig-check.png'

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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/final.png gex44:/root/fal-author/chi-ha-tank-v1/side.png gex44:/root/fal-author/chi-ha-tank-v1/clay.png gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank.glb gex44:/root/fal-author/chi-ha-tank-v1/nodes.json . && python3 /tmp/chiha-check.py chi-ha-tank.glb' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 6164ms:
{
  "file": "chi-ha-tank.glb",
  "MB": 8.996312,
  "triangles": 126669,
  "materials": [
    "Paint",
    "Interior",
    "TrackSteel",
    "Scars",
    "Lamps",
    "Rubber"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    },
    "baseColorFactor": [
      0.24,
      0.21,
      0.11,
      1
    ]
  },
  "nodes": 63,
  "parts": 24,
  "roots": [
    "Exhaust",
    "Fx_Ammo",
    "Fx_Engine",
    "Hatch_Driver",
    "Hull",
    "Light_Head_L",
    "Light_Head_R",
    "Part_EngineGrille_L",
    "Part_EngineGrille_R",
    "Part_Fender_FL",
    "Part_Fender_FR",
    "Part_Fender_RL",
    "Part_Fender_RR",
    "Part_Headlamp_L",
    "Part_Headlamp_R",
    "Part_Jack",
    "Part_LampGuard_L",
    "Part_LampGuard_R",
    "Part_Muffler_L",
    "Part_Muffler_R",
    "Part_MufflerGuard_L",
    "Part_MufflerGuard_R",
    "Part_PioneerTools",
    "Part_SpareTracks",
    "Part_Toolbox_L",
    "Part_Toolbox_R",
    "Part_TowCable",
    "Seat_Driver",
    "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_R1",
    "Wheel_R2",
    "Wheel_R3",
    "Wheel_R4",
    "Wheel_R5",
    "Wheel_R6",
    "Wheel_R7",
    "Wheel_R8",
    "Wheel_R9",
    "Wheel_R10",
    "Wheel_R11"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Interior_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ]
    }
  ]
}

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 succeeded in 348740ms:
codex
The first healthy GLB is exported. The renders caught a serious hull-cutting error that removed too much lower armour, plus wheel faces that read too simply and paint detail that looks grainy. I’m fixing those and reducing the current 126,669 triangles to fit the 110k limit.

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/bin/bash -lc 'tail -15 /tmp/chiha-build1.log && scp gex44:/root/fal-author/chi-ha-tank-v1/states.png gex44:/root/fal-author/chi-ha-tank-v1/paints.png gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank-damage.glb . && python3 /tmp/chiha-check.py chi-ha-tank-damage.glb > /tmp/chiha-damage-check.json && head -40 /tmp/chiha-damage-check.json' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 3700ms:
01:08.524  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-0.png'
01:09.972  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-1.png'
01:11.462  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-2.png'
01:13.120  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-3.png'
01:14.557  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-4.png'
01:16.152  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-5.png'
01:18.162  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-0.png'
01:19.405  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-1.png'
01:20.608  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-2.png'
01:21.903  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-3.png'
01:23.163  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-4.png'
01:24.346  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-5.png'
COMPLETE {"chi-ha-tank.glb": {"triangles": 126669, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 93041, "bounds": {"min": [-1.165, -0.048978, -2.76], "max": [1.226776, 3.642761, 3.839738], "dimensions": [2.391776, 3.691739, 6.599738]}}}

Blender quit
{
  "file": "chi-ha-tank-damage.glb",
  "MB": 8.387328,
  "triangles": 93041,
  "materials": [
    "Paint",
    "Burnt",
    "TrackSteel",
    "Scars",
    "Rubber"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    },
    "baseColorFactor": [
      0.24,
      0.21,
      0.11,
      1
    ]
  },
  "nodes": 32,
  "parts": 0,
  "roots": [
    "Hull_Damage",
    "Turret_Damage",
    "Wreck_Hull",
    "Wreck_Turret"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]

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/bin/bash -lc "python3 /tmp/chiha-check.py chi-ha-tank.glb; rg -n 'def clone|def material|def empty|Boolean|boolean|rubber|idler|def stage|RadioRail|Gun_Broken|location=|location =' build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
{
  "file": "chi-ha-tank.glb",
  "MB": 8.996312,
  "triangles": 126669,
  "materials": [
    "Paint",
    "Interior",
    "TrackSteel",
    "Scars",
    "Lamps",
    "Rubber"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    },
    "baseColorFactor": [
      0.24,
      0.21,
      0.11,
      1
    ]
  },
  "nodes": 63,
  "parts": 24,
  "roots": [
    "Exhaust",
    "Fx_Ammo",
    "Fx_Engine",
    "Hatch_Driver",
    "Hull",
    "Light_Head_L",
    "Light_Head_R",
    "Part_EngineGrille_L",
    "Part_EngineGrille_R",
    "Part_Fender_FL",
    "Part_Fender_FR",
    "Part_Fender_RL",
    "Part_Fender_RR",
    "Part_Headlamp_L",
    "Part_Headlamp_R",
    "Part_Jack",
    "Part_LampGuard_L",
    "Part_LampGuard_R",
    "Part_Muffler_L",
    "Part_Muffler_R",
    "Part_MufflerGuard_L",
    "Part_MufflerGuard_R",
    "Part_PioneerTools",
    "Part_SpareTracks",
    "Part_Toolbox_L",
    "Part_Toolbox_R",
    "Part_TowCable",
    "Seat_Driver",
    "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_R1",
    "Wheel_R2",
    "Wheel_R3",
    "Wheel_R4",
    "Wheel_R5",
    "Wheel_R6",
    "Wheel_R7",
    "Wheel_R8",
    "Wheel_R9",
    "Wheel_R10",
    "Wheel_R11"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Interior_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ]
    }
  ]
}
36:def material(name,colour,metal,rough,photo='green_metal_rust',res=512):
130:  o=bpy.data.objects.new(name,me); S.collection.objects.link(o); o.location=origin
135:def empty(name,pos,parent=None):
136: o=bpy.data.objects.new(name,None); S.collection.objects.link(o); o.location=pos
153: bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.035)); floor=bpy.context.object; floor.name='STAGE'; floor.data.materials.append(ground)
156:  data=bpy.data.lights.new(name,'AREA'); data.energy=power; data.shape='DISK'; data.size=size; ob=bpy.data.objects.new(name,data); S.collection.objects.link(ob); ob.location=loc; ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
161: cam.location=(8,0,2.1) if side else (7,-9,5.8)
245:# Road wheels, front sprockets, rear perforated idlers and three return rollers.
249: spec=[(-2.235,.735,.435,'sprocket')]+[(y,.355,.303,'road') for y in [-1.72,-1.035,-.35,.335,1.02,1.705]]+[(2.245,.685,.423,'idler')]+[(y,1.045,.144,'return') for y in [-1.30,0,1.30]]
270:   # Open eight-spoke idler; genuine voids, not black circles.
280:# Closed path follows the six-wheel contact run, raised front drive and rear idler.
458:g.finish('Part_Turret_RadioRail',(cx,cy,2.045),Turret)
516:def clone(o,name,parent=None):
534: if any(k in o.name for k in ['Fender','Toolbox','Muffler','EngineGrille','Jack','RadioRail','LoopAntenna','Cupola','Sight']):
594:q=join_objects(gparts,'Gun_Broken',gp);q.parent=td;q.matrix_world.translation=gp;replace_materials(q)
598:omit=['Part_Fender_FL','Part_Fender_RR','Part_Toolbox_R','Part_MufflerGuard_L','Part_EngineGrille_R','Part_Turret_RadioRail','Part_Turret_LoopAntenna']
669:manifest={'asset':'Type 97 Chi-Ha style','contract':'tank-damage/v1','frame':'+X left, +Y up, +Z gun forward; metres','files':{},'paints':paints,'damage':{'parts':[{'part':o.name,'twin':('Dmg_'+o.name[5:]) if ('Dmg_'+o.name[5:]) in {q.name for q in twins} else None} for o in healthy if o.name.startswith('Part_')],'scars':[q.name for q in scars],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'proof_layout':{'states':['healthy','hit','stripped','immobilised','wreck','blown turret'],'paints':'row-major order of paints array'},'historical_rig_notes':'No roof MG or separate loader hatch on this turret. Rear turret MG fixed into Turret; bow MG fixed into Hull. Wheels sorted front to back including return rollers; role is stored as node extras.'}
690:  chosen=['Fender_FL','Fender_FR','Toolbox_L','MufflerGuard_L','EngineGrille_L','Turret_RadioRail']
700:  bpy.data.objects['Gun_Broken'].hide_render=False
746:  o=bpy.data.objects['Wreck_Turret'];o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4)

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/bin/bash -lc "sed -n '1,180p' build_chi-ha-tank.py; sed -n '245,282p' build_chi-ha-tank.py; sed -n '465,530p' build_chi-ha-tank.py; sed -n '575,665p' build_chi-ha-tank.py; sed -n '680,780p' build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
"""Reproducible Type 97 Chi-Ha game asset. Blender 5.2; -- --preflight for device probe.
Authoring frame X left, -Y forward, Z up; glTF exporter converts to X left/Y up/Z forward.
Photo sources: Poly Haven CC0 green_metal_rust and rusty_metal_02.
"""
import bpy, bmesh, math, os, json, random, urllib.request, subprocess, sys, struct
import numpy as np
from mathutils import Vector, Matrix
from pathlib import Path
from math import sin, cos, pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(97)
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
S=bpy.context.scene
S.render.engine='CYCLES'; S.cycles.samples=24; S.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!='CPU'
S.cycles.device='GPU'
S.render.image_settings.file_format='PNG'
S.world.color=(.35,.35,.35)
S.view_settings.view_transform='AgX'
S.render.bake.margin=8
M={}; groups={}; healthy=[]; damage=[]

def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(id,mp):
 p=TEX/f'{id}_{mp}_1k.jpg'
 if not p.exists():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{mp}_1k.jpg'
  subprocess.run(['curl','-fL','--retry','2','-A','ForgeAssetAuthor/1.0',url,'-o',str(p)],check=True)
 return p

def material(name,colour,metal,rough,photo='green_metal_rust',res=512):
 mat=bpy.data.materials.new(name); mat.use_nodes=True
 nt=mat.node_tree; n=nt.nodes; l=nt.links; n.clear()
 out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs['BSDF'],out.inputs['Surface'])
 uv=n.new('ShaderNodeTexCoord')
 imgs={}
 for mp in ['diff','nor_gl','arm']:
  im=bpy.data.images.load(str(download(photo,mp)),check_existing=True)
  if mp!='diff': im.colorspace_settings.name='Non-Color'
  node=n.new('ShaderNodeTexImage'); node.image=im; l.new(uv.outputs['UV'],node.inputs['Vector']); imgs[mp]=node
 bw=n.new('ShaderNodeRGBToBW'); l.new(imgs['diff'].outputs['Color'],bw.inputs[0])
 ramp=n.new('ShaderNodeValToRGB')
 if name=='Paint': a,b=(.40,.40,.40,1),(.96,.96,.96,1)
 else: a=tuple(c*.36 for c in colour)+(1,); b=tuple(c*1.28 for c in colour)+(1,)
 ramp.color_ramp.elements[0].position=.08; ramp.color_ramp.elements[0].color=a
 ramp.color_ramp.elements[1].position=.64; ramp.color_ramp.elements[1].color=b
 l.new(bw.outputs[0],ramp.inputs[0])
 mapping=n.new('ShaderNodeVectorMath'); mapping.operation='MULTIPLY'; mapping.inputs[1].default_value=(95,3,1); l.new(uv.outputs['UV'],mapping.inputs[0])
 noise=n.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=2; noise.inputs['Detail'].default_value=3; l.new(mapping.outputs[0],noise.inputs['Vector'])
 dirt=n.new('ShaderNodeValToRGB'); dirt.color_ramp.elements[0].position=.28; dirt.color_ramp.elements[0].color=(.30,.30,.30,1); dirt.color_ramp.elements[1].position=.58; dirt.color_ramp.elements[1].color=(1,1,1,1); l.new(noise.outputs['Fac'],dirt.inputs[0])
 mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.50 if name=='Paint' else .24; l.new(ramp.outputs['Color'],mix.inputs[1]); l.new(dirt.outputs[0],mix.inputs[2]); l.new(mix.outputs[0],p.inputs['Base Color'])
 normal=n.new('ShaderNodeNormalMap'); normal.inputs['Strength'].default_value=.32; l.new(imgs['nor_gl'].outputs[0],normal.inputs['Color'])
 bump=n.new('ShaderNodeBump'); bump.inputs['Strength'].default_value=.12; bump.inputs['Distance'].default_value=.001; l.new(noise.outputs['Fac'],bump.inputs['Height']); l.new(normal.outputs['Normal'],bump.inputs['Normal']); l.new(bump.outputs[0],p.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor'); l.new(imgs['arm'].outputs[0],sep.inputs[0])
 rm=n.new('ShaderNodeMapRange'); rm.inputs['To Min'].default_value=rough-.10; rm.inputs['To Max'].default_value=min(1,rough+.10); l.new(sep.outputs[1],rm.inputs[0]); l.new(rm.outputs[0],p.inputs['Roughness']); p.inputs['Metallic'].default_value=metal
 # Bake the complete photo/procedural material on a reusable tiling coupon.
 bpy.ops.mesh.primitive_plane_add(size=1); plane=bpy.context.object; plane.data.materials.append(mat); active(plane)
 emit=n.new('ShaderNodeEmission'); combine=n.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1; combine.inputs[2].default_value=metal; l.new(rm.outputs[0],combine.inputs[1])
 baked={}
 for channel,size in [('base',res),('normal',res),('orm',512)]:
  target=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
  if channel!='base': target.colorspace_settings.name='Non-Color'
  tn=n.new('ShaderNodeTexImage'); tn.image=target; n.active=tn
  if channel=='normal': l.new(p.outputs[0],out.inputs[0]); typ='NORMAL'
  else:
   l.new((mix if channel=='base' else combine).outputs[0],emit.inputs[0]); l.new(emit.outputs[0],out.inputs[0]); typ='EMIT'
  S.cycles.samples=8; bpy.ops.object.bake(type=typ)
  target.filepath_raw=str(TEX/(name+'_'+channel+'.png')); target.file_format='PNG'; target.save(); baked[channel]=target
 bpy.data.objects.remove(plane,do_unlink=True)
 n.clear(); out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs[0],out.inputs[0])
 for channel in ['base','normal','orm']:
  node=n.new('ShaderNodeTexImage'); node.image=baked[channel]
  if channel=='base':
   if name=='Paint':
    mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=1; mix.inputs[2].default_value=(.24,.21,.11,1); l.new(node.outputs[0],mix.inputs[1]); l.new(mix.outputs[0],p.inputs['Base Color']); mix.name='PaintFactor'
   else: l.new(node.outputs[0],p.inputs['Base Color'])
  elif channel=='normal':
   norm=n.new('ShaderNodeNormalMap'); l.new(node.outputs[0],norm.inputs['Color']); l.new(norm.outputs[0],p.inputs['Normal'])
  else:
   sp=n.new('ShaderNodeSeparateColor'); l.new(node.outputs[0],sp.inputs[0]); l.new(sp.outputs[1],p.inputs['Roughness']); l.new(sp.outputs[2],p.inputs['Metallic'])
   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(sp.outputs[0],gn.inputs['Occlusion'])
 M[name]=mat; return mat

class Geo:
 def __init__(self): self.v=[]; self.f=[]; self.mi=[]; self.smooth=[]; self.uv=[]
 def add(self,vs,fs,mat='Paint',smooth=False,uv=None):
  k=len(self.v); self.v.extend([tuple(v) for v in vs]); self.f.extend([tuple(k+i for i in f) for f in fs]); self.mi.extend([list(M).index(mat)]*len(fs)); self.smooth.extend([smooth]*len(fs)); self.uv.extend(uv or [None]*len(fs))
 def box(self,c,d,mat='Paint',bev=.006,rot=None):
  bm=bmesh.new(); bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts: v.co=Vector((v.co.x*d[0],v.co.y*d[1],v.co.z*d[2]))
  if bev: bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(d)/3),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table(); bm.verts.index_update()
  vs=[(rot@v.co if rot else v.co)+Vector(c) for v in bm.verts]; fs=[[v.index for v in f.verts] for f in bm.faces]; self.add(vs,fs,mat); bm.free()
 def lathe(self,c,profile,axis=(0,0,1),mat='Paint',n=32,smooth=True,caps=True):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+w*z+r*(cos(2*pi*j/n)*u+sin(2*pi*j/n)*v) for z,r in profile for j in range(n)]
  fs=[]
  for k in range(len(profile)-1):
   for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
  if caps: fs.extend([tuple(reversed(range(n))),tuple((len(profile)-1)*n+j for j in range(n))])
  self.add(vs,fs,mat,smooth)
 def rod(self,a,b,r,mat='Paint',n=10):
  a=Vector(a); b=Vector(b); self.lathe((a+b)/2,[(-(b-a).length/2,r),((b-a).length/2,r)],b-a,mat,n)
 def tube(self,c,r,minor,axis=(0,0,1),mat='Paint',n=40,m=6):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+(r+minor*cos(2*pi*k/m))*(u*cos(2*pi*j/n)+v*sin(2*pi*j/n))+w*minor*sin(2*pi*k/m) for j in range(n) for k in range(m)]
  fs=[(j*m+k,((j+1)%n)*m+k,((j+1)%n)*m+(k+1)%m,j*m+(k+1)%m) for j in range(n) for k in range(m)]; self.add(vs,fs,mat,True)
 def rivet(self,c,axis=(0,0,1),r=.012,mat='Paint'):
  self.lathe(c,[(0,r),(.007,r*.9),(.010,r*.45)],axis,mat,8)
 def line_rivets(self,a,b,count,axis=(0,0,1),r=.012):
  for i in range(count): self.rivet(Vector(a).lerp(Vector(b),i/max(1,count-1)),axis,r)
 def finish(self,name,origin=(0,0,0),parent=None):
  me=bpy.data.meshes.new(name); me.from_pydata([Vector(v)-Vector(origin) for v in self.v],[],self.f); me.update()
  for mat in M.values(): me.materials.append(mat)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,sm,custom in zip(me.polygons,self.mi,self.smooth,self.uv):
   p.material_index=mi; p.use_smooth=sm
   ax=max(range(3),key=lambda k:abs(p.normal[k])); axes=([1,2],[0,2],[0,1])[ax]
   for j,li in enumerate(p.loop_indices):
    co=self.v[me.loops[li].vertex_index]
    uv.data[li].uv=custom[j] if custom else (co[axes[0]]/.72,co[axes[1]]/.72)
  o=bpy.data.objects.new(name,me); S.collection.objects.link(o); o.location=origin
  if parent:
   bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
  groups[name]=o; return o

def empty(name,pos,parent=None):
 o=bpy.data.objects.new(name,None); S.collection.objects.link(o); o.location=pos
 if parent:
  bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
 groups[name]=o; return o

def loft(g,rings,mat='Paint',caps=True):
 n=len(rings[0]); vs=[v for ring in rings for v in ring]; fs=[]
 for k in range(len(rings)-1):
  for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
 if caps: fs.extend([tuple(reversed(range(n))),tuple((len(rings)-1)*n+j for j in range(n))])
 g.add(vs,fs,mat)

def octagon(x,y,w,l,z,c=.16):
 return [(x-w/2+c,y-l/2,z),(x+w/2-c,y-l/2,z),(x+w/2,y-l/2+c,z),(x+w/2,y+l/2-c,z),(x+w/2-c,y+l/2,z),(x-w/2+c,y+l/2,z),(x-w/2,y+l/2-c,z),(x-w/2,y-l/2+c,z)]

def setup_stage():
 ground=bpy.data.materials.new('Stage'); ground.diffuse_color=(.24,.27,.28,1); ground.use_nodes=True; ground.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.9
 bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.035)); floor=bpy.context.object; floor.name='STAGE'; floor.data.materials.append(ground)
 world=S.world; world.use_nodes=True; world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.70,.80,1); world.node_tree.nodes.get('Background').inputs[1].default_value=.45
 for name,loc,power,size in [('Key',(3,-5,8),1800,6),('Fill',(-5,-2,4),1100,5),('Rim',(1,6,7),2000,5)]:
  data=bpy.data.lights.new(name,'AREA'); data.energy=power; data.shape='DISK'; data.size=size; ob=bpy.data.objects.new(name,data); S.collection.objects.link(ob); ob.location=loc; ob.rotation_euler=(Vector((0,0,1))-ob.location).to_track_quat('-Z','Y').to_euler()
 data=bpy.data.cameras.new('Camera'); cam=bpy.data.objects.new('Camera',data); S.collection.objects.link(cam); S.camera=cam; return cam

