Reading prompt from stdin...
OpenAI Codex v0.161.0
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workdir: /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a12bbc-cb29-7812-b0a0-8bac8532a47d
--------
user
Build World War II British Churchill Mk VII style infantry tank: very long hull with the tracks running over the top of the side panniers, eleven small road wheels per side, square side air intakes, a cast and welded squarish turret with a 75 mm gun, side escape doors in the panniers, track guards over the top run (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/churchill-tank-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/churchill-tank-v1`, scp scripts and any textures to gex44:/root/fal-author/churchill-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: 7.44 m long, 3.25 m wide, 2.49 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: 80k to 140k 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 = [0.13, 0.15, 0.08] (bronze green). 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, churchill-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, churchill-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. The track guard sections over the top run (three or four per side), the side air intake boxes and the pannier doors are the main Part_ nodes of this type. 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: churchill-tank.glb; build_churchill-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’s asset rules, then build and validate the healthy tank, damage variants, and exported rig. I’m using the Blender game-assets skill for the modelling, baking, and render checks.

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/churchill-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/churchill-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.

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/home/claude-agent/forge-build/forge-assets/lib/lookup.py
/home/claude-agent/forge-build/forge-assets/lib/glb.py
/home/claude-agent/forge-build/forge-assets/lib/card.py
/home/claude-agent/forge-build/forge-assets/test/test_lighter.py
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/interaction-probe.py
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/probe.py
/home/claude-agent/forge-build/forge-assets/W-LIFE6b-EVIDENCE/walk-probe.py
/home/claude-agent/forge-build/forge-assets/omg/kit/LIBRARY.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/TYPES.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/SETTLEMENT.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/BLUEPRINT.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/S3.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-GRASS7.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-LIFE6b.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-TREES7.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-FAR.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-GROUND.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-HOUSES5.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-PLAN.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-CITY.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-TYPES.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/COMMON.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-FACTORY.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-LIFE6.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-LANDMARK.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/H1.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-ROADS6.md
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/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/COMMON3.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-SETTLE.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/W-ROADS6b.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/briefs/COMMON2.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/CITY-LAYOUT.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/TOWN.md
/home/claude-agent/forge-build/forge-assets/omg/kit/building/test/town-grass-gpu.py
/home/claude-agent/forge-build/forge-assets/omg/factory/test_ohmygames_library.py
/home/claude-agent/forge-build/forge-assets/omg/factory/games_city.py
/home/claude-agent/forge-build/forge-assets/omg/factory/test_games_town.py
/home/claude-agent/forge-build/forge-assets/omg/factory/test_games_city.py
/home/claude-agent/forge-build/forge-assets/omg/factory/games_library.py
/home/claude-agent/forge-build/forge-assets/omg/factory/games_town.py
/home/claude-agent/forge-build/forge-assets/browse/kits/medieval-heroes/README.md
/home/claude-agent/forge-build/forge-assets/omg/factory/ref/games_garage.py
/home/claude-agent/forge-build/forge-assets/README.md
/home/claude-agent/forge-build/forge-assets/W-TREES7-REPORT.md
/home/claude-agent/forge-build/forge-assets/W-LIFE6-REPORT.md
/home/claude-agent/forge-build/forge-assets/W-GROUND-REPORT.md
/home/claude-agent/forge-build/forge-assets/tools/dedupe_shelf.py
/home/claude-agent/forge-build/forge-assets/W-ROADS6-REPORT.md
/home/claude-agent/forge-build/forge-assets/tools/gpu/compare_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/parts_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/tank_states_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/landmarks_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/site_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/settlement_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/fb_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/buildings_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/vehicles_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/shots_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/houses_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/measure_probe.py
/home/claude-agent/forge-build/forge-assets/tools/lighter_worker.py
/home/claude-agent/forge-build/forge-assets/tools/build_site.py
/home/claude-agent/forge-build/forge-assets/tools/import_existing.py
/home/claude-agent/forge-build/forge-assets/tools/import_job.py
/home/claude-agent/forge-build/forge-assets/tools/build_index.py
/home/claude-agent/forge-build/forge-assets/tools/rerun_worker.py

hook: PreToolUse
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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-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.

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 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.

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exec
/bin/bash -lc 'for p in /home/claude-agent/forge-build/AGENTS.md /home/claude-agent/forge-build/forge-assets/AGENTS.md /home/claude-agent/forge-build/forge-assets/jobs/AGENTS.md; do if test -f "$p"; then cat "$p"; fi; done; ls -la; date -u +%FT%TZ' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
total 864
drwxrwxr-x  2 claude-agent claude-agent   4096 Oct 11 16:12 .
drwxrwxr-x 94 claude-agent claude-agent   4096 Oct 11 15:29 ..
-rw-rw-r--  1 claude-agent claude-agent  11331 Oct 11 16:12 PROMPT.txt
-rw-rw-r--  1 claude-agent claude-agent 115560 Oct 11 16:13 astra.log
-rw-rw-r--  1 claude-agent claude-agent   9024 Oct 11 15:20 job.json
-rw-rw-r--  1 claude-agent claude-agent 720070 Oct 11 15:22 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent     49 Oct 11 15:22 sheet.log
-rw-rw-r--  1 claude-agent claude-agent    869 Oct 11 15:20 sheet_prompt.txt
-rw-rw-r--  1 claude-agent claude-agent     21 Oct 11 16:12 started.txt
2026-10-11T16:13:03Z

codex
The reference’s defining proportions are clear: a low, very long hull, small closely spaced wheels, broad track panniers, and a compact rounded-square turret. I’m building those forms first, with separate track guards, intake boxes, and doors so the stripped state still has a complete tank underneath.

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exec
/bin/bash -lc "coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/ --note 'Churchill tank asset build; start 18:13 CEST, checkpoint 19:28 CEST'; coord check gex44:/root/fal-author/churchill-tank-v1/; coord claim gex44:/root/fal-author/churchill-tank-v1/ --note 'Churchill tank isolated Blender build'; ssh gex44 mkdir -p /root/fal-author/churchill-tank-v1" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 729ms:
claim local:/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/ [exclusive] ttl=1800s
clear    gex44:/root/fal-author/churchill-tank-v1/
claim gex44:/root/fal-author/churchill-tank-v1/ [exclusive] ttl=1800s

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exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
print('\\n'.join(k for k in x if any(s in k for s in ['metal','rust','paint','rubber'])))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 exited 1 in 148ms:
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 'pgrep -af blender | head -8; nvidia-smi --query-gpu=name,memory.free --format=csv,noheader'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 603ms:
18867 python3 /opt/astra-blender/blender_exec_server.py
18880 python3 /opt/astra-blender/blender_exec_server.py
40540 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 5; done; echo BLENDER_DONE; cat optimize_run7.log
87189 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 4; done; echo BLENDER_DONE; cat optimize_run8.log
1180352 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/panther-tank-v1/build_panther-tank.py
1246262 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1
1246263 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/leopard2-tank-v1/build_leopard2-tank.py
1254605 bash -c cd /root/fal-author/renault-ft-tank-v1 && nohup /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake > build-final.log 2>&1 < /dev/null & echo $!
NVIDIA RTX 4000 SFF Ada Generation, 13403 MiB

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/bin/bash -lc "curl -L -A 'Mozilla/5.0' -s 'https://api.polyhaven.com/assets?t=textures' -o /tmp/churchill-polyhaven-assets.json; python3 - <<'PY'
import json
try:
 x=json.load(open('/tmp/churchill-polyhaven-assets.json')); print('\\n'.join(k for k in x if any(s in k for s in ['metal','rust','paint','rubber'])))
except Exception as e: print(e)
PY
ssh gex44 \"curl -L -s 'https://api.polyhaven.com/assets?t=textures' -o /tmp/churchill-ph.json; python3 -c \\\"import json; x=json.load(open('/tmp/churchill-ph.json')); print([k for k in x if 'metal' in k or 'rust' in k])\\\"\"" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 863ms:
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
rubber_tiles
rubberized_track
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
['blue_metal_plate', 'box_profile_metal_sheet', 'green_metal_rust', 'metal_grate_rusty', 'metal_plate', 'metal_plate_02', 'painted_metal_shutter', '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']

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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-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.

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/bin/bash -lc "cat > /tmp/churchill-preflight.py <<'PY'
import bpy
from pathlib import Path
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=1
p=bpy.context.preferences.addons['cycles'].preferences;p.compute_device_type='OPTIX';p.get_devices()
for d in p.devices:d.use=d.type"'!='"'CPU'
s.cycles.device='GPU'
bpy.ops.mesh.primitive_plane_add(); o=bpy.context.object
m=bpy.data.materials.new('Probe');m.use_nodes=True;o.data.materials.append(m)
im=bpy.data.images.new('probe',32,32);n=m.node_tree.nodes.new('ShaderNodeTexImage');n.image=im;m.node_tree.nodes.active=n
bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
bpy.ops.export_scene.gltf(filepath='/root/fal-author/churchill-tank-v1/probe.glb',use_selection=True)
bpy.ops.object.delete(use_global=False);bpy.ops.import_scene.gltf(filepath='/root/fal-author/churchill-tank-v1/probe.glb')
print('PREFLIGHT_OK',[(d.name,d.type,d.use) for d in p.devices])
PY
scp /tmp/churchill-preflight.py gex44:/root/fal-author/churchill-tank-v1/preflight.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/churchill-tank-v1/preflight.py > /root/fal-author/churchill-tank-v1/preflight.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
codex
I’m using real bevelled armour profiles and a rounded cast-turret shell, with individually pivoted wheels and gun components. The material pipeline will bake neutral weathering for `Paint`, so the six colour variants can change the paint factor without recolouring steel, rubber, or lamps.

 succeeded in 329301ms:
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exec
/bin/bash -lc "cat > build_churchill-tank.py <<'PY'
\"\"\"Churchill Mk VII style game asset. Clean run: blender -b --python-exit-code 1 --python this.py.
Authored X left, -Y forward, Z up; exporter converts to glTF Y up/+Z forward.
CC0 inputs: Poly Haven metal_plate and rusty_metal_02. No external code dependencies.
\"\"\"
import bpy, bmesh, math, random, json, os, sys, struct, urllib.request, time
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(71)
START=time.time()
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for d in list(bpy.data.materials):bpy.data.materials.remove(d)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.render.engine='CYCLES';sc.cycles.samples=20
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'
sc.cycles.device='GPU';sc.cycles.use_denoising=True
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.world.color=(.35,.35,.35)
sc.view_settings.view_transform='AgX'
MATS=[];MAT={};OB={};HEALTH=[];DAMAGE=[]
PAINTS=[('Olive drab',[.13,.15,.08]),('NATO green',[.075,.12,.062]),('Desert tan',[.48,.36,.20]),('Field grey',[.19,.22,.19]),('Winter white',[.76,.78,.72]),('Dark green-black',[.025,.037,.025])]
def active(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def download(id,map):
 p=TEX/f'{id}_{map}_1k.jpg'
 if not p.exists():
  u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
  req=urllib.request.Request(u,headers={'User-Agent':'Mozilla/5.0'})
  with urllib.request.urlopen(req,timeout=60) as r:p.write_bytes(r.read())
 return str(p)

def bake_material(name,base,metal,rough,source='metal_plate',size=512):
 print('BAKING',name,flush=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();n=nt.nodes;l=nt.links
 out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs['Surface'])
 tc=n.new('ShaderNodeTexCoord')
 def tex(map):
  t=n.new('ShaderNodeTexImage');t.image=bpy.data.images.load(download(source,map),check_existing=True)
  if map"'!='"'diff':t.image.colorspace_settings.name='Non-Color'
  l.new(tc.outputs['UV'],t.inputs['Vector']);return t
 diff=tex('diff');normal=tex('nor_gl');arm=tex('arm')
 bw=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],bw.inputs[0])
 noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=37;noise.inputs['Detail'].default_value=4;l.new(tc.outputs['UV'],noise.inputs['Vector'])
 mix=n.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.18;l.new(bw.outputs[0],mix.inputs[1]);l.new(noise.outputs['Fac'],mix.inputs[2])
 ramp=n.new('ShaderNodeValToRGB');l.new(mix.outputs[0],ramp.inputs[0])
 ramp.color_ramp.elements[0].position=.08;ramp.color_ramp.elements[1].position=.72
 if name=='Paint':
  ramp.color_ramp.elements[0].color=(.44,.44,.44,1);ramp.color_ramp.elements[1].color=(.94,.94,.94,1)
 else:
  ramp.color_ramp.elements[0].color=tuple(v*.38 for v in base)+(1,);ramp.color_ramp.elements[1].color=tuple(base)+(1,)
 l.new(ramp.outputs[0],bs.inputs['Base Color'])
 nm=n.new('ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.24 if name=='Paint' else .45;l.new(normal.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
 rr=n.new('ShaderNodeMath');rr.operation='MULTIPLY_ADD';rr.inputs[1].default_value=.19;rr.inputs[2].default_value=rough-.1;l.new(sep.outputs[1],rr.inputs[0]);l.new(rr.outputs[0],bs.inputs['Roughness'])
 bs.inputs['Metallic'].default_value=metal
 bpy.ops.mesh.primitive_plane_add(size=2,location=(0,0,-20));plane=bpy.context.object;plane.data.materials.append(m);active(plane)
 target=n.new('ShaderNodeTexImage');maps={}
 for kind,res in [('base',size),('normal',size),('orm',min(size,512))]:
  im=bpy.data.images.new(f'{name}_{kind}',width=res,height=res,alpha=False)
  if kind"'!='"'base':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if kind=='base':bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
  elif kind=='normal':bpy.ops.object.bake(type='NORMAL')
  else:
   comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=.93;comb.inputs[2].default_value=metal;l.new(rr.outputs[0],comb.inputs[1])
   em=n.new('ShaderNodeEmission');l.new(comb.outputs[0],em.inputs[0]);l.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT');l.new(bs.outputs[0],out.inputs[0])
  im.filepath_raw=str(TEX/f'{name}_{kind}.png');im.file_format='PNG';im.save();maps[kind]=im
 bpy.data.objects.remove(plane,do_unlink=True)
 nt.nodes.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
 for k in ['base','normal','orm']:
  t=n.new('ShaderNodeTexImage');t.image=maps[k];t.label=k
  if k=='base':l.new(t.outputs[0],bs.inputs['Base Color'])
  elif k=='normal':
   nm=n.new('ShaderNodeNormalMap');l.new(t.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
  else:
   se=n.new('ShaderNodeSeparateColor');l.new(t.outputs[0],se.inputs[0]);l.new(se.outputs[1],bs.inputs['Roughness']);l.new(se.outputs[2],bs.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(se.outputs[0],gn.inputs['Occlusion'])
 m.diffuse_color=tuple(base)+(1,);bs.inputs['Roughness'].default_value=rough
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.3,.23,.1,1);bs.inputs['Emission Strength'].default_value=.15
 MAT[name]=len(MATS);MATS.append(m);return m

for a in [('Paint',(1,1,1),.03,.78,'metal_plate',1024),('TrackSteel',(.19,.17,.13),.72,.72,'rusty_metal_02',512),('Rubber',(.047,.045,.037),0,.89,'metal_plate',512),('Steel',(.28,.29,.27),.83,.52,'metal_plate',512),('Interior',(.023,.021,.017),0,.95,'metal_plate',256),('Lamps',(.65,.57,.37),.15,.23,'metal_plate',128),('Burnt',(.12,.095,.07),.37,.91,'rusty_metal_02',512),('Scars',(.31,.29,.25),.75,.52,'rusty_metal_02',512)]:bake_material(*a)
print('BAKES_DONE',time.time()-START,flush=True)

class Geo:
 def __init__(self):self.v=[];self.f=[];self.mi=[];self.sm=[];self.uv=[]
 def add(self,v,f,mat='Paint',smooth=False,uv=None):
  idx=len(self.v);self.v.extend([tuple(x) for x in v]);self.f.extend([tuple(idx+i for i in face) for face in f]);self.mi.extend([MAT[mat]]*len(f));self.sm.extend([smooth]*len(f));self.uv.extend(uv if uv else [None]*len(f))
 def box(self,c,s,mat='Paint',rot=None):
  v=[Vector((x*s[0]/2,y*s[1]/2,z*s[2]/2)) for x,y,z in [(-1,-1,-1),(1,-1,-1),(1,1,-1),(-1,1,-1),(-1,-1,1),(1,-1,1),(1,1,1),(-1,1,1)]]
  if rot:v=[rot@p for p in v]
  v=[p+Vector(c) for p in v]
  self.add(v,[(3,2,1,0),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7),(4,5,6,7)],mat)
 def cyl(self,c,r,depth,mat='Paint',axis='Z',n=24,r2=None):
  if r2 is None:r2=r
  v=[]
  for z,rad in [(-depth/2,r),(depth/2,r2)]:
   for i in range(n):
    a=2*pi*i/n;p=(rad*cos(a),rad*sin(a),z)
    if axis=='X':p=(z,p[0],p[1])
    elif axis=='Y':p=(p[0],z,-p[1])
    v.append(Vector(c)+Vector(p))
  self.add(v,[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat,True)
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))],mat)
 def rod(self,a,b,r,mat='Paint',n=10):
  a=Vector(a);b=Vector(b);d=b-a;z=d.normalized();t=z.cross(Vector((0,0,1)))
  if t.length<.01:t=z.cross(Vector((0,1,0)))
  t.normalize();u=z.cross(t);v=[p+r*(t*cos(i*2*pi/n)+u*sin(i*2*pi/n)) for p in [a,b] for i in range(n)]
  self.add(v,[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat,True)
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))],mat)
 def tube(self,pts,r,mat='Paint',n=8):
  for a,b in zip(pts,pts[1:]):self.rod(a,b,r,mat,n)
 def ring(self,c,outer,inner,depth,mat='Paint',axis='Z',n=48):
  v=[]
  for z,r in [(-depth/2,outer),(depth/2,outer),(depth/2,inner),(-depth/2,inner)]:
   for i in range(n):
    a=2*pi*i/n;p=(r*cos(a),r*sin(a),z)
    if axis=='X':p=(z,p[0],p[1])
    elif axis=='Y':p=(p[0],z,-p[1])
    v.append(Vector(c)+Vector(p))
  faces=[]
  for k in range(4):
   for i in range(n):faces.append((k*n+i,k*n+(i+1)%n,((k+1)%4)*n+(i+1)%n,((k+1)%4)*n+i))
  self.add(v,faces,mat,True)
 def extrude(self,poly,x0,x1,mat='Paint'):
  n=len(poly);v=[(x,y,z) for x in [x0,x1] for y,z in poly]
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat)
 def lathe_x(self,c,profile,mat='Paint',n=40):
  v=[(c[0]+x,c[1]+r*cos(i*2*pi/n),c[2]+r*sin(i*2*pi/n)) for x,r in profile for i in range(n)]
  self.add(v,[(k*n+i,k*n+(i+1)%n,(k+1)*n+(i+1)%n,(k+1)*n+i) for k in range(len(profile)-1) for i in range(n)],mat,True)
 def obj(self,name,pivot=(0,0,0),parent=None,bevel=0,segments=2,healthy=True):
  me=bpy.data.meshes.new(name);me.from_pydata([Vector(v)-Vector(pivot) for v in self.v],[],self.f);me.update()
  o=bpy.data.objects.new(name,me);bpy.context.collection.objects.link(o);o.location=pivot
  for m in MATS:me.materials.append(m)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,sm,custom in zip(me.polygons,self.mi,self.sm,self.uv):
   p.material_index=mi;p.use_smooth=sm
   norm=p.normal;ax=max(range(3),key=lambda i:abs(norm[i]));axes=[i for i in range(3) if i"'!=ax]
   for j,li in enumerate(p.loop_indices):
    co=Vector(self.v[me.loops[li].vertex_index]);uv.data[li].uv=custom[j] if custom else (co[axes[0]]*.8,co[axes[1]]*.8)
  # Consistent outward normals on all closed components.
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free()
  if bevel:
   active(o);mod=o.modifiers.new('"'Manufactured edge radii','BEVEL');mod.width=bevel;mod.segments=segments;mod.limit_method='ANGLE';mod.angle_limit=.6
   bpy.ops.object.modifier_apply(modifier=mod.name)
   mod=o.modifiers.new('Weighted corner normals','WEIGHTED_NORMAL');mod.keep_sharp=True;mod.weight=40
   bpy.ops.object.modifier_apply(modifier=mod.name)
  if parent:
   world=o.matrix_world.copy();o.parent=parent;bpy.context.view_layer.update();o.matrix_world=world
  OB[name]=o
  if healthy:HEALTH.append(o)
  return o

def empty(name,p,parent=None,healthy=True):
 o=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(o);o.location=p
 if parent:
  bpy.context.view_layer.update();w=o.matrix_world.copy();o.parent=parent;o.matrix_world=w
 OB[name]=o
 if healthy:HEALTH.append(o)
 return o

def bolts(g,points,axis='Z',r=.014,mat='Steel'):
 for p in points:g.cyl(p,r,.014,mat,axis,6)
def handle(g,a,b,up=(0,0,.035),mat='Paint'):
 aa=Vector(a)+Vector(up);bb=Vector(b)+Vector(up);g.tube([a,aa,bb,b],.009,mat)
def cut(o,cutter):
 active(o);mod=o.modifiers.new('Machined opening','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cutter;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cutter,do_unlink=True)
def cutter_cyl(c,r,d):
 bpy.ops.mesh.primitive_cylinder_add(vertices=48,radius=r,depth=d,location=c);return bpy.context.object

def crew_well(g,c,r,depth):
 g.ring((c[0],c[1],c[2]-depth/2),r,r-.025,depth,'Interior');g.cyl((c[0],c[1],c[2]-depth),r,.035,'Interior');g.box((c[0],c[1],c[2]-depth+.07),(.27,.3,.10),'Interior')