def camera(cam,side=False,wide=False):
 cam.data.type='ORTHO'; cam.data.ortho_scale=8.5 if wide else (6.5 if side else 7.2)
 cam.location=(8,0,2.1) if side else (7,-9,5.8)
 cam.rotation_euler=(Vector((0,0,1.02))-cam.location).to_track_quat('-Z','Y').to_euler()

def render(path,w=1280,h=720,samples=24):
 S.render.resolution_x=w; S.render.resolution_y=h; S.render.resolution_percentage=100; S.cycles.samples=samples; S.render.filepath=str(ROOT/path); bpy.ops.render.render(write_still=True)

def export(path,objects):
 bpy.ops.object.select_all(action='DESELECT')
 for o in objects: o.hide_set(False); o.select_set(True)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/path),export_format='GLB',use_selection=True,export_apply=False,export_yup=True,export_image_format='AUTO',export_texcoords=True,export_normals=True,export_materials='EXPORT',export_animations=False,export_extras=True)
 # Blender's exporter drops a MixRGB constant; write the glTF-defined tint explicitly.
 raw=(ROOT/path).read_bytes();jslen=struct.unpack_from('<I',raw,12)[0];doc=json.loads(raw[20:20+jslen]);tail=raw[20+jslen:]
 for mat in doc.get('materials',[]):
  if mat.get('name')=='Paint':mat.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[.24,.21,.11,1]
 encoded=json.dumps(doc,separators=(',',':')).encode();encoded+=b' '*((-len(encoded))%4)
 (ROOT/path).write_bytes(struct.pack('<4sII',b'glTF',2,20+len(encoded)+len(tail))+struct.pack('<I4s',len(encoded),b'JSON')+encoded+tail)


def preflight():
 material('Paint',(.24,.21,.11),.05,.80,res=1024)
# Road wheels, front sprockets, rear perforated idlers and three return rollers.
wheel_nodes=[]
for side,label in [(1,'L'),(-1,'R')]:
 x=side*.969
 spec=[(-2.235,.735,.435,'sprocket')]+[(y,.355,.303,'road') for y in [-1.72,-1.035,-.35,.335,1.02,1.705]]+[(2.245,.685,.423,'idler')]+[(y,1.045,.144,'return') for y in [-1.30,0,1.30]]
 spec.sort(key=lambda q:q[0])
 for wi,(y,z,r,kind) in enumerate(spec,1):
  g=Geo(); c=Vector((x,y,z)); axis=(side,0,0)
  if kind in ['road','return']:
   g.lathe(c,[(-.115,r-.015),(-.095,r),(.095,r),(.115,r-.015)],axis,'Rubber',40 if kind=='road' else 28)
   g.lathe(c,[(-.116,r*.80),(-.106,r*.87),(.107,r*.87),(.121,r*.79),(.122,r*.63),(.105,r*.56)],axis,'Paint',40 if kind=='road' else 28)
   g.tube(c+Vector((side*.124,0,0)),r*.73,.009,axis,'TrackSteel',32,5)
  elif kind=='sprocket':
   # Cast toothed drive crown, two flanges with a dished centre.
   n=72; vs=[]
   for depth in [-.115,-.075,.075,.115]:
    for j in range(n):
     rr=r+(.025 if j%4 in [1,2] else -.012); a=2*pi*j/n; vs.append(c+Vector((side*depth,rr*cos(a),rr*sin(a))))
   fs=[]
   for k in range(3):
    for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
   fs.extend([tuple(reversed(range(n))),tuple(3*n+j for j in range(n))]); g.add(vs,fs,'TrackSteel')
   g.lathe(c,[(-.125,r*.76),(.118,r*.76),(.145,r*.68),(.152,r*.47),(.17,r*.29)],axis,'Paint',48)
   g.tube(c+Vector((side*.151,0,0)),r*.69,.012,axis,'Scars',48,5)
  else:
   # Open eight-spoke idler; genuine voids, not black circles.
   g.lathe(c,[(-.10,r),(.10,r),(.12,r-.025),(.12,r-.075),(-.10,r-.075),(-.10,r)],axis,'TrackSteel',48,caps=False)
   for j in range(8):
    a=2*pi*j/8; g.rod(c+Vector((0,.105*cos(a),.105*sin(a))),c+Vector((0,(r-.06)*cos(a),(r-.06)*sin(a))),.048,'Paint',8)
   g.tube(c+Vector((side*.12,0,0)),r-.044,.020,axis,'Paint',48,6)
  g.lathe(c,[(-.13,r*.27),(.13,r*.27),(.155,r*.23),(.18,r*.22),(.19,r*.14)],axis,'Paint',24)
  for j in range(8 if kind!='return' else 6):
   a=2*pi*j/(8 if kind!='return' else 6); rr=r*.36; g.rivet(c+Vector((side*.132,rr*cos(a),rr*sin(a))),axis,.011 if kind!='return' else .007,'Scars')
  o=g.finish(f'Wheel_{label}{wi}',c); o['role']=kind; o['spin_axis']='X'; wheel_nodes.append(o)

# Closed path follows the six-wheel contact run, raised front drive and rear idler.
def track_path():
 pts=[]
for a in [0,pi/2,pi,3*pi/2]:
 g.box((hatchpos.x+.287*cos(a),hatchpos.y+.287*sin(a),1.995),(.055,.055,.025),'Interior',.004)
g.finish('Part_Turret_Cupola',hatchpos,Turret)
g=Geo(); g.box((cx-.35,cy-.59,1.968),(.13,.19,.035),'Paint',.006); g.box((cx-.35,cy-.62,1.996),(.082,.10,.027),'TrackSteel',.004); g.finish('Part_Turret_Sight',(cx-.35,cy-.59,1.985),Turret)
# Closed, hinged crew hatches and cavity wells.
g=Geo(); g.lathe((hatchpos.x,hatchpos.y,2.025),[(-.015,.278),(0,.29),(.027,.285),(.037,.263)],mat='Paint',n=48)
for x in [-.16,.16]:g.rod((hatchpos.x+x,hatchpos.y+.255,2.026),(hatchpos.x+x+.075,hatchpos.y+.255,2.026),.022,'Scars',12)
g.rod((hatchpos.x-.063,hatchpos.y,2.086),(hatchpos.x+.063,hatchpos.y,2.086),.012,'TrackSteel',10)
for x in [-.063,.063]:g.rod((hatchpos.x+x,hatchpos.y,2.055),(hatchpos.x+x,hatchpos.y,2.086),.012,'TrackSteel',10)
g.finish('Hatch_Commander',(hatchpos.x,hatchpos.y+.255,2.026),Turret)
# Driver's rectangular opening, rim and dark recessed crew space on the front shoulder.
g=Geo(); dp=Vector((-.40,-1.66,1.24)); g.box(dp,(.49,.045,.255),'Paint',.018)
g.box(dp+Vector((0,-.027,.025)),(.345,.013,.065),'Interior',.003)
g.box(dp+Vector((0,-.04,.065)),(.39,.034,.022),'Paint',.004)
for x in [-.22,.22]:g.rivet(dp+Vector((x,-.027,-.095)),(0,-1,0),.013)
driver=g.finish('Hatch_Driver',dp+Vector((0,0,.128)));driver.rotation_euler.x=math.radians(-26)
# A dark inset box remains inside the driver's access opening.
g=Geo(); g.box((-.4,-1.44,1.23),(.48,.025,.27),'Interior',.006)
for xx in [-.65,-.15]:g.box((xx,-1.58,1.23),(.025,.30,.27),'Interior',.004)
for zz in [1.095,1.365]:g.box((-.4,-1.58,zz),(.50,.30,.025),'Interior',.004)
driverwell=g.finish('DriverInterior')
cut=Geo();cut.box((-.4,-1.73,1.23),(.43,.48,.205),'Interior',.005);cut=cut.finish('Cutter')
active(Hull);mod=Hull.modifiers.new('Driver opening','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
# Hull bow machine gun fixed to the hull.
g=Geo(); mp=(.43,-1.59,1.25)
g.lathe(mp,[(-.03,.12),(.04,.115),(.08,.075)],(0,-1,0),'Paint',28); g.lathe((.43,-1.68,1.25),[(0,.028),(.28,.022),(.31,.018)],(0,-1,0),'Scars',16)
for k in range(6):g.tube((.43,-1.71-.033*k,1.25),.027,.005,(0,1,0),'TrackSteel',12,4)
bow=g.finish('BowMG')
# Merge fixed non-moving fragments into Hull, preserving every detachable item.
def join_objects(obs,name,origin):
 bpy.ops.object.select_all(action='DESELECT')
 for o in obs:o.hide_set(False);o.select_set(True)
 bpy.context.view_layer.objects.active=obs[0]; bpy.ops.object.join(); o=obs[0]; o.name=name
 mw=o.matrix_world.copy(); delta=mw.inverted()@Vector(origin)
 for v in o.data.vertices:v.co-=delta
 o.matrix_world.translation=origin; return o
Hull=join_objects([Hull,driverwell,bow],'Hull',(0,0,0)); groups['Hull']=Hull
for name,pos,par in [('Seat_Commander',(hatchpos.x,hatchpos.y,2.055),Turret),('Seat_Driver',(-.4,-1.45,1.40),None),('Exhaust',(.961,2.51,1.39),None),('Light_Head_L',(.72,-1.976,1.17),None),('Light_Head_R',(-.72,-1.976,1.17),None),('Fx_Engine',(0,1.6,1.24),None),('Fx_Ammo',(0,-.15,.8),None),('Fx_Hatch',(hatchpos.x,hatchpos.y,2.075),Turret)]: empty(name,pos,par)
healthy=[o for o in S.objects if o.type in {'MESH','EMPTY'}]
# Recalculate winding once; preserve intentional smooth surfaces and local rig origins.
for o in healthy:
 if o.type=='MESH':
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free()
S.view_layers.update() if hasattr(S.view_layers,'update') else bpy.context.view_layer.update()
export('chi-ha-tank.glb',healthy)
print('HEALTHY_EXPORTED',sum(len(o.data.polygons) for o in healthy if o.type=='MESH'),flush=True)
cam=setup_stage(); camera(cam); render('draft.png',1280,720,24)
# Asset checkpoint is helpful for recoverable rendering, but clean default runs rebuild everything.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'healthy.blend'))

# Damage library: swaps are made from the healthy meshes in the exact same frame.
def clone(o,name,parent=None):
 q=o.copy();q.data=o.data.copy() if o.type=='MESH' else None;S.collection.objects.link(q);q.name=name
 mw=o.matrix_world.copy();q.parent=None;q.matrix_world=mw
 if parent:q.parent=parent;q.matrix_world=mw
 return q

def simplify(o,ratio):
 active(o); mod=o.modifiers.new('game budget','DECIMATE');mod.ratio=ratio; bpy.ops.object.modifier_apply(modifier=mod.name)

def replace_materials(o,burn=False):
 for i,m in enumerate(o.data.materials):
  if burn:o.data.materials[i]=M['Burnt']
  elif m.name in ['Lamps','Interior']:o.data.materials[i]=M['Burnt']

hd=empty('Hull_Damage',(0,0,0));td=empty('Turret_Damage',tc)
     a=2*pi*j/N;off=.006*(j%2) if rr==radius else 0
     vs.append(c+n*(depth+off)+u*cos(a)*rr+v*sin(a)*rr)
   fs=[]
   for k in range(2):
    for j in range(N):fs.append((k*N+j,k*N+(j+1)%N,(k+1)*N+(j+1)%N,(k+1)*N+j))
   g.add(vs,fs,'Scars')
 q=g.finish(name,centre,parent);replace_materials(q);return q
scars=[]
for args in [('Scar_Hull_Front',(0,-1.715,1.25),(0,-.856,.517),1.16,hd),('Scar_Hull_L',(.87793,-.35,1.22),(1,0,.517),1.50,hd),('Scar_Hull_R',(-.87793,-.35,1.22),(-1,0,.517),1.50,hd),('Scar_Hull_Rear',(0,2.474,.86),(0,1,0),1.06,hd),('Scar_Turret_Front',(cx,cy-.830225,1.68),(0,-1,.15),.73,td),('Scar_Turret_L',(cx+.75372,cy,1.69),(1,0,.15),.83,td),('Scar_Turret_R',(cx-.75372,cy,1.69),(-1,0,.15),.83,td),('Scar_Turret_Rear',(cx,cy+.830225,1.68),(0,1,.15),.73,td)]: scars.append(scar_group(*args))
for side,label in [(1,'L'),(-1,'R')]:
 q=track_geo(side,True).finish('Track_'+label+'_Broken',(0,0,0),hd); simplify(q,.74)
# Gun knockout contains its own damaged mantlet and burst tube; the healthy Gun hierarchy is hidden.
gparts=[clone(Gun,'broken mantlet'),clone(Barrel,'broken barrel')]
q=gparts[1]
for vert in q.data.vertices:
 d=max(0,-vert.co.y-.37)
 vert.co.z-=d*.65
 if -vert.co.y>.64:
  vert.co.x*=1+(-vert.co.y-.64)*5;vert.co.z+=(.045 if vert.co.x>0 else -.055)*(-vert.co.y-.64)*3
q=join_objects(gparts,'Gun_Broken',gp);q.parent=td;q.matrix_world.translation=gp;replace_materials(q)
# Wreck copies omit selected fittings, expose wells and carry a single Burnt material.
wh=[];wt=[]
turret_family=[Turret]+list(Turret.children_recursive)
omit=['Part_Fender_FL','Part_Fender_RR','Part_Toolbox_R','Part_MufflerGuard_L','Part_EngineGrille_R','Part_Turret_RadioRail','Part_Turret_LoopAntenna']
for o in healthy:
 if o.type!='MESH' or o.name in omit:continue
 if o.name=='Track_L': source=bpy.data.objects['Track_L_Broken']
 else:source=o
 q=clone(source,'wreck_'+o.name);replace_materials(q,True)
 if o in turret_family:
  if o.name=='Hatch_Commander':q.rotation_euler.x+=math.radians(112)
  if o.name in ['Gun','Barrel']:
   mw=q.matrix_world.copy();q.matrix_world=Matrix.Translation(gp)@Matrix.Rotation(math.radians(-18),4,'X')@Matrix.Translation(-gp)@mw
  wt.append(q)
 else:
  if o.name.startswith('Wheel_'):
   q.location.z-=.05
   if o.get('role')=='road':
    # Rubber burned away: smaller bare rims remain.
    for vert in q.data.vertices:
     rr=math.hypot(vert.co.y,vert.co.z)
     if rr>.25:vert.co.y*=.90;vert.co.z*=.90
  if o.name=='Hatch_Driver':q.rotation_euler.x=math.radians(105)
  if o.name=='Part_EngineGrille_L':q.rotation_euler.y=.55;q.location.z+=.12
  if o.name.startswith('Part_Fender'):
   for vert in q.data.vertices:vert.co.z+=.18*sin(vert.co.y*2)*abs(vert.co.y)
  wh.append(q)
# Distorted engine cover shards and visible ruptured engine block.
g=Geo();g.box((.23,1.72,1.27),(.51,.65,.24),'Burnt',.022,Matrix.Rotation(-.16,3,'Y'))
for j in range(4):g.lathe((.23,1.48+j*.15,1.42),[(-.20,.07),(.20,.07)],(1,0,0),'Burnt',12)
wh.append(g.finish('wreck_engine'))
g=Geo();g.lathe((cx,cy,1.35),[(-.26,.40),(-.24,.45),(.01,.45),(.04,.61)],mat='Burnt',n=32)
wt.append(g.finish('wreck_basket'))
WreckHull=join_objects(wh,'Wreck_Hull',(0,0,0));WreckTurret=join_objects(wt,'Wreck_Turret',tc)
for q in [WreckHull,WreckTurret]:
 # Compact wreck to roughly 40 percent of healthy, all one material per assembly.
 q.data.materials.clear();q.data.materials.append(M['Burnt'])
 for p in q.data.polygons:p.material_index=0
 simplify(q,.39)
# Ensure the two wreck meshes are true top-level nodes, no inherited transforms.
WreckHull.parent=None;WreckTurret.parent=None
bpy.context.view_layer.update()
damage=[hd,td]+list(hd.children_recursive)+list(td.children_recursive)+[WreckHull,WreckTurret]
# Prune unused slots: no extraneous material is exported in the damage file.
for q in damage:
 if q.type=='MESH':
  used=sorted({p.material_index for p in q.data.polygons}); mats=[q.data.materials[i] for i in used];ids={v:k for k,v in enumerate(used)}
  old=[p.material_index for p in q.data.polygons];q.data.materials.clear()
  for m in mats:q.data.materials.append(m)
  for p,i in zip(q.data.polygons,old):p.material_index=ids[i]
# Normalize manufacturing dimensions without resetting any articulated origin or rotation.
# Vertex coordinates and pivot positions receive the same affine scale; object scales remain one.
bpy.context.view_layer.update()
pts=[o.matrix_world@Vector(c) for o in healthy if o.type=='MESH' for c in o.bound_box]
lo=Vector([min(v[k] for v in pts) for k in range(3)]);hi=Vector([max(v[k] for v in pts) for k in range(3)])
sc=Vector((2.33/(hi.x-lo.x),5.52/(hi.y-lo.y),2.23/(hi.z-lo.z)))
D=Matrix.Diagonal((*sc,1));D.translation=Vector((-((hi.x+lo.x)/2)*sc.x,-((hi.y+lo.y)/2)*sc.y,-lo.z*sc.z))
allasset=healthy+damage;oldworld={o:o.matrix_world.copy() for o in allasset}
def depth(o):return 0 if o.parent is None else depth(o.parent)+1
for o in sorted(allasset,key=depth):
 old=oldworld[o];new=old.copy();new.translation=D@old.translation;o.matrix_world=new;bpy.context.view_layer.update()
 if o.type=='MESH':o.data.transform(new.inverted()@D@old);o.data.update()
export('chi-ha-tank.glb',healthy)
export('chi-ha-tank-damage.glb',damage)
print('DAMAGE_EXPORTED',flush=True)

# Authoritative manifest uses exported world coordinates, not Blender's Z-up frame.
def glpos(v):return [round(v.x,6),round(v.z,6),round(-v.y,6)]
def triangles(obs):
 return sum(sum(len(p.vertices)-2 for p in o.data.polygons) for o in obs if o.type=='MESH')
def bounds(obs):
# Blender adds numeric suffixes to the duplicate material names on import; all Paint copies share variants.
cam=setup_stage();camera(cam)
def vis(obs,value):
 for o in obs:o.hide_render=not value

def state(which):
 vis(A,which in ['healthy','hit','stripped','immobilised']);vis(B,False)
 if which=='hit':
  for o in B:
   if o.name.startswith('Scar_'):o.hide_render=False
  chosen=['Fender_FL','Fender_FR','Toolbox_L','MufflerGuard_L','EngineGrille_L','Turret_RadioRail']
  for name in chosen:
   bpy.data.objects['Part_'+name].hide_render=True;bpy.data.objects['Dmg_'+name].hide_render=False
 elif which=='stripped':
  for o in A:
   if o.name.startswith('Part_'):o.hide_render=True
 elif which=='immobilised':
  bpy.data.objects['Track_L'].hide_render=True;bpy.data.objects['Track_L_Broken'].hide_render=False
  gun=bpy.data.objects['Gun']
  for o in [gun]+list(gun.children_recursive):o.hide_render=True
  bpy.data.objects['Gun_Broken'].hide_render=False
 elif which in ['wreck','blown']:
  bpy.data.objects['Wreck_Hull'].hide_render=False;bpy.data.objects['Wreck_Turret'].hide_render=False

state('healthy');render('final.png',1920,1080,48)
camera(cam,True);render('side.png',1920,1080,32);camera(cam)
# Clay proof overrides materials only during this render.
clay=bpy.data.materials.new('Clay proof');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.37,.37,.37,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72
S.view_layers[0].material_override=clay;render('clay.png',1920,1080,32);S.view_layers[0].material_override=None
# Pivot exercise: origin world positions must remain fixed under local rotations.
records=[]
for o in A:
 if o.name in ['Turret','Gun','Barrel','Hatch_Commander','Hatch_Driver'] or o.name.startswith('Wheel_'):
  old=o.rotation_euler.copy();before=o.matrix_world.translation.copy();axis=2 if o.name=='Turret' else 0;o.rotation_euler[axis]+=pi/6;bpy.context.view_layer.update();err=(o.matrix_world.translation-before).length
  records.append({'node':o.name,'axis_blender':'Z' if axis==2 else 'X','origin_drift_m':err});o.rotation_euler=old
# Simultaneous articulated view, visible evidence of local pivots.
rotated=[]
for name,axis in [('Turret',2),('Gun',0),('Hatch_Commander',0),('Hatch_Driver',0)]+[(o.name,0) for o in A if o.name.startswith('Wheel_')]:
 o=bpy.data.objects[name];rotated.append((o,o.rotation_euler.copy()));o.rotation_euler[axis]+=pi/6
render('rig-check.png',1280,720,16)
for o,rot in rotated:o.rotation_euler=rot
manifest['pivot_checks']=records;(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Contact sheets are assembled from actual exported-asset renders with Blender image pixels.
def grid(files,out):
 ims=[bpy.data.images.load(str(ROOT/f),check_existing=False) for f in files];w,h=ims[0].size; arr=np.zeros((h*2,w*3,4),dtype=np.float32)
 for k,im in enumerate(ims):
  pix=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-k//3;col=k%3;arr[row*h:(row+1)*h,col*w:(col+1)*w]=pix
 image=bpy.data.images.new(out,width=w*3,height=h*2,alpha=True);image.pixels.foreach_set(arr.ravel());image.filepath_raw=str(ROOT/out);image.file_format='PNG';image.save()
 for im in ims:bpy.data.images.remove(im)
paint_mats=[m for m in bpy.data.materials if m.name=='Paint' or m.name.startswith('Paint.')]
def set_paint(rgb):
 for m in paint_mats:
  nt=m.node_tree;p=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');link=p.inputs['Base Color'].links[0];src=link.from_socket;node=link.from_node
  if node.type=='MIX' and node.data_type=='RGBA':
   # Importer uses ShaderNodeMix for glTF baseColorFactor.
   node.inputs[7].default_value=(*rgb,1)
  elif node.type=='MIX_RGB':node.inputs[2].default_value=(*rgb,1)
  else:
   mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;mix.inputs[2].default_value=(*rgb,1);nt.links.new(src,mix.inputs[1]);nt.links.new(mix.outputs[0],p.inputs['Base Color'])
state('healthy');camera(cam)
for k,paint in enumerate(paints):set_paint(paint['linear_rgb']);render(f'paint-{k}.png',640,360,16)
grid([f'paint-{k}.png' for k in range(6)],'paints.png');set_paint(paints[0]['linear_rgb'])
camera(cam,wide=True)
for k,st in enumerate(['healthy','hit','stripped','immobilised','wreck','blown']):
 state(st)
 if st=='blown':
  o=bpy.data.objects['Wreck_Turret'];o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4)
 render(f'state-{k}.png',640,360,24)
grid([f'state-{k}.png' for k in range(6)],'states.png')
(ROOT/'NOTES.md').write_text('\n'.join([
 'Type 97 Chi-Ha style medium tank; articulated healthy asset plus tank-damage/v1 swaps and burnt wreck, no insignia.',
 f'Triangles: healthy {manifest["files"]["chi-ha-tank.glb"]["triangles"]:,}; damage {manifest["files"]["chi-ha-tank-damage.glb"]["triangles"]:,}.',
 'Materials: Paint (neutral baked detail × khaki factor), TrackSteel, Rubber, Scars, Interior, Lamps; damage adds Burnt.',
 'Textures: Paint base/normal 1024²; all other base/normal and every ORM 512²; Cycles GPU baked photographic/procedural tiles.',
 'Poly Haven CC0 IDs: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff/nor_gl/arm 1k JPGs.',
 'Reference differences: compact radio loop to respect 2.23 m overall height; no roof MG or separate loader hatch; weathering and damage are authored interpretations.'
])+'\n')
print('COMPLETE',json.dumps({f:{'triangles':v['triangles'],'bounds':v['bounds']} for f,v in manifest['files'].items()}),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 "python3 - <<'PY'
import struct,json
p=open('chi-ha-tank.glb','rb').read(); d=json.loads(p[20:20+struct.unpack_from('<I',p,12)[0]])
a=d['accessors']
for n in sorted(d['nodes'],key=lambda n:-sum(a[p['indices']]['count']//3 for p in d['meshes'][n['mesh']]['primitives']) if 'mesh'in n else 0):
 if 'mesh'in n:print(n['name'],sum(a[p['indices']]['count']//3 for p in d['meshes'][n['mesh']]['primitives']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Hull 20417
Track_L 18720
Track_R 18720
Turret 7576
Part_MufflerGuard_L 4936
Part_MufflerGuard_R 4936
Part_Turret_RadioRail 2192
Wheel_L1 2116
Wheel_R1 2116
Wheel_L11 1868
Wheel_R11 1868
Wheel_L2 1700
Wheel_L4 1700
Wheel_L5 1700
Wheel_L7 1700
Wheel_L8 1700
Wheel_L10 1700
Wheel_R2 1700
Wheel_R4 1700
Wheel_R5 1700
Wheel_R7 1700
Wheel_R8 1700
Wheel_R10 1700
Wheel_L3 1372
Wheel_L6 1372
Wheel_L9 1372
Wheel_R3 1372
Wheel_R6 1372
Wheel_R9 1372
Part_TowCable 1288
Part_EngineGrille_L 924
Part_EngineGrille_R 924
Part_Fender_FL 808
Part_Fender_FR 808
Part_Fender_RL 772
Part_Fender_RR 772
Part_Turret_LoopAntenna 764
Hatch_Commander 576
Barrel 540
Gun 528
Part_Muffler_L 500
Part_Muffler_R 500
Part_Turret_Cupola 464
Part_SpareTracks 352
Part_PioneerTools 336
Part_Toolbox_L 300
Part_Toolbox_R 300
Part_Headlamp_L 232
Part_Headlamp_R 232
Hatch_Driver 220
Part_Jack 176
Part_Turret_Sight 88
Part_LampGuard_L 84
Part_LampGuard_R 84

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 '203,245p' build_chi-ha-tank.py; sed -n '295,345p' build_chi-ha-tank.py; sed -n '360,392p' build_chi-ha-tank.py; sed -n '529,555p' build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
h.lathe((tc.x,tc.y,.85),[(0,.645),(.025,.645)],mat='Interior',n=48)
h.tube(tc,.65,.025,mat='Scars',n=48)
# Riveted plate boundaries across the fighting compartment.
for j in range(8):
 a=Vector(outer0[j]); b=Vector(outer0[(j+1)%8]); c=Vector(outer1[j]); d=Vector(outer1[(j+1)%8]); normal=(b-a).cross(c-a).normalized()
 if normal.z<0: normal=-normal
 for zt in [.13,.86]:
  aa=a.lerp(c,zt); bb=b.lerp(d,zt)
  h.line_rivets(aa.lerp(bb,.08)+normal*.004,aa.lerp(bb,.92)+normal*.004,max(3,int((bb-aa).length/.14)),normal)
 h.line_rivets(a.lerp(c,.12)+normal*.005,a.lerp(c,.88)+normal*.005,4,normal)
# Nose sheet seams, rivets and transmission access plate.
for x in [-.70,-.24,.24,.70]:
 h.line_rivets((x,-2.42,.75),(x,-1.86,1.155),6,(0,-.58,.82))
h.box((0,-2.18,.951),(1.28,.025,.07),bev=.008,rot=Matrix.Rotation(math.radians(-35),3,'X'))
for x in [-.67,.67]:
 h.box((x,-2.42,.67),(.075,.10,.12),'Scars',.012)
 h.tube((x,-2.48,.59),.074,.016,(1,0,0),'TrackSteel',18,6)
# Bell cranks, suspension shafts, springs and mounting brackets are fixed hull.
for side in [-1,1]:
 x=side*.79
 for y in [-1.38,-.02,1.34]:
  h.lathe((x,y,.54),[(-.10,.075),(.10,.075)],(1,0,0),'TrackSteel',20)
  for dy in [-.34,.34]:
   h.rod((x,y,.61),(x,y+dy,.36),.065,'Paint',10)
   h.lathe((x,y+dy,.36),[(-.08,.060),(.08,.060)],(1,0,0),'Scars',16)
 h.rod((x,-1.43,.82),(x,1.35,.82),.058,'TrackSteel',20)
 for y in [-1.1,1.05]:
  h.lathe((x,y,.82),[(-.28,.095),(-.24,.097),(.24,.097),(.28,.095)],(0,1,0),'Paint',20)
  for k in range(9): h.tube((x,y-.22+k*.055,.82),.092,.006,(0,1,0),'TrackSteel',16,4)
 for y in [-2,-1.1,0,1.1,2]:
  h.box((side*.84,y,1.10),(.17,.09,.09),bev=.005)
  h.rivet((side*.93,y,1.1),(side,0,0),.016)
# Engine deck: complete skin beneath removable grilles and boxes.
h.box((0,1.64,1.16),(1.52,1.45,.07),bev=.015)
for x in [-.73,.73]: h.line_rivets((x,1.0,1.203),(x,2.30,1.203),12)
for y in [1.0,2.30]: h.line_rivets((-.73,y,1.203),(.73,y,1.203),12)
for side in [-1,1]:
 # Rear final drive access housings.
 h.lathe((side*.55,2.39,.84),[(-.02,.15),(.06,.15),(.08,.12)],(0,1,0),'Paint',24)
 h.tube((side*.52,2.48,.59),.065,.015,(1,0,0),'TrackSteel',18,6)
Hull=h.finish('Hull')

# Road wheels, front sprockets, rear perforated idlers and three return rollers.

def track_geo(side,broken=False):
 g=Geo(); x=side*.972
 for i in range(LINK_N):
  t=(i+.5)/LINK_N; pos,tangent=sample_path(t)
  if broken and t>.53:
   # Upper run sags, breaks at nose; terminal links rest on the ground ahead.
   if t<.83:
    q=(t-.53)/.30; pos[1]=.36+.26*sin(pi*q); tangent=np.array([-1.,.26*pi/4*cos(pi*q)]); tangent/=np.linalg.norm(tangent)
   else:
    q=(t-.83)/.17; pos=np.array([-1.75-2.1*q,.044]); tangent=np.array([-1.,0.])
  y,z=pos; dy,dz=tangent; rot=Matrix(((1,0,0),(0,dy,-dz),(0,dz,dy)))
  start=len(g.f); vstart=len(g.v)
  g.box((x,y,z),(.374,.105,.051),'TrackSteel',.007,rot)
  for dx in [-.135,.135]:
   c=Vector((x,y,z))+rot@Vector((dx,0,-.034)); g.box(c,(.096,.076,.026),'TrackSteel',0,rot)
  # Raised transverse grouser and inner guide tooth.
  c=Vector((x,y,z))+rot@Vector((0,0,-.029)); g.box(c,(.35,.025,.028),'Scars',.004,rot)
  tooth=[(-.035,-.032,.024),(.035,-.032,.024),(.035,.032,.024),(-.035,.032,.024),(-.012,-.016,.096),(.012,-.016,.096),(.012,.016,.096),(-.012,.016,.096)]
  g.add([Vector((x,y,z))+rot@Vector(v) for v in tooth],[(0,3,2,1),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7),(4,5,6,7)],'TrackSteel')
  # Pin barrels at each outer edge.
  for dx in [-.191,.191]: g.lathe(Vector((x,y,z))+rot@Vector((dx,.043,0)),[(-.017,.019),(.017,.019)],(1,0,0),'TrackSteel',8)
  # UV V is arc length / loop length, one full loop, including side faces.
  inv=rot.transposed()
  for fi in range(start,len(g.f)):
   g.uv[fi]=[]
   for vi in g.f[fi]:
    local=inv@(Vector(g.v[vi])-Vector((x,y,z))); g.uv[fi].append(((local.x+.205)/.41,(i+.5+local.y/(length/LINK_N))/LINK_N))
 return g
for side,label in [(1,'L'),(-1,'R')]: track_geo(side).finish('Track_'+label)

# Four detachable fenders: rolled lip, braces and fasteners; armour underneath is complete.
for side,label in [(1,'L'),(-1,'R')]:
 for front,code in [(True,'F'),(False,'R')]:
  g=Geo(); ya,yb=(-2.50,.05) if front else (.07,2.48)
  # Shallow curved sheet, rolled front/rear edge.
  pts=[(ya,1.075),(ya+.12,1.19),(ya+.34,1.215),(yb-.16,1.215),(yb,1.17)] if front else [(ya,1.215),(yb-.25,1.195),(yb-.10,1.16),(yb,1.08)]
  vs=[]
  for y,z in pts: vs.extend([(side*.78,y,z),(side*1.165,y,z),(side*.78,y,z-.025),(side*1.165,y,z-.025)])
  fs=[]
  for j in range(len(pts)-1):
   a=j*4;b=(j+1)*4; fs.extend([(a,a+1,b+1,b),(a+2,b+2,b+3,a+3),(a,b,b+2,a+2),(a+1,a+3,b+3,b+1)])
  fs.extend([(0,2,3,1),tuple((len(pts)-1)*4+k for k in [0,1,3,2])]); g.add(vs,fs)
  for (y,z),(yy,zz) in zip(pts,pts[1:]): g.rod((side*1.165,y,z),(side*1.165,yy,zz),.009,'Paint',8)
  for y in np.linspace(ya+.3,yb-.2,5):
   g.line_rivets((side*.83,y,1.228),(side*1.10,y,1.228),3)
  g.finish(f'Part_Fender_{code}{label}',(side*.973,(ya+yb)/2,1.17))
 # Large side stowage box and clasps.
 g=Geo(); x=side*.964; y=1.15
 g.box((x,y,1.35),(.33,.85,.28),bev=.018); g.box((x,y,1.501),(.35,.88,.032),bev=.008)
 for yy in [y-.30,y+.30]:
   y0=1.60+k*.038
   old=None
   for j in range(13):
    a=-.38+j*(pi+.76)/12; yy=y0+direction*(a/(pi+.76))*.24
    if 1.715<=yy<=2.295:
     p=(x+side*.151*sin(a),yy,z+.151*cos(a))
     if old:g.rod(old,p,.0032,'TrackSteel',4)
     old=p
    else:old=None
 g.finish('Part_MufflerGuard_'+label,(x,y,z))
 # Rear fender mounting foot remains after damage.
 # Headlights and detachable protective cages.
 g=Geo(); pos=(side*.72,-1.92,1.17)
 g.lathe(pos,[(-.052,.069),(.048,.069),(.055,.056)],(0,-1,0),'Paint',24)
 g.lathe((pos[0],pos[1]-.056,pos[2]),[(0,.053),(.008,.052)],(0,-1,0),'Lamps',24)
 g.finish('Part_Headlamp_'+label,pos)
 g=Geo()
 for dx in [-.081,.081]: g.rod((pos[0]+dx,pos[1]+.03,pos[2]-.04),(pos[0]+dx,pos[1]-.10,pos[2]+.075),.009,'Paint',8)
 g.rod((pos[0]-.081,pos[1]-.1,pos[2]+.075),(pos[0]+.081,pos[1]-.1,pos[2]+.075),.009,'Paint',8)
 g.finish('Part_LampGuard_'+label,pos)

# Engine-deck louvres: spaced, individually shaped slats above the sealed skin.
for side,label in [(1,'L'),(-1,'R')]:
 g=Geo(); x=side*.36;y=1.48
 for dx in [-.295,.295]:g.box((x+dx,y,1.239),(.022,1.13,.046),bev=.005)
 for yy in [y-.555,y+.555]:g.box((x,yy,1.239),(.61,.028,.046),bev=.005)
 for j in range(17):g.box((x,y-.5+j*.0625,1.245),(.565,.037,.034),'Paint',.006,Matrix.Rotation(.26,3,'X'))
 g.finish('Part_EngineGrille_'+label,(x,y,1.24))
# Rear jack, pioneer tools, spare track assembly and tow cable.
g=Geo(); g.box((0,2.38,1.21),(.19,.14,.10),'TrackSteel',.006); g.rod((-.42,2.38,1.22),(.42,2.38,1.22),.033,'TrackSteel',12)
g.box((.42,2.38,1.22),(.08,.16,.15),'Paint',.008); g.rod((-.08,2.38,1.23),(-.08,2.38,1.47),.021,'Scars',12); g.finish('Part_Jack',(0,2.38,1.24))
g=Geo()
for x in [-.46,-.22]:

hd=empty('Hull_Damage',(0,0,0));td=empty('Turret_Damage',tc)
twins=[]
for o in healthy:
 if not o.name.startswith('Part_'):continue
 if any(k in o.name for k in ['Fender','Toolbox','Muffler','EngineGrille','Jack','RadioRail','LoopAntenna','Cupola','Sight']):
  name='Dmg_'+o.name[5:];parent=td if o.name.startswith('Part_Turret_') else hd
  q=clone(o,name,parent); replace_materials(q)
  # Fold a corner, twist sheet edges and introduce localized spall tears.
  coords=np.array([v.co[:] for v in q.data.vertices]); ext=np.maximum(np.max(np.abs(coords),axis=0),.02)
  for v in q.data.vertices:
   a=v.co.y/ext[1]; b=v.co.x/ext[0]
   v.co.z+=max(0,a-.1)**2*.21 + .025*sin(17*v.co.y)*max(0,abs(b)-.55)
   v.co.x+=.09*max(0,a)*sin(v.co.z*7+1)
  # Tear away a localized end triangle patch; remaining sheet has ragged real edges.
  if 'Fender' in name or 'Grille' in name:
   bm=bmesh.new();bm.from_mesh(q.data)
   faces=[f for f in bm.faces if f.calc_center_median().y>ext[1]*.57 and f.calc_center_median().x>ext[0]*.05]
   bmesh.ops.delete(bm,geom=faces,context='FACES');bm.to_mesh(q.data);bm.free()
  # Scorch only a subset of surfaces so damaged panels still accept paint variants.
  for poly in q.data.polygons:
   if random.random()<.22:poly.material_index=list(M).index('Burnt')
  twins.append(q)

# Impact overlays are thin shells on each armour face: soot fans, gouges and petalled rims.
def scar_group(name,centre,normal,span,parent):
 g=Geo(); n=Vector(normal).normalized();u=n.cross(Vector((0,0,1)))

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc "sed -n '185,207p' build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:

# All material graph results are Cycles-baked to compact shared tile sets.
for args in [('Paint',(.24,.21,.11),.04,.82,'green_metal_rust',1024),('TrackSteel',(.17,.14,.105),.72,.71,'rusty_metal_02',512),('Rubber',(.032,.035,.032),0,.91,'green_metal_rust',512),('Scars',(.25,.265,.26),.85,.48,'rusty_metal_02',512),('Interior',(.013,.017,.014),.05,.95,'green_metal_rust',512),('Lamps',(.68,.66,.50),.15,.29,'green_metal_rust',512),('Burnt',(.095,.084,.073),.45,.92,'rusty_metal_02',512)]: material(*args)
print('MATERIAL_BAKES_COMPLETE',flush=True)

# Continuous armoured tub, with sloped nose, chamfered sides and real turret well.
h=Geo()
sections=[(-2.49,.72,.50,.72),(-2.26,.82,.42,1.04),(-1.80,.86,.40,1.16),(1.65,.83,.42,1.17),(2.47,.72,.55,1.10)]
rings=[]
for y,w,b,t in sections: rings.append([(-w+.08,y,b),(w-.08,y,b),(w,y,b+.08),(w,y,t-.06),(w-.06,y,t),(-w+.06,y,t),(-w,y,t-.06),(-w,y,b+.08)])
loft(h,rings)
outer0=octagon(0,-.48,1.88,2.65,1.10,.24); outer1=octagon(0,-.48,1.58,2.30,1.39,.22)
loft(h,[outer0,outer1],caps=False)
tc=Vector((.105,-.48,1.395)); inner=[]
for v in outer1:
 d=Vector((v[0]-tc.x,v[1]-tc.y,0)).normalized(); inner.append((tc.x+d.x*.65,tc.y+d.y*.65,1.39))
loft(h,[outer1,inner],caps=False)
loft(h,[inner,[(x,y,.85) for x,y,z in inner]],'Interior',False)
h.lathe((tc.x,tc.y,.85),[(0,.645),(.025,.645)],mat='Interior',n=48)
h.tube(tc,.65,.025,mat='Scars',n=48)
# Riveted plate boundaries across the fighting compartment.
for j in range(8):
 a=Vector(outer0[j]); b=Vector(outer0[(j+1)%8]); c=Vector(outer1[j]); d=Vector(outer1[(j+1)%8]); normal=(b-a).cross(c-a).normalized()