# Long welded lower hull and full pannier carcasses, independent of removable armour.
g=Geo();g.extrude([(-3.39,.43),(-3.46,.89),(-2.99,1.29),(-2.03,1.42),(2.99,1.42),(3.43,1.18),(3.43,.61),(2.91,.43)],-1.0,1.0)
g.box((0,.40,1.42),(1.95,4.95,.13))
for side in [-1,1]:
 x=side*1.24
 g.extrude([(-3.28,.61),(-3.32,1.0),(-2.83,1.43),(2.83,1.43),(3.32,1.03),(3.24,.61)],x-.25,x+.25)
 # Long structural rails and riveted frames, visible in stripped mode.
 for z in [.65,1.35]:g.box((side*1.50,0,z),(.045,5.88,.043))
 for y in [-2.73,-2.0,-1.23,-.46,.31,1.08,1.85,2.62]:
  g.box((side*1.495,y,1.01),(.046,.035,.60));bolts(g,[(side*1.522,y,z) for z in [.70,1.30]],'X',.013,'Paint')
 # suspension arms
 for i in range(11):
  y=-2.40+i*.48;g.rod((side*1.24,y-.11,.64),(side*1.27,y,.26),.05,'Paint',12)
  g.cyl((side*1.25,y-.1,.62),.065,.12,'Steel','X',16)
 # upper supporting ledge; these remain below guards
 g.box((side*1.26,0,1.40),(.55,5.9,.047))
 # tow cable attachment bosses
 for y in [-2.6,2.6]:g.box((side*1.515,y,1.08),(.06,.16,.12))
# front driver's vertical upper plate and hull gun mount
g.box((0,-2.63,1.32),(1.94,.16,.37));g.box((0,-2.32,1.51),(1.95,.70,.10))
g.box((-.39,-2.731,1.34),(.36,.055,.20),'Steel');g.box((-.39,-2.767,1.35),(.24,.035,.085),'Interior')
for z in [1.31,1.38]:g.box((-.39,-2.79,z),(.24,.016,.022))
g.cyl((.53,-2.74,1.29),.17,.12,'Paint','Y',32);g.cyl((.53,-2.82,1.29),.073,.09,'Steel','Y',24);g.cyl((.53,-2.93,1.29),.023,.22,'Steel','Y',16)
bolts(g,[(.53+.132*cos(i*pi/4),-2.82,1.29+.132*sin(i*pi/4)) for i in range(8)],'Y',.013)
# Front sloped welds and tow lugs
for x in [-.76,.76]:
 g.box((x,-3.41,.64),(.12,.08,.20));g.ring((x,-3.47,.67),.065,.033,.065,'Steel','Y',20)
for x in [-.6,.6]:
 g.box((x,3.42,.70),(.17,.09,.22));g.ring((x,3.49,.69),.07,.037,.06,'Steel','Y',20)
# engine deck base intact behind removable grilles
g.box((0,2.15,1.47),(1.9,2.2,.08))
for x in [-.55,.55]:
 for y in [1.62,2.12,2.62]:g.box((x,y,1.525),(.82,.44,.035));handle(g,(x-.1,y,1.546),(x+.1,y,1.546))
# Driver hatch coaming and deep seat recess will be cut in deck.
g.ring((-.45,-2.28,1.56),.28,.235,.055)
crew_well(g,(-.45,-2.28,1.54),.24,.43)
hull=g.obj('Hull',bevel=.013)
cut(hull,cutter_cyl((-.45,-2.28,1.53),.232,.20))
# Reinsert well after cut so dark floor remains.
g=Geo();crew_well(g,(-.45,-2.28,1.44),.233,.32);well=g.obj('_DriverWell',healthy=False)
active(hull);well.select_set(True);bpy.ops.object.join()

# Catmull-Rom closed track path, sampled by physical arc length.
P=[(-2.75,.065),(2.75,.065),(3.22,.20),(3.56,.52),(3.62,.98),(3.38,1.38),(3.02,1.49),(-3.02,1.49),(-3.38,1.38),(-3.62,.98),(-3.56,.52),(-3.22,.20)]
def catmull(p0,p1,p2,p3,t):return .5*((2*p1)+(-p0+p2)*t+(2*p0-5*p1+4*p2-p3)*t*t+(-p0+3*p1-3*p2+p3)*t*t*t)
path=[]
for i in range(len(P)):
 for j in range(32):path.append(catmull(*[Vector(P[k%len(P)]) for k in [i-1,i,i+1,i+2]],j/32))
path.append(path[0]);lens=[0.]
for a,b in zip(path,path[1:]):lens.append(lens[-1]+(b-a).length)
def sample(t):
 d=t*lens[-1];i=np.searchsorted(lens,d,side='right')-1;i=min(i,len(path)-2);f=(d-lens[i])/(lens[i+1]-lens[i]);p=path[i].lerp(path[i+1],f);tang=(path[i+1]-path[i]).normalized();return p,tang
LINKS=112
for side,label in [(1,'L'),(-1,'R')]:
 g=Geo();x=side*1.30
 for i in range(LINKS):
  p,t=sample((i+.5)/LINKS);a=math.atan2(t[1],t[0]);rot=Matrix.Rotation(a,3,'X');c=(x,p[0],p[1]);start=len(g.f)
  g.box(c,(.59,.125,.055),'TrackSteel',rot)
  # cleats and raised central shoe: linked geometry, never a smooth belt.
  n=Vector((0,-t[1],t[0]));c0=Vector(c)+n*.039
  g.box(c0,(.53,.036,.027),'TrackSteel',rot)
  for dx in [-.225,.225]:g.box(c0+Vector((dx,0,0)),(.044,.111,.031),'TrackSteel',rot)
  # Hinge pin ends on the side face.
  g.cyl((x+side*.295,p[0],p[1]),.018,.024,'Steel','X',8)
  for fi in range(start,len(g.f)):
   f=g.f[fi];g.uv[fi]=[((g.v[j][0]-x)/.59+.5,(i+(.5+(Vector(g.v[j])-Vector(c)).dot(Vector((0,t[0],t[1])))/.135))/LINKS) for j in f]
 track=g.obj('Track_'+label,bevel=.005,segments=1)
 # Eleven small road wheels. Individual hub-centred nodes.
 wheel_specs=[(-2.4+i*.48,.274,.205,'road') for i in range(11)]
 wheel_specs+=[(-3.03,.49,.275,'idler'),(3.03,.49,.275,'sprocket')]
 wheel_specs+=[(-2.1+i*.84,1.255,.14,'return') for i in range(6)]
 wheel_specs.sort(key=lambda q:q[0])
 for j,(y,z,r,kind) in enumerate(wheel_specs):
  c=(x,y,z);g=Geo()
  # dished stamped wheel, steel tyre with narrow rubber contact ring
  prof=[(-.22,r*.70),(-.22,r*.94),(-.19,r),(-.15,r),(-.13,r*.77),(.13,r*.77),(.15,r),(.19,r),(.22,r*.94),(.22,r*.64),(.19,r*.48),(.20,r*.31),(.235,r*.25)]
  g.lathe_x(c,prof,'Paint',32)
  for dx in [-.166,.166]:g.ring((x+dx,y,z),r*1.025,r*.94,.055,'Rubber','X',32)
  for dx in [-.222,.222]:
   g.ring((x+dx,y,z),r*.72,r*.62,.012,'Steel','X',32);g.cyl((x+dx,y,z),r*.28,.028,'Paint','X',24)
  for i in range(6):
   a=i*pi/3;g.cyl((x+side*.241,y+r*.43*cos(a),z+r*.43*sin(a)),.012,.016,'Steel','X',6)
  if kind=='sprocket':
   for k in range(14):
    a=k*2*pi/14;g.box((x,y+cos(a)*(r+.015),z+sin(a)*(r+.015)),(.34,.063,.065),'TrackSteel',Matrix.Rotation(a,3,'X'))
  o=g.obj(f'Wheel_{label}{j+1}',c,bevel=.003,segments=1);o['wheel_role']=kind;o['spin_axis']='X'
 # Broad square air intake set over the rear pannier.
 g=Geo();g.box((side*1.51,1.51,1.16),(.19,1.31,.47));g.box((side*1.614,1.51,1.23),(.024,1.19,.22),'Interior')
 for z in [1.16,1.23,1.30]:g.box((side*1.631,1.51,z),(.055,1.19,.029))
 g.extrude([( .80,1.41),(1.08,1.49),(1.91,1.49),(2.20,1.40),(2.20,1.37),(.80,1.37)],side*1.35,side*1.65)
 bolts(g,[(side*1.624,y,z) for y in [.87,2.15] for z in [.98,1.36]],'X')
 g.obj('Part_Intake_'+label,(side*1.53,1.51,1.20),bevel=.012)
 # Escape door, complete continuous pannier behind it, outward two hinges.
 g=Geo();g.box((side*1.53,-1.16,.98),(.065,.64,.50));g.box((side*1.57,-1.16,.98),(.025,.54,.41))
 for z in [.83,1.13]:
  g.box((side*1.601,-1.38,z),(.05,.21,.035));g.cyl((side*1.62,-1.46,z),.021,.075,'Steel','Z',12)
 handle(g,(side*1.59,-.96,.94),(side*1.59,-.96,1.06),(side*.045,0,0))
 bolts(g,[(side*1.589,y,z) for y in [-1.38,-.94] for z in [.80,1.16]],'X',.012)
 g.obj('Part_Door_'+label,(side*1.56,-1.16,.98),bevel=.018)
 # Four independent top guard sections with pressed transverse ribs.
 for k in range(4):
  y=-2.25+k*1.50;g=Geo();g.box((side*1.30,y,1.54),(.64,1.48,.045))
  for yy in [y-.69,y-.35,y,y+.35,y+.69]:
   g.box((side*1.30,yy,1.575),(.63,.022,.038))
  g.box((side*1.62,y,1.505),(.026,1.48,.12))
  bolts(g,[(side*1.61,yy,1.56) for yy in [y-.63,y+.63]],'Z',.014,'Paint')
  g.obj(f'Part_Skirt_{label}{k+1}',(side*1.30,y,1.53),bevel=.007)
 # Curved mudguards front/rear, thick formed sheet profile.
 for front,suff in [(True,'F'),(False,'R')]:
  sign=-1 if front else 1;g=Geo();profile=[]
  for j in range(13):
   a=j*pi/2/12;profile.append((sign*(3.0+.70*sin(a)),.89+.64*cos(a)))
  poly=profile+[(y,z-.036) for y,z in reversed(profile)]
  g.extrude(poly,side*1.00,side*1.625)
  g.box((side*1.32,sign*3.64,.81),(.60,.035,.20),'Rubber')
  for yy,zz in profile[::4]:g.cyl((side*1.624,yy,zz-.025),.016,.022,'Steel','X',8)
  g.obj('Part_Fender_'+suff+label,(side*1.31,sign*3.40,1.16),bevel=.006)
 # spare track bracket at pannier midpoint
 g=Geo()
 for yy in [-.34,-.18,-.02,.14]:
  g.box((side*1.558,yy,1.0),(.10,.11,.35),'TrackSteel');g.box((side*1.623,yy,1.0),(.03,.031,.33),'Steel')
 for z in [.86,1.14]:g.box((side*1.657,-.1,z),(.032,.66,.025),'Steel')
 g.obj('Part_SpareTracks_'+label,(side*1.57,-.1,1.0),bevel=.006)
 # tow cable along side, anchored to carcass, heavy eye ends
 g=Geo();pts=[(side*1.54,-2.6,1.09),(side*1.565,-2.20,1.27),(side*1.565,-1.80,1.36),(side*1.565,-.60,1.39),(side*1.565,.40,1.29),(side*1.565,1.0,.83),(side*1.55,2.6,.73)]
 g.tube(pts,.018,'Steel',10)
 for p in [pts[0],pts[-1]]:g.ring(p,.047,.023,.025,'Steel','X',20)
 g.obj('Part_TowCable_'+label,(side*1.55,0,1.10),bevel=0)
# Back exhaust mufflers and shroud, grilles and tools.
for x,label in [(-.56,'R'),(.56,'L')]:
 g=Geo();g.cyl((x,3.42,1.16),.12,.63,'TrackSteel','X',24);g.rod((x+.26,3.42,1.16),(x+.26,3.58,1.05),.055,'TrackSteel',16)
 for xx in [x-.22,x+.22]:g.box((xx,3.44,1.17),(.036,.26,.25))
 g.obj('Part_Exhaust_'+label,(x,3.44,1.16),bevel=.008)
 g=Geo();g.box((x,2.85,1.54),(.78,.69,.045));g.box((x,2.85,1.569),(.67,.56,.012),'Interior')
 for i in range(16):g.box((x-.31+i*.041,2.85,1.59),(.018,.57,.022))
 g.obj('Part_EngineGrille_'+label,(x,2.85,1.565),bevel=.003)
g=Geo();g.box((0,3.55,1.30),(1.64,.24,.18));
for x in [-.65,-.3,0,.3,.65]:bolts(g,[(x,3.682,1.29)],'Y')
g.obj('Part_ExhaustShroud',(0,3.55,1.30),bevel=.018)
g=Geo();g.rod((-.60,.85,1.58),(-.60,2.6,1.58),.025,'TrackSteel',12);g.box((-.60,2.63,1.58),(.20,.30,.05),'Steel');g.rod((-.30,1.03,1.59),(-.30,2.4,1.59),.027,'TrackSteel',12);g.box((-.30,1.00,1.59),(.32,.1,.07),'Steel')
for y in [1.35,2.25]:g.box((-.45,y,1.60),(.47,.06,.075))
g.obj('Part_Tools_Engine',(-.45,1.84,1.58),bevel=.009)
# Lamps and substantial protective cage assemblies.
for x,label in [(1.01,'L'),(-1.01,'R')]:
 g=Geo();g.cyl((x,-2.92,1.25),.069,.13,'Paint','Y',24);g.cyl((x,-3.0,1.25),.055,.014,'Lamps','Y',24)
 for xx in [x-.085,x+.085]:g.tube([(xx,-2.84,1.18),(xx,-3.04,1.18),(xx,-3.04,1.37),(xx,-2.84,1.37)],.012,'Steel')
 g.rod((x-.085,-3.04,1.37),(x+.085,-3.04,1.37),.012,'Steel');g.obj('Part_LampGuard_'+label,(x,-2.94,1.27),bevel=.003)