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/bin/bash -lc "cat > /tmp/patch_chiha.py <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text()
s=s.replace(\"mapping.inputs[1].default_value=(95,3,1)\",\"mapping.inputs[1].default_value=(7,6,1)\")
s=s.replace(\".50 if name=='Paint' else .24\",\".20 if name=='Paint' else .15\")
s=s.replace(\"normal.inputs['Strength'].default_value=.32\",\"normal.inputs['Strength'].default_value=.12\")
s=s.replace(\"bump.inputs['Strength'].default_value=.12\",\"bump.inputs['Strength'].default_value=.06\")
s=s.replace(\"axis,mat,8)\\n def line_rivets\",\"axis,mat,6)\\n def line_rivets\")
s=s.replace(\"default_value=.45\\n for name\",\"default_value=.25\\n for name\")
s=s.replace(\"1800,6),('Fill',(-5,-2,4),1100,5),('Rim',(1,6,7),2000,5)\",\"1100,6),('Fill',(-5,-2,4),450,5),('Rim',(1,6,7),1300,5)\")
s=s.replace(\"cam.location=(8,0,2.1)\",\"cam.location=(8,0,1.02)\")
s=s.replace(\"loft(h,[outer0,outer1],caps=False)\",\"\"\"# Sloped shoulder with a constructed driver opening, avoiding booleans on rivet islands.
for j in range(1,8): h.add([outer0[j],outer0[(j+1)%8],outer1[(j+1)%8],outer1[j]],[(0,1,2,3)])
a,b,c,d=map(Vector,[outer0[0],outer0[1],outer1[1],outer1[0]])
def frontpoint(u,v):return a.lerp(b,u).lerp(d.lerp(c,u),v)
for u0,u1,v0,v1 in [(0,.075,0,1),(.40,1,0,1),(.075,.40,0,.08),(.075,.40,.88,1)]:
 h.add([frontpoint(u0,v0),frontpoint(u1,v0),frontpoint(u1,v1),frontpoint(u0,v1)],[(0,1,2,3)])\"\"\")
s=s.replace(\"g.lathe(c,[(-.115,r-.015),(-.095,r),(.095,r),(.115,r-.015)],axis,'Rubber',40 if kind=='road' else 28)\",\"g.lathe(c,[(-.115,r*.80),(-.115,r-.015),(-.095,r),(.095,r),(.115,r-.015),(.115,r*.80),(-.115,r*.80)],axis,'Rubber',32 if kind=='road' else 24,caps=False)\")
s=s.replace(\"40 if kind=='road' else 28)\",\"32 if kind=='road' else 24)\")
start=s.index('   # Open eight-spoke idler;')
end=s.index(\"  g.lathe(c,[(-.13\",start)
s=s[:start]+'''   # Cast plate with eight genuine circular lightening holes and bevelled rims.
   g.lathe(c,[(-.10,r),(.10,r),(.12,r-.025),(.12,r-.060),(-.10,r-.060),(-.10,r)],axis,'TrackSteel',48,caps=False)
   N=12;vs=[];fs=[]
   # Eight sectors tile the solid disk; each has a circular void at its centre.
   for sector in range(8):
    a=2*pi*sector/8; center=np.array([.267*cos(a),.267*sin(a)])
    contours=[]
    for depth,rad in [(-.093,.057),(-.086,.052),(.108,.052),(.116,.057)]:
     contours.append([c+Vector((side*depth,*(center+rad*np.array([cos(a+2*pi*j/N),sin(a+2*pi*j/N)])))) for j in range(N)])
    outer=[]
    for j in range(N):
     ang=a+2*pi*j/N;direction=np.array([cos(ang),sin(ang)])
     # intersect ray from hole centre with annular-sector boundaries
     candidates=[]
     for rr in [.105,r-.048]:
      dot=float(center@direction);disc=dot*dot+rr*rr-float(center@center)
      if disc>=0:
       candidates.extend(t for t in [-dot-math.sqrt(disc),-dot+math.sqrt(disc)] if t>1e-5)
     for edge in [a-pi/8,a+pi/8]:
      normal=np.array([-sin(edge),cos(edge)]);den=float(direction@normal)
      if abs(den)>1e-6:
       t=-float(center@normal)/den
       if t>1e-5:candidates.append(t)
     outer.append(center+direction*min(candidates))
    k=len(vs);vs.extend([v for ring in contours for v in ring]);vs.extend([c+Vector((side*depth,*yz)) for depth in [-.093,.116] for yz in outer])
    for j in range(N):
     j1=(j+1)%N
     for rj in range(3):fs.append((k+rj*N+j,k+rj*N+j1,k+(rj+1)*N+j1,k+(rj+1)*N+j))
     fs.extend([(k+j,k+4*N+j,k+4*N+j1,k+j1),(k+3*N+j,k+3*N+j1,k+5*N+j1,k+5*N+j)])
   g.add(vs,fs,'Paint')
   g.tube(c+Vector((side*.12,0,0)),r-.044,.012,axis,'Paint',48,5)
''' +s[end:]
start=s.index(\"cut=Geo();cut.box\")
end=s.index('# Hull bow machine',start)
s=s[:start]+s[end:]
s=s.replace(\"def clone(o,name,parent=None):\\n q=\", \"def clone(o,name,parent=None):\\n bpy.context.view_layer.update()\\n q=\")
s=s.replace(\"if parent:q.parent=parent;q.matrix_world=mw\",\"if parent:\\n  bpy.context.view_layer.update();q.parent=parent;q.matrix_world=mw\\n bpy.context.view_layer.update()\")
s=s.replace(\"q=join_objects(gparts,'Gun_Broken',gp);q.parent=td;q.matrix_world.translation=gp;replace_materials(q)\",\"q=join_objects(gparts,'Gun_Broken',gp);bpy.context.view_layer.update();mw=q.matrix_world.copy();q.parent=td;q.matrix_world=mw;replace_materials(q)\")
s=s.replace(\"o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4)\",\"o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4);bpy.context.view_layer.update();o.location.z-=min((o.matrix_world@Vector(c)).z for c in o.bound_box)\")
# Track pins and grousers retain bevels; reduce hidden pin cross section.
s=s.replace(\"(1,0,0),'TrackSteel',8)\\n  # UV\", \"(1,0,0),'TrackSteel',6)\\n  # UV\")
# Budget pass, preserving track UVs and all pivots.
s=s.replace(\"S.view_layers.update() if\", \"\"\"# Small detail is retained, but collapse redundant guard wire facets and track bevel topology.
for o in healthy:
 if o.type"'!='"'MESH':continue
 ratio=.72 if 'MufflerGuard' in o.name else (.86 if o.name.startswith('Track_') else .94)
 active(o);mod=o.modifiers.new('Production triangle budget','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
S.view_layers.update() if\"\"\")
p.write_text(s)
PY
python3 /tmp/patch_chiha.py
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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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/chi-ha-tank-v1/build_chi-ha-tank.py > /tmp/chiha-build2.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'tail -8 /tmp/chiha-build2.log; ls -lh' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
total 29M
-rw-rw-r-- 1 claude-agent claude-agent  12K Oct 11 16:27 PROMPT.txt
drwxrwxr-x 2 claude-agent claude-agent 4.0K Oct 11 16:47 __pycache__
-rw-rw-r-- 1 claude-agent claude-agent 264K Oct 11 16:47 astra.log
-rw-rw-r-- 1 claude-agent claude-agent  52K Oct 11 16:47 build_chi-ha-tank.py
-rw-r--r-- 1 claude-agent claude-agent 8.0M Oct 11 16:44 chi-ha-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent 8.6M Oct 11 16:43 chi-ha-tank.glb
-rw-r--r-- 1 claude-agent claude-agent 2.4M Oct 11 16:43 clay.png
-rw-r--r-- 1 claude-agent claude-agent 2.6M Oct 11 16:43 final.png
-rw-rw-r-- 1 claude-agent claude-agent 8.9K Oct 11 15:20 job.json
-rw-r--r-- 1 claude-agent claude-agent  27K Oct 11 16:43 nodes.json
-rw-r--r-- 1 claude-agent claude-agent 1.8M Oct 11 16:44 paints.png
-rw-rw-r-- 1 claude-agent claude-agent 644K Oct 11 15:23 sheet.jpg
-rw-rw-r-- 1 claude-agent claude-agent   46 Oct 11 15:23 sheet.log
-rw-rw-r-- 1 claude-agent claude-agent  900 Oct 11 15:20 sheet_prompt.txt
-rw-r--r-- 1 claude-agent claude-agent 2.5M Oct 11 16:43 side.png
-rw-rw-r-- 1 claude-agent claude-agent   21 Oct 11 16:27 started.txt
-rw-r--r-- 1 claude-agent claude-agent 1.7M Oct 11 16:44 states.png

codex
The hull now uses a constructed hatch opening, and the wheels have recessed metal faces and perforated idlers. I also corrected the damage-parent transforms that displaced turret parts. The second clean build is queued on the GPU machine.
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank.glb --strict > /tmp/chiha-audit1.json; head -55 /tmp/chiha-audit1.json; tail -5 /tmp/chiha-build2.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 113ms:
{
  "file": "chi-ha-tank.glb",
  "sha256": "2ce7bc6d52c8f38b3f1e37b7e012a75fc2d99a6c45853ea3854d13e7094e9de0",
  "bytes": 8996312,
  "primitive_count": 145,
  "material_count": 6,
  "embedded_images": 18,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Hatch_Driver",
      "primitive": 0,
      "triangles": 176,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch_Driver",
      "primitive": 1,
      "triangles": 44,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 11755,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 6656,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 1476,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 3,
      "triangles": 530,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_L",
      "primitive": 0,
      "triangles": 924,

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/bin/bash -lc "date -u; ssh gex44 'ps -eo pid,etime,args | grep \"[b]lender\" | tail -8'; tail -3 /tmp/chiha-build2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 529ms:
Sun Oct 11 16:48:06 UTC 2026
1434426       05:31 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/t55-tank-v1/build_t55-tank.py > /root/fal-author/t55-tank-v1/build.log 2>&1
1434427       05:31 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/t55-tank-v1/build_t55-tank.py
1458439       00:59 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/audit_director.py --python /root/ruth-teaser-20261011/director/render_director.py -- probe 1 70 166 222 286 389 446 490 550 606 702 780 874 900 > /root/ruth-teaser-20261011/director/probes.log 2>&1; tail -12 /root/ruth-teaser-20261011/director/probes.log
1458441       00:59 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/audit_director.py --python /root/ruth-teaser-20261011/director/render_director.py -- probe 1 70 166 222 286 389 446 490 550 606 702 780 874 900
1462843       00:19 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/chi-ha-tank-v1/build_chi-ha-tank.py
1463715       00:11 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --rebake
1464469       00:04 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t55-tank-v1/build_t55-tank.py
3939376 36-06:43:33 python3 /opt/astra-blender/blender_exec_server.py

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/bin/bash -lc 'tail -5 /tmp/chiha-build2.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 16:48:22 UTC 2026

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/bin/bash -lc "sed -n '595,632p' build_chi-ha-tank.py; sed -n '430,475p' build_chi-ha-tank.py; tail -3 /tmp/chiha-build2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
 for hit in range(4):
  c=Vector(centre)+u*((hit-1.5)*span/3)+v*((.045 if hit%2 else -.028));radius=.029 if hit==2 else .015+hit*.004
  # Irregular flattened soot halo, 2 mm over the armour.
  N=18;vs=[c+n*.002]
  for j in range(N):
   a=2*pi*j/N; r=radius*(2.2+random.random()*.8);vs.append(c+n*.0022+u*cos(a)*r+v*sin(a)*r*.73)
  g.add(vs,[(0,j+1,(j+1)%N+1) for j in range(N)],'Burnt')
  # Thin ricochet groove, aligned with the sheet, tapering to a bright exposed edge.
  if hit!=2:
   a=c-u*.04; b=c+u*.042+v*.018
   g.add([a-v*.006+n*.003,b+n*.003,c+v*.008+n*.004],[(0,1,2)],'Scars')
  else:
   # Dark bore centre with curled bare-metal petals around the penetration.
   g.lathe(c+n*.003,[(0,radius*.77),(.0004,radius*.77)],n,'Interior',18)
   vs=[]
   for rr,depth in [(radius*.73,.003),(radius, .004),(radius*1.45,.0025)]:
    for j in range(N):
     a=2*pi*j/N;off=.006*(j%2) if rr==radius else 0
     vs.append(c+n*(depth+off)+u*cos(a)*rr+v*sin(a)*rr)
   fs=[]
   for k in range(2):
    for j in range(N):fs.append((k*N+j,k*N+(j+1)%N,(k+1)*N+(j+1)%N,(k+1)*N+j))
   g.add(vs,fs,'Scars')
 q=g.finish(name,centre,parent);replace_materials(q);return q
scars=[]
for args in [('Scar_Hull_Front',(0,-1.715,1.25),(0,-.856,.517),1.16,hd),('Scar_Hull_L',(.87793,-.35,1.22),(1,0,.517),1.50,hd),('Scar_Hull_R',(-.87793,-.35,1.22),(-1,0,.517),1.50,hd),('Scar_Hull_Rear',(0,2.474,.86),(0,1,0),1.06,hd),('Scar_Turret_Front',(cx,cy-.830225,1.68),(0,-1,.15),.73,td),('Scar_Turret_L',(cx+.75372,cy,1.69),(1,0,.15),.83,td),('Scar_Turret_R',(cx-.75372,cy,1.69),(-1,0,.15),.83,td),('Scar_Turret_Rear',(cx,cy+.830225,1.68),(0,1,.15),.73,td)]: scars.append(scar_group(*args))
for side,label in [(1,'L'),(-1,'R')]:
 q=track_geo(side,True).finish('Track_'+label+'_Broken',(0,0,0),hd); simplify(q,.74)
# Gun knockout contains its own damaged mantlet and burst tube; the healthy Gun hierarchy is hidden.
gparts=[clone(Gun,'broken mantlet'),clone(Barrel,'broken barrel')]
q=gparts[1]
for vert in q.data.vertices:
 d=max(0,-vert.co.y-.37)
 vert.co.z-=d*.65
 if -vert.co.y>.64:
  vert.co.x*=1+(-vert.co.y-.64)*5;vert.co.z+=(.045 if vert.co.x>0 else -.055)*(-vert.co.y-.64)*3
q=join_objects(gparts,'Gun_Broken',gp);bpy.context.view_layer.update();mw=q.matrix_world.copy();q.parent=td;q.matrix_world=mw;replace_materials(q)
# Wreck copies omit selected fittings, expose wells and carry a single Burnt material.
 g.box((.48,-2.12+j*.115,1.055+j*.063),(.34,.10,.04),'TrackSteel',.007)
 g.box((.48,-2.12+j*.115,1.08+j*.063),(.31,.028,.028),'Scars',.003)
g.finish('Part_SpareTracks',(.48,-1.95,1.16))
g=Geo(); pts=[]
for i in range(61):
 a=2*pi*i/60; pts.append((-.40+.28*cos(a),2.483,.89+.19*sin(a)))
for a,b in zip(pts,pts[1:]):g.rod(a,b,.014,'TrackSteel',6)
for x in [-.55,-.25]:g.box((x,2.46,1.02),(.04,.07,.09),'Paint',.004)
g.finish('Part_TowCable',(-.4,2.483,.89))

# Turret: asymmetric octagonal shell, riveted seams, full roof around hatch opening.
t=Geo(); cx,cy=tc.x,tc.y
lower=octagon(cx,cy,1.59,1.74,1.415,.25); upper=octagon(cx,cy,1.43,1.58,1.948,.22)
loft(t,[lower,upper],caps=False)
t.lathe(tc,[(0,.615),(.06,.615)],mat='Paint',n=48)
# Close floor, preserving a basket connection for the wreck variant.
loft(t,[lower,[(x,y,1.40) for x,y,z in lower]],caps=True)
hatchpos=Vector((cx,cy+.16,1.957)); hole=[]
for p in upper:
 d=Vector((p[0]-hatchpos.x,p[1]-hatchpos.y,0)).normalized(); hole.append((hatchpos.x+d.x*.265,hatchpos.y+d.y*.265,1.948))
loft(t,[upper,hole],caps=False); loft(t,[hole,[(x,y,1.57) for x,y,z in hole]],'Interior',False)
t.lathe((hatchpos.x,hatchpos.y,1.57),[(0,.26),(.015,.26)],mat='Interior',n=32)
for j in range(8):
 a,b=Vector(lower[j]),Vector(lower[(j+1)%8]); c,d=Vector(upper[j]),Vector(upper[(j+1)%8]); normal=(b-a).cross(c-a).normalized()
 for f in [.08,.91]:
  aa=a.lerp(c,f); bb=b.lerp(d,f); t.line_rivets(aa.lerp(bb,.07)+normal*.004,aa.lerp(bb,.93)+normal*.004,max(3,int((bb-aa).length/.135)),normal,.011)
 t.line_rivets(a.lerp(c,.12)+normal*.008,a.lerp(c,.88)+normal*.008,6,normal,.012)
# Vision slits sunk into raised frames, one per side.
for side in [-1,1]:
 x=cx+side*.759
 t.box((x,cy-.22,1.735),(.018,.16,.056),'Paint',.006)
 t.box((x+side*.012,cy-.22,1.745),(.006,.117,.012),'Interior',.001)
# Rear-facing Type 97 machine gun (the tank has no roof MG).
t.lathe((cx+.20,cy+.821,1.70),[(-.03,.112),(.065,.096),(.095,.057)],(0,1,0),'Paint',24)
t.lathe((cx+.20,cy+.96,1.70),[(-.045,.029),(.23,.024),(.25,.019)],(0,1,0),'Scars',16)
for j in range(8):t.tube((cx+.20,cy+.965+j*.027,1.70),.027,.005,(0,1,0),'TrackSteel',12,4)
t.rod((cx+.2,cy+1.06,1.73),(cx+.2,cy+1.06,1.81),.008,'Scars',8)
Turret=t.finish('Turret',tc); Turret['rotation_axis']='Y in glTF'
# Mantlet trunnion and separate recoil tube.
g=Geo(); gp=Vector((cx,cy-.825,1.713)); g.box(gp,(.48,.22,.32),'Paint',.035)
for sx in [-1,1]:
 g.lathe(gp+Vector((sx*.235,0,0)),[(-.017,.12),(.017,.12)],(1,0,0),'Paint',24)
 for zz in [-.105,.105]:g.rivet(gp+Vector((sx*.174,-.116,zz)),(0,-1,0),.014)
g.lathe(gp+Vector((0,-.14,0)),[(-.02,.109),(.075,.096)],(0,-1,0),'Paint',32)
Gun=g.finish('Gun',gp,Turret)
g=Geo(); bp=gp+Vector((0,-.215,0)); barrel_len=.925

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/bin/bash -lc 'tail -8 /tmp/chiha-build2.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 16:48:47 UTC 2026

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/bin/bash -lc 'head -65 nodes.json; tail -10 /tmp/chiha-audit1.json; tail -4 /tmp/chiha-build2.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
{
  "asset": "Type 97 Chi-Ha style",
  "contract": "tank-damage/v1",
  "frame": "+X left, +Y up, +Z gun forward; metres",
  "files": {
    "chi-ha-tank.glb": {
      "triangles": 126669,
      "bounds": {
        "min": [
          -1.165,
          0.0,
          -2.76
        ],
        "max": [
          1.165,
          2.23,
          2.76
        ],
        "dimensions": [
          2.33,
          2.23,
          5.52
        ]
      },
      "nodes": [
        {
          "name": "Hull",
          "parent": null,
          "world_position": [
            0.0,
            0.002999,
            0.004374
          ],
          "type": "MESH"
        },
        {
          "name": "Wheel_L1",
          "parent": null,
          "world_position": [
            0.956682,
            0.737669,
            2.229368
          ],
          "type": "MESH"
        },
        {
          "name": "Wheel_L2",
          "parent": null,
          "world_position": [
            0.956682,
            0.35784,
            1.716674
          ],
          "type": "MESH"
        },
        {
          "name": "Wheel_L3",
          "parent": null,
          "world_position": [
            0.956682,
            1.04753,
            1.298554
          ],
          "type": "MESH"
        },
    }
  ],
  "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": 126669,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": [
    "duplicate_primitives"
  ]
}

codex
I’m checking the export contracts while the build waits: embedded textures, paint factors, pivot positions, damage-node hierarchy and triangle counts. The damage file already fits its budget; the healthy asset’s detail reductions are in the queued build.
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/bin/bash -lc "cat > /tmp/chiha_contract.py <<'PY'
import json,struct,sys,numpy as np
from pathlib import Path
def glb(path):
 raw=Path(path).read_bytes(); n=struct.unpack_from('<I',raw,12)[0];return json.loads(raw[20:20+n])
a,b=map(glb,['chi-ha-tank.glb','chi-ha-tank-damage.glb'])
def positions(d):
 nodes=d['nodes'];par={c:i for i,n in enumerate(nodes) for c in n.get('children',[])}
 def world(i):
  n=nodes[i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   x,y,z,w=n.get('rotation',[0,0,0,1]);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]));m[:3,3]=n.get('translation',[0,0,0])
  return world(par[i])@m if i in par else m
 return {n['name']:{'pos':world(i)[:3,3],'parent':nodes[par[i]]['name'] if i in par else None,'matrix':world(i)} for i,n in enumerate(nodes)}
pa,pb=positions(a),positions(b);err=[]
def check(condition,what):
 if not condition:err.append(what)
for d,f in [(a,'healthy'),(b,'damage')]:
 tri=sum(d['accessors'][p['indices']]['count']//3 for m in d['meshes'] for p in m['primitives']);print(f,'triangles',tri)
 check(tri<=110000,f+' triangle budget')
 paint=next(m for m in d['materials'] if m['name']=='Paint');check(paint['pbrMetallicRoughness']['baseColorFactor']==[.24,.21,.11,1],f+' paint factor')
 check(all('uri'not in x for x in d.get('images',[])),f+' embedded textures')
check(set(n for n,v in pb.items() if v['parent'] is None)=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'},'damage roots')
for part in [n for n in pa if n.startswith('Part_')]:
 twin='Dmg_'+part[5:]
 if twin in pb:check(np.linalg.norm(pa[part]['pos']-pb[twin]['pos'])<1e-5,part+' twin pivot')
for lhs,rhs in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]:check(np.linalg.norm(pa[lhs]['pos']-pb[rhs]['pos'])<1e-5,lhs+' matching pivot '+rhs)
for n in ['Hull_Damage','Wreck_Hull']:check(np.linalg.norm(pb[n]['pos'])<1e-5,n+' at origin')
for n,p in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel'),('Hatch_Commander','Turret')]:check(pa[n]['parent']==p,n+' hierarchy')
for side in ['L','R']:
 wheels=[n for n in pa if n.startswith('Wheel_'+side)];check(len(wheels)==11,side+' 11 wheels')
 z=[pa[f'Wheel_{side}{i}']['pos'][2] for i in range(1,12)];check(z==sorted(z,reverse=True),side+' front to rear order')
print('Failures:',err)
sys.exit(bool(err))
PY
python3 /tmp/chiha_contract.py; tail -4 /tmp/chiha-build2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 41ms:
healthy triangles 126669
damage triangles 93041
Failures: ['healthy triangle budget', 'Part_Turret_Cupola twin pivot', 'Part_Turret_LoopAntenna twin pivot', 'Part_Turret_RadioRail twin pivot', 'Part_Turret_Sight twin pivot', 'Hull_Damage at origin', 'Wreck_Hull at origin']

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text();needle=\"export('chi-ha-tank.glb',healthy)\\nexport('chi-ha-tank-damage.glb',damage)\"
replace=\"\"\"# Fixed roots are exactly at the library origin; keep geometry and child world positions.
for name in ['Hull','Hull_Damage','Wreck_Hull','Track_L','Track_R','Track_L_Broken','Track_R_Broken']:
 o=bpy.data.objects[name];bpy.context.view_layer.update();old=o.matrix_world.copy();children={q:q.matrix_world.copy() for q in o.children};new=old.copy();new.translation=(0,0,0);o.matrix_world=new
 if o.type=='MESH':o.data.transform(new.inverted()@old)
 bpy.context.view_layer.update()
 for q,mw in children.items():q.matrix_world=mw
# Slack wreck links rest on the ground rather than penetrating it.
for v in WreckHull.data.vertices:
 if v.co.z<0:v.co.z=0
bpy.context.view_layer.update()
export('chi-ha-tank.glb',healthy)
export('chi-ha-tank-damage.glb',damage)\"\"\"
assert needle in s;s=s.replace(needle,replace);s=s.replace(\"('Burnt',(.095,.084,.073)\",\"('Burnt',(.042,.043,.040)\");p.write_text(s)
PY
tail -5 /tmp/chiha-build2.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'tail -12 /tmp/chiha-build2.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
18:50:29 | INFO: Blender create Mesh node Part_Turret_Cupola.001
18:50:29 | INFO: Blender create Mesh node Part_Turret_LoopAntenna.001
18:50:29 | INFO: Blender create Mesh node Part_Turret_RadioRail.001
18:50:29 | INFO: Blender create Mesh node Part_Turret_Sight.001
18:50:29 | INFO: Blender create Mesh node Gun.001
18:50:29 | INFO: Blender create Mesh node Scar_Turret_Front
18:50:29 | INFO: Blender create Mesh node Scar_Turret_L
18:50:29 | INFO: Blender create Mesh node Scar_Turret_R
18:50:29 | INFO: Blender create Mesh node Scar_Turret_Rear
18:50:29 | INFO: Blender create Mesh node Hull.001
18:50:29 | INFO: Blender create Mesh node Turret.001
18:50:29 | INFO: glTF import finished in 0.56s
Sun Oct 11 16:50:31 UTC 2026

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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/draft.png /tmp/chiha-draft2.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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codex
The new render restores the complete hull, and the idlers now read as perforated cast wheels. It still looks too clean beside the reference. I’m adding nose-plate fittings, stronger paint wear and softer armour edges, then checking the damage views again.
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/bin/bash -lc 'tail -5 /tmp/chiha-build2.log; scp gex44:/root/fal-author/chi-ha-tank-v1/textures/Paint_base.png /tmp/chiha-paint2.png; scp gex44:/root/fal-author/chi-ha-tank-v1/states.png /tmp/chiha-states2.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 2257ms:
01:12.989  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-4.png'
01:14.151  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-5.png'
COMPLETE {"chi-ha-tank.glb": {"triangles": 105538, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 79843, "bounds": {"min": [-1.165, -0.051834, -2.76], "max": [1.226776, 2.248386, 3.840182], "dimensions": [2.391776, 2.30022, 6.600182]}}}

Blender quit

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/bin/bash -lc "sed -n '715,740p' build_chi-ha-tank.py; scp gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank.glb gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank-damage.glb gex44:/root/fal-author/chi-ha-tank-v1/nodes.json .; python3 /tmp/chiha_contract.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 exited 1 in 3934ms:
paints=[{'name':'khaki brown','linear_rgb':[.24,.21,.11]},{'name':'olive drab','linear_rgb':[.18,.20,.095]},{'name':'forest green','linear_rgb':[.075,.14,.065]},{'name':'desert tan','linear_rgb':[.49,.38,.22]},{'name':'field grey','linear_rgb':[.20,.235,.21]},{'name':'winter white','linear_rgb':[.78,.80,.76]}]
manifest={'asset':'Type 97 Chi-Ha style','contract':'tank-damage/v1','frame':'+X left, +Y up, +Z gun forward; metres','files':{},'paints':paints,'damage':{'parts':[{'part':o.name,'twin':('Dmg_'+o.name[5:]) if ('Dmg_'+o.name[5:]) in {q.name for q in twins} else None} for o in healthy if o.name.startswith('Part_')],'scars':[q.name for q in scars],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'proof_layout':{'states':['healthy','hit','stripped','immobilised','wreck','blown turret'],'paints':'row-major order of paints array'},'historical_rig_notes':'No roof MG or separate loader hatch on this turret. Rear turret MG fixed into Turret; bow MG fixed into Hull. Wheels sorted front to back including return rollers; role is stored as node extras.'}
for file,obs in [('chi-ha-tank.glb',healthy),('chi-ha-tank-damage.glb',damage)]:
 manifest['files'][file]={'triangles':triangles(obs),'bounds':bounds(obs),'nodes':[{'name':o.name,'parent':o.parent.name if o.parent else None,'world_position':glpos(o.matrix_world.translation),'type':o.type} for o in obs]}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
# Drop all authored objects/materials before proof: both GLBs are imported into an empty scene.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
for g in list(bpy.data.node_groups):
 if g.name.startswith('glTF Material Output'):bpy.data.node_groups.remove(g)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'chi-ha-tank.glb')); A=list(S.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'chi-ha-tank-damage.glb')); B=[o for o in S.objects if o not in A]
# Blender adds numeric suffixes to the duplicate material names on import; all Paint copies share variants.
cam=setup_stage();camera(cam)
def vis(obs,value):
 for o in obs:o.hide_render=not value

def state(which):
 vis(A,which in ['healthy','hit','stripped','immobilised']);vis(B,False)
 if which=='hit':
  for o in B:
   if o.name.startswith('Scar_'):o.hide_render=False
  chosen=['Fender_FL','Fender_FR','Toolbox_L','MufflerGuard_L','EngineGrille_L','Turret_RadioRail']
  for name in chosen:
   bpy.data.objects['Part_'+name].hide_render=True;bpy.data.objects['Dmg_'+name].hide_render=False
 elif which=='stripped':
healthy triangles 105538
damage triangles 79843
Failures: ['Hull_Damage at origin', 'Wreck_Hull at origin']

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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/textures/green_metal_rust_diff_1k.jpg /tmp/chiha-source.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc "cat > /tmp/patch_chiha3.py <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text()
s=s.replace(\"if name=='Paint': a,b=(.40,.40,.40,1),(.96,.96,.96,1)\",\"if name=='Paint': a,b=(.16,.16,.16,1),(.96,.96,.96,1)\")
s=s.replace(\"ramp.color_ramp.elements[0].position=.08\", \"ramp.color_ramp.elements[0].position=.014 if name=='Paint' else .08\")
s=s.replace(\"ramp.color_ramp.elements[1].position=.64\", \"ramp.color_ramp.elements[1].position=.12 if name=='Paint' else .64\")
s=s.replace(\"normal.inputs['Strength'].default_value=.12\", \"normal.inputs['Strength'].default_value=.24 if name=='Paint' else .12\")
s=s.replace(\"('Scars',(.25,.265,.26),.85,.48\", \"('Scars',(.14,.155,.15),.85,.62\")
s=s.replace(\"# Blender adds numeric suffixes\", \"for o in A+B:o.rotation_mode='XYZ'\\n# Blender adds numeric suffixes\")
s=s.replace(\"g.tube(c+Vector((side*.124,0,0)),r*.73,.009,axis,'TrackSteel',32,5)\",\"g.tube(c+Vector((side*.124,0,0)),r*.73,.009,axis,'TrackSteel',24,4)\\n   g.tube(c+Vector((side*.126,0,0)),r*.60,.006,axis,'TrackSteel',24,4)\")
needle=\"Hull=h.finish('Hull')\"
extra=\"\"\"# Transmission cover, towing clevis and paired access plates on the glacis.
for yy in [-2.435,-2.31]:
 zz=.72+(yy+2.49)/.23*.32
 h.line_rivets((-.61,yy,zz+.004),(.61,yy,zz+.004),11,(0,-.812,.584),.013)
# Top access plates follow the actual upper nose slope.
for xx in [-.43,.43]:
 yy=-2.03;zz=1.04+(yy+2.26)/.46*.12+.007;rot=Matrix.Rotation(math.atan(.12/.46),3,'X')
 h.box((xx,yy,zz),(.43,.40,.018),'Paint',.014,rot)
 for dx in [-.19,.19]:
  for dy in [-.16,.16]:
   pos=Vector((xx,yy,zz))+rot@Vector((dx,dy,.011));h.rivet(pos,(0,-.252,.968),.01)
 h.rod((xx-.055,yy-.015,zz+.035),(xx+.055,yy-.015,zz+.035),.008,'TrackSteel',8)
 for dx in [-.055,.055]:h.rod((xx+dx,yy-.015,zz+.01),(xx+dx,yy-.015,zz+.035),.009,'Paint',8)
h.box((0,-2.457,.68),(.15,.045,.17),'Paint',.012)
h.tube((0,-2.495,.57),.067,.015,(0,1,0),'TrackSteel',20,6)
# Fine exposed edges catch daylight on the bolted transmission plate.
h.rod((-.62,-2.453,.784),(.62,-2.453,.784),.004,'TrackSteel',6)
Hull=h.finish('Hull')\"\"\"
assert needle in s;s=s.replace(needle,extra)
# Don't overbevel details; only structural armour corners longer than 30 cm.
needle=\"bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free()\"
repl=\"\"\"bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces))
  if o.name in ['Hull','Turret']:
   edges=[e for e in bm.edges if len(e.link_faces)==2 and e.calc_length()>.30 and e.calc_face_angle()>.18]
   if edges:bmesh.ops.bevel(bm,geom=edges,offset=.007,segments=2,affect='EDGES',clamp_overlap=True)
  bm.to_mesh(o.data);bm.free()\"\"\"
assert needle in s;s=s.replace(needle,repl)
p.write_text(s)
PY
python3 /tmp/patch_chiha3.py
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py > /tmp/chiha-build3.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc "sed -n '495,519p' build_chi-ha-tank.py; tail -5 /tmp/chiha-build3.log; date -u" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
g.lathe(bp,[(0,.075),(.055,.075),(.66,.055),(.88,.051),(.925,.058),(.938,.058),(.938,.029),(.64,.029)],(0,-1,0),'Paint',32,caps=False)
g.lathe(bp+Vector((0,-.64,0)),[(0,.028),(.004,.028)],(0,-1,0),'Interior',24)
Barrel=g.finish('Barrel',bp,Gun); empty('Muzzle',bp+Vector((0,-.938,0)),Barrel)
# Horseshoe antenna is a characteristic detachable silhouette, with four supports.
g=Geo(); railpts=[]
for j in range(53):
 a=math.radians(-135)+math.radians(270)*j/52
 railpts.append((cx+.865*sin(a),cy+.81*cos(a),2.066))
for a,b in zip(railpts,railpts[1:]):g.rod(a,b,.016,'Paint',10)
for a in [-100,-35,35,100]:
 a=math.radians(a); top=Vector((cx+.865*sin(a),cy+.81*cos(a),2.066)); base=Vector((cx+.66*sin(a),cy+.65*cos(a),1.943)); g.rod(base,top,.014,'Paint',10)
 g.lathe(base,[(0,.028),(.015,.028)],mat='TrackSteel',n=12)
g.finish('Part_Turret_RadioRail',(cx,cy,2.045),Turret)
# Loop antenna in the sheet, compact enough to preserve requested overall height.
g=Geo(); ap=(cx-.54,cy+.46,2.10)
g.tube(ap,.12,.008,(0,1,0),'TrackSteel',36,6); g.rod((ap[0],ap[1],1.94),(ap[0],ap[1],1.99),.018,'Scars',12)
for z in [1.951,1.97,1.989]:g.tube((ap[0],ap[1],z),.02,.004,mat='Rubber',n=12,m=4)
g.finish('Part_Turret_LoopAntenna',ap,Turret)
g=Geo(); g.lathe(hatchpos,[(0,.29),(.026,.29),(.053,.282),(.056,.265)],mat='Paint',n=48,caps=False)
for a in [0,pi/2,pi,3*pi/2]:
 g.box((hatchpos.x+.287*cos(a),hatchpos.y+.287*sin(a),1.995),(.055,.055,.025),'Interior',.004)
g.finish('Part_Turret_Cupola',hatchpos,Turret)
g=Geo(); g.box((cx-.35,cy-.59,1.968),(.13,.19,.035),'Paint',.006); g.box((cx-.35,cy-.62,1.996),(.082,.10,.027),'TrackSteel',.004); g.finish('Part_Turret_Sight',(cx-.35,cy-.59,1.985),Turret)
# Closed, hinged crew hatches and cavity wells.
g=Geo(); g.lathe((hatchpos.x,hatchpos.y,2.025),[(-.015,.278),(0,.29),(.027,.285),(.037,.263)],mat='Paint',n=48)
Sun Oct 11 16:52:49 UTC 2026

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/bin/bash -lc 'tail -5 /tmp/chiha-build3.log; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank-damage.glb --strict > /tmp/chiha-audit2-damage.json; tail -10 /tmp/chiha-audit2-damage.json' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 62ms:
      "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": 79843,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

codex
The healthy export is now 105,538 triangles, with 24 detachable parts; the damage export is 79,843 triangles. Twin-part pivots align. I also found that Blender imported quaternion rotations, so I’m correcting the articulation proof to ensure its 30-degree tests visibly move the joints.
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text();s=s.replace(\"q.rotation_euler.x+=math.radians(112)\",\"q.rotation_euler.x-=math.radians(112)\");s=s.replace(\"Matrix.Rotation(math.radians(-18),4,'X')\",\"Matrix.Rotation(math.radians(18),4,'X')\");s=s.replace(\"q.rotation_euler.x=math.radians(105)\",\"q.rotation_euler.x=math.radians(-105)\");s=s.replace(\"o.rotation_euler[axis]+=pi/6\\nrender('rig-check.png'\", \"o.rotation_euler[axis]+=(-1 if name in ['Gun','Hatch_Commander','Hatch_Driver'] else 1)*pi/6\\nrender('rig-check.png'\");p.write_text(s)
PY
tail -5 /tmp/chiha-build3.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
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/bin/bash -lc 'tail -8 /tmp/chiha-build3.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 16:54:42 UTC 2026

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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep \"[b]lender.real\" | tail -5'; tail -5 /tmp/chiha-build3.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 642ms:
1497145       00:32 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/k2-tank-v1/build_k2-tank.py
1497592       00:26 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 --factory-startup --python-exit-code 1 --python /root/ruth-teaser-20261011/director/build_director.py
1498638       00:13 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/t55-tank-v1/build_t55-tank.py
1498643       00:13 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 --factory-startup --python-exit-code 1 --python /root/ruth-teaser-20261011/creatures/build_stalker.py -- 5
1498764       00:12 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python /root/ruth-teaser-20261011/director/build_director.py

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text()
needle='# Vision slits sunk into raised frames, one per side.'
extra=\"\"\"# Overlapped side armour seam, with two parallel rows of dome rivets.
for side in [-1,1]:
 a=Vector((cx+side*.790,cy+.05,1.447));b=Vector((cx+side*.722,cy+.05,1.910));normal=Vector((side*.989,0,.148))
 t.rod(a,b,.0035,'TrackSteel',6)
 for dy in [-.019,.019]:t.line_rivets(a+Vector((0,dy,0))+normal*.004,b+Vector((0,dy,0))+normal*.004,7,normal,.010)
# Vision slits sunk into raised frames, one per side.\"\"\"
assert needle in s;s=s.replace(needle,extra)
needle=\"S.view_layers.update() if hasattr(S.view_layers,'update') else bpy.context.view_layer.update()\"
extra=\"\"\"total=sum(sum(len(p.vertices)-2 for p in o.data.polygons) for o in healthy if o.type=='MESH')
if total>108000:
 for o in healthy:
  if o.type=='MESH':
   active(o);mod=o.modifiers.new('Final budget guard','DECIMATE');mod.ratio=107500/total;bpy.ops.object.modifier_apply(modifier=mod.name)
S.view_layers.update() if hasattr(S.view_layers,'update') else bpy.context.view_layer.update()\"\"\"
assert needle in s;s=s.replace(needle,extra);p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
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codex
The next pass adds the bolted transmission cover and nose access plates visible in the reference. I’m also correcting the wreck’s hatch-opening directions and gun depression. The GPU machine is shared, so each build is waiting its turn; I have only one queued job.
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/bin/bash -lc 'tail -6 /tmp/chiha-build3.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 16:56:34 UTC 2026

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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep \"[c]hi-ha-tank-v1/build\"'; python3 -m py_compile build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 571ms:
1488923       04:08 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/chi-ha-tank-v1/build_chi-ha-tank.py

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text();s=s.replace('random.seed(97)','random.seed(97)\\nprint(\"BUILD_VERSION_4\",flush=True)');s=s.replace(\"cam.data.type='ORTHO'; cam.data.ortho_scale=8.5 if wide else (6.5 if side else 7.2)\",\"cam.data.type='ORTHO' if side else 'PERSP'; cam.data.lens=50 if wide else 60; cam.data.ortho_scale=6.5\");s=s.replace(\"else (7,-9,5.8)\",\"else (7,-9,5.0)\");p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -5 /tmp/chiha-build3.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1544ms:
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace(\"S.view_settings.view_transform='AgX'\",\"S.view_settings.view_transform='AgX'\\nS.view_settings.look='AgX - Medium High Contrast'\").replace(\"location=(0,0,-.035)\",\"location=(0,0,-.001)\");p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -3 /tmp/chiha-build3.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1657ms:
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codex
The asset now has the required six road wheels and three return rollers per side, separate recoil and elevation nodes, and modelled hatch interiors. I’m waiting for the updated proof renders before deciding whether the surfaces and wreck states need another pass.
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/bin/bash -lc 'tail -8 /tmp/chiha-build3.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
18:58:30 | INFO: Blender create Mesh node Gun.001
18:58:30 | INFO: Blender create Mesh node Scar_Turret_Front
18:58:30 | INFO: Blender create Mesh node Scar_Turret_L
18:58:30 | INFO: Blender create Mesh node Scar_Turret_R
18:58:30 | INFO: Blender create Mesh node Scar_Turret_Rear
18:58:30 | INFO: Blender create Mesh node Hull.001
18:58:30 | INFO: Blender create Mesh node Turret.001
18:58:30 | INFO: glTF import finished in 0.21s
Sun Oct 11 16:58:34 UTC 2026

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/bin/bash -lc 'head -4 /tmp/chiha-build3.log; scp gex44:/root/fal-author/chi-ha-tank-v1/draft.png /tmp/chiha-draft4.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1047ms:
INFO gpu_gate: gpu slot acquired by blender (pid 1488923, 6000 MiB, batch)
[INFO ] services.locationservice ...............: Not adding link to MakeHuman user data, since neither explicit path nor auto-discovery is set in preferences.
[INFO ] mpfb.init ..............................: Build info FROM_SOURCE
[INFO ] mpfb.init ..............................: Online access preference is not enabled. Not checking if MakeHuman is online.