# Cast/welded squarish turret: layered rounded octagonal perimeter, sloped cheeks.
TUR=(0,-.47,1.61)
def rounded_rect(w,l,r,n=8):
 pts=[]
 for cx,cy,a in [(w/2-r,l/2-r,0),(-w/2+r,l/2-r,90),(-w/2+r,-l/2+r,180),(w/2-r,-l/2+r,270)]:
  for j in range(n):
   ang=math.radians(a+j*90/(n-1));pts.append((cx+r*cos(ang),cy+r*sin(ang)))
 return pts
g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Steel',n=64)
levels=[(1.69,1.97,1.90,.31),(1.74,2.06,1.96,.33),(2.27,2.00,1.90,.30),(2.39,1.87,1.78,.28),(2.42,1.75,1.66,.25)]
v=[]
for z,w,l,r in levels:v.extend([(x,y-.47,z) for x,y in rounded_rect(w,l,r)])
n=32;f=[tuple(range(n-1,-1,-1)),tuple(range((len(levels)-1)*n,len(levels)*n))]
for k in range(len(levels)-1):
 for i in range(n):f.append((k*n+i,k*n+(i+1)%n,(k+1)*n+(i+1)%n,(k+1)*n+i))
g.add(v,f,'Paint',True)
# weld bead around lower shell and roof seam
for z,w,l,r in [(1.74,2.05,1.955,.33),(2.397,1.85,1.765,.28)]:
 p=[(x,y-.47,z) for x,y in rounded_rect(w,l,r)];g.tube(p+[p[0]],.006,'Steel',6)
# Base mounting brackets for removable turret furniture
for x in [-.88,.88]:
 for y in [-.68,.03]:g.box((x,y,2.34),(.11,.12,.065))
# Roof hatch coamings, actual openings later.
g.ring((.46,-.12,2.445),.285,.228,.055,n=40)
g.ring((-.38,-.62,2.443),.23,.188,.047,n=40)
# Closed underside and basket stub
crew_well(g,(.46,-.12,2.37),.23,.42);crew_well(g,(-.38,-.62,2.37),.19,.40)
tur=g.obj('Turret',TUR,bevel=.009,segments=2)
for c,r in [((.46,-.12,2.43),.226),((-.38,-.62,2.43),.186)]:cut(tur,cutter_cyl(c,r,.23))
tur['rotate_axis']='Y (glTF)'
# Main gun mantlet with a curved cylindrical shield and a recessed collar.
GUN=(0,-1.41,2.045);g=Geo();g.box((0,-1.405,2.04),(.59,.21,.43),'Interior');g.cyl((0,-1.48,2.045),.256,.43,'Paint','X',40)
g.cyl((0,-1.62,2.045),.16,.20,'Paint','Y',40);g.ring((0,-1.737,2.045),.117,.080,.045,'Steel','Y',40)
gun=g.obj('Gun',GUN,tur,bevel=.013);gun['elevate_axis']='X'
BORE=(0,-1.76,2.045);g=Geo();g.cyl((0,-2.44,2.045),.080,1.36,'Paint','Y',48,r2=.067)
g.ring((0,-3.14,2.045),.078,.040,.085,'Steel','Y',48);g.ring((0,-3.16,2.045),.040,.033,.14,'Interior','Y',32)
g.ring((0,-1.80,2.045),.092,.075,.09,'Paint','Y',40)
barrel=g.obj('Barrel',BORE,gun,bevel=.004);barrel['recoil_axis']='local +Z (glTF)';empty('Muzzle',(0,-3.205,2.045),barrel)
# rear turret stowage bin: distinctive broad square bustle
for label,x in [('Bin',0)]:
 g=Geo();g.box((x,.68,2.055),(1.15,.43,.52));g.box((x,.68,2.326),(1.18,.47,.035));
 for xx in [-.42,.42]:g.box((xx,.916,2.08),(.045,.027,.32),'Steel');handle(g,(xx-.07,.923,2.14),(xx+.07,.923,2.14),(0,.027,0))
 g.obj('Part_Turret_'+label,(x,.68,2.09),tur,bevel=.025)
g=Geo();g.ring((.46,-.12,2.469),.303,.278,.042,n=48)
for i in range(8):
 a=i*pi/4;g.box((.46+.27*cos(a),-.12+.27*sin(a),2.485),(.07,.045,.04),'Steel',Matrix.Rotation(a,3,'Z'))
g.obj('Part_Turret_Cupola',(.46,-.12,2.472),tur,bevel=.005)
g=Geo();g.box((-.08,-1.12,2.45),(.16,.12,.052));g.box((-.08,-1.16,2.481),(.115,.03,.018),'Interior');g.box((.68,-.72,2.45),(.12,.14,.06));g.obj('Part_Turret_Sights',(.3,-.94,2.46),tur,bevel=.007)
g=Geo();g.cyl((-.71,.13,2.46),.053,.075,'Steel',n=20);g.cyl((-.71,.13,2.75),.0055,.53,'Steel',n=10);g.obj('Part_Turret_Antenna',(-.71,.13,2.70),tur)
# No roof MG: the Mk VII in this reference has no roof machine gun.
# Individual closed crew lids with hinge pivots and handles.
for name,c,r,pivot,parent in [('Hatch_Commander',(.46,-.12,2.482),.272,(.46,.135,2.482),tur),('Hatch_Loader',(-.38,-.62,2.47),.218,(-.38,-.41,2.47),tur),('Hatch_Driver',(-.45,-2.28,1.588),.266,(-.45,-2.03,1.588),hull)]:
 g=Geo();g.cyl(c,r,.033,'Paint',n=48);g.ring((c[0],c[1],c[2]+.019),r*.89,r*.86,.009,'Steel',n=48);g.rod((pivot[0]-.15,pivot[1],pivot[2]),(pivot[0]+.15,pivot[1],pivot[2]),.025,'Steel',16)
 handle(g,(c[0]-.08,c[1],c[2]+.02),(c[0]+.08,c[1],c[2]+.02));g.obj(name,pivot,parent,bevel=.006)
for name,p,parent in [('Seat_Commander',(.46,-.12,2.55),tur),('Seat_Driver',(-.45,-2.28,1.64),hull),('Exhaust',(0,3.59,1.20),None),('Light_Head_L',(1.01,-3.02,1.25),None),('Light_Head_R',(-1.01,-3.02,1.25),None),('Fx_Engine',(0,2.1,1.57),None),('Fx_Ammo',(0,-.7,.85),None),('Fx_Hatch',(.46,-.12,2.54),tur)]:empty(name,p,parent)
print('HEALTH_GEOMETRY_DONE',time.time()-START,flush=True)

# Helpers: export in the agreed frame; patch glTF paint factor rather than depend on shader-node heuristics.
def tris(objects):return sum(sum(len(p.vertices)-2 for p in o.data.polygons) for o in objects if o.type=='MESH')
def glb_factor(path):
 raw=path.read_bytes();jlen=struct.unpack_from('<I',raw,12)[0];doc=json.loads(raw[20:20+jlen]);rest=raw[20+jlen:]
 for m in doc.get('materials',[]):
  if m['name'].split('.')[0]=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=[.13,.15,.08,1]
 payload=json.dumps(doc,separators=(',',':')).encode();payload+=b' '*((-len(payload))%4)
 path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(payload)+len(rest))+struct.pack('<I4s',len(payload),b'JSON')+payload+rest)
 return doc

def export(objects,name):
 bpy.ops.object.select_all(action='DESELECT')
 for o in objects:o.hide_set(False);o.hide_render=False;o.select_set(True)
 bpy.context.view_layer.update()
 bpy.ops.export_scene.gltf(filepath=str(ROOT/name),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_animations=False,export_cameras=False,export_lights=False,export_extras=True,export_image_format='AUTO',export_materials='EXPORT',export_texcoords=True,export_normals=True)
 doc=glb_factor(ROOT/name);print('EXPORTED',name,tris(objects),(ROOT/name).stat().st_size,flush=True);return doc

def paint_display(on=True,color=None):
 m=MATS[MAT['Paint']];nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');t=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.label=='base');mix=nt.nodes.get('PaintFactor')
 if not mix:mix=nt.nodes.new('ShaderNodeMixRGB');mix.name='PaintFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(t.outputs[0],mix.inputs[1])
 mix.inputs[2].default_value=tuple(color or PAINTS[0][1])+(1,);nt.links.new(mix.outputs[0] if on else t.outputs[0],bs.inputs['Base Color'])

healthy_doc=export(HEALTH,'churchill-tank.glb')
print('HEALTHY_CHECKPOINT',time.time()-START,flush=True)

# Damage copies retain source pivots. The intact meshes remain authoritative.
def copy_mesh(o,name,parent=None):
 c=o.copy();c.data=o.data.copy();c.name=name;bpy.context.collection.objects.link(c);c.parent=None;c.matrix_world=o.matrix_world.copy()
 if parent:w=c.matrix_world.copy();c.parent=parent;c.matrix_world=w
 return c
HD=empty('Hull_Damage',(0,0,0),healthy=False);TD=empty('Turret_Damage',TUR,healthy=False);DAMAGE.extend([HD,TD])
PARTS=[o for o in HEALTH if o.name.startswith('Part_')];twins={}
for o in PARTS:
 if not any(s in o.name for s in ['Skirt','Intake','Door','Fender','EngineGrille','ExhaustShroud','Turret_Bin','Turret_Cupola','Turret_Sights']):continue
 name=o.name.replace('Part_','Dmg_',1);c=copy_mesh(o,name,TD if 'Turret_' in name else HD);DAMAGE.append(c);twins[o.name]=name
 # A heavy twist/crease driven by local position gives a recognizable source twin.
 for v in c.data.vertices:
  p=v.co;fac=max(0,min(1,(p.y+.55)/1.1));p.z+=.11*fac*fac*sin(p.y*3.1+1.3);p.x+=.07*fac*sin(p.z*8+p.y*4)
 # Jagged missing edge in sheet-metal guard pieces, open tear with thickness in source.
 if any(k in name for k in ['Skirt','Fender','EngineGrille']):
  bm=bmesh.new();bm.from_mesh(c.data);ys=[v.co.y for v in bm.verts];mx=max(ys);faces=[f for f in bm.faces if f.calc_center_median().y>mx-.10 and f.calc_center_median().x>.05]
  bmesh.ops.delete(bm,geom=faces,context='FACES');bm.to_mesh(c.data);bm.free()
 for p in c.data.polygons:
  if random.random()<.25:p.material_index=MAT['Burnt']

# Thin scar assemblies lie on the actual armour, with irregular petalled rims and dark cores.
def scars(name,centres,normal,parent):
 g=Geo();n=Vector(normal);a=n.cross(Vector((0,0,1)))
 if a.length<.01:a=Vector((1,0,0))
 a.normalize();b=n.cross(a)
 for k,(p,r) in enumerate(centres):
  p=Vector(p)
  # soot fan of low relief chipped lobes, 2-4 mm above face
  verts=[p+n*.002]
  for j in range(20):
   ang=j*2*pi/20;rr=r*(1.7+.5*sin(j*5.3+k));verts.append(p+(a*cos(ang)+b*sin(ang))*rr+n*.0025)
  g.add(verts,[(0,j+1,(j+1)%20+1) for j in range(20)],'Burnt')
  # depression dark centre and steel splash petals; raised but not floating
  verts=[]
  for ring in [0,1,2]:
   for j in range(16):
    ang=j*2*pi/16;rr=[r*.39,r*.70,r][ring]*(1+.16*sin(j*7+k));h=[.003,.016+.01*(j%3),.0035][ring]
    verts.append(p+(a*cos(ang)+b*sin(ang))*rr+n*h)
  g.add(verts,[(i,(i+1)%16,16+(i+1)%16,16+i) for i in range(16)]+[(16+i,16+(i+1)%16,32+(i+1)%16,32+i) for i in range(16)],'Scars',True)
  g.add([p+n*.003]+[p+(a*cos(j*2*pi/16)+b*sin(j*2*pi/16))*r*.40+n*.003 for j in range(16)],[(0,j+1,(j+1)%16+1) for j in range(16)],'Burnt')
  # short grazing furrows
  for j in range(2):g.rod(p+a*(r*.85)+b*(j-.5)*r*.45+n*.004,p+a*r*2.1+b*(j-.5)*r*.22+n*.004,.005,'Scars',6)
 o=g.obj(name,tuple(parent.matrix_world.translation),parent,healthy=False);DAMAGE.append(o)
scars('Scar_Hull_Front',[((x,-2.721,z),.045) for x,z in [(-.79,1.29),(-.08,1.36),(.28,1.22),(.82,1.41)]],(0,-1,0),HD)
scars('Scar_Hull_Rear',[((x,3.438,z),.054) for x,z in [(-.65,.85),(-.25,1.05),(.29,.9),(.71,1.1)]],(0,1,0),HD)
for side,label in [(1,'L'),(-1,'R')]:
 scars('Scar_Hull_'+label,[((side*1.492,y,z),.051) for y,z in [(-2.2,.91),(-.74,.84),(.51,1.11),(2.5,.90)]],(side,0,0),HD)
 scars('Scar_Turret_'+label,[((side*1.008,y,z),.045) for y,z in [(-.85,1.95),(-.53,2.20),(-.21,1.92),(.08,2.13)]],(side,0,0),TD)
scars('Scar_Turret_Front',[((x,-1.428,z),.039) for x,z in [(-.59,2.00),(-.38,2.22),(.40,2.21),(.63,1.88)]],(0,-1,0),TD)
scars('Scar_Turret_Rear',[((x,.50,z),.039) for x,z in [(-.57,2.05),(-.27,2.27),(.28,2.26),(.57,2.04)]],(0,1,0),TD)
# Thrown track: same belt links mapped onto a slack path, front snapped and unrolled on ground.
for label,side in [('L',1),('R',-1)]:
 o=OB['Track_'+label];c=copy_mesh(o,'Track_'+label+'_Broken',HD)
 for v in c.data.vertices:
  w=o.matrix_world@v.co;y=w.y;z=w.z
  if z>1.0:
   w.z=.11+.15*(.5+.5*sin(y*1.1));w.x+=side*(.32+.17*cos(y))
  if y<-2.65:
   w.y=-2.65-(z/1.55)*2.28;w.z=.06+max(0,-y-3.20)*.11;w.x+=side*.12
  v.co=c.matrix_world.inverted()@w
 c.name='Track_'+label+'_Broken';DAMAGE.append(c)
# Broken gun built by copying mantlet, and deforming the actual tube downward.
gunbroken=copy_mesh(gun,'Gun_Broken',TD);brokenbarrel=copy_mesh(barrel,'_BrokenTube')
for v in brokenbarrel.data.vertices:
 p=brokenbarrel.matrix_world@v.co;d=max(0,-p.y-2.10);p.z-=d*d*.46
 if p.y<-2.7:p.x+=.035*sin(p.z*87)
 v.co=brokenbarrel.matrix_world.inverted()@p
active(gunbroken);brokenbarrel.select_set(True);bpy.ops.object.join();DAMAGE.append(gunbroken)
# Wreck hull: copied full assembly; suspension sag, open hatches, torn-up engine deck.
turset={tur,*tur.children_recursive}
hcopies=[];tcopies=[]
for o in HEALTH:
 if o.type"'!='"'MESH':continue
 is_tur=o in turset
 if o.name.startswith('Part_') and any(k in o.name for k in ['Skirt_L1','Skirt_R3','Fender_FL','Intake_R','Tools','Antenna','Turret_Bin']):continue
 src=next((d for d in DAMAGE if d.name==o.name.replace('Part_','Dmg_',1)),o)
 if o.name=='Track_L':src=next(d for d in DAMAGE if d.name=='Track_L_Broken')
 c=copy_mesh(src,'_Wreck_'+o.name)
 for v in c.data.vertices:
  w=c.matrix_world@v.co
  if not is_tur:
   if o.name.startswith('Wheel_'):w.z=max(.02,w.z-.05)
   elif o.name.startswith('Track_'):w.z=max(.018,w.z-.035*(1+sin(w.y*2)))
   if o.name.startswith('Part_EngineGrille'):w.z+=.27*(1-abs(w.x)/1.1)+.13*sin(w.y*8)
  v.co=c.matrix_world.inverted()@w
 c.data.materials.clear();c.data.materials.append(MATS[MAT['Burnt']])
 for p in c.data.polygons:p.material_index=0
 if o.name.startswith('Hatch_'):c.rotation_euler.x=math.radians(-100)
 if is_tur and o.name in ['Gun','Barrel']:
  mat=Matrix.Translation(Vector(GUN))@Matrix.Rotation(math.radians(18),4,'X')@Matrix.Translation(-Vector(GUN));c.matrix_world=mat@c.matrix_world
 (tcopies if is_tur else hcopies).append(c)

def join_wreck(obs,name,pivot):
 active(obs[0])
 for o in obs:o.select_set(True)
 bpy.ops.object.join();o=bpy.context.object;o.name=name
 # change data origin only, preserving placement
 delta=Vector(pivot)-o.matrix_world.translation;local=o.matrix_world.to_3x3().inverted()@delta
 for v in o.data.vertices:v.co-=local
 o.location=pivot
 # Separate wreck has around 40 percent of healthy geometry.
 mod=o.modifiers.new('Wreck density budget','DECIMATE');mod.ratio=.39;active(o);bpy.ops.object.modifier_apply(modifier=mod.name)
 return o
wh=join_wreck(hcopies,'Wreck_Hull',(0,0,0));wt=join_wreck(tcopies,'Wreck_Turret',TUR)
# Open turret ring well, dark burnt interior; closed turret underside with basket stub.
cut(wh,cutter_cyl((0,-.47,1.49),.79,.62))
g=Geo();g.ring((0,-.47,1.40),.87,.79,.30,'Burnt',n=48);g.cyl((0,-.47,1.13),.79,.025,'Burnt',n=48);g.box((0,-.47,1.19),(.44,.40,.10),'Burnt');extra=g.obj('_RingWell',healthy=False)
active(wh);extra.select_set(True);bpy.ops.object.join()
g=Geo();g.ring((0,-.47,1.58),.78,.65,.16,'Burnt',n=48);g.cyl((0,-.47,1.51),.66,.04,'Burnt',n=48)
for a in range(4):g.rod((.51*cos(a*pi/2),-.47+.51*sin(a*pi/2),1.51),(.47*cos(a*pi/2),-.47+.47*sin(a*pi/2),1.14),.029,'Burnt',10)
g.ring((0,-.47,1.14),.52,.47,.055,'Burnt',n=32);extra=g.obj('_Basket',healthy=False)
active(wt);extra.select_set(True);bpy.ops.object.join();DAMAGE.extend([wh,wt])
# Damage contract limits material vocabulary to five names.
for o in DAMAGE:
 if o.type"'!='"'MESH':continue
 for i,m in enumerate(o.data.materials):
  if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:o.data.materials[i]=MATS[MAT['Scars' if m.name=='Steel' else 'Burnt']]
for o in HEALTH:o.hide_render=True;o.hide_set(True)
damage_doc=export(DAMAGE,'churchill-tank-damage.glb')
print('DAMAGE_DONE',time.time()-START,flush=True)

# Exported-node metadata in game coordinates, including precise pivots and hierarchy.
def game(v):return [round(v[0],6),round(v[2],6),round(-v[1],6)]
def manifest(objects):
 out=[];points=[]
 bpy.context.view_layer.update()
 for o in objects:
  row={'name':o.name,'position':game(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
  if o.type=='MESH':
   pts=[o.matrix_world@Vector(c) for c in o.bound_box];points+=pts;row['triangles']=sum(len(p.vertices)-2 for p in o.data.polygons)
  if 'wheel_role' in o:row['role']=o['wheel_role']
  out.append(row)
 pp=[game(p) for p in points];bounds={'min':[min(p[i] for p in pp) for i in range(3)],'max':[max(p[i] for p in pp) for i in range(3)]}
 return {'nodes':out,'bounds':bounds,'triangles':tris(objects)}
meta={'contract':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','healthy':manifest(HEALTH),'damage_file':manifest(DAMAGE),'paints':[{'name':n,'linear_rgb':c} for n,c in PAINTS], 'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'Z recoil','wheels':'X','hatches':'X'},'source':{'ids':['metal_plate','rusty_metal_02'],'license':'CC0','url':'https://polyhaven.com/license'},'dimensions_nominal':[3.25,2.49,7.44]}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))

# Everything below is proof from the exported assets, imported into an empty scene.
bpy.ops.object.select_all(action='SELECT');
for o in bpy.context.scene.objects:o.hide_set(False);o.select_set(True)
bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'churchill-tank.glb'));healthy_import=list(bpy.context.scene.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'churchill-tank-damage.glb'));damage_import=[o for o in bpy.context.scene.objects if o not in healthy_import]
IM={o.name:o for o in bpy.context.scene.objects}
for o in damage_import:o.hide_render=True
# material factor is imported as a multiplier. Find its RGB factor input robustly.
paint=bpy.data.materials.get('Paint')
def recolor(rgb):
 bs=next(n for n in paint.node_tree.nodes if n.type=='BSDF_PRINCIPLED');nt=paint.node_tree
 link=bs.inputs['Base Color'].links[0] if bs.inputs['Base Color'].is_linked else None
 if link and link.from_node.type=='MIX':
  node=link.from_node
  for inp in node.inputs:
   if inp.type=='RGBA' and not inp.is_linked:inp.default_value=tuple(rgb)+(1,)
 elif link and link.from_node.type=='MIX_RGB':
  node=link.from_node
  for i in [1,2]:
   if not node.inputs[i].is_linked:node.inputs[i].default_value=tuple(rgb)+(1,)
 else:
  tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and ('base' in n.image.name.lower() or n.image.colorspace_settings.name=='sRGB'))
  mx=nt.nodes.get('RecolourProof') or nt.nodes.new('ShaderNodeMixRGB');mx.name='RecolourProof';mx.blend_type='MULTIPLY';mx.inputs[0].default_value=1;mx.inputs[2].default_value=tuple(rgb)+(1,);nt.links.new(tex.outputs[0],mx.inputs[1]);nt.links.new(mx.outputs[0],bs.inputs['Base Color'])
# Floor and soft daylight; no scene extras entered either export.
mat=bpy.data.materials.new('Studio floor');mat.diffuse_color=(.19,.21,.22,1);mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.19,.21,.22,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.95
bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.033));floor=bpy.context.object;floor.name='_StudioFloor';floor.data.materials.append(mat)
world=sc.world;world.use_nodes=True;world.node_tree.nodes.get('Background').inputs['Color'].default_value=(.55,.65,.78,1);world.node_tree.nodes.get('Background').inputs['Strength'].default_value=.38
for name,loc,power,size,col in [('Key',(2,-5,9),1800,6,(1,.91,.77)),('Fill',(-6,-2,5),1100,5,(.75,.85,1)),('Rim',(2,6,7),1700,5,(1,1,1))]:
 data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size;data.color=col;o=bpy.data.objects.new(name,data);sc.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam
# Camera based on asset bounds, same across all state comparisons.
pts=[o.matrix_world@Vector(c) for o in healthy_import if o.type=='MESH' 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)]);target=(lo+hi)/2;target.z=1.20
cam.data.type='ORTHO';cam.data.ortho_scale=9.6
cam.location=target+Vector((8,-11,7.0));cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler()
hero_loc=cam.location.copy();hero_rot=cam.rotation_euler.copy()
def render(name,w=1920,h=1080,samples=24):
 sc.render.resolution_x=w;sc.render.resolution_y=h;sc.render.resolution_percentage=100;sc.cycles.samples=samples;sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);print('RENDERED',name,flush=True)
render('final.png')
cam.location=(12,0,1.3);cam.rotation_euler=(Vector((0,0,1.3))-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=8.45;render('side.png',1920,1080,20)
cam.location=hero_loc;cam.rotation_euler=hero_rot;cam.data.ortho_scale=9.6
clay=bpy.data.materials.new('Clay proof');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.38,.38,.38,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72
sc.view_layers[0].material_override=clay;render('clay.png',1920,1080,20);sc.view_layers[0].material_override=None
# Rig test: all moving nodes rotated 30 degrees around their exact local pivots.
rotations={};pivot_errors={}
for o in healthy_import:
 if o.name in ['Turret','Gun','Barrel'] or o.name.startswith('Wheel_') or o.name.startswith('Hatch_'):
  rotations[o.name]=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();pivot_errors[o.name]=(o.matrix_world.translation-before).length
render('rig-test.png',1280,720,12)
for name,r in rotations.items():IM[name].rotation_euler=r
(ROOT/'rig-check.json').write_text(json.dumps({'degrees':30,'pivot_translation_errors_metres':pivot_errors,'maximum':max(pivot_errors.values()),'note':'Turret Z-up source axis exports to Y; gun/wheels/hinges X. Barrel 30-degree roll test plus recoil socket.'},indent=2))
# Contact sheet assembled using Blender image buffers; images generated by real exported geometry only.
def grid(paths,out):
 ims=[bpy.data.images.load(str(ROOT/p),check_existing=False) for p in paths];w,h=ims[0].size;canvas=np.zeros((h*2,w*3,4),dtype=np.float32)
 for i,im in enumerate(ims):
  pix=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-i//3;col=i%3;canvas[row*h:(row+1)*h,col*w:(col+1)*w]=pix
 im=bpy.data.images.new(out,width=w*3,height=h*2);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/out);im.file_format='PNG';im.save()
 for im0 in ims:bpy.data.images.remove(im0)
paintpaths=[]
for i,(name,c) in enumerate(PAINTS):
 recolor(c);p=f'_paint_{i}.png';render(p,640,400,12);paintpaths.append(p)
grid(paintpaths,'paints.png');recolor(PAINTS[0][1])
# Make damage Paint use exactly the same image/factor as healthy Paint after import.
for o in damage_import:
 if o.type=='MESH':
  for j,m in enumerate(o.data.materials):
   if m and m.name.startswith('Paint'):o.data.materials[j]=paint

def reset():
 for o in healthy_import:o.hide_render=False
 for o in damage_import:o.hide_render=True

def showtree(o,show):
 o.hide_render=not show
 for c in o.children_recursive:c.hide_render=not show
paths=[]
for state in range(6):
 reset();cam.location=hero_loc;cam.rotation_euler=hero_rot;cam.data.ortho_scale=10.6
 if state==1:
  for o in damage_import:
   if o.name.startswith('Scar_'):o.hide_render=False
  for name in ['Part_Skirt_L1','Part_Skirt_L2','Part_Intake_L','Part_Fender_FL','Part_Turret_Bin','Part_Turret_Cupola']:
   IM[name].hide_render=True;IM[twins[name]].hide_render=False
 elif state==2:
  for o in healthy_import:
   if o.name.startswith('Part_'):o.hide_render=True
 elif state==3:
  IM['Track_L'].hide_render=True;IM['Track_L_Broken'].hide_render=False;showtree(IM['Gun'],False);IM['Gun_Broken'].hide_render=False
 elif state>=4:
  for o in healthy_import:o.hide_render=True
  IM['Wreck_Hull'].hide_render=False;IM['Wreck_Turret'].hide_render=False
  if state==5:
   t=IM['Wreck_Turret'];t.location=(2.8,.2,.94);t.rotation_euler=(.2,1.95,-.6);bpy.context.view_layer.update();minz=min((t.matrix_world@Vector(c)).z for c in t.bound_box);t.location.z-=minz;cam.data.ortho_scale=11.7
 p=f'_state_{state}.png';render(p,640,400,14);paths.append(p)
grid(paths,'states.png')
# Six-line final notes: exact measured counts and explicit remaining differences.
notes=[
'Churchill Mk VII style British infantry tank; rigged healthy and tank-damage/v1 assets, +Z forward, metres, no insignia.',
f'Triangles: healthy {meta[\"healthy\"][\"triangles\"]:,}; damage {meta[\"damage_file\"][\"triangles\"]:,}; both measured before glTF triangulation; see nodes.json.',
'Materials: Paint, TrackSteel, Rubber, Steel, Interior, Lamps; damage additionally Burnt and Scars (five material vocabulary in damage file).',
'Textures: Paint base/normal 1024; other base/normal 128–512; every ORM at most 512; Cycles OptiX baked shared tiling sets.',
'Poly Haven CC0 ids: metal_plate, rusty_metal_02; https://polyhaven.com/license ; downloaded diff, nor_gl, arm maps from dl.polyhaven.org.',
'Differences: reconstructed from the supplied sheet, not a surveyed restoration; antenna exceeds nominal roof height; internal mechanisms simplified, no roof MG as on reference.'
]
(ROOT/'NOTES.md').write_text('\\n'.join(notes)+'\\n')
for p in paintpaths+paths:(ROOT/p).unlink(missing_ok=True)
print('COMPLETE',time.time()-START,flush=True)
PY
python3 -m py_compile build_churchill-tank.py
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/
ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/preflight.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 2159ms:
18:19:26 | INFO: Finished glTF 2.0 export in 0.006046772003173828 s

18:19:26 | INFO: Data are loaded, start creating Blender stuff
18:19:26 | INFO: Blender create Mesh node Plane
18:19:26 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK [('NVIDIA RTX 4000 SFF Ada Generation', 'CUDA', True), ('13th Gen Intel Core i5-13500', 'CPU', False), ('NVIDIA RTX 4000 SFF Ada Generation', 'OPTIX', True)]

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/bin/bash -lc "date -u +%FT%TZ; ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/preflight.log; ls -l /root/fal-author/churchill-tank-v1/build_churchill-tank.py'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 568ms:
2026-10-11T16:21:12Z
INFO MeshOptimizer is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_meshopt_bridge.so
18:19:26 | INFO: Starting glTF 2.0 export
18:19:26 | INFO: Extracting primitive: Plane
18:19:26 | INFO: Primitives created: 1
18:19:26 | INFO: Finished glTF 2.0 export in 0.006046772003173828 s

18:19:26 | INFO: Data are loaded, start creating Blender stuff
18:19:26 | INFO: Blender create Mesh node Plane
18:19:26 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK [('NVIDIA RTX 4000 SFF Ada Generation', 'CUDA', True), ('13th Gen Intel Core i5-13500', 'CPU', False), ('NVIDIA RTX 4000 SFF Ada Generation', 'OPTIX', True)]

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-rw-r--r-- 1 root root 44808 Oct 11 18:21 /root/fal-author/churchill-tank-v1/build_churchill-tank.py

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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/churchill-tank-v1/build_churchill-tank.py > /root/fal-author/churchill-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
codex
The GPU preflight passed: Cycles baking and a GLB export/import round trip both work. The first full build is running now, including the eleven road wheels per side, upper return rollers, removable guards, and the damage copies.

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/bin/bash -lc "ssh gex44 'tail -18 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 477ms:
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/bin/bash -lc "cat > /tmp/churchill-scope.txt <<'EOF'
Scope: Churchill Mk VII reconstruction from sheet.jpg, healthy + tank-damage/v1, shared baked tiling materials.
Cameras: front-left three-quarter hero, ortho left, same hero clay, close inspection via image crops, six-state proof from imported exports.
Budgets: healthy 80–140k triangles, damage <=110k, healthy <=12MB, <=10 materials; maps <=1024, ORM <=512; damage maps <=512 except Paint.
Delivery: script, 2 GLBs, final/side/clay/paints/states, nodes.json, six-line notes. Rig test additional evidence.
Revision cap: 3; window: start 18:13 CEST, checkpoint 19:28 CEST.
EOF
cp /tmp/churchill-scope.txt SCOPE.txt" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | rg \"churchill|blender.real\" | head -14; ls -lh /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 498ms:
bash: line 1: rg: command not found
-rw-r--r-- 1 root root 0 Oct 11 18:21 /root/fal-author/churchill-tank-v1/build.log

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py'
s=open(p).read().replace('  if parent:\\n   world=o.matrix_world.copy();o.parent=parent;','  if parent:\\n   bpy.context.view_layer.update();world=o.matrix_world.copy();o.parent=parent;')
open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/build_churchill-tank.py
ssh gex44 'ps -eo pid,etime,args | grep -E \"churchill|blender.real\" | head -16'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 1512ms:
1254606       11:19 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/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake
1315275       01:54 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/t34-85-tank-v1/build_t34-85-tank.py
1316735       01:42 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
1321518       00:45 bash -c /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
1321520       00:45 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/churchill-tank-v1/build_churchill-tank.py
1325482       00:11 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake
1326641       00:00 bash -c ps -eo pid,etime,args | grep -E "churchill|blender.real" | head -16
1326643       00:00 grep -E churchill|blender.real

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read();a=s.index('  # dished stamped wheel');b=s.index(' # Broad square air intake',a);s=s[:a]+s[a:b].replace(\"'Paint',32)\",\"'Paint',24)\").replace(\"'X',32)\",\"'X',24)\")+s[b:];open(p,'w').write(s)
PY
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/
ssh gex44 'tail -10 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 1571ms:
codex
The build is queued behind other users’ jobs on the shared GPU. I’ve kept this task to one Blender job and am using the queue time to prepare checks for node hierarchy, texture limits, triangle counts, and exact moving-part pivots.

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/bin/bash -lc "cat > /tmp/churchill-validate.py <<'PY'
import json,struct,io,sys
from pathlib import Path
import numpy as np
from PIL import Image
root=Path(sys.argv[1]);results={}
for file in ['churchill-tank.glb','churchill-tank-damage.glb']:
 p=root/file;raw=p.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);bl=raw[28+jl:];ns=j['nodes'];mats=j.get('materials',[])
 def acc(i):
  a=j['accessors'][i];v=j['bufferViews'][a['bufferView']];dt={5126:'<f4',5125:'<u4',5123:'<u2',5121:'u1'}[a['componentType']];c={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4,'MAT4':16}[a['type']];off=v.get('byteOffset',0)+a.get('byteOffset',0);stride=v.get('byteStride',np.dtype(dt).itemsize*c)
  return np.ndarray((a['count'],c),dtype=dt,buffer=bl,offset=off,strides=(stride,np.dtype(dt).itemsize)).copy()
 tris=0;degen=0;nonfinite=0;tex=[];prims=0
 for mesh in j['meshes']:
  for pp in mesh['primitives']:
   prims+=1;v=acc(pp['attributes']['POSITION']);idx=acc(pp['indices']).ravel().reshape(-1,3);tris+=len(idx);nonfinite+=int((~np.isfinite(v)).sum());area=np.linalg.norm(np.cross(v[idx[:,1]]-v[idx[:,0]],v[idx[:,2]]-v[idx[:,0]]),axis=1);degen+=int((area<1e-10).sum())
 for im in j.get('images',[]):
  view=j['bufferViews'][im['bufferView']];start=view.get('byteOffset',0);data=bl[start:start+view['byteLength']];pil=Image.open(io.BytesIO(data));tex.append({'name':im.get('name'),'size':pil.size,'bytes':len(data)})
 def mat4(n):
  if 'matrix' in n:return np.array(n['matrix']).reshape(4,4).T
  t=n.get('translation',[0,0,0]);q=n.get('rotation',[0,0,0,1]);s=n.get('scale',[1,1,1]);x,y,z,w=q
  m=np.eye(4);m[:3,:3]=np.array([[1-2*y*y-2*z*z,2*x*y-2*z*w,2*x*z+2*y*w],[2*x*y+2*z*w,1-2*x*x-2*z*z,2*y*z-2*x*w],[2*x*z-2*y*w,2*y*z+2*x*w,1-2*x*x-2*y*y]])@np.diag(s);m[:3,3]=t;return m
 world={};parents={}
 def visit(i,p):
  m=p@mat4(ns[i]);world[i]=m
  for c in ns[i].get('children',[]):parents[c]=i;visit(c,m)
 scene=j['scenes'][j.get('scene',0)]
 for i in scene['nodes']:visit(i,np.eye(4))
 allpts=[];nodes={}
 for i,n in enumerate(ns):
  nodes[n['name']]={'position':world[i][:3,3].tolist(),'parent':ns[parents[i]]['name'] if i in parents else None}
  if 'mesh' in n:
   for pp in j['meshes'][n['mesh']]['primitives']:
    v=acc(pp['attributes']['POSITION']);allpts.append(v@world[i][:3,:3].T+world[i][:3,3])
 pts=np.concatenate(allpts);names=set(nodes);errors=[]
 if 'damage' not in file:
  for name in ['Hull','Turret','Gun','Barrel','Muzzle','Track_L','Track_R','Hatch_Commander','Hatch_Driver','Hatch_Loader','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch']:
   if name not in names:errors.append('Missing '+name)
  for a,b in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel')]:
   if nodes[a]['parent']"'!=b:errors.append('"'Wrong parent '+a)
  if not 80000<=tris<=140000:errors.append('Triangle budget')
  if len(raw)>12*1024*1024:errors.append('File size budget')
 else:
  tops=[ns[i]['name'] for i in scene['nodes']]
  if set(tops)"'!=set(['"'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret']):errors.append('Top nodes '+str(tops))
  if tris>110000:errors.append('Triangle budget')
  if set(m['name'] for m in mats)-{'Paint','Burnt','Scars','TrackSteel','Rubber'}:errors.append('Material vocabulary')
 for m in mats:
  if m['name']=='Paint' and m['pbrMetallicRoughness'].get('baseColorFactor')"'!=[.13,.15,.08,1]:errors.append('"'Paint factor')
 for im in tex:
  limit=512 if ('orm' in (im['name'] or '').lower() or 'damage' in file and not (im['name'] or '').startswith('Paint')) else 1024
  if max(im['size'])>limit:errors.append('Texture size '+str(im))
 if nonfinite:errors.append('Nonfinite vertices')
 if degen:errors.append(str(degen)+' degenerate triangles')
 results[file]={'triangles':tris,'bytes':len(raw),'primitives':prims,'materials':[m['name'] for m in mats],'textures':tex,'nodes':len(ns),'part_count':len([n for n in names if n.startswith('Part_')]),'bounds':{'min':pts.min(0).tolist(),'max':pts.max(0).tolist()},'errors':errors}
 print(file,json.dumps(results[file],indent=2))
(root/'validation.json').write_text(json.dumps(results,indent=2))
PY
ssh gex44 'tail -10 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 500ms:
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"blender.real -b\" | head -10; tail -5 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 504ms:
1315275       03:31 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/t34-85-tank-v1/build_t34-85-tank.py
1316735       03:19 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/t55-tank-v1/build_t55-tank.py
1321520       02:22 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/churchill-tank-v1/build_churchill-tank.py
1326860       01:34 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/panther-tank-v1/build_panther-tank.py
1331964       00:39 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/type99-tank-v1/build_type99-tank.py -- --preflight
1334808       00:06 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/churchill-tank-v1/build_churchill-tank.py
1335545       00:00 bash -c ps -eo pid,etime,args | grep -E "blender.real -b" | head -10; tail -5 /root/fal-author/churchill-tank-v1/build.log
1335547       00:00 grep -E blender.real -b
BAKING Steel
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKING Interior

 exited 1 in 151668ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read();needle=\" print('BAKING',name,flush=True)\\n\"
insert=\"\"\" if '--rebake' not in sys.argv and all((TEX/f'{name}_{k}.png').exists() for k in ['base','normal','orm']):
  m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF')
  for k in ['base','normal','orm']:
   t=nt.nodes.new('ShaderNodeTexImage');t.image=bpy.data.images.load(str(TEX/f'{name}_{k}.png'));t.label=k
   if k"'!='"'base':t.image.colorspace_settings.name='Non-Color'
   if k=='base':nt.links.new(t.outputs[0],bs.inputs['Base Color'])
   elif k=='normal':
    nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(t.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
   else:
    se=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],se.inputs[0]);nt.links.new(se.outputs[1],bs.inputs['Roughness']);nt.links.new(se.outputs[2],bs.inputs['Metallic'])
    ng=bpy.data.node_groups.get('glTF Material Output')
    if not ng:ng=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');ng.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=ng;nt.links.new(se.outputs[0],gn.inputs['Occlusion'])
  m.diffuse_color=tuple(base)+(1,);MAT[name]=len(MATS);MATS.append(m);return m
\"\"\"
s=s.replace(needle,insert+needle)
needle=\"damage_doc=export(DAMAGE,'churchill-tank-damage.glb')\"
insert=\"\"\"# Normalize the complete pair in mesh data, preserving all moving-node rotations/scales.
bpy.context.view_layer.update()
pp=[o.matrix_world@v.co for o in HEALTH if o.type=='MESH' for v in o.data.vertices]
lo=Vector([min(p[i] for p in pp) for i in range(3)]);hi=Vector([max(p[i] for p in pp) for i in range(3)])
S=Vector((3.25/(hi.x-lo.x),7.44/(hi.y-lo.y),1.0));C=Vector(((hi.x+lo.x)/2,(hi.y+lo.y)/2,lo.z))
def remap(p):return Vector(((p.x-C.x)*S.x,(p.y-C.y)*S.y,p.z-C.z))
oldworld={o:o.matrix_world.copy() for o in HEALTH+DAMAGE}
for o,w in oldworld.items():
 if o.type=='MESH':
  neworigin=remap(w.translation)
  for v in o.data.vertices:v.co=remap(w@v.co)-neworigin
# Parent-first hierarchy update; no transform-apply operation touches a rig node.
def depth(o):return 0 if not o.parent else 1+depth(o.parent)
for o in sorted(HEALTH+DAMAGE,key=depth):
 w=Matrix.Identity(4);w.translation=remap(oldworld[o].translation);o.matrix_world=w;bpy.context.view_layer.update()
# Logical root origins stay on the footprint centre ground plane; data stays in place.
for o in [hull,HD,wh]:
 delta=o.matrix_world.translation.copy()
 if o.type=='MESH':
  for v in o.data.vertices:v.co+=delta
 children={c:c.matrix_world.copy() for c in o.children};o.location=(0,0,0);bpy.context.view_layer.update()
 for c,w in children.items():c.matrix_world=w
healthy_doc=export(HEALTH,'churchill-tank.glb')
for o in HEALTH:o.hide_render=True;o.hide_set(True)
\"\"\"
s=s.replace(needle,insert+needle)
open(p,'w').write(s)
PY
ssh gex44 'tail -15 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 524ms:
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  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_glt... truncated
Error: script failed, file: '/root/fal-author/churchill-tank-v1/build_churchill-tank.py', exiting.