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/bin/bash -lc 'tail -5 /tmp/chiha-build3.log; scp gex44:/root/fal-author/chi-ha-tank-v1/states.png /tmp/chiha-states4.png; scp gex44:/root/fal-author/chi-ha-tank-v1/rig-check.png /tmp/chiha-rig4.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 2429ms:
00:57.277  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-4.png'
00:58.419  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-5.png'
COMPLETE {"chi-ha-tank.glb": {"triangles": 107402, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 80180, "bounds": {"min": [-1.165, -0.048978, -2.76], "max": [1.226776, 2.532326, 3.840182], "dimensions": [2.391776, 2.581304, 6.600182]}}}

Blender quit

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/bin/bash -lc "scp gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank.glb gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank-damage.glb gex44:/root/fal-author/chi-ha-tank-v1/nodes.json .
python3 /tmp/chiha_contract.py
python3 - <<'PY'
exec(open('/tmp/chiha_contract.py').read().replace('sys.exit(bool(err))',''))
for n in b['nodes']:
 if 'mesh'not in n:continue
 low=1e6
 for p in b['meshes'][n['mesh']]['primitives']:
  ac=b['accessors'][p['attributes']['POSITION']]
  for x in [ac['min'][0],ac['max'][0]]:
   for y in [ac['min'][1],ac['max'][1]]:
    for z in [ac['min'][2],ac['max'][2]]:low=min(low,(pb[n['name']]['matrix']@np.array([x,y,z,1]))[1])
 if low<-.005:print(n['name'],low)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 4025ms:
healthy triangles 107402
damage triangles 80180
Failures: []
healthy triangles 107402
damage triangles 80180
Failures: []
Track_L_Broken -0.048978034406900406
Track_R_Broken -0.048978034406900406

codex
The rig render now shows the turret turning, the gun elevating and both hatches opening at their hinges. The latest export passes the hierarchy, pivot, dimension and paint-factor checks. I’m fixing the last visible issues: the driver’s hatch rim, suspension visibility and ground contact in the thrown-track and detached-turret views.
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exec
/bin/bash -lc "cat > /tmp/patch_chiha5.py <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_4','BUILD_VERSION_5')
s=s.replace(\"for side in [-1,1]:\\n x=side*.79\", \"for side in [-1,1]:\\n x=side*.895\")
s=s.replace(\"tangent=np.array([-1.,0.])\", \"tangent=np.array([1.,0.])\")
s=s.replace(\"(.938,.029),(.64,.029)],(0,-1,0),'Paint',32,caps=False)\",\"(.938,.029),(.64,.029)],(0,-1,0),'TrackSteel',32,caps=False)\")
s=s.replace(\"(.345,.013,.065),'Interior'\", \"(.345,.013,.027),'Interior'\")
start=s.index(\"g=Geo(); g.box((-.4,-1.44,1.23)\")
end=s.index(\"driverwell=g.finish('DriverInterior')\",start)
s=s[:start]+\"\"\"g=Geo()
# Recessed walls start at the shoulder plane and retreat into the crew space.
front=[frontpoint(.075,.08),frontpoint(.40,.08),frontpoint(.40,.88),frontpoint(.075,.88)]
front=[v+Vector((0,.006,0)) for v in front];back=[v+Vector((0,.23,-.055)) for v in front]
loft(g,[front,back],'Interior',False);g.add(back,[(0,1,2,3)],'Interior')
# Thin painted rim around the driver's access opening, flush with the armour.
for a,b in zip(front,front[1:]+front[:1]):g.rod(a+Vector((0,-.009,0)),b+Vector((0,-.009,0)),.007,'Paint',8)
\"\"\"+s[end:]
s=s.replace(\"o.location=(2.25,.30,.80);o.rotation_euler=(.5,1.9,.4);bpy.context.view_layer.update();o.location.z-=min((o.matrix_world@Vector(c)).z for c in o.bound_box)\",\"o.location=(2.30,.45,.80);o.rotation_euler=(0,pi/2,.35);bpy.context.view_layer.update();o.location.z-=min((o.matrix_world@v.co).z for v in o.data.vertices)\")
p.write_text(s)
PY
python3 /tmp/patch_chiha5.py
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py > /tmp/chiha-build5.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc "date -u; rg -n 'plane|baseline|audit|must|MUST|final' /home/claude-agent/.agents/skills/blender-game-assets/references/preflight-and-recovery.md" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 exited 2 in 0ms:
Sun Oct 11 17:00:52 UTC 2026
rg: /home/claude-agent/.agents/skills/blender-game-assets/references/preflight-and-recovery.md: IO error for operation on /home/claude-agent/.agents/skills/blender-game-assets/references/preflight-and-recovery.md: No such file or directory (os error 2)

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/bin/bash -lc "python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank.glb --strict > /tmp/chiha-audit4-A.json
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank-damage.glb --strict > /tmp/chiha-audit4-B.json
python3 - <<'PY'
import json
for name in ['A','B']:
 d=json.load(open('/tmp/chiha-audit4-'+name+'.json'));print(name,{k:d[k] for k in ['triangles','bytes','zero_area_triangles','nonfinite_attribute_components','material_count','external_uris','findings']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 305ms:
A {'triangles': 107402, 'bytes': 8186320, 'zero_area_triangles': 40, 'nonfinite_attribute_components': 0, 'material_count': 6, 'external_uris': [], 'findings': ['zero_area_triangles', 'duplicate_primitives']}
B {'triangles': 80180, 'bytes': 7756440, 'zero_area_triangles': 40, 'nonfinite_attribute_components': 0, 'material_count': 5, 'external_uris': [], 'findings': ['zero_area_triangles']}

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/bin/bash -lc "python3 - <<'PY'
import json
for k in ['A','B']:
 d=json.load(open('/tmp/chiha-audit4-'+k+'.json'));print(k,[(p['mesh'],p['primitive'],p['zero_area_triangles']) for p in d['primitives'] if p['zero_area_triangles']])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
A [('Hull', 1, 8), ('Turret', 1, 32)]
B [('Hull.001', 0, 8), ('Turret.001', 0, 32)]

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_5','BUILD_VERSION_5_1')
needle='def export(path,objects):'
repl=\"\"\"def clean_mesh(o):
 if o.type"'!='"'MESH':return
 bm=bmesh.new();bm.from_mesh(o.data)
 bmesh.ops.triangulate(bm,faces=list(bm.faces),quad_method='BEAUTY',ngon_method='BEAUTY')
 deg=[f for f in bm.faces if f.calc_area()<5e-13]
 if deg:bmesh.ops.delete(bm,geom=deg,context='FACES')
 bm.to_mesh(o.data);bm.free();o.data.update()

def export(path,objects):
 for o in objects:clean_mesh(o)\"\"\"
assert needle in s;s=s.replace(needle,repl);p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -4 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1551ms:
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codex
The mesh audit found 40 zero-area triangles introduced by the armour-edge bevels. I’ve added a triangulation and degenerate-face cleanup step before export. Both files are under 9 MB, with all textures embedded.
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/bin/bash -lc 'tail -5 /tmp/chiha-build5.log; date -u; python3 -m py_compile build_chi-ha-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 17:02:33 UTC 2026

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/bin/bash -lc "sed -n '444,461p' build_chi-ha-tank.py; tail -4 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
 for dx in [-.295,.295]:g.box((x+dx,y,1.239),(.022,1.13,.046),bev=.005)
 for yy in [y-.555,y+.555]:g.box((x,yy,1.239),(.61,.028,.046),bev=.005)
 for j in range(17):g.box((x,y-.5+j*.0625,1.245),(.565,.037,.034),'Paint',.006,Matrix.Rotation(.26,3,'X'))
 g.finish('Part_EngineGrille_'+label,(x,y,1.24))
# Rear jack, pioneer tools, spare track assembly and tow cable.
g=Geo(); g.box((0,2.38,1.21),(.19,.14,.10),'TrackSteel',.006); g.rod((-.42,2.38,1.22),(.42,2.38,1.22),.033,'TrackSteel',12)
g.box((.42,2.38,1.22),(.08,.16,.15),'Paint',.008); g.rod((-.08,2.38,1.23),(-.08,2.38,1.47),.021,'Scars',12); g.finish('Part_Jack',(0,2.38,1.24))
g=Geo()
for x in [-.46,-.22]:
 g.rod((x,.73,1.23),(x,2.08,1.23),.016,'TrackSteel',10)
 g.box((x,2.10,1.24),(.15,.23,.018),'Scars',.02)
 for yy in [1.0,1.83]:g.box((x,yy,1.254),(.07,.035,.025),'Paint',.004)
g.finish('Part_PioneerTools',(-.34,1.40,1.24))
g=Geo()
for j in range(4):
 g.box((.48,-2.12+j*.115,1.055+j*.063),(.34,.10,.04),'TrackSteel',.007)
 g.box((.48,-2.12+j*.115,1.08+j*.063),(.31,.028,.028),'Scars',.003)
g.finish('Part_SpareTracks',(.48,-1.95,1.16))

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/bin/bash -lc 'tail -5 /tmp/chiha-build5.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 17:03:57 UTC 2026

codex
The corrected build is still queued. The six-state proof now clearly shows the hit, stripped, immobilised and wreck configurations. After this build finishes, I’ll inspect its renders and copy the final exports, previews and notes into this directory.
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('def frontpoint(u,v):return','def frontpoint(u,v,a=a.copy(),b=b.copy(),c=c.copy(),d=d.copy()):return');s=s.replace('Reference differences: compact radio loop to respect 2.23 m overall height; no roof MG or separate loader hatch; weathering and damage are authored interpretations.','Reference differences: simplified suspension castings, lighter corrosion and a compact loop antenna to preserve 2.23 m height; no roof MG or separate loader hatch on this turret.');p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -4 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('import bpy, bmesh, math, os, json, random, urllib.request, subprocess, sys, struct','import bpy, bmesh, math, os, json, random, urllib.request, subprocess, sys, struct, hashlib');s=s.replace(\"(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))\\n# Drop\", \"manifest['build_script_sha256']=hashlib.sha256(Path(__file__).read_bytes()).hexdigest()\\nfor file in manifest['files']:\\n data=(ROOT/file).read_bytes();manifest['files'][file]['bytes']=len(data);manifest['files'][file]['sha256']=hashlib.sha256(data).hexdigest()\\n(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))\\n# Drop\");p.write_text(s)
PY
python3 -m py_compile build_chi-ha-tank.py
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -3 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1718ms:
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/bin/bash -lc 'tail -6 /tmp/chiha-build5.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 17:05:55 UTC 2026

codex
I’m at the final verification pass. The rebuild script now removes degenerate faces, and the manifest will record the script and GLB hashes so the delivered files can be checked against this clean build.
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/bin/bash -lc "sed -n '355,379p' build_chi-ha-tank.py; tail -3 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:

def track_geo(side,broken=False):
 g=Geo(); x=side*.972
 for i in range(LINK_N):
  t=(i+.5)/LINK_N; pos,tangent=sample_path(t)
  if broken and t>.53:
   # Upper run sags, breaks at nose; terminal links rest on the ground ahead.
   if t<.83:
    q=(t-.53)/.30; pos[1]=.36+.26*sin(pi*q); tangent=np.array([-1.,.26*pi/4*cos(pi*q)]); tangent/=np.linalg.norm(tangent)
   else:
    q=(t-.83)/.17; pos=np.array([-1.75-2.1*q,.044]); tangent=np.array([1.,0.])
  y,z=pos; dy,dz=tangent; rot=Matrix(((1,0,0),(0,dy,-dz),(0,dz,dy)))
  start=len(g.f); vstart=len(g.v)
  g.box((x,y,z),(.374,.105,.051),'TrackSteel',.007,rot)
  for dx in [-.135,.135]:
   c=Vector((x,y,z))+rot@Vector((dx,0,-.034)); g.box(c,(.096,.076,.026),'TrackSteel',0,rot)
  # Raised transverse grouser and inner guide tooth.
  c=Vector((x,y,z))+rot@Vector((0,0,-.029)); g.box(c,(.35,.025,.028),'Scars',.004,rot)
  tooth=[(-.035,-.032,.024),(.035,-.032,.024),(.035,.032,.024),(-.035,.032,.024),(-.012,-.016,.096),(.012,-.016,.096),(.012,.016,.096),(-.012,.016,.096)]
  g.add([Vector((x,y,z))+rot@Vector(v) for v in tooth],[(0,3,2,1),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7),(4,5,6,7)],'TrackSteel')
  # Pin barrels at each outer edge.
  for dx in [-.191,.191]: g.lathe(Vector((x,y,z))+rot@Vector((dx,.043,0)),[(-.017,.019),(.017,.019)],(1,0,0),'TrackSteel',6)
  # UV V is arc length / loop length, one full loop, including side faces.
  inv=rot.transposed()
  for fi in range(start,len(g.f)):

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text()
s=s.replace(\"t=(i+.5)/LINK_N; pos,tangent=sample_path(t)\",\"t=(i+.5)/LINK_N; pos,tangent=sample_path(t);x=side*.972\")
s=s.replace(\"q=(t-.53)/.30; pos[1]=.36+.26*sin(pi*q); tangent=np.array([-1.,.26*pi/4*cos(pi*q)]); tangent/=np.linalg.norm(tangent)\",\"q=(t-.53)/.30;fall=min(1,q/.18);x=side*(.972+.40*sin(fall*pi/2));pos[1]=pos[1]*(1-fall)+.098*fall;tangent=np.array([-1.,-2*(1-fall)]);tangent/=np.linalg.norm(tangent)\")
s=s.replace(\"q=(t-.83)/.17; pos=np.array([-1.75-2.1*q,.044]); tangent=np.array([1.,0.])\", \"q=(t-.83)/.17;x=side*1.372;pos=np.array([-1.75-2.1*q,.098]);tangent=np.array([-1.,0.])\")
p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -5 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1535ms:
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/bin/bash -lc "date -u; ssh gex44 'ps -eo pid,etime,args | grep \"[c]hi-ha-tank-v1/build\"'" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 590ms:
Sun Oct 11 17:07:34 UTC 2026
1526440       06:45 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/chi-ha-tank-v1/build_chi-ha-tank.py

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I’ve moved the thrown track’s fallen run outside the road wheels, so it no longer passes through them. The final build is still waiting for a GPU slot; no further modelling changes are planned unless the exported checks reveal a problem.
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/bin/bash -lc 'tail -8 /tmp/chiha-build5.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 17:08:32 UTC 2026

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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/paints.png /tmp/chiha-paints4.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_5_1','BUILD_VERSION_5_2').replace(\"cam.data.lens=50 if wide else 60\", \"cam.data.lens=44 if wide else 60\").replace(\"render(f'state-{k}.png',640,360,24)\",\"render(f'state-{k}.png',960,540,24)\");p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/build_next.py
ssh gex44 'mv /root/fal-author/chi-ha-tank-v1/build_next.py /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py'
tail -5 /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1674ms:
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The six-paint preview confirms that recolouring preserves the baked wear while leaving tracks, tyres, mufflers and fittings unchanged. I’ve also widened the damage-sheet framing to keep the loose track end and detached turret fully visible.
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/bin/bash -lc 'tail -8 /tmp/chiha-build5.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Sun Oct 11 17:10:35 UTC 2026

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exec
/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('/tmp/chiha-audit4-A.json'));print(json.dumps(j['duplicate_primitives'],indent=2)[:1800])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
[
  {
    "primitive": "Part_Headlamp_R[0]",
    "same_as": "Part_Headlamp_L[0]"
  },
  {
    "primitive": "Wheel_L9[1]",
    "same_as": "Wheel_L3[1]"
  }
]

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/bin/bash -lc 'tail -10 /tmp/chiha-build5.log; date -u' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
19:11:50 | INFO: Blender create Mesh node Part_Turret_Sight.001
19:11:50 | INFO: Blender create Mesh node Gun.001
19:11:50 | INFO: Blender create Mesh node Scar_Turret_Front
19:11:50 | INFO: Blender create Mesh node Scar_Turret_L
19:11:50 | INFO: Blender create Mesh node Scar_Turret_R
19:11:50 | INFO: Blender create Mesh node Scar_Turret_Rear
19:11:50 | INFO: Blender create Mesh node Hull.001
19:11:50 | INFO: Blender create Mesh node Turret.001
19:11:50 | INFO: glTF import finished in 0.27s
00:26.222  render           | Saved: '/root/fal-author/chi-ha-tank-v1/final.png'
Sun Oct 11 17:12:03 UTC 2026

codex
The final clean build is running and has exported both GLBs. It is now rendering the proofs from re-imported exports. I’ll check those images and run the final mesh audit before delivering.
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/bin/bash -lc "scp gex44:/root/fal-author/chi-ha-tank-v1/final.png /tmp/chiha-final5.png; rg 'BUILD_VERSION' /tmp/chiha-build5.log" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1216ms:
BUILD_VERSION_5_2

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/bin/bash -lc "tail -5 /tmp/chiha-build5.log; scp gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank.glb gex44:/root/fal-author/chi-ha-tank-v1/chi-ha-tank-damage.glb gex44:/root/fal-author/chi-ha-tank-v1/nodes.json .
python3 /tmp/chiha_contract.py
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank.glb --strict > /tmp/chiha-audit5-A.json
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank-damage.glb --strict > /tmp/chiha-audit5-B.json
python3 - <<'PY'
import json
for name in ['A','B']:
 d=json.load(open('/tmp/chiha-audit5-'+name+'.json'));print(name,{k:d[k] for k in ['triangles','bytes','zero_area_triangles','nonfinite_attribute_components','material_count','external_uris','findings']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 4433ms:
00:51.443  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-2.png'
00:53.962  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-3.png'
00:56.333  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-4.png'
00:58.763  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-5.png'
01:03.060  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-0.png'
healthy triangles 107305
damage triangles 80323
Failures: []
A {'triangles': 107305, 'bytes': 8339468, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'material_count': 6, 'external_uris': [], 'findings': ['duplicate_primitives']}
B {'triangles': 80323, 'bytes': 8353216, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'material_count': 5, 'external_uris': [], 'findings': []}

 succeeded in 726461ms:
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/bin/bash -lc 'tail -7 /tmp/chiha-build5.log; scp gex44:/root/fal-author/chi-ha-tank-v1/states.png /tmp/chiha-states5.png' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1157ms:
01:10.151  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-2.png'
01:14.109  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-3.png'
01:16.958  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-4.png'
01:19.956  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-5.png'
COMPLETE {"chi-ha-tank.glb": {"triangles": 107305, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 80323, "bounds": {"min": [-1.559915, 0.0, -2.76], "max": [1.559915, 2.532214, 3.840182], "dimensions": [3.11983, 2.532214, 6.600182]}}}

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/{chi-ha-tank.glb,chi-ha-tank-damage.glb,build_chi-ha-tank.py,final.png,side.png,clay.png,paints.png,states.png,rig-check.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'cat NOTES.md; ls -lh *.glb *.png; tail -n 8 /tmp/chiha-build5.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
Type 97 Chi-Ha style medium tank; articulated healthy asset plus tank-damage/v1 swaps and burnt wreck, no insignia.
Triangles: healthy 107,305; damage 80,323.
Materials: Paint (neutral baked detail × khaki factor), TrackSteel, Rubber, Scars, Interior, Lamps; damage adds Burnt.
Textures: Paint base/normal 1024²; all other base/normal and every ORM 512²; Cycles GPU baked photographic/procedural tiles.
Poly Haven CC0 IDs: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff/nor_gl/arm 1k JPGs.
Reference differences: simplified suspension castings, lighter corrosion and a compact loop antenna to preserve 2.23 m height; no roof MG or separate loader hatch on this turret.
-rw-r--r-- 1 claude-agent claude-agent 8.0M Oct 11 17:14 chi-ha-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent 8.0M Oct 11 17:14 chi-ha-tank.glb
-rw-r--r-- 1 claude-agent claude-agent 2.4M Oct 11 17:14 clay.png
-rw-r--r-- 1 claude-agent claude-agent 2.6M Oct 11 17:14 final.png
-rw-r--r-- 1 claude-agent claude-agent 1.8M Oct 11 17:14 paints.png
-rw-r--r-- 1 claude-agent claude-agent 1.2M Oct 11 17:14 rig-check.png
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct 11 17:14 side.png
-rw-r--r-- 1 claude-agent claude-agent 3.4M Oct 11 17:14 states.png
01:07.438  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-1.png'
01:10.151  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-2.png'
01:14.109  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-3.png'
01:16.958  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-4.png'
01:19.956  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-5.png'
COMPLETE {"chi-ha-tank.glb": {"triangles": 107305, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 80323, "bounds": {"min": [-1.559915, 0.0, -2.76], "max": [1.559915, 2.532214, 3.840182], "dimensions": [3.11983, 2.532214, 6.600182]}}}

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codex
Both GLBs pass the geometry and rig checks and are under 8.4 MB each. The side render revealed visible joints along the radio rail, so I’m smoothing that tube before the last export.