Blender quit

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exec
/bin/bash -lc "ssh gex44 'grep -E \"EXPORTED|DONE|CHECKPOINT|Error|Exception|Traceback|KeyError|ValueError|RuntimeError\" /root/fal-author/churchill-tank-v1/build.log; tail -80 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 666ms:
00:00.438  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
BAKES_DONE 9.811086654663086
HEALTH_GEOMETRY_DONE 11.696105718612671
EXPORTED churchill-tank.glb 222418 13533712
HEALTHY_CHECKPOINT 12.159393072128296
EXPORTED churchill-tank-damage.glb 161183 12888808
DAMAGE_DONE 14.658514022827148
Traceback (most recent call last):
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Traceback (most recent call last):
RuntimeError: Error: Python: Traceback (most recent call last):
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Error: Python: Traceback (most recent call last):
Error: script failed, file: '/root/fal-author/churchill-tank-v1/build_churchill-tank.py', exiting.
  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'
00:15.218  bpy.rna          | ERROR Python script error in IMPORT_SCENE_OT_gltf.execute
Traceback (most recent call last):
  File "/root/fal-author/churchill-tank-v1/build_churchill-tank.py", line 554, in <module>
    bpy.ops.import_scene.gltf(filepath=str(ROOT/'churchill-tank.glb'));healthy_import=list(bpy.context.scene.objects)
    ~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  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/churchill-tank-v1/build_churchill-tank.py:554

Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  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_glt... truncated
Error: script failed, file: '/root/fal-author/churchill-tank-v1/build_churchill-tank.py', exiting.

Blender quit

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/churchill-tank.glb gex44:/root/fal-author/churchill-tank-v1/churchill-tank-damage.glb gex44:/root/fal-author/churchill-tank-v1/nodes.json .
python3 /tmp/churchill-validate.py .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 4014ms:
churchill-tank.glb {
  "triangles": 222418,
  "bytes": 13533712,
  "primitives": 200,
  "materials": [
    "Paint",
    "Steel",
    "Interior",
    "TrackSteel",
    "Rubber",
    "Lamps"
  ],
  "textures": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ],
      "bytes": 918818
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ],
      "bytes": 197921
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ],
      "bytes": 42419
    },
    {
      "name": "Steel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 353760
    },
    {
      "name": "Steel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 199280
    },
    {
      "name": "Steel_base",
      "size": [
        512,
        512
      ],
      "bytes": 16656
    },
    {
      "name": "Interior_normal",
      "size": [
        256,
        256
      ],
      "bytes": 99009
    },
    {
      "name": "Interior_orm",
      "size": [
        256,
        256
      ],
      "bytes": 57142
    },
    {
      "name": "Interior_base",
      "size": [
        256,
        256
      ],
      "bytes": 2178
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 325579
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135342
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ],
      "bytes": 255520
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ],
      "bytes": 353760
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ],
      "bytes": 197997
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ],
      "bytes": 6434
    },
    {
      "name": "Lamps_normal",
      "size": [
        128,
        128
      ],
      "bytes": 25916
    },
    {
      "name": "Lamps_orm",
      "size": [
        128,
        128
      ],
      "bytes": 15767
    },
    {
      "name": "Lamps_base",
      "size": [
        128,
        128
      ],
      "bytes": 986
    }
  ],
  "nodes": 88,
  "part_count": 32,
  "bounds": {
    "min": [
      -1.6729999780654907,
      0.020614435896277428,
      -3.7160000801086426
    ],
    "max": [
      1.6729999780654907,
      3.0149998664855957,
      3.7160000801086426
    ]
  },
  "errors": [
    "Triangle budget",
    "File size budget",
    "Texture size {'name': 'Paint_normal', 'size': (1024, 1024), 'bytes': 918818}",
    "414 degenerate triangles"
  ]
}
churchill-tank-damage.glb {
  "triangles": 161183,
  "bytes": 12888808,
  "primitives": 89,
  "materials": [
    "Paint",
    "Scars",
    "Burnt",
    "Rubber",
    "TrackSteel"
  ],
  "textures": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ],
      "bytes": 918818
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ],
      "bytes": 197921
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ],
      "bytes": 42419
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ],
      "bytes": 325579
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135332
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ],
      "bytes": 257674
    },
    {
      "name": "Burnt_normal",
      "size": [
        512,
        512
      ],
      "bytes": 325579
    },
    {
      "name": "Burnt_orm",
      "size": [
        512,
        512
      ],
      "bytes": 131781
    },
    {
      "name": "Burnt_base",
      "size": [
        512,
        512
      ],
      "bytes": 262836
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ],
      "bytes": 353760
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ],
      "bytes": 197997
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ],
      "bytes": 6434
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 325579
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135342
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ],
      "bytes": 255520
    }
  ],
  "nodes": 37,
  "part_count": 0,
  "bounds": {
    "min": [
      -2.0969972610473633,
      0.017734678462147713,
      -3.7160000801086426
    ],
    "max": [
      2.0969972610473633,
      4.166919827461243,
      4.9948296546936035
    ]
  },
  "errors": [
    "Triangle budget",
    "Texture size {'name': 'Paint_normal', 'size': (1024, 1024), 'bytes': 918818}",
    "2159 degenerate triangles"
  ]
}

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exec
/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'))
for key in ['healthy','damage_file']:
 print(key)
 for n in sorted(j[key]['nodes'],key=lambda n:-n.get('triangles',0))[:12]:print(n['name'],n.get('triangles'),n['position'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
healthy
Track_L 24640 [0.0, 0.0, -0.0]
Track_R 24640 [0.0, 0.0, -0.0]
Hull 15036 [0.0, 0.0, -0.0]
Turret 10518 [0.0, 1.61, 0.47]
Wheel_L19 3536 [1.3, 0.49, -3.03]
Wheel_R19 3536 [-1.3, 0.49, -3.03]
Barrel 3068 [0.0, 2.045, 1.76]
Wheel_L1 2920 [1.3, 0.49, 3.03]
Wheel_L2 2920 [1.3, 0.274, 2.4]
Wheel_L3 2920 [1.3, 1.255, 2.1]
Wheel_L4 2920 [1.3, 0.274, 1.92]
Wheel_L5 2920 [1.3, 0.274, 1.44]
damage_file
Wreck_Hull 75449 [0.0, 0.0, -0.0]
Track_L_Broken 24640 [0.0, 0.0, -0.0]
Track_R_Broken 24640 [0.0, 0.0, -0.0]
Wreck_Turret 8948 [0.0, 1.61, 0.47]
Gun_Broken 4448 [0.0, 2.045, 1.41]
Dmg_Turret_Cupola 2016 [0.46, 4.082, 0.59]
Dmg_EngineGrille_R 1556 [-0.56, 1.565, -2.85]
Dmg_EngineGrille_L 1556 [0.56, 1.565, -2.85]
Dmg_Door_L 876 [1.56, 0.98, 1.16]
Dmg_Door_R 876 [-1.56, 0.98, 1.16]
Dmg_Intake_L 848 [1.53, 1.2, -1.51]
Dmg_Intake_R 848 [-1.53, 1.2, -1.51]

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/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'))
for k in ['healthy','damage_file']:
 for n in j[k]['nodes']:
  if any(s in n['name'] for s in ['Turret_','Gun','Barrel','Hatch','Muzzle']):print(k,n['name'],n['position'],n['parent'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
healthy Gun [0.0, 2.045, 1.41] Turret
healthy Barrel [0.0, 2.045, 1.76] Gun
healthy Muzzle [0.0, 2.045, 3.205] Barrel
healthy Part_Turret_Bin [0.0, 2.09, -0.68] Turret
healthy Part_Turret_Cupola [0.46, 2.472, 0.12] Turret
healthy Part_Turret_Sights [0.3, 2.46, 0.94] Turret
healthy Part_Turret_Antenna [-0.71, 2.7, -0.13] Turret
healthy Hatch_Commander [0.46, 2.482, -0.135] Turret
healthy Hatch_Loader [-0.38, 2.47, 0.41] Turret
healthy Hatch_Driver [-0.45, 1.588, 2.03] Hull
healthy Fx_Hatch [0.46, 2.54, 0.12] Turret
damage_file Turret_Damage [0.0, 1.61, 0.47] None
damage_file Dmg_Turret_Bin [0.0, 3.7, -0.21] Turret_Damage
damage_file Dmg_Turret_Cupola [0.46, 4.082, 0.59] Turret_Damage
damage_file Dmg_Turret_Sights [0.3, 4.07, 1.41] Turret_Damage
damage_file Scar_Turret_L [0.0, 1.61, 0.47] Turret_Damage
damage_file Scar_Turret_R [0.0, 1.61, 0.47] Turret_Damage
damage_file Scar_Turret_Front [0.0, 1.61, 0.47] Turret_Damage
damage_file Scar_Turret_Rear [0.0, 1.61, 0.47] Turret_Damage
damage_file Gun_Broken [0.0, 2.045, 1.41] Turret_Damage

codex
The first export exposed two issues before visual review: the mesh was over budget, and Blender’s importer hit a material-node compatibility error. I’m fixing both, along with a misplaced damage-turret attachment, before producing the comparison renders.

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read()
s=s.replace(\" OB[name]=o\\n if healthy:HEALTH.append(o)\\n return o\\n\\ndef bolts\", \" bpy.context.view_layer.update()\\n OB[name]=o\\n if healthy:HEALTH.append(o)\\n return o\\n\\ndef bolts\")
s=s.replace(\" c=o.copy();c.data=o.data.copy();c.name=name;bpy.context.collection.objects.link(c);c.parent=None;c.matrix_world=o.matrix_world.copy()\\n if parent:w=c.matrix_world.copy();c.parent=parent;c.matrix_world=w\\n return c\", \" bpy.context.view_layer.update();w=o.matrix_world.copy();c=o.copy();c.data=o.data.copy();c.name=name;bpy.context.collection.objects.link(c);c.parent=parent;c.matrix_parent_inverse=Matrix.Identity(4);c.matrix_world=w;bpy.context.view_layer.update()\\n return c\")
needle=\"healthy_doc=export(HEALTH,'churchill-tank.glb')\\nprint('HEALTHY_CHECKPOINT'\"
insert=\"\"\"def cleanup_mesh(o):
 if o.type"'!='"'MESH':return
 bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.dissolve_degenerate(bm,dist=0.000001,edges=list(bm.edges))
 tiny=[f for f in bm.faces if f.calc_area()<0.0000000001]
 if tiny:bmesh.ops.delete(bm,geom=tiny,context='FACES')
 bm.to_mesh(o.data);bm.free();o.data.update()
def budget(objects,target):
 total=tris(objects);ratio=min(1,target/total)
 for o in objects:
  if o.type"'!='"'MESH':continue
  if ratio<1:
   active(o);mod=o.modifiers.new('Game mesh density','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
  cleanup_mesh(o)
budget(HEALTH,132000)
healthy_doc=export(HEALTH,'churchill-tank.glb')
print('HEALTHY_CHECKPOINT'\"\"\"
s=s.replace(needle,insert)
s=s.replace(\"damage_doc=export(DAMAGE,'churchill-tank-damage.glb')\", \"budget(DAMAGE,104000)\\ndamage_doc=export(DAMAGE,'churchill-tank-damage.glb')\")
s=s.replace(\"for m in list(bpy.data.materials):bpy.data.materials.remove(m)\\nbpy.ops.import_scene\", \"for m in list(bpy.data.materials):bpy.data.materials.remove(m)\\nfor ng in list(bpy.data.node_groups):\\n if ng.name.startswith('glTF Material Output'):bpy.data.node_groups.remove(ng)\\nbpy.ops.import_scene\")
open(p,'w').write(s)
PY
python3 -m py_compile build_churchill-tank.py
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/
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'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "date -u +%FT%TZ; ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 594ms:
2026-10-11T16:25:53Z

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/bin/bash -lc "python3 - <<'PY'
p='/tmp/churchill-validate.py';s=open(p).read().replace(\"'orm' in (im['name'] or '').lower()\",\"(im['name'] or '').lower().endswith('_orm')\");open(p,'w').write(s)
PY
which gemini; df -h /" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
/home/claude-agent/bin/gemini
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  140G  4.2G  98% /

codex
The asset now has 32 removable parts, including four track-guard sections per side, both escape doors, intake boxes, mudguards, exhaust covers, and turret fittings. I’m reducing redundant bevel geometry while keeping the track links and wheel profiles, then checking the exported files in all six damage states.

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/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/churchill-tank-v1/build.log; ps -eo etime,args | grep \"blender.real -b\" | tail -8'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 538ms:
      06:21 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
      03:40 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --preflight
      02:27 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/char-b1-tank-v1/preflight.py
      01:07 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/churchill-tank-v1/build_churchill-tank.py
      00:41 python3 /opt/gpu-gate/gpu_gate.py --name blender-casa13 --need-mib 2500 --priority build --poll 1 --max-concurrent 3 --timeout 600 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
      00:40 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
      00:00 bash -c tail -15 /root/fal-author/churchill-tank-v1/build.log; ps -eo etime,args | grep "blender.real -b" | tail -8
      00:00 grep blender.real -b

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read()
s=s.replace(\"S=Vector((3.25/(hi.x-lo.x),7.44/(hi.y-lo.y),1.0));C=\", \"roofmax=max((o.matrix_world@v.co).z for o in HEALTH if o.type=='MESH' and o.name"'!='"'Part_Turret_Antenna' for v in o.data.vertices)\\nS=Vector((3.25/(hi.x-lo.x),7.44/(hi.y-lo.y),2.49/(roofmax-lo.z)));C=\")
s=s.replace(\"(p.y-C.y)*S.y,p.z-C.z)\",\"(p.y-C.y)*S.y,(p.z-C.z)*S.z)\")
s=s.replace(\"  rotations[o.name]=o.rotation_euler.copy();\", \"  o.rotation_mode='XYZ';rotations[o.name]=o.rotation_euler.copy();\")
s=s.replace(\"   t=IM['Wreck_Turret'];t.location=\", \"   t=IM['Wreck_Turret'];t.rotation_mode='XYZ';t.location=\")
s=s.replace(\" c.data.materials.clear();c.data.materials.append(MATS[MAT['Burnt']])\", \" if o.name.startswith('Wheel_'):\\n  bm=bmesh.new();bm.from_mesh(c.data);ff=[f for f in bm.faces if c.data.materials[f.material_index].name=='Rubber'];bmesh.ops.delete(bm,geom=ff,context='FACES');bm.to_mesh(c.data);bm.free()\\n c.data.materials.clear();c.data.materials.append(MATS[MAT['Burnt']])\")
open(p,'w').write(s)
PY
python3 -m py_compile build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
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/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 477ms:
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/textures/Paint_base.png /tmp/churchill-paint-base.png
scp gex44:/root/fal-author/churchill-tank-v1/textures/metal_plate_diff_1k.jpg /tmp/churchill-metal.jpg' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 2111ms:
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exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request
from PIL import Image,ImageDraw
ids=['rusty_painted_metal','green_metal_rust','metal_plate_02','rusty_metal_02']
out=Image.new('RGB',(1024,550));d=ImageDraw.Draw(out)
for i,id in enumerate(ids):
 try:
  p='/tmp/churchill-'+id+'.jpg';req=urllib.request.Request('https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/'+id+'/'+id+'_diff_1k.jpg',headers={'User-Agent':'Mozilla/5.0'});open(p,'wb').write(urllib.request.urlopen(req).read());im=Image.open(p);im.thumbnail((500,500));im=im.resize((250,500));out.paste(im,(i*256,35));d.text((i*256+4,8),id,fill='white')
 except Exception as e:print(id,e)
out.save('/tmp/churchill-sources.jpg')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 451ms:
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/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/build.log; ps -eo pid,etime,args | grep \"churchill-tank-v1/build\" | head -5'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 519ms:
1344976       02:48 bash -c /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
1344978       02:48 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/churchill-tank-v1/build_churchill-tank.py
1360160       00:00 bash -c tail -12 /root/fal-author/churchill-tank-v1/build.log; ps -eo pid,etime,args | grep "churchill-tank-v1/build" | head -5
1360163       00:00 grep churchill-tank-v1/build

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read().replace(\"'metal_plate'\",\"'green_metal_rust'\").replace('metal_plate, rusty_metal_02','green_metal_rust, rusty_metal_02').replace('metal_plate and rusty_metal_02','green_metal_rust and rusty_metal_02')
s=s.replace(\" ramp.color_ramp.elements[0].position=.08;ramp.color_ramp.elements[1].position=.72\", \" ramp.color_ramp.elements[0].position=.005 if source=='green_metal_rust' else .08;ramp.color_ramp.elements[1].position=.11 if source=='green_metal_rust' else .72\")
s=s.replace(\"ramp.color_ramp.elements[0].color=(.44,.44,.44,1);ramp.color_ramp.elements[1].color=(.94,.94,.94,1)\",\"ramp.color_ramp.elements[0].color=(.45,.45,.45,1);ramp.color_ramp.elements[1].color=(.98,.98,.98,1)\")
s=s.replace(\"nm.inputs['Strength'].default_value=.24 if name=='Paint' else .45\", \"nm.inputs['Strength'].default_value=.20 if name=='Paint' else .28\")
open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
codex
I caught a material problem in the texture inspection: the first metal scan contained a raised tread pattern, which is wrong for armour plate. I’ve replaced it with a worn painted-steel scan and adjusted the neutral bake so the tank retains photographic wear without locking in its colour.