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/bin/bash -lc "rg -n 'horseshoe|Rail|rail|def rod|def mesh|wide|BUILD_VERSION' build_chi-ha-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
13:print("BUILD_VERSION_5_2",flush=True)
112: def rod(self,a,b,r,mat='Paint',n=10):
161:def camera(cam,side=False,wide=False):
162: cam.data.type='ORTHO' if side else 'PERSP'; cam.data.lens=44 if wide else 60; cam.data.ortho_scale=6.5
515:g=Geo(); railpts=[]
518: railpts.append((cx+.865*sin(a),cy+.81*cos(a),2.066))
519:for a,b in zip(railpts,railpts[1:]):g.rod(a,b,.016,'Paint',10)
523:g.finish('Part_Turret_RadioRail',(cx,cy,2.045),Turret)
618: if any(k in o.name for k in ['Fender','Toolbox','Muffler','EngineGrille','Jack','RadioRail','LoopAntenna','Cupola','Sight']):
682:omit=['Part_Fender_FL','Part_Fender_RR','Part_Toolbox_R','Part_MufflerGuard_L','Part_EngineGrille_R','Part_Turret_RadioRail','Part_Turret_LoopAntenna']
788:  chosen=['Fender_FL','Fender_FR','Toolbox_L','MufflerGuard_L','EngineGrille_L','Turret_RadioRail']
840:camera(cam,wide=True)

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/bin/bash -lc "sed -n '15,140p' build_chi-ha-tank.py; sed -n '510,530p' build_chi-ha-tank.py; sed -n '1,100p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
S=bpy.context.scene
S.render.engine='CYCLES'; S.cycles.samples=24; S.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!='CPU'
S.cycles.device='GPU'
S.render.image_settings.file_format='PNG'
S.world.color=(.35,.35,.35)
S.view_settings.view_transform='AgX'
S.view_settings.look='AgX - Medium High Contrast'
S.render.bake.margin=8
M={}; groups={}; healthy=[]; damage=[]

def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(id,mp):
 p=TEX/f'{id}_{mp}_1k.jpg'
 if not p.exists():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{mp}_1k.jpg'
  subprocess.run(['curl','-fL','--retry','2','-A','ForgeAssetAuthor/1.0',url,'-o',str(p)],check=True)
 return p

def material(name,colour,metal,rough,photo='green_metal_rust',res=512):
 mat=bpy.data.materials.new(name); mat.use_nodes=True
 nt=mat.node_tree; n=nt.nodes; l=nt.links; n.clear()
 out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs['BSDF'],out.inputs['Surface'])
 uv=n.new('ShaderNodeTexCoord')
 imgs={}
 for mp in ['diff','nor_gl','arm']:
  im=bpy.data.images.load(str(download(photo,mp)),check_existing=True)
  if mp!='diff': im.colorspace_settings.name='Non-Color'
  node=n.new('ShaderNodeTexImage'); node.image=im; l.new(uv.outputs['UV'],node.inputs['Vector']); imgs[mp]=node
 bw=n.new('ShaderNodeRGBToBW'); l.new(imgs['diff'].outputs['Color'],bw.inputs[0])
 ramp=n.new('ShaderNodeValToRGB')
 if name=='Paint': a,b=(.16,.16,.16,1),(.96,.96,.96,1)
 else: a=tuple(c*.36 for c in colour)+(1,); b=tuple(c*1.28 for c in colour)+(1,)
 ramp.color_ramp.elements[0].position=.014 if name=='Paint' else .08; ramp.color_ramp.elements[0].color=a
 ramp.color_ramp.elements[1].position=.12 if name=='Paint' else .64; ramp.color_ramp.elements[1].color=b
 l.new(bw.outputs[0],ramp.inputs[0])
 mapping=n.new('ShaderNodeVectorMath'); mapping.operation='MULTIPLY'; mapping.inputs[1].default_value=(7,6,1); l.new(uv.outputs['UV'],mapping.inputs[0])
 noise=n.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=2; noise.inputs['Detail'].default_value=3; l.new(mapping.outputs[0],noise.inputs['Vector'])
 dirt=n.new('ShaderNodeValToRGB'); dirt.color_ramp.elements[0].position=.28; dirt.color_ramp.elements[0].color=(.30,.30,.30,1); dirt.color_ramp.elements[1].position=.58; dirt.color_ramp.elements[1].color=(1,1,1,1); l.new(noise.outputs['Fac'],dirt.inputs[0])
 mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.20 if name=='Paint' else .15; l.new(ramp.outputs['Color'],mix.inputs[1]); l.new(dirt.outputs[0],mix.inputs[2]); l.new(mix.outputs[0],p.inputs['Base Color'])
 normal=n.new('ShaderNodeNormalMap'); normal.inputs['Strength'].default_value=.24 if name=='Paint' else .12; l.new(imgs['nor_gl'].outputs[0],normal.inputs['Color'])
 bump=n.new('ShaderNodeBump'); bump.inputs['Strength'].default_value=.06; bump.inputs['Distance'].default_value=.001; l.new(noise.outputs['Fac'],bump.inputs['Height']); l.new(normal.outputs['Normal'],bump.inputs['Normal']); l.new(bump.outputs[0],p.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor'); l.new(imgs['arm'].outputs[0],sep.inputs[0])
 rm=n.new('ShaderNodeMapRange'); rm.inputs['To Min'].default_value=rough-.10; rm.inputs['To Max'].default_value=min(1,rough+.10); l.new(sep.outputs[1],rm.inputs[0]); l.new(rm.outputs[0],p.inputs['Roughness']); p.inputs['Metallic'].default_value=metal
 # Bake the complete photo/procedural material on a reusable tiling coupon.
 bpy.ops.mesh.primitive_plane_add(size=1); plane=bpy.context.object; plane.data.materials.append(mat); active(plane)
 emit=n.new('ShaderNodeEmission'); combine=n.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1; combine.inputs[2].default_value=metal; l.new(rm.outputs[0],combine.inputs[1])
 baked={}
 for channel,size in [('base',res),('normal',res),('orm',512)]:
  target=bpy.data.images.new(name+'_'+channel,width=size,height=size,alpha=False)
  if channel!='base': target.colorspace_settings.name='Non-Color'
  tn=n.new('ShaderNodeTexImage'); tn.image=target; n.active=tn
  if channel=='normal': l.new(p.outputs[0],out.inputs[0]); typ='NORMAL'
  else:
   l.new((mix if channel=='base' else combine).outputs[0],emit.inputs[0]); l.new(emit.outputs[0],out.inputs[0]); typ='EMIT'
  S.cycles.samples=8; bpy.ops.object.bake(type=typ)
  target.filepath_raw=str(TEX/(name+'_'+channel+'.png')); target.file_format='PNG'; target.save(); baked[channel]=target
 bpy.data.objects.remove(plane,do_unlink=True)
 n.clear(); out=n.new('ShaderNodeOutputMaterial'); p=n.new('ShaderNodeBsdfPrincipled'); l.new(p.outputs[0],out.inputs[0])
 for channel in ['base','normal','orm']:
  node=n.new('ShaderNodeTexImage'); node.image=baked[channel]
  if channel=='base':
   if name=='Paint':
    mix=n.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=1; mix.inputs[2].default_value=(.24,.21,.11,1); l.new(node.outputs[0],mix.inputs[1]); l.new(mix.outputs[0],p.inputs['Base Color']); mix.name='PaintFactor'
   else: l.new(node.outputs[0],p.inputs['Base Color'])
  elif channel=='normal':
   norm=n.new('ShaderNodeNormalMap'); l.new(node.outputs[0],norm.inputs['Color']); l.new(norm.outputs[0],p.inputs['Normal'])
  else:
   sp=n.new('ShaderNodeSeparateColor'); l.new(node.outputs[0],sp.inputs[0]); l.new(sp.outputs[1],p.inputs['Roughness']); l.new(sp.outputs[2],p.inputs['Metallic'])
   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(sp.outputs[0],gn.inputs['Occlusion'])
 M[name]=mat; return mat

class Geo:
 def __init__(self): self.v=[]; self.f=[]; self.mi=[]; self.smooth=[]; self.uv=[]
 def add(self,vs,fs,mat='Paint',smooth=False,uv=None):
  k=len(self.v); self.v.extend([tuple(v) for v in vs]); self.f.extend([tuple(k+i for i in f) for f in fs]); self.mi.extend([list(M).index(mat)]*len(fs)); self.smooth.extend([smooth]*len(fs)); self.uv.extend(uv or [None]*len(fs))
 def box(self,c,d,mat='Paint',bev=.006,rot=None):
  bm=bmesh.new(); bmesh.ops.create_cube(bm,size=1)
  for v in bm.verts: v.co=Vector((v.co.x*d[0],v.co.y*d[1],v.co.z*d[2]))
  if bev: bmesh.ops.bevel(bm,geom=list(bm.edges),offset=min(bev,min(d)/3),segments=1,affect='EDGES')
  bm.verts.ensure_lookup_table(); bm.verts.index_update()
  vs=[(rot@v.co if rot else v.co)+Vector(c) for v in bm.verts]; fs=[[v.index for v in f.verts] for f in bm.faces]; self.add(vs,fs,mat); bm.free()
 def lathe(self,c,profile,axis=(0,0,1),mat='Paint',n=32,smooth=True,caps=True):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+w*z+r*(cos(2*pi*j/n)*u+sin(2*pi*j/n)*v) for z,r in profile for j in range(n)]
  fs=[]
  for k in range(len(profile)-1):
   for j in range(n): fs.append((k*n+j,k*n+(j+1)%n,(k+1)*n+(j+1)%n,(k+1)*n+j))
  if caps: fs.extend([tuple(reversed(range(n))),tuple((len(profile)-1)*n+j for j in range(n))])
  self.add(vs,fs,mat,smooth)
 def rod(self,a,b,r,mat='Paint',n=10):
  a=Vector(a); b=Vector(b); self.lathe((a+b)/2,[(-(b-a).length/2,r),((b-a).length/2,r)],b-a,mat,n)
 def tube(self,c,r,minor,axis=(0,0,1),mat='Paint',n=40,m=6):
  w=Vector(axis).normalized(); u=w.cross(Vector((0,1,0)) if abs(w.y)<.9 else Vector((1,0,0))).normalized(); v=w.cross(u)
  vs=[Vector(c)+(r+minor*cos(2*pi*k/m))*(u*cos(2*pi*j/n)+v*sin(2*pi*j/n))+w*minor*sin(2*pi*k/m) for j in range(n) for k in range(m)]
  fs=[(j*m+k,((j+1)%n)*m+k,((j+1)%n)*m+(k+1)%m,j*m+(k+1)%m) for j in range(n) for k in range(m)]; self.add(vs,fs,mat,True)
 def rivet(self,c,axis=(0,0,1),r=.012,mat='Paint'):
  self.lathe(c,[(0,r),(.007,r*.9),(.010,r*.45)],axis,mat,6)
 def line_rivets(self,a,b,count,axis=(0,0,1),r=.012):
  for i in range(count): self.rivet(Vector(a).lerp(Vector(b),i/max(1,count-1)),axis,r)
 def finish(self,name,origin=(0,0,0),parent=None):
  me=bpy.data.meshes.new(name); me.from_pydata([Vector(v)-Vector(origin) for v in self.v],[],self.f); me.update()
  for mat in M.values(): me.materials.append(mat)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,sm,custom in zip(me.polygons,self.mi,self.smooth,self.uv):
   p.material_index=mi; p.use_smooth=sm
   ax=max(range(3),key=lambda k:abs(p.normal[k])); axes=([1,2],[0,2],[0,1])[ax]
   for j,li in enumerate(p.loop_indices):
    co=self.v[me.loops[li].vertex_index]
    uv.data[li].uv=custom[j] if custom else (co[axes[0]]/.72,co[axes[1]]/.72)
  o=bpy.data.objects.new(name,me); S.collection.objects.link(o); o.location=origin
  if parent:
   bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
  groups[name]=o; return o

def empty(name,pos,parent=None):
 o=bpy.data.objects.new(name,None); S.collection.objects.link(o); o.location=pos
 if parent:
  bpy.context.view_layer.update(); mw=o.matrix_world.copy(); o.parent=parent; o.matrix_world=mw
# Hollow bore with crown; inner bore continues deeply back from the muzzle.
g.lathe(bp,[(0,.075),(.055,.075),(.66,.055),(.88,.051),(.925,.058),(.938,.058),(.938,.029),(.64,.029)],(0,-1,0),'TrackSteel',32,caps=False)
g.lathe(bp+Vector((0,-.64,0)),[(0,.028),(.004,.028)],(0,-1,0),'Interior',24)
Barrel=g.finish('Barrel',bp,Gun); empty('Muzzle',bp+Vector((0,-.938,0)),Barrel)
# Horseshoe antenna is a characteristic detachable silhouette, with four supports.
g=Geo(); railpts=[]
for j in range(53):
 a=math.radians(-135)+math.radians(270)*j/52
 railpts.append((cx+.865*sin(a),cy+.81*cos(a),2.066))
for a,b in zip(railpts,railpts[1:]):g.rod(a,b,.016,'Paint',10)
for a in [-100,-35,35,100]:
 a=math.radians(a); top=Vector((cx+.865*sin(a),cy+.81*cos(a),2.066)); base=Vector((cx+.66*sin(a),cy+.65*cos(a),1.943)); g.rod(base,top,.014,'Paint',10)
 g.lathe(base,[(0,.028),(.015,.028)],mat='TrackSteel',n=12)
g.finish('Part_Turret_RadioRail',(cx,cy,2.045),Turret)
# Loop antenna in the sheet, compact enough to preserve requested overall height.
g=Geo(); ap=(cx-.54,cy+.46,2.10)
g.tube(ap,.12,.008,(0,1,0),'TrackSteel',36,6); g.rod((ap[0],ap[1],1.94),(ap[0],ap[1],1.99),.018,'Scars',12)
for z in [1.951,1.97,1.989]:g.tube((ap[0],ap[1],z),.02,.004,mat='Rubber',n=12,m=4)
g.finish('Part_Turret_LoopAntenna',ap,Turret)
g=Geo(); g.lathe(hatchpos,[(0,.29),(.026,.29),(.053,.282),(.056,.265)],mat='Paint',n=48,caps=False)
for a in [0,pi/2,pi,3*pi/2]:
---
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.


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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_5_2','BUILD_VERSION_6_0').replace(\"cam.data.lens=44 if wide else 60\",\"cam.data.lens=40 if wide else 60\")
s=s.replace(\"for a,b in zip(railpts,railpts[1:]):g.rod(a,b,.016,'Paint',10)\",'''# Continuous swept tube: shared rings avoid capped seams at every bend.
rv=[]; rf=[]
for j,pt in enumerate(railpts):
 tangent=(Vector(railpts[min(j+1,52)])-Vector(railpts[max(j-1,0)])).normalized()
 u=Vector((0,0,1)); v=tangent.cross(u).normalized()
 for k in range(10): rv.append(Vector(pt)+.016*(u*cos(2*pi*k/10)+v*sin(2*pi*k/10)))
for j in range(52):
 for k in range(10): rf.append((j*10+k,j*10+(k+1)%10,(j+1)*10+(k+1)%10,(j+1)*10+k))
rf.extend([tuple(reversed(range(10))),tuple(520+k for k in range(10))])
g.add(rv,rf,'Paint',True)''')
p.write_text(s)
compile(s,str(p),'exec')
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md; tail -n 4 /tmp/chiha-build6.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
<!-- 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.
00:00.429  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py:39: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new(name); mat.use_nodes=True
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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/bin/bash -lc "tail -n 6 /tmp/chiha-build6.log; sed -n '1,80p' /tmp/chiha_contract.py; head -n 20 nodes.json" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
19:15:57 | INFO: Blender create Mesh node Scar_Turret_L
19:15:57 | INFO: Blender create Mesh node Scar_Turret_R
19:15:57 | INFO: Blender create Mesh node Scar_Turret_Rear
19:15:57 | INFO: Blender create Mesh node Hull.001
19:15:57 | INFO: Blender create Mesh node Turret.001
19:15:57 | INFO: glTF import finished in 0.23s
import json,struct,sys,numpy as np
from pathlib import Path
def glb(path):
 raw=Path(path).read_bytes(); n=struct.unpack_from('<I',raw,12)[0];return json.loads(raw[20:20+n])
a,b=map(glb,['chi-ha-tank.glb','chi-ha-tank-damage.glb'])
def positions(d):
 nodes=d['nodes'];par={c:i for i,n in enumerate(nodes) for c in n.get('children',[])}
 def world(i):
  n=nodes[i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   x,y,z,w=n.get('rotation',[0,0,0,1]);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]));m[:3,3]=n.get('translation',[0,0,0])
  return world(par[i])@m if i in par else m
 return {n['name']:{'pos':world(i)[:3,3],'parent':nodes[par[i]]['name'] if i in par else None,'matrix':world(i)} for i,n in enumerate(nodes)}
pa,pb=positions(a),positions(b);err=[]
def check(condition,what):
 if not condition:err.append(what)
for d,f in [(a,'healthy'),(b,'damage')]:
 tri=sum(d['accessors'][p['indices']]['count']//3 for m in d['meshes'] for p in m['primitives']);print(f,'triangles',tri)
 check(tri<=110000,f+' triangle budget')
 paint=next(m for m in d['materials'] if m['name']=='Paint');check(paint['pbrMetallicRoughness']['baseColorFactor']==[.24,.21,.11,1],f+' paint factor')
 check(all('uri'not in x for x in d.get('images',[])),f+' embedded textures')
check(set(n for n,v in pb.items() if v['parent'] is None)=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'},'damage roots')
for part in [n for n in pa if n.startswith('Part_')]:
 twin='Dmg_'+part[5:]
 if twin in pb:check(np.linalg.norm(pa[part]['pos']-pb[twin]['pos'])<1e-5,part+' twin pivot')
for lhs,rhs in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]:check(np.linalg.norm(pa[lhs]['pos']-pb[rhs]['pos'])<1e-5,lhs+' matching pivot '+rhs)
for n in ['Hull_Damage','Wreck_Hull']:check(np.linalg.norm(pb[n]['pos'])<1e-5,n+' at origin')
for n,p in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel'),('Hatch_Commander','Turret')]:check(pa[n]['parent']==p,n+' hierarchy')
for side in ['L','R']:
 wheels=[n for n in pa if n.startswith('Wheel_'+side)];check(len(wheels)==11,side+' 11 wheels')
 z=[pa[f'Wheel_{side}{i}']['pos'][2] for i in range(1,12)];check(z==sorted(z,reverse=True),side+' front to rear order')
print('Failures:',err)
sys.exit(bool(err))
{
  "asset": "Type 97 Chi-Ha style",
  "contract": "tank-damage/v1",
  "frame": "+X left, +Y up, +Z gun forward; metres",
  "files": {
    "chi-ha-tank.glb": {
      "triangles": 107305,
      "bounds": {
        "min": [
          -1.165,
          0.0,
          -2.76
        ],
        "max": [
          1.165,
          2.23,
          2.76
        ],
        "dimensions": [
          2.33,

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exec
/bin/bash -lc 'tail -n 5 /tmp/chiha-build6.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
01:01.257  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-2.png'
01:02.775  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-3.png'
01:04.367  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-4.png'
01:05.715  render           | Saved: '/root/fal-author/chi-ha-tank-v1/paint-5.png'
01:08.984  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-0.png'

codex
The radio rail now uses a continuous tube, and I widened the damage proof view to keep the loose track ends visible. The six paint variants also render correctly, with metal, rubber and weapons retaining their own materials.

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/bin/bash -lc 'head -n 15 build_chi-ha-tank.py; tail -n 22 build_chi-ha-tank.py; ls -a' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
"""Reproducible Type 97 Chi-Ha game asset. Blender 5.2; -- --preflight for device probe.
Authoring frame X left, -Y forward, Z up; glTF exporter converts to X left/Y up/Z forward.
Photo sources: Poly Haven CC0 green_metal_rust and rusty_metal_02.
"""
import bpy, bmesh, math, os, json, random, urllib.request, subprocess, sys, struct, hashlib
import numpy as np
from mathutils import Vector, Matrix
from pathlib import Path
from math import sin, cos, pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(97)
print("BUILD_VERSION_6_0",flush=True)
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
S=bpy.context.scene
  elif node.type=='MIX_RGB':node.inputs[2].default_value=(*rgb,1)
  else:
   mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;mix.inputs[2].default_value=(*rgb,1);nt.links.new(src,mix.inputs[1]);nt.links.new(mix.outputs[0],p.inputs['Base Color'])
state('healthy');camera(cam)
for k,paint in enumerate(paints):set_paint(paint['linear_rgb']);render(f'paint-{k}.png',640,360,16)
grid([f'paint-{k}.png' for k in range(6)],'paints.png');set_paint(paints[0]['linear_rgb'])
camera(cam,wide=True)
for k,st in enumerate(['healthy','hit','stripped','immobilised','wreck','blown']):
 state(st)
 if st=='blown':
  o=bpy.data.objects['Wreck_Turret'];o.location=(2.30,.45,.80);o.rotation_euler=(0,pi/2,.35);bpy.context.view_layer.update();o.location.z-=min((o.matrix_world@v.co).z for v in o.data.vertices)
 render(f'state-{k}.png',960,540,24)
grid([f'state-{k}.png' for k in range(6)],'states.png')
(ROOT/'NOTES.md').write_text('\n'.join([
 'Type 97 Chi-Ha style medium tank; articulated healthy asset plus tank-damage/v1 swaps and burnt wreck, no insignia.',
 f'Triangles: healthy {manifest["files"]["chi-ha-tank.glb"]["triangles"]:,}; damage {manifest["files"]["chi-ha-tank-damage.glb"]["triangles"]:,}.',
 'Materials: Paint (neutral baked detail × khaki factor), TrackSteel, Rubber, Scars, Interior, Lamps; damage adds Burnt.',
 'Textures: Paint base/normal 1024²; all other base/normal and every ORM 512²; Cycles GPU baked photographic/procedural tiles.',
 'Poly Haven CC0 IDs: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff/nor_gl/arm 1k JPGs.',
 'Reference differences: simplified suspension castings, lighter corrosion and a compact loop antenna to preserve 2.23 m height; no roof MG or separate loader hatch on this turret.'
])+'\n')
print('COMPLETE',json.dumps({f:{'triangles':v['triangles'],'bounds':v['bounds']} for f,v in manifest['files'].items()}),flush=True)
.
..
NOTES.md
PROMPT.txt
__pycache__
astra.log
build_chi-ha-tank.py
chi-ha-tank-damage.glb
chi-ha-tank.glb
clay.png
final.png
job.json
nodes.json
paints.png
rig-check.png
sheet.jpg
sheet.log
sheet_prompt.txt
side.png
started.txt
states.png

 succeeded in 82542ms:
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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/{chi-ha-tank.glb,chi-ha-tank-damage.glb,final.png,side.png,clay.png,paints.png,states.png,rig-check.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 11677ms:
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exec
/bin/bash -lc 'python3 /tmp/chiha_contract.py
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank.glb --strict > /tmp/chiha-audit6-A.json
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py chi-ha-tank-damage.glb --strict > /tmp/chiha-audit6-B.json' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 408ms:
healthy triangles 107337
damage triangles 79952
Failures: []

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exec
/bin/bash -lc "python3 - <<'PY'
import json,hashlib
from pathlib import Path
from PIL import Image
m=json.loads(Path('nodes.json').read_text())
print('script sha',hashlib.sha256(Path('build_chi-ha-tank.py').read_bytes()).hexdigest(),m.get('build_script_sha256'))
for f,v in m['files'].items():
 print(f,Path(f).stat().st_size,v.get('sha256'),hashlib.sha256(Path(f).read_bytes()).hexdigest())
for p in Path('.').glob('*.png'):print(p.name,Image.open(p).size)
for f in ['/tmp/chiha-audit6-A.json','/tmp/chiha-audit6-B.json']:
 d=json.loads(Path(f).read_text());print(f,d)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
script sha 2e464bdc9936430ea222b764f12c790bc1fb121aa637eb9029f72357878edb00 2e464bdc9936430ea222b764f12c790bc1fb121aa637eb9029f72357878edb00
chi-ha-tank.glb 8326188 ae248f6e7f52dc42dd1edc897b6fbe4d8d46b7cd89a18edd8728edcc5c512681 ae248f6e7f52dc42dd1edc897b6fbe4d8d46b7cd89a18edd8728edcc5c512681
chi-ha-tank-damage.glb 8316464 fab80241c7a01505e9611dc5d6c46872f3a9a1e03fadf75b2ef58c8c6385d3d8 fab80241c7a01505e9611dc5d6c46872f3a9a1e03fadf75b2ef58c8c6385d3d8
states.png (2880, 1080)
final.png (1920, 1080)
side.png (1920, 1080)
paints.png (1920, 720)
clay.png (1920, 1080)
rig-check.png (1280, 720)
/tmp/chiha-audit6-A.json {'file': 'chi-ha-tank.glb', 'sha256': 'ae248f6e7f52dc42dd1edc897b6fbe4d8d46b7cd89a18edd8728edcc5c512681', 'bytes': 8326188, 'primitive_count': 145, 'material_count': 6, 'embedded_images': 18, 'external_uris': [], 'primitives': [{'mesh': 'Hatch_Driver', 'primitive': 0, 'triangles': 140, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Driver', 'primitive': 1, 'triangles': 36, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 0, 'triangles': 11810, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 1, 'triangles': 6972, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 2, 'triangles': 1476, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 3, 'triangles': 214, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_L', 'primitive': 0, 'triangles': 838, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_R', 'primitive': 0, 'triangles': 838, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FL', 'primitive': 0, 'triangles': 570, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_FR', 'primitive': 0, 'triangles': 570, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_RL', 'primitive': 0, 'triangles': 536, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Fender_RR', 'primitive': 0, 'triangles': 536, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Headlamp_L', 'primitive': 0, 'triangles': 120, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Headlamp_L', 'primitive': 1, 'triangles': 90, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Headlamp_R', 'primitive': 0, 'triangles': 120, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Headlamp_R', 'primitive': 1, 'triangles': 90, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Jack', 'primitive': 0, 'triangles': 44, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Jack', 'primitive': 1, 'triangles': 88, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Jack', 'primitive': 2, 'triangles': 26, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_LampGuard_L', 'primitive': 0, 'triangles': 74, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_LampGuard_R', 'primitive': 0, 'triangles': 74, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Muffler_L', 'primitive': 0, 'triangles': 454, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Muffler_R', 'primitive': 0, 'triangles': 454, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_MufflerGuard_L', 'primitive': 0, 'triangles': 88, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_MufflerGuard_L', 'primitive': 1, 'triangles': 3310, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_MufflerGuard_R', 'primitive': 0, 'triangles': 88, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_MufflerGuard_R', 'primitive': 1, 'triangles': 3306, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_PioneerTools', 'primitive': 0, 'triangles': 142, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_PioneerTools', 'primitive': 1, 'triangles': 72, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_PioneerTools', 'primitive': 2, 'triangles': 88, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_SpareTracks', 'primitive': 0, 'triangles': 176, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_SpareTracks', 'primitive': 1, 'triangles': 142, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Toolbox_L', 'primitive': 0, 'triangles': 128, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Toolbox_L', 'primitive': 1, 'triangles': 120, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Toolbox_R', 'primitive': 0, 'triangles': 132, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Toolbox_R', 'primitive': 1, 'triangles': 116, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TowCable', 'primitive': 0, 'triangles': 24, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_TowCable', 'primitive': 1, 'triangles': 1144, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L', 'primitive': 0, 'triangles': 12480, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L', 'primitive': 1, 'triangles': 1696, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R', 'primitive': 0, 'triangles': 12480, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R', 'primitive': 1, 'triangles': 1696, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Barrel', 'primitive': 0, 'triangles': 406, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Barrel', 'primitive': 1, 'triangles': 82, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Gun', 'primitive': 0, 'triangles': 434, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Commander', 'primitive': 0, 'triangles': 324, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 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'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_L_Broken', 'primitive': 1, 'triangles': 1248, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R_Broken', 'primitive': 0, 'triangles': 11372, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Track_R_Broken', 'primitive': 1, 'triangles': 1248, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Cupola.001', 'primitive': 0, 'triangles': 209, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Cupola.001', 'primitive': 1, 'triangles': 134, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Cupola.001', 'primitive': 2, 'triangles': 77, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_LoopAntenna.001', 'primitive': 0, 'triangles': 294, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 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'triangles': 26, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_Turret_Sight.001', 'primitive': 2, 'triangles': 16, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Gun.001', 'primitive': 0, 'triangles': 434, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Gun.001', 'primitive': 1, 'triangles': 406, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Gun.001', 'primitive': 2, 'triangles': 82, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Front', 'primitive': 0, 'triangles': 75, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Front', 'primitive': 1, 'triangles': 68, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Front', 'primitive': 2, 'triangles': 72, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_L', 'primitive': 0, 'triangles': 75, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_L', 'primitive': 1, 'triangles': 68, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_L', 'primitive': 2, 'triangles': 72, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_R', 'primitive': 0, 'triangles': 75, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_R', 'primitive': 1, 'triangles': 68, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_R', 'primitive': 2, 'triangles': 72, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Rear', 'primitive': 0, 'triangles': 75, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Rear', 'primitive': 1, 'triangles': 68, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Scar_Turret_Rear', 'primitive': 2, 'triangles': 72, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull.001', 'primitive': 0, 'triangles': 34580, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Turret.001', 'primitive': 0, 'triangles': 3357, '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': 79952, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': []}

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/bin/bash -lc "sed -n '159,170p' build_chi-ha-tank.py; python3 /tmp/chiha-check.py | tail -n 15" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
 data=bpy.data.cameras.new('Camera'); cam=bpy.data.objects.new('Camera',data); S.collection.objects.link(cam); S.camera=cam; return cam

def camera(cam,side=False,wide=False):
 cam.data.type='ORTHO' if side else 'PERSP'; cam.data.lens=40 if wide else 60; cam.data.ortho_scale=6.5
 cam.location=(8,0,1.02) if side else (7,-9,5.0)
 cam.rotation_euler=(Vector((0,0,1.02))-cam.location).to_track_quat('-Z','Y').to_euler()

def render(path,w=1280,h=720,samples=24):
 S.render.resolution_x=w; S.render.resolution_y=h; S.render.resolution_percentage=100; S.cycles.samples=samples; S.render.filepath=str(ROOT/path); bpy.ops.render.render(write_still=True)

def clean_mesh(o):
 if o.type!='MESH':return

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_6_0','BUILD_VERSION_6_1').replace('Vector((0,0,1.02))-cam.location','Vector((0,-.2,.65 if wide else 1.02))-cam.location');p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 1153ms:
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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/chi-ha-tank-v1/build_chi-ha-tank.py > /tmp/chiha-build61.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
codex
The final proof still placed a loose track end too close to the image edge. I’m lowering the proof camera’s aim to give it clear space. The exported geometry, dimensions and pivot checks are complete.

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_chi-ha-tank.py');s=p.read_text().replace('BUILD_VERSION_6_1','BUILD_VERSION_6_2').replace('Vector((0,-.2,.65 if wide else 1.02))','Vector((0,-.2 if wide else 0,.65 if wide else 1.02))');p.write_text(s)
PY
scp build_chi-ha-tank.py gex44:/root/fal-author/chi-ha-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 875ms:
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/bin/bash -lc 'tail -n 3 /tmp/chiha-build61.log; head -n 30 /tmp/chiha-check.py' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
19:18:00 | INFO: Blender create Mesh node Hull.001
19:18:00 | INFO: Blender create Mesh node Turret.001
19:18:00 | INFO: glTF import finished in 0.22s
import struct,json,sys,io
from PIL import Image
from pathlib import Path
for path in sys.argv[1:]:
 b=Path(path).read_bytes(); n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);binary=b[28+n:];tris=0
 for m in j.get('meshes',[]):
  for p in m['primitives']:
   if 'indices' in p:tris+=j['accessors'][p['indices']]['count']//3
 mats={m['name']:m for m in j.get('materials',[])}
 images=[]
 for im in j.get('images',[]):
  v=j['bufferViews'][im['bufferView']];off=v.get('byteOffset',0);data=binary[off:off+v['byteLength']];p=Image.open(io.BytesIO(data));images.append({'name':im.get('name'),'size':p.size})
 print(json.dumps({'file':path,'MB':len(b)/1e6,'triangles':tris,'materials':list(mats),'paint':mats.get('Paint',{}).get('pbrMetallicRoughness'),'nodes':len(j.get('nodes',[])),'parts':len([x for x in j['nodes'] if x.get('name','').startswith('Part_')]),'roots':[j['nodes'][i].get('name') for i in j['scenes'][j.get('scene',0)]['nodes']],'images':images},indent=2))

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/bin/bash -lc 'tail -n 3 /tmp/chiha-build61.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
COMPLETE {"chi-ha-tank.glb": {"triangles": 107337, "bounds": {"min": [-1.165, 0.0, -2.76], "max": [1.165, 2.23, 2.76], "dimensions": [2.33, 2.23, 5.52]}}, "chi-ha-tank-damage.glb": {"triangles": 79952, "bounds": {"min": [-1.559915, 0.0, -2.76], "max": [1.559915, 2.532214, 3.840182], "dimensions": [3.11983, 2.532214, 6.600182]}}}

Blender quit

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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/chi-ha-tank-v1/build_chi-ha-tank.py > /tmp/chiha-build62.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
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exec
/bin/bash -lc "python3 /tmp/chiha-check.py chi-ha-tank.glb chi-ha-tank-damage.glb > /tmp/chiha-texture-check.json
python3 - <<'PY'
from pathlib import Path
p=Path('__pycache__/build_chi-ha-tank.cpython-311.pyc')
for x in Path('__pycache__').glob('build_chi-ha-tank.*.pyc'):x.unlink()
if Path('__pycache__').exists() and not list(Path('__pycache__').iterdir()):Path('__pycache__').rmdir()
print(Path('/tmp/chiha-texture-check.json').read_text())
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 20ms:
{
  "file": "chi-ha-tank.glb",
  "MB": 8.326188,
  "triangles": 107337,
  "materials": [
    "Paint",
    "Interior",
    "TrackSteel",
    "Scars",
    "Lamps",
    "Rubber"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    },
    "baseColorFactor": [
      0.24,
      0.21,
      0.11,
      1
    ]
  },
  "nodes": 63,
  "parts": 24,
  "roots": [
    "Exhaust",
    "Fx_Ammo",
    "Fx_Engine",
    "Hatch_Driver",
    "Hull",
    "Light_Head_L",
    "Light_Head_R",
    "Part_EngineGrille_L",
    "Part_EngineGrille_R",
    "Part_Fender_FL",
    "Part_Fender_FR",
    "Part_Fender_RL",
    "Part_Fender_RR",
    "Part_Headlamp_L",
    "Part_Headlamp_R",
    "Part_Jack",
    "Part_LampGuard_L",
    "Part_LampGuard_R",
    "Part_Muffler_L",
    "Part_Muffler_R",
    "Part_MufflerGuard_L",
    "Part_MufflerGuard_R",
    "Part_PioneerTools",
    "Part_SpareTracks",
    "Part_Toolbox_L",
    "Part_Toolbox_R",
    "Part_TowCable",
    "Seat_Driver",
    "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_R1",
    "Wheel_R2",
    "Wheel_R3",
    "Wheel_R4",
    "Wheel_R5",
    "Wheel_R6",
    "Wheel_R7",
    "Wheel_R8",
    "Wheel_R9",
    "Wheel_R10",
    "Wheel_R11"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Interior_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Interior_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Lamps_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ]
    }
  ]
}
{
  "file": "chi-ha-tank-damage.glb",
  "MB": 8.316464,
  "triangles": 79952,
  "materials": [
    "Paint",
    "Burnt",
    "TrackSteel",
    "Scars",
    "Rubber"
  ],
  "paint": {
    "baseColorTexture": {
      "index": 2
    },
    "metallicRoughnessTexture": {
      "index": 1
    },
    "baseColorFactor": [
      0.24,
      0.21,
      0.11,
      1
    ]
  },
  "nodes": 32,
  "parts": 0,
  "roots": [
    "Hull_Damage",
    "Turret_Damage",
    "Wreck_Hull",
    "Wreck_Turret"
  ],
  "images": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ]
    },
    {
      "name": "Burnt_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Burnt_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Burnt_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ]
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ]
    }
  ]
}


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/bin/bash -lc 'tail -n 3 /tmp/chiha-build62.log' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 0ms:
00:49.164  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-1.png'
00:51.041  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-2.png'
00:52.950  render           | Saved: '/root/fal-author/chi-ha-tank-v1/state-3.png'

 succeeded in 58196ms:
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/bin/bash -lc 'scp gex44:/root/fal-author/chi-ha-tank-v1/{chi-ha-tank.glb,chi-ha-tank-damage.glb,final.png,side.png,clay.png,paints.png,states.png,rig-check.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
codex
The completed assets have 107,337 triangles for the healthy tank and 79,952 for the damage set. Both are about 8.3 MB. All textures are embedded, the healthy dimensions are exactly 5.52 × 2.33 × 2.23 m, and the hierarchy and matching damage pivots pass validation.

 succeeded in 11650ms:
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exec
/bin/bash -lc "python3 /tmp/chiha_contract.py
python3 - <<'PY'
import json,hashlib
from pathlib import Path
m=json.loads(Path('nodes.json').read_text());assert m['build_script_sha256']==hashlib.sha256(Path('build_chi-ha-tank.py').read_bytes()).hexdigest()
for f,v in m['files'].items():assert v['sha256']==hashlib.sha256(Path(f).read_bytes()).hexdigest()
print('Clean-build source and GLB hashes match.')
print(Path('NOTES.md').read_text())
PY" in /home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1
 succeeded in 58ms:
healthy triangles 107337
damage triangles 79952
Failures: []
Clean-build source and GLB hashes match.
Type 97 Chi-Ha style medium tank; articulated healthy asset plus tank-damage/v1 swaps and burnt wreck, no insignia.
Triangles: healthy 107,337; damage 79,952.
Materials: Paint (neutral baked detail × khaki factor), TrackSteel, Rubber, Scars, Interior, Lamps; damage adds Burnt.
Textures: Paint base/normal 1024²; all other base/normal and every ORM 512²; Cycles GPU baked photographic/procedural tiles.
Poly Haven CC0 IDs: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff/nor_gl/arm 1k JPGs.
Reference differences: simplified suspension castings, lighter corrosion and a compact loop antenna to preserve 2.23 m height; no roof MG or separate loader hatch on this turret.


codex
Delivered both assets and all requested renders, source and metadata.

- [Healthy GLB](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/chi-ha-tank.glb): 107,337 triangles, 8.3 MB.
- [Damage GLB](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/chi-ha-tank-damage.glb): 79,952 triangles, 8.3 MB.
- [Final render](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/final.png) · [Damage states](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/states.png) · [Paint variants](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/paints.png)

Verified dimensions, hierarchy, matching damage pivots, texture limits and clean-build hashes. Remaining reference differences are recorded in [NOTES.md](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/NOTES.md).
tokens used
291,343
Delivered both assets and all requested renders, source and metadata.

- [Healthy GLB](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/chi-ha-tank.glb): 107,337 triangles, 8.3 MB.
- [Damage GLB](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/chi-ha-tank-damage.glb): 79,952 triangles, 8.3 MB.
- [Final render](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/final.png) · [Damage states](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/states.png) · [Paint variants](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/paints.png)

Verified dimensions, hierarchy, matching damage pivots, texture limits and clean-build hashes. Remaining reference differences are recorded in [NOTES.md](/home/claude-agent/forge-build/forge-assets/jobs/chi-ha-tank-v1/NOTES.md).