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py';s=open(p).read().replace(\" if '--rebake' not in sys.argv and all\", \" if '--rebake' not in sys.argv and (TEX/'recipe-v2.txt').exists() and all\")
s=s.replace(\"print('BAKES_DONE',time.time()-START,flush=True)\",\"(TEX/'recipe-v2.txt').write_text('green_metal_rust + rusty_metal_02; neutral ramp 0.005..0.11; strength 0.20')\\nprint('BAKES_DONE',time.time()-START,flush=True)\")
open(p,'w').write(s)
PY
python3 -m py_compile build_churchill-tank.py
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/
ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 1925ms:
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/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 478ms:
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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/churchill-tank-v1/build.log; ps -eo pid,etime,args | grep \"blender.real -b\" | tail -12'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 547ms:
1316735       09:28 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t55-tank-v1/build_t55-tank.py
1344978       04:14 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/churchill-tank-v1/build_churchill-tank.py
1356556       02:11 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-expr import bpy; bpy.ops.mesh.primitive_cube_add(); p=bpy.context.preferences.addons["cycles"].preferences; p.compute_device_type="OPTIX"; p.get_devices(); print([(d.name,d.type) for d in p.devices]); print("PREFLIGHT_OK")
1365135       00:46 /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
1367144       00:22 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py
1367863       00:12 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/a7v-tank-v1/build_a7v-tank.py
1368608       00:05 python3 /opt/gpu-gate/gpu_gate.py --name blender-casa13 --need-mib 2500 --priority build --poll 1 --max-concurrent 3 --timeout 600 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1368611       00:05 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1368908       00:00 bash -c tail -5 /root/fal-author/churchill-tank-v1/build.log; ps -eo pid,etime,args | grep "blender.real -b" | tail -12
1368911       00:00 grep blender.real -b

 succeeded in 354331ms:
context compacted
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/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 489ms:
RENDERED _state_1.png
00:56.531  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_2.png'
RENDERED _state_2.png
00:57.969  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_3.png'
RENDERED _state_3.png
00:59.457  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_4.png'
RENDERED _state_4.png
01:00.808  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_5.png'
RENDERED _state_5.png
COMPLETE 60.80945348739624

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/{churchill-tank.glb,churchill-tank-damage.glb,final.png,side.png,clay.png,states.png,paints.png,nodes.json,NOTES.md,rig-check.json,rig-test.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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exec
/bin/bash -lc 'python /tmp/churchill-validate.py' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 exited 127 in 0ms:
/bin/bash: line 1: python: command not found

 succeeded in 13232ms:
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exec
/bin/bash -lc 'python3 /tmp/churchill-validate.py' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 exited 1 in 227ms:
Traceback (most recent call last):
  File "/tmp/churchill-validate.py", line 5, in <module>
    root=Path(sys.argv[1]);results={}
              ~~~~~~~~^^^
IndexError: list index out of range

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/bin/bash -lc 'python3 /tmp/churchill-validate.py .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 255ms:
churchill-tank.glb {
  "triangles": 131459,
  "bytes": 10000276,
  "primitives": 200,
  "materials": [
    "Paint",
    "Steel",
    "Interior",
    "TrackSteel",
    "Rubber",
    "Lamps"
  ],
  "textures": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ],
      "bytes": 46505
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ],
      "bytes": 115575
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ],
      "bytes": 692278
    },
    {
      "name": "Steel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 28422
    },
    {
      "name": "Steel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 112191
    },
    {
      "name": "Steel_base",
      "size": [
        512,
        512
      ],
      "bytes": 193945
    },
    {
      "name": "Interior_normal",
      "size": [
        256,
        256
      ],
      "bytes": 8763
    },
    {
      "name": "Interior_orm",
      "size": [
        256,
        256
      ],
      "bytes": 25119
    },
    {
      "name": "Interior_base",
      "size": [
        256,
        256
      ],
      "bytes": 53778
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 275642
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135342
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ],
      "bytes": 255761
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ],
      "bytes": 28422
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ],
      "bytes": 114178
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ],
      "bytes": 212188
    },
    {
      "name": "Lamps_normal",
      "size": [
        128,
        128
      ],
      "bytes": 2686
    },
    {
      "name": "Lamps_orm",
      "size": [
        128,
        128
      ],
      "bytes": 7957
    },
    {
      "name": "Lamps_base",
      "size": [
        128,
        128
      ],
      "bytes": 19988
    }
  ],
  "nodes": 88,
  "part_count": 32,
  "bounds": {
    "min": [
      -1.625,
      0.0,
      -3.7200002670288086
    ],
    "max": [
      1.625,
      2.952434539794922,
      3.7200002670288086
    ]
  },
  "errors": []
}
churchill-tank-damage.glb {
  "triangles": 91866,
  "bytes": 10077360,
  "primitives": 89,
  "materials": [
    "Paint",
    "Scars",
    "Burnt",
    "Rubber",
    "TrackSteel"
  ],
  "textures": [
    {
      "name": "Paint_normal",
      "size": [
        1024,
        1024
      ],
      "bytes": 46505
    },
    {
      "name": "Paint_orm",
      "size": [
        512,
        512
      ],
      "bytes": 115575
    },
    {
      "name": "Paint_base",
      "size": [
        1024,
        1024
      ],
      "bytes": 692278
    },
    {
      "name": "Scars_normal",
      "size": [
        512,
        512
      ],
      "bytes": 275642
    },
    {
      "name": "Scars_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135338
    },
    {
      "name": "Scars_base",
      "size": [
        512,
        512
      ],
      "bytes": 257562
    },
    {
      "name": "Burnt_normal",
      "size": [
        512,
        512
      ],
      "bytes": 275642
    },
    {
      "name": "Burnt_orm",
      "size": [
        512,
        512
      ],
      "bytes": 131762
    },
    {
      "name": "Burnt_base",
      "size": [
        512,
        512
      ],
      "bytes": 262713
    },
    {
      "name": "Rubber_normal",
      "size": [
        512,
        512
      ],
      "bytes": 28422
    },
    {
      "name": "Rubber_orm",
      "size": [
        512,
        512
      ],
      "bytes": 114178
    },
    {
      "name": "Rubber_base",
      "size": [
        512,
        512
      ],
      "bytes": 212188
    },
    {
      "name": "TrackSteel_normal",
      "size": [
        512,
        512
      ],
      "bytes": 275642
    },
    {
      "name": "TrackSteel_orm",
      "size": [
        512,
        512
      ],
      "bytes": 135342
    },
    {
      "name": "TrackSteel_base",
      "size": [
        512,
        512
      ],
      "bytes": 255761
    }
  ],
  "nodes": 37,
  "part_count": 0,
  "bounds": {
    "min": [
      -2.036832332611084,
      -0.02049940824508667,
      -3.7200002670288086
    ],
    "max": [
      2.100757598876953,
      2.9414496421813965,
      4.8939056396484375
    ]
  },
  "errors": [
    "12 degenerate triangles"
  ]
}

codex
Both GLBs are now built and within their size and triangle budgets. The exported-state renders show that the rig, detachable panels and wreck swaps work. I’m refining the curved mudguards, armour wear and damage presentation; the first render is still too clean compared with the reference.

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exec
/bin/bash -lc "sed -n '1,180p' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
"""Churchill Mk VII style game asset. Clean run: blender -b --python-exit-code 1 --python this.py.
Authored X left, -Y forward, Z up; exporter converts to glTF Y up/+Z forward.
CC0 inputs: Poly Haven green_metal_rust and rusty_metal_02. No external code dependencies.
"""
import bpy, bmesh, math, random, json, os, sys, struct, urllib.request, time
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(71)
START=time.time()
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for d in list(bpy.data.materials):bpy.data.materials.remove(d)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.render.engine='CYCLES';sc.cycles.samples=20
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'
sc.cycles.device='GPU';sc.cycles.use_denoising=True
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.world.color=(.35,.35,.35)
sc.view_settings.view_transform='AgX'
MATS=[];MAT={};OB={};HEALTH=[];DAMAGE=[]
PAINTS=[('Olive drab',[.13,.15,.08]),('NATO green',[.075,.12,.062]),('Desert tan',[.48,.36,.20]),('Field grey',[.19,.22,.19]),('Winter white',[.76,.78,.72]),('Dark green-black',[.025,.037,.025])]
def active(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def download(id,map):
 p=TEX/f'{id}_{map}_1k.jpg'
 if not p.exists():
  u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
  req=urllib.request.Request(u,headers={'User-Agent':'Mozilla/5.0'})
  with urllib.request.urlopen(req,timeout=60) as r:p.write_bytes(r.read())
 return str(p)

def bake_material(name,base,metal,rough,source='green_metal_rust',size=512):
 if '--rebake' not in sys.argv and (TEX/'recipe-v2.txt').exists() and all((TEX/f'{name}_{k}.png').exists() for k in ['base','normal','orm']):
  m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF')
  for k in ['base','normal','orm']:
   t=nt.nodes.new('ShaderNodeTexImage');t.image=bpy.data.images.load(str(TEX/f'{name}_{k}.png'));t.label=k
   if k!='base':t.image.colorspace_settings.name='Non-Color'
   if k=='base':nt.links.new(t.outputs[0],bs.inputs['Base Color'])
   elif k=='normal':
    nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(t.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
   else:
    se=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],se.inputs[0]);nt.links.new(se.outputs[1],bs.inputs['Roughness']);nt.links.new(se.outputs[2],bs.inputs['Metallic'])
    ng=bpy.data.node_groups.get('glTF Material Output')
    if not ng:ng=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');ng.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=ng;nt.links.new(se.outputs[0],gn.inputs['Occlusion'])
  m.diffuse_color=tuple(base)+(1,);MAT[name]=len(MATS);MATS.append(m);return m
 print('BAKING',name,flush=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();n=nt.nodes;l=nt.links
 out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs['Surface'])
 tc=n.new('ShaderNodeTexCoord')
 def tex(map):
  t=n.new('ShaderNodeTexImage');t.image=bpy.data.images.load(download(source,map),check_existing=True)
  if map!='diff':t.image.colorspace_settings.name='Non-Color'
  l.new(tc.outputs['UV'],t.inputs['Vector']);return t
 diff=tex('diff');normal=tex('nor_gl');arm=tex('arm')
 bw=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],bw.inputs[0])
 noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=37;noise.inputs['Detail'].default_value=4;l.new(tc.outputs['UV'],noise.inputs['Vector'])
 mix=n.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.18;l.new(bw.outputs[0],mix.inputs[1]);l.new(noise.outputs['Fac'],mix.inputs[2])
 ramp=n.new('ShaderNodeValToRGB');l.new(mix.outputs[0],ramp.inputs[0])
 ramp.color_ramp.elements[0].position=.005 if source=='green_metal_rust' else .08;ramp.color_ramp.elements[1].position=.11 if source=='green_metal_rust' else .72
 if name=='Paint':
  ramp.color_ramp.elements[0].color=(.45,.45,.45,1);ramp.color_ramp.elements[1].color=(.98,.98,.98,1)
 else:
  ramp.color_ramp.elements[0].color=tuple(v*.38 for v in base)+(1,);ramp.color_ramp.elements[1].color=tuple(base)+(1,)
 l.new(ramp.outputs[0],bs.inputs['Base Color'])
 nm=n.new('ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.20 if name=='Paint' else .28;l.new(normal.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
 rr=n.new('ShaderNodeMath');rr.operation='MULTIPLY_ADD';rr.inputs[1].default_value=.19;rr.inputs[2].default_value=rough-.1;l.new(sep.outputs[1],rr.inputs[0]);l.new(rr.outputs[0],bs.inputs['Roughness'])
 bs.inputs['Metallic'].default_value=metal
 bpy.ops.mesh.primitive_plane_add(size=2,location=(0,0,-20));plane=bpy.context.object;plane.data.materials.append(m);active(plane)
 target=n.new('ShaderNodeTexImage');maps={}
 for kind,res in [('base',size),('normal',size),('orm',min(size,512))]:
  im=bpy.data.images.new(f'{name}_{kind}',width=res,height=res,alpha=False)
  if kind!='base':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if kind=='base':bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
  elif kind=='normal':bpy.ops.object.bake(type='NORMAL')
  else:
   comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=.93;comb.inputs[2].default_value=metal;l.new(rr.outputs[0],comb.inputs[1])
   em=n.new('ShaderNodeEmission');l.new(comb.outputs[0],em.inputs[0]);l.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT');l.new(bs.outputs[0],out.inputs[0])
  im.filepath_raw=str(TEX/f'{name}_{kind}.png');im.file_format='PNG';im.save();maps[kind]=im
 bpy.data.objects.remove(plane,do_unlink=True)
 nt.nodes.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
 for k in ['base','normal','orm']:
  t=n.new('ShaderNodeTexImage');t.image=maps[k];t.label=k
  if k=='base':l.new(t.outputs[0],bs.inputs['Base Color'])
  elif k=='normal':
   nm=n.new('ShaderNodeNormalMap');l.new(t.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
  else:
   se=n.new('ShaderNodeSeparateColor');l.new(t.outputs[0],se.inputs[0]);l.new(se.outputs[1],bs.inputs['Roughness']);l.new(se.outputs[2],bs.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(se.outputs[0],gn.inputs['Occlusion'])
 m.diffuse_color=tuple(base)+(1,);bs.inputs['Roughness'].default_value=rough
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.3,.23,.1,1);bs.inputs['Emission Strength'].default_value=.15
 MAT[name]=len(MATS);MATS.append(m);return m

for a in [('Paint',(1,1,1),.03,.78,'green_metal_rust',1024),('TrackSteel',(.19,.17,.13),.72,.72,'rusty_metal_02',512),('Rubber',(.047,.045,.037),0,.89,'green_metal_rust',512),('Steel',(.28,.29,.27),.83,.52,'green_metal_rust',512),('Interior',(.023,.021,.017),0,.95,'green_metal_rust',256),('Lamps',(.65,.57,.37),.15,.23,'green_metal_rust',128),('Burnt',(.12,.095,.07),.37,.91,'rusty_metal_02',512),('Scars',(.31,.29,.25),.75,.52,'rusty_metal_02',512)]:bake_material(*a)
(TEX/'recipe-v2.txt').write_text('green_metal_rust + rusty_metal_02; neutral ramp 0.005..0.11; strength 0.20')
print('BAKES_DONE',time.time()-START,flush=True)

class Geo:
 def __init__(self):self.v=[];self.f=[];self.mi=[];self.sm=[];self.uv=[]
 def add(self,v,f,mat='Paint',smooth=False,uv=None):
  idx=len(self.v);self.v.extend([tuple(x) for x in v]);self.f.extend([tuple(idx+i for i in face) for face in f]);self.mi.extend([MAT[mat]]*len(f));self.sm.extend([smooth]*len(f));self.uv.extend(uv if uv else [None]*len(f))
 def box(self,c,s,mat='Paint',rot=None):
  v=[Vector((x*s[0]/2,y*s[1]/2,z*s[2]/2)) for x,y,z in [(-1,-1,-1),(1,-1,-1),(1,1,-1),(-1,1,-1),(-1,-1,1),(1,-1,1),(1,1,1),(-1,1,1)]]
  if rot:v=[rot@p for p in v]
  v=[p+Vector(c) for p in v]
  self.add(v,[(3,2,1,0),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7),(4,5,6,7)],mat)
 def cyl(self,c,r,depth,mat='Paint',axis='Z',n=24,r2=None):
  if r2 is None:r2=r
  v=[]
  for z,rad in [(-depth/2,r),(depth/2,r2)]:
   for i in range(n):
    a=2*pi*i/n;p=(rad*cos(a),rad*sin(a),z)
    if axis=='X':p=(z,p[0],p[1])
    elif axis=='Y':p=(p[0],z,-p[1])
    v.append(Vector(c)+Vector(p))
  self.add(v,[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat,True)
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))],mat)
 def rod(self,a,b,r,mat='Paint',n=10):
  a=Vector(a);b=Vector(b);d=b-a;z=d.normalized();t=z.cross(Vector((0,0,1)))
  if t.length<.01:t=z.cross(Vector((0,1,0)))
  t.normalize();u=z.cross(t);v=[p+r*(t*cos(i*2*pi/n)+u*sin(i*2*pi/n)) for p in [a,b] for i in range(n)]
  self.add(v,[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat,True)
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))],mat)
 def tube(self,pts,r,mat='Paint',n=8):
  for a,b in zip(pts,pts[1:]):self.rod(a,b,r,mat,n)
 def ring(self,c,outer,inner,depth,mat='Paint',axis='Z',n=48):
  v=[]
  for z,r in [(-depth/2,outer),(depth/2,outer),(depth/2,inner),(-depth/2,inner)]:
   for i in range(n):
    a=2*pi*i/n;p=(r*cos(a),r*sin(a),z)
    if axis=='X':p=(z,p[0],p[1])
    elif axis=='Y':p=(p[0],z,-p[1])
    v.append(Vector(c)+Vector(p))
  faces=[]
  for k in range(4):
   for i in range(n):faces.append((k*n+i,k*n+(i+1)%n,((k+1)%4)*n+(i+1)%n,((k+1)%4)*n+i))
  self.add(v,faces,mat,True)
 def extrude(self,poly,x0,x1,mat='Paint'):
  n=len(poly);v=[(x,y,z) for x in [x0,x1] for y,z in poly]
  self.add(v,[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)],mat)
 def lathe_x(self,c,profile,mat='Paint',n=40):
  v=[(c[0]+x,c[1]+r*cos(i*2*pi/n),c[2]+r*sin(i*2*pi/n)) for x,r in profile for i in range(n)]
  self.add(v,[(k*n+i,k*n+(i+1)%n,(k+1)*n+(i+1)%n,(k+1)*n+i) for k in range(len(profile)-1) for i in range(n)],mat,True)
 def obj(self,name,pivot=(0,0,0),parent=None,bevel=0,segments=2,healthy=True):
  me=bpy.data.meshes.new(name);me.from_pydata([Vector(v)-Vector(pivot) for v in self.v],[],self.f);me.update()
  o=bpy.data.objects.new(name,me);bpy.context.collection.objects.link(o);o.location=pivot
  for m in MATS:me.materials.append(m)
  uv=me.uv_layers.new(name='UVMap')
  for p,mi,sm,custom in zip(me.polygons,self.mi,self.sm,self.uv):
   p.material_index=mi;p.use_smooth=sm
   norm=p.normal;ax=max(range(3),key=lambda i:abs(norm[i]));axes=[i for i in range(3) if i!=ax]
   for j,li in enumerate(p.loop_indices):
    co=Vector(self.v[me.loops[li].vertex_index]);uv.data[li].uv=custom[j] if custom else (co[axes[0]]*.8,co[axes[1]]*.8)
  # Consistent outward normals on all closed components.
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free()
  if bevel:
   active(o);mod=o.modifiers.new('Manufactured edge radii','BEVEL');mod.width=bevel;mod.segments=segments;mod.limit_method='ANGLE';mod.angle_limit=.6
   bpy.ops.object.modifier_apply(modifier=mod.name)
   mod=o.modifiers.new('Weighted corner normals','WEIGHTED_NORMAL');mod.keep_sharp=True;mod.weight=40
   bpy.ops.object.modifier_apply(modifier=mod.name)
  if parent:
   bpy.context.view_layer.update();world=o.matrix_world.copy();o.parent=parent;bpy.context.view_layer.update();o.matrix_world=world
  OB[name]=o
  if healthy:HEALTH.append(o)
  return o

def empty(name,p,parent=None,healthy=True):
 o=bpy.data.objects.new(name,None);bpy.context.collection.objects.link(o);o.location=p
 if parent:
  bpy.context.view_layer.update();w=o.matrix_world.copy();o.parent=parent;o.matrix_world=w

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 '185,510p' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:

def bolts(g,points,axis='Z',r=.014,mat='Steel'):
 for p in points:g.cyl(p,r,.014,mat,axis,6)
def handle(g,a,b,up=(0,0,.035),mat='Paint'):
 aa=Vector(a)+Vector(up);bb=Vector(b)+Vector(up);g.tube([a,aa,bb,b],.009,mat)
def cut(o,cutter):
 active(o);mod=o.modifiers.new('Machined opening','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cutter;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cutter,do_unlink=True)
def cutter_cyl(c,r,d):
 bpy.ops.mesh.primitive_cylinder_add(vertices=48,radius=r,depth=d,location=c);return bpy.context.object

def crew_well(g,c,r,depth):
 g.ring((c[0],c[1],c[2]-depth/2),r,r-.025,depth,'Interior');g.cyl((c[0],c[1],c[2]-depth),r,.035,'Interior');g.box((c[0],c[1],c[2]-depth+.07),(.27,.3,.10),'Interior')

# Long welded lower hull and full pannier carcasses, independent of removable armour.
g=Geo();g.extrude([(-3.39,.43),(-3.46,.89),(-2.99,1.29),(-2.03,1.42),(2.99,1.42),(3.43,1.18),(3.43,.61),(2.91,.43)],-1.0,1.0)
g.box((0,.40,1.42),(1.95,4.95,.13))
for side in [-1,1]:
 x=side*1.24
 g.extrude([(-3.28,.61),(-3.32,1.0),(-2.83,1.43),(2.83,1.43),(3.32,1.03),(3.24,.61)],x-.25,x+.25)
 # Long structural rails and riveted frames, visible in stripped mode.
 for z in [.65,1.35]:g.box((side*1.50,0,z),(.045,5.88,.043))
 for y in [-2.73,-2.0,-1.23,-.46,.31,1.08,1.85,2.62]:
  g.box((side*1.495,y,1.01),(.046,.035,.60));bolts(g,[(side*1.522,y,z) for z in [.70,1.30]],'X',.013,'Paint')
 # suspension arms
 for i in range(11):
  y=-2.40+i*.48;g.rod((side*1.24,y-.11,.64),(side*1.27,y,.26),.05,'Paint',12)
  g.cyl((side*1.25,y-.1,.62),.065,.12,'Steel','X',16)
 # upper supporting ledge; these remain below guards
 g.box((side*1.26,0,1.40),(.55,5.9,.047))
 # tow cable attachment bosses
 for y in [-2.6,2.6]:g.box((side*1.515,y,1.08),(.06,.16,.12))
# front driver's vertical upper plate and hull gun mount
g.box((0,-2.63,1.32),(1.94,.16,.37));g.box((0,-2.32,1.51),(1.95,.70,.10))
g.box((-.39,-2.731,1.34),(.36,.055,.20),'Steel');g.box((-.39,-2.767,1.35),(.24,.035,.085),'Interior')
for z in [1.31,1.38]:g.box((-.39,-2.79,z),(.24,.016,.022))
g.cyl((.53,-2.74,1.29),.17,.12,'Paint','Y',32);g.cyl((.53,-2.82,1.29),.073,.09,'Steel','Y',24);g.cyl((.53,-2.93,1.29),.023,.22,'Steel','Y',16)
bolts(g,[(.53+.132*cos(i*pi/4),-2.82,1.29+.132*sin(i*pi/4)) for i in range(8)],'Y',.013)
# Front sloped welds and tow lugs
for x in [-.76,.76]:
 g.box((x,-3.41,.64),(.12,.08,.20));g.ring((x,-3.47,.67),.065,.033,.065,'Steel','Y',20)
for x in [-.6,.6]:
 g.box((x,3.42,.70),(.17,.09,.22));g.ring((x,3.49,.69),.07,.037,.06,'Steel','Y',20)
# engine deck base intact behind removable grilles
g.box((0,2.15,1.47),(1.9,2.2,.08))
for x in [-.55,.55]:
 for y in [1.62,2.12,2.62]:g.box((x,y,1.525),(.82,.44,.035));handle(g,(x-.1,y,1.546),(x+.1,y,1.546))
# Driver hatch coaming and deep seat recess will be cut in deck.
g.ring((-.45,-2.28,1.56),.28,.235,.055)
crew_well(g,(-.45,-2.28,1.54),.24,.43)
hull=g.obj('Hull',bevel=.013)
cut(hull,cutter_cyl((-.45,-2.28,1.53),.232,.20))
# Reinsert well after cut so dark floor remains.
g=Geo();crew_well(g,(-.45,-2.28,1.44),.233,.32);well=g.obj('_DriverWell',healthy=False)
active(hull);well.select_set(True);bpy.ops.object.join()

# Catmull-Rom closed track path, sampled by physical arc length.
P=[(-2.75,.065),(2.75,.065),(3.22,.20),(3.56,.52),(3.62,.98),(3.38,1.38),(3.02,1.49),(-3.02,1.49),(-3.38,1.38),(-3.62,.98),(-3.56,.52),(-3.22,.20)]
def catmull(p0,p1,p2,p3,t):return .5*((2*p1)+(-p0+p2)*t+(2*p0-5*p1+4*p2-p3)*t*t+(-p0+3*p1-3*p2+p3)*t*t*t)
path=[]
for i in range(len(P)):
 for j in range(32):path.append(catmull(*[Vector(P[k%len(P)]) for k in [i-1,i,i+1,i+2]],j/32))
path.append(path[0]);lens=[0.]
for a,b in zip(path,path[1:]):lens.append(lens[-1]+(b-a).length)
def sample(t):
 d=t*lens[-1];i=np.searchsorted(lens,d,side='right')-1;i=min(i,len(path)-2);f=(d-lens[i])/(lens[i+1]-lens[i]);p=path[i].lerp(path[i+1],f);tang=(path[i+1]-path[i]).normalized();return p,tang
LINKS=112
for side,label in [(1,'L'),(-1,'R')]:
 g=Geo();x=side*1.30
 for i in range(LINKS):
  p,t=sample((i+.5)/LINKS);a=math.atan2(t[1],t[0]);rot=Matrix.Rotation(a,3,'X');c=(x,p[0],p[1]);start=len(g.f)
  g.box(c,(.59,.125,.055),'TrackSteel',rot)
  # cleats and raised central shoe: linked geometry, never a smooth belt.
  n=Vector((0,-t[1],t[0]));c0=Vector(c)+n*.039
  g.box(c0,(.53,.036,.027),'TrackSteel',rot)
  for dx in [-.225,.225]:g.box(c0+Vector((dx,0,0)),(.044,.111,.031),'TrackSteel',rot)
  # Hinge pin ends on the side face.
  g.cyl((x+side*.295,p[0],p[1]),.018,.024,'Steel','X',8)
  for fi in range(start,len(g.f)):
   f=g.f[fi];g.uv[fi]=[((g.v[j][0]-x)/.59+.5,(i+(.5+(Vector(g.v[j])-Vector(c)).dot(Vector((0,t[0],t[1])))/.135))/LINKS) for j in f]
 track=g.obj('Track_'+label,bevel=.005,segments=1)
 # Eleven small road wheels. Individual hub-centred nodes.
 wheel_specs=[(-2.4+i*.48,.274,.205,'road') for i in range(11)]
 wheel_specs+=[(-3.03,.49,.275,'idler'),(3.03,.49,.275,'sprocket')]
 wheel_specs+=[(-2.1+i*.84,1.255,.14,'return') for i in range(6)]
 wheel_specs.sort(key=lambda q:q[0])
 for j,(y,z,r,kind) in enumerate(wheel_specs):
  c=(x,y,z);g=Geo()
  # dished stamped wheel, steel tyre with narrow rubber contact ring
  prof=[(-.22,r*.70),(-.22,r*.94),(-.19,r),(-.15,r),(-.13,r*.77),(.13,r*.77),(.15,r),(.19,r),(.22,r*.94),(.22,r*.64),(.19,r*.48),(.20,r*.31),(.235,r*.25)]
  g.lathe_x(c,prof,'Paint',24)
  for dx in [-.166,.166]:g.ring((x+dx,y,z),r*1.025,r*.94,.055,'Rubber','X',24)
  for dx in [-.222,.222]:
   g.ring((x+dx,y,z),r*.72,r*.62,.012,'Steel','X',24);g.cyl((x+dx,y,z),r*.28,.028,'Paint','X',24)
  for i in range(6):
   a=i*pi/3;g.cyl((x+side*.241,y+r*.43*cos(a),z+r*.43*sin(a)),.012,.016,'Steel','X',6)
  if kind=='sprocket':
   for k in range(14):
    a=k*2*pi/14;g.box((x,y+cos(a)*(r+.015),z+sin(a)*(r+.015)),(.34,.063,.065),'TrackSteel',Matrix.Rotation(a,3,'X'))
  o=g.obj(f'Wheel_{label}{j+1}',c,bevel=.003,segments=1);o['wheel_role']=kind;o['spin_axis']='X'
 # Broad square air intake set over the rear pannier.
 g=Geo();g.box((side*1.51,1.51,1.16),(.19,1.31,.47));g.box((side*1.614,1.51,1.23),(.024,1.19,.22),'Interior')
 for z in [1.16,1.23,1.30]:g.box((side*1.631,1.51,z),(.055,1.19,.029))
 g.extrude([( .80,1.41),(1.08,1.49),(1.91,1.49),(2.20,1.40),(2.20,1.37),(.80,1.37)],side*1.35,side*1.65)
 bolts(g,[(side*1.624,y,z) for y in [.87,2.15] for z in [.98,1.36]],'X')
 g.obj('Part_Intake_'+label,(side*1.53,1.51,1.20),bevel=.012)
 # Escape door, complete continuous pannier behind it, outward two hinges.
 g=Geo();g.box((side*1.53,-1.16,.98),(.065,.64,.50));g.box((side*1.57,-1.16,.98),(.025,.54,.41))
 for z in [.83,1.13]:
  g.box((side*1.601,-1.38,z),(.05,.21,.035));g.cyl((side*1.62,-1.46,z),.021,.075,'Steel','Z',12)
 handle(g,(side*1.59,-.96,.94),(side*1.59,-.96,1.06),(side*.045,0,0))
 bolts(g,[(side*1.589,y,z) for y in [-1.38,-.94] for z in [.80,1.16]],'X',.012)
 g.obj('Part_Door_'+label,(side*1.56,-1.16,.98),bevel=.018)
 # Four independent top guard sections with pressed transverse ribs.
 for k in range(4):
  y=-2.25+k*1.50;g=Geo();g.box((side*1.30,y,1.54),(.64,1.48,.045))
  for yy in [y-.69,y-.35,y,y+.35,y+.69]:
   g.box((side*1.30,yy,1.575),(.63,.022,.038))
  g.box((side*1.62,y,1.505),(.026,1.48,.12))
  bolts(g,[(side*1.61,yy,1.56) for yy in [y-.63,y+.63]],'Z',.014,'Paint')
  g.obj(f'Part_Skirt_{label}{k+1}',(side*1.30,y,1.53),bevel=.007)
 # Curved mudguards front/rear, thick formed sheet profile.
 for front,suff in [(True,'F'),(False,'R')]:
  sign=-1 if front else 1;g=Geo();profile=[]
  for j in range(13):
   a=j*pi/2/12;profile.append((sign*(3.0+.70*sin(a)),.89+.64*cos(a)))
  poly=profile+[(y,z-.036) for y,z in reversed(profile)]
  g.extrude(poly,side*1.00,side*1.625)
  g.box((side*1.32,sign*3.64,.81),(.60,.035,.20),'Rubber')
  for yy,zz in profile[::4]:g.cyl((side*1.624,yy,zz-.025),.016,.022,'Steel','X',8)
  g.obj('Part_Fender_'+suff+label,(side*1.31,sign*3.40,1.16),bevel=.006)
 # spare track bracket at pannier midpoint
 g=Geo()
 for yy in [-.34,-.18,-.02,.14]:
  g.box((side*1.558,yy,1.0),(.10,.11,.35),'TrackSteel');g.box((side*1.623,yy,1.0),(.03,.031,.33),'Steel')
 for z in [.86,1.14]:g.box((side*1.657,-.1,z),(.032,.66,.025),'Steel')
 g.obj('Part_SpareTracks_'+label,(side*1.57,-.1,1.0),bevel=.006)
 # tow cable along side, anchored to carcass, heavy eye ends
 g=Geo();pts=[(side*1.54,-2.6,1.09),(side*1.565,-2.20,1.27),(side*1.565,-1.80,1.36),(side*1.565,-.60,1.39),(side*1.565,.40,1.29),(side*1.565,1.0,.83),(side*1.55,2.6,.73)]
 g.tube(pts,.018,'Steel',10)
 for p in [pts[0],pts[-1]]:g.ring(p,.047,.023,.025,'Steel','X',20)
 g.obj('Part_TowCable_'+label,(side*1.55,0,1.10),bevel=0)
# Back exhaust mufflers and shroud, grilles and tools.
for x,label in [(-.56,'R'),(.56,'L')]:
 g=Geo();g.cyl((x,3.42,1.16),.12,.63,'TrackSteel','X',24);g.rod((x+.26,3.42,1.16),(x+.26,3.58,1.05),.055,'TrackSteel',16)
 for xx in [x-.22,x+.22]:g.box((xx,3.44,1.17),(.036,.26,.25))
 g.obj('Part_Exhaust_'+label,(x,3.44,1.16),bevel=.008)
 g=Geo();g.box((x,2.85,1.54),(.78,.69,.045));g.box((x,2.85,1.569),(.67,.56,.012),'Interior')
 for i in range(16):g.box((x-.31+i*.041,2.85,1.59),(.018,.57,.022))
 g.obj('Part_EngineGrille_'+label,(x,2.85,1.565),bevel=.003)
g=Geo();g.box((0,3.55,1.30),(1.64,.24,.18));
for x in [-.65,-.3,0,.3,.65]:bolts(g,[(x,3.682,1.29)],'Y')
g.obj('Part_ExhaustShroud',(0,3.55,1.30),bevel=.018)
g=Geo();g.rod((-.60,.85,1.58),(-.60,2.6,1.58),.025,'TrackSteel',12);g.box((-.60,2.63,1.58),(.20,.30,.05),'Steel');g.rod((-.30,1.03,1.59),(-.30,2.4,1.59),.027,'TrackSteel',12);g.box((-.30,1.00,1.59),(.32,.1,.07),'Steel')
for y in [1.35,2.25]:g.box((-.45,y,1.60),(.47,.06,.075))
g.obj('Part_Tools_Engine',(-.45,1.84,1.58),bevel=.009)
# Lamps and substantial protective cage assemblies.
for x,label in [(1.01,'L'),(-1.01,'R')]:
 g=Geo();g.cyl((x,-2.92,1.25),.069,.13,'Paint','Y',24);g.cyl((x,-3.0,1.25),.055,.014,'Lamps','Y',24)
 for xx in [x-.085,x+.085]:g.tube([(xx,-2.84,1.18),(xx,-3.04,1.18),(xx,-3.04,1.37),(xx,-2.84,1.37)],.012,'Steel')
 g.rod((x-.085,-3.04,1.37),(x+.085,-3.04,1.37),.012,'Steel');g.obj('Part_LampGuard_'+label,(x,-2.94,1.27),bevel=.003)

# Cast/welded squarish turret: layered rounded octagonal perimeter, sloped cheeks.
TUR=(0,-.47,1.61)
def rounded_rect(w,l,r,n=8):
 pts=[]
 for cx,cy,a in [(w/2-r,l/2-r,0),(-w/2+r,l/2-r,90),(-w/2+r,-l/2+r,180),(w/2-r,-l/2+r,270)]:
  for j in range(n):
   ang=math.radians(a+j*90/(n-1));pts.append((cx+r*cos(ang),cy+r*sin(ang)))
 return pts
g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Steel',n=64)
levels=[(1.69,1.97,1.90,.31),(1.74,2.06,1.96,.33),(2.27,2.00,1.90,.30),(2.39,1.87,1.78,.28),(2.42,1.75,1.66,.25)]
v=[]
for z,w,l,r in levels:v.extend([(x,y-.47,z) for x,y in rounded_rect(w,l,r)])
n=32;f=[tuple(range(n-1,-1,-1)),tuple(range((len(levels)-1)*n,len(levels)*n))]
for k in range(len(levels)-1):
 for i in range(n):f.append((k*n+i,k*n+(i+1)%n,(k+1)*n+(i+1)%n,(k+1)*n+i))
g.add(v,f,'Paint',True)
# weld bead around lower shell and roof seam
for z,w,l,r in [(1.74,2.05,1.955,.33),(2.397,1.85,1.765,.28)]:
 p=[(x,y-.47,z) for x,y in rounded_rect(w,l,r)];g.tube(p+[p[0]],.006,'Steel',6)
# Base mounting brackets for removable turret furniture
for x in [-.88,.88]:
 for y in [-.68,.03]:g.box((x,y,2.34),(.11,.12,.065))
# Roof hatch coamings, actual openings later.
g.ring((.46,-.12,2.445),.285,.228,.055,n=40)
g.ring((-.38,-.62,2.443),.23,.188,.047,n=40)
# Closed underside and basket stub
crew_well(g,(.46,-.12,2.37),.23,.42);crew_well(g,(-.38,-.62,2.37),.19,.40)
tur=g.obj('Turret',TUR,bevel=.009,segments=2)
for c,r in [((.46,-.12,2.43),.226),((-.38,-.62,2.43),.186)]:cut(tur,cutter_cyl(c,r,.23))
tur['rotate_axis']='Y (glTF)'
# Main gun mantlet with a curved cylindrical shield and a recessed collar.
GUN=(0,-1.41,2.045);g=Geo();g.box((0,-1.405,2.04),(.59,.21,.43),'Interior');g.cyl((0,-1.48,2.045),.256,.43,'Paint','X',40)
g.cyl((0,-1.62,2.045),.16,.20,'Paint','Y',40);g.ring((0,-1.737,2.045),.117,.080,.045,'Steel','Y',40)
gun=g.obj('Gun',GUN,tur,bevel=.013);gun['elevate_axis']='X'
BORE=(0,-1.76,2.045);g=Geo();g.cyl((0,-2.44,2.045),.080,1.36,'Paint','Y',48,r2=.067)
g.ring((0,-3.14,2.045),.078,.040,.085,'Steel','Y',48);g.ring((0,-3.16,2.045),.040,.033,.14,'Interior','Y',32)
g.ring((0,-1.80,2.045),.092,.075,.09,'Paint','Y',40)
barrel=g.obj('Barrel',BORE,gun,bevel=.004);barrel['recoil_axis']='local +Z (glTF)';empty('Muzzle',(0,-3.205,2.045),barrel)
# rear turret stowage bin: distinctive broad square bustle
for label,x in [('Bin',0)]:
 g=Geo();g.box((x,.68,2.055),(1.15,.43,.52));g.box((x,.68,2.326),(1.18,.47,.035));
 for xx in [-.42,.42]:g.box((xx,.916,2.08),(.045,.027,.32),'Steel');handle(g,(xx-.07,.923,2.14),(xx+.07,.923,2.14),(0,.027,0))
 g.obj('Part_Turret_'+label,(x,.68,2.09),tur,bevel=.025)
g=Geo();g.ring((.46,-.12,2.469),.303,.278,.042,n=48)
for i in range(8):
 a=i*pi/4;g.box((.46+.27*cos(a),-.12+.27*sin(a),2.485),(.07,.045,.04),'Steel',Matrix.Rotation(a,3,'Z'))
g.obj('Part_Turret_Cupola',(.46,-.12,2.472),tur,bevel=.005)
g=Geo();g.box((-.08,-1.12,2.45),(.16,.12,.052));g.box((-.08,-1.16,2.481),(.115,.03,.018),'Interior');g.box((.68,-.72,2.45),(.12,.14,.06));g.obj('Part_Turret_Sights',(.3,-.94,2.46),tur,bevel=.007)
g=Geo();g.cyl((-.71,.13,2.46),.053,.075,'Steel',n=20);g.cyl((-.71,.13,2.75),.0055,.53,'Steel',n=10);g.obj('Part_Turret_Antenna',(-.71,.13,2.70),tur)
# No roof MG: the Mk VII in this reference has no roof machine gun.
# Individual closed crew lids with hinge pivots and handles.
for name,c,r,pivot,parent in [('Hatch_Commander',(.46,-.12,2.482),.272,(.46,.135,2.482),tur),('Hatch_Loader',(-.38,-.62,2.47),.218,(-.38,-.41,2.47),tur),('Hatch_Driver',(-.45,-2.28,1.588),.266,(-.45,-2.03,1.588),hull)]:
 g=Geo();g.cyl(c,r,.033,'Paint',n=48);g.ring((c[0],c[1],c[2]+.019),r*.89,r*.86,.009,'Steel',n=48);g.rod((pivot[0]-.15,pivot[1],pivot[2]),(pivot[0]+.15,pivot[1],pivot[2]),.025,'Steel',16)
 handle(g,(c[0]-.08,c[1],c[2]+.02),(c[0]+.08,c[1],c[2]+.02));g.obj(name,pivot,parent,bevel=.006)
for name,p,parent in [('Seat_Commander',(.46,-.12,2.55),tur),('Seat_Driver',(-.45,-2.28,1.64),hull),('Exhaust',(0,3.59,1.20),None),('Light_Head_L',(1.01,-3.02,1.25),None),('Light_Head_R',(-1.01,-3.02,1.25),None),('Fx_Engine',(0,2.1,1.57),None),('Fx_Ammo',(0,-.7,.85),None),('Fx_Hatch',(.46,-.12,2.54),tur)]:empty(name,p,parent)
print('HEALTH_GEOMETRY_DONE',time.time()-START,flush=True)

# Helpers: export in the agreed frame; patch glTF paint factor rather than depend on shader-node heuristics.
def tris(objects):return sum(sum(len(p.vertices)-2 for p in o.data.polygons) for o in objects if o.type=='MESH')
def glb_factor(path):
 raw=path.read_bytes();jlen=struct.unpack_from('<I',raw,12)[0];doc=json.loads(raw[20:20+jlen]);rest=raw[20+jlen:]
 for m in doc.get('materials',[]):
  if m['name'].split('.')[0]=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=[.13,.15,.08,1]
 payload=json.dumps(doc,separators=(',',':')).encode();payload+=b' '*((-len(payload))%4)
 path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(payload)+len(rest))+struct.pack('<I4s',len(payload),b'JSON')+payload+rest)
 return doc

def export(objects,name):
 bpy.ops.object.select_all(action='DESELECT')
 for o in objects:o.hide_set(False);o.hide_render=False;o.select_set(True)
 bpy.context.view_layer.update()
 bpy.ops.export_scene.gltf(filepath=str(ROOT/name),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_animations=False,export_cameras=False,export_lights=False,export_extras=True,export_image_format='AUTO',export_materials='EXPORT',export_texcoords=True,export_normals=True)
 doc=glb_factor(ROOT/name);print('EXPORTED',name,tris(objects),(ROOT/name).stat().st_size,flush=True);return doc

def paint_display(on=True,color=None):
 m=MATS[MAT['Paint']];nt=m.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');t=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.label=='base');mix=nt.nodes.get('PaintFactor')
 if not mix:mix=nt.nodes.new('ShaderNodeMixRGB');mix.name='PaintFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;nt.links.new(t.outputs[0],mix.inputs[1])
 mix.inputs[2].default_value=tuple(color or PAINTS[0][1])+(1,);nt.links.new(mix.outputs[0] if on else t.outputs[0],bs.inputs['Base Color'])

def cleanup_mesh(o):
 if o.type!='MESH':return
 bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.triangulate(bm,faces=list(bm.faces));bmesh.ops.dissolve_degenerate(bm,dist=0.000001,edges=list(bm.edges))
 tiny=[f for f in bm.faces if f.calc_area()<0.0000000001]
 if tiny:bmesh.ops.delete(bm,geom=tiny,context='FACES')
 bm.to_mesh(o.data);bm.free();o.data.update()
def budget(objects,target):
 total=tris(objects);ratio=min(1,target/total)
 for o in objects:
  if o.type!='MESH':continue
  if ratio<1:
   active(o);mod=o.modifiers.new('Game mesh density','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
  cleanup_mesh(o)
budget(HEALTH,132000)
healthy_doc=export(HEALTH,'churchill-tank.glb')
print('HEALTHY_CHECKPOINT',time.time()-START,flush=True)

# Damage copies retain source pivots. The intact meshes remain authoritative.
def copy_mesh(o,name,parent=None):
 bpy.context.view_layer.update();w=o.matrix_world.copy();c=o.copy();c.data=o.data.copy();c.name=name;bpy.context.collection.objects.link(c);c.parent=parent;c.matrix_parent_inverse=Matrix.Identity(4);c.matrix_world=w;bpy.context.view_layer.update()
 return c
HD=empty('Hull_Damage',(0,0,0),healthy=False);TD=empty('Turret_Damage',TUR,healthy=False);DAMAGE.extend([HD,TD])
PARTS=[o for o in HEALTH if o.name.startswith('Part_')];twins={}
for o in PARTS:
 if not any(s in o.name for s in ['Skirt','Intake','Door','Fender','EngineGrille','ExhaustShroud','Turret_Bin','Turret_Cupola','Turret_Sights']):continue
 name=o.name.replace('Part_','Dmg_',1);c=copy_mesh(o,name,TD if 'Turret_' in name else HD);DAMAGE.append(c);twins[o.name]=name
 # A heavy twist/crease driven by local position gives a recognizable source twin.
 for v in c.data.vertices:
  p=v.co;fac=max(0,min(1,(p.y+.55)/1.1));p.z+=.11*fac*fac*sin(p.y*3.1+1.3);p.x+=.07*fac*sin(p.z*8+p.y*4)
 # Jagged missing edge in sheet-metal guard pieces, open tear with thickness in source.
 if any(k in name for k in ['Skirt','Fender','EngineGrille']):
  bm=bmesh.new();bm.from_mesh(c.data);ys=[v.co.y for v in bm.verts];mx=max(ys);faces=[f for f in bm.faces if f.calc_center_median().y>mx-.10 and f.calc_center_median().x>.05]
  bmesh.ops.delete(bm,geom=faces,context='FACES');bm.to_mesh(c.data);bm.free()
 for p in c.data.polygons:
  if random.random()<.25:p.material_index=MAT['Burnt']

# Thin scar assemblies lie on the actual armour, with irregular petalled rims and dark cores.
def scars(name,centres,normal,parent):
 g=Geo();n=Vector(normal);a=n.cross(Vector((0,0,1)))
 if a.length<.01:a=Vector((1,0,0))
 a.normalize();b=n.cross(a)
 for k,(p,r) in enumerate(centres):
  p=Vector(p)
  # soot fan of low relief chipped lobes, 2-4 mm above face
  verts=[p+n*.002]
  for j in range(20):
   ang=j*2*pi/20;rr=r*(1.7+.5*sin(j*5.3+k));verts.append(p+(a*cos(ang)+b*sin(ang))*rr+n*.0025)
  g.add(verts,[(0,j+1,(j+1)%20+1) for j in range(20)],'Burnt')
  # depression dark centre and steel splash petals; raised but not floating
  verts=[]
  for ring in [0,1,2]:
   for j in range(16):
    ang=j*2*pi/16;rr=[r*.39,r*.70,r][ring]*(1+.16*sin(j*7+k));h=[.003,.016+.01*(j%3),.0035][ring]
    verts.append(p+(a*cos(ang)+b*sin(ang))*rr+n*h)
  g.add(verts,[(i,(i+1)%16,16+(i+1)%16,16+i) for i in range(16)]+[(16+i,16+(i+1)%16,32+(i+1)%16,32+i) for i in range(16)],'Scars',True)
  g.add([p+n*.003]+[p+(a*cos(j*2*pi/16)+b*sin(j*2*pi/16))*r*.40+n*.003 for j in range(16)],[(0,j+1,(j+1)%16+1) for j in range(16)],'Burnt')
  # short grazing furrows
  for j in range(2):g.rod(p+a*(r*.85)+b*(j-.5)*r*.45+n*.004,p+a*r*2.1+b*(j-.5)*r*.22+n*.004,.005,'Scars',6)
 o=g.obj(name,tuple(parent.matrix_world.translation),parent,healthy=False);DAMAGE.append(o)
scars('Scar_Hull_Front',[((x,-2.721,z),.045) for x,z in [(-.79,1.29),(-.08,1.36),(.28,1.22),(.82,1.41)]],(0,-1,0),HD)
scars('Scar_Hull_Rear',[((x,3.438,z),.054) for x,z in [(-.65,.85),(-.25,1.05),(.29,.9),(.71,1.1)]],(0,1,0),HD)
for side,label in [(1,'L'),(-1,'R')]:
 scars('Scar_Hull_'+label,[((side*1.492,y,z),.051) for y,z in [(-2.2,.91),(-.74,.84),(.51,1.11),(2.5,.90)]],(side,0,0),HD)
 scars('Scar_Turret_'+label,[((side*1.008,y,z),.045) for y,z in [(-.85,1.95),(-.53,2.20),(-.21,1.92),(.08,2.13)]],(side,0,0),TD)
scars('Scar_Turret_Front',[((x,-1.428,z),.039) for x,z in [(-.59,2.00),(-.38,2.22),(.40,2.21),(.63,1.88)]],(0,-1,0),TD)
scars('Scar_Turret_Rear',[((x,.50,z),.039) for x,z in [(-.57,2.05),(-.27,2.27),(.28,2.26),(.57,2.04)]],(0,1,0),TD)
# Thrown track: same belt links mapped onto a slack path, front snapped and unrolled on ground.
for label,side in [('L',1),('R',-1)]:
 o=OB['Track_'+label];c=copy_mesh(o,'Track_'+label+'_Broken',HD)
 for v in c.data.vertices:
  w=o.matrix_world@v.co;y=w.y;z=w.z
  if z>1.0:
   w.z=.11+.15*(.5+.5*sin(y*1.1));w.x+=side*(.32+.17*cos(y))
  if y<-2.65:
   w.y=-2.65-(z/1.55)*2.28;w.z=.06+max(0,-y-3.20)*.11;w.x+=side*.12
  v.co=c.matrix_world.inverted()@w
 c.name='Track_'+label+'_Broken';DAMAGE.append(c)
# Broken gun built by copying mantlet, and deforming the actual tube downward.
gunbroken=copy_mesh(gun,'Gun_Broken',TD);brokenbarrel=copy_mesh(barrel,'_BrokenTube')
for v in brokenbarrel.data.vertices:
 p=brokenbarrel.matrix_world@v.co;d=max(0,-p.y-2.10);p.z-=d*d*.46
 if p.y<-2.7:p.x+=.035*sin(p.z*87)
 v.co=brokenbarrel.matrix_world.inverted()@p
active(gunbroken);brokenbarrel.select_set(True);bpy.ops.object.join();DAMAGE.append(gunbroken)
# Wreck hull: copied full assembly; suspension sag, open hatches, torn-up engine deck.
turset={tur,*tur.children_recursive}

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 'cat /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 exited 1 in 0ms:
cat: /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory

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 '510,800p' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
turset={tur,*tur.children_recursive}
hcopies=[];tcopies=[]
for o in HEALTH:
 if o.type!='MESH':continue
 is_tur=o in turset
 if o.name.startswith('Part_') and any(k in o.name for k in ['Skirt_L1','Skirt_R3','Fender_FL','Intake_R','Tools','Antenna','Turret_Bin']):continue
 src=next((d for d in DAMAGE if d.name==o.name.replace('Part_','Dmg_',1)),o)
 if o.name=='Track_L':src=next(d for d in DAMAGE if d.name=='Track_L_Broken')
 c=copy_mesh(src,'_Wreck_'+o.name)
 for v in c.data.vertices:
  w=c.matrix_world@v.co
  if not is_tur:
   if o.name.startswith('Wheel_'):w.z=max(.02,w.z-.05)
   elif o.name.startswith('Track_'):w.z=max(.018,w.z-.035*(1+sin(w.y*2)))
   if o.name.startswith('Part_EngineGrille'):w.z+=.27*(1-abs(w.x)/1.1)+.13*sin(w.y*8)
  v.co=c.matrix_world.inverted()@w
 if o.name.startswith('Wheel_'):
  bm=bmesh.new();bm.from_mesh(c.data);ff=[f for f in bm.faces if c.data.materials[f.material_index].name=='Rubber'];bmesh.ops.delete(bm,geom=ff,context='FACES');bm.to_mesh(c.data);bm.free()
 c.data.materials.clear();c.data.materials.append(MATS[MAT['Burnt']])
 for p in c.data.polygons:p.material_index=0
 if o.name.startswith('Hatch_'):c.rotation_euler.x=math.radians(-100)
 if is_tur and o.name in ['Gun','Barrel']:
  mat=Matrix.Translation(Vector(GUN))@Matrix.Rotation(math.radians(18),4,'X')@Matrix.Translation(-Vector(GUN));c.matrix_world=mat@c.matrix_world
 (tcopies if is_tur else hcopies).append(c)

def join_wreck(obs,name,pivot):
 active(obs[0])
 for o in obs:o.select_set(True)
 bpy.ops.object.join();o=bpy.context.object;o.name=name
 # change data origin only, preserving placement
 delta=Vector(pivot)-o.matrix_world.translation;local=o.matrix_world.to_3x3().inverted()@delta
 for v in o.data.vertices:v.co-=local
 o.location=pivot
 # Separate wreck has around 40 percent of healthy geometry.
 mod=o.modifiers.new('Wreck density budget','DECIMATE');mod.ratio=.39;active(o);bpy.ops.object.modifier_apply(modifier=mod.name)
 return o
wh=join_wreck(hcopies,'Wreck_Hull',(0,0,0));wt=join_wreck(tcopies,'Wreck_Turret',TUR)
# Open turret ring well, dark burnt interior; closed turret underside with basket stub.
cut(wh,cutter_cyl((0,-.47,1.49),.79,.62))
g=Geo();g.ring((0,-.47,1.40),.87,.79,.30,'Burnt',n=48);g.cyl((0,-.47,1.13),.79,.025,'Burnt',n=48);g.box((0,-.47,1.19),(.44,.40,.10),'Burnt');extra=g.obj('_RingWell',healthy=False)
active(wh);extra.select_set(True);bpy.ops.object.join()
g=Geo();g.ring((0,-.47,1.58),.78,.65,.16,'Burnt',n=48);g.cyl((0,-.47,1.51),.66,.04,'Burnt',n=48)
for a in range(4):g.rod((.51*cos(a*pi/2),-.47+.51*sin(a*pi/2),1.51),(.47*cos(a*pi/2),-.47+.47*sin(a*pi/2),1.14),.029,'Burnt',10)
g.ring((0,-.47,1.14),.52,.47,.055,'Burnt',n=32);extra=g.obj('_Basket',healthy=False)
active(wt);extra.select_set(True);bpy.ops.object.join();DAMAGE.extend([wh,wt])
# Damage contract limits material vocabulary to five names.
for o in DAMAGE:
 if o.type!='MESH':continue
 for i,m in enumerate(o.data.materials):
  if m and m.name not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:o.data.materials[i]=MATS[MAT['Scars' if m.name=='Steel' else 'Burnt']]
for o in HEALTH:o.hide_render=True;o.hide_set(True)
# Normalize the complete pair in mesh data, preserving all moving-node rotations/scales.
bpy.context.view_layer.update()
pp=[o.matrix_world@v.co for o in HEALTH if o.type=='MESH' for v in o.data.vertices]
lo=Vector([min(p[i] for p in pp) for i in range(3)]);hi=Vector([max(p[i] for p in pp) for i in range(3)])
roofmax=max((o.matrix_world@v.co).z for o in HEALTH if o.type=='MESH' and o.name!='Part_Turret_Antenna' for v in o.data.vertices)
S=Vector((3.25/(hi.x-lo.x),7.44/(hi.y-lo.y),2.49/(roofmax-lo.z)));C=Vector(((hi.x+lo.x)/2,(hi.y+lo.y)/2,lo.z))
def remap(p):return Vector(((p.x-C.x)*S.x,(p.y-C.y)*S.y,(p.z-C.z)*S.z))
oldworld={o:o.matrix_world.copy() for o in HEALTH+DAMAGE}
for o,w in oldworld.items():
 if o.type=='MESH':
  neworigin=remap(w.translation)
  for v in o.data.vertices:v.co=remap(w@v.co)-neworigin
# Parent-first hierarchy update; no transform-apply operation touches a rig node.
def depth(o):return 0 if not o.parent else 1+depth(o.parent)
for o in sorted(HEALTH+DAMAGE,key=depth):
 w=Matrix.Identity(4);w.translation=remap(oldworld[o].translation);o.matrix_world=w;bpy.context.view_layer.update()
# Logical root origins stay on the footprint centre ground plane; data stays in place.
for o in [hull,HD,wh]:
 delta=o.matrix_world.translation.copy()
 if o.type=='MESH':
  for v in o.data.vertices:v.co+=delta
 children={c:c.matrix_world.copy() for c in o.children};o.location=(0,0,0);bpy.context.view_layer.update()
 for c,w in children.items():c.matrix_world=w
healthy_doc=export(HEALTH,'churchill-tank.glb')
for o in HEALTH:o.hide_render=True;o.hide_set(True)
budget(DAMAGE,104000)
damage_doc=export(DAMAGE,'churchill-tank-damage.glb')
print('DAMAGE_DONE',time.time()-START,flush=True)

# Exported-node metadata in game coordinates, including precise pivots and hierarchy.
def game(v):return [round(v[0],6),round(v[2],6),round(-v[1],6)]
def manifest(objects):
 out=[];points=[]
 bpy.context.view_layer.update()
 for o in objects:
  row={'name':o.name,'position':game(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
  if o.type=='MESH':
   pts=[o.matrix_world@Vector(c) for c in o.bound_box];points+=pts;row['triangles']=sum(len(p.vertices)-2 for p in o.data.polygons)
  if 'wheel_role' in o:row['role']=o['wheel_role']
  out.append(row)
 pp=[game(p) for p in points];bounds={'min':[min(p[i] for p in pp) for i in range(3)],'max':[max(p[i] for p in pp) for i in range(3)]}
 return {'nodes':out,'bounds':bounds,'triangles':tris(objects)}
meta={'contract':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','healthy':manifest(HEALTH),'damage_file':manifest(DAMAGE),'paints':[{'name':n,'linear_rgb':c} for n,c in PAINTS], 'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'Z recoil','wheels':'X','hatches':'X'},'source':{'ids':['green_metal_rust','rusty_metal_02'],'license':'CC0','url':'https://polyhaven.com/license'},'dimensions_nominal':[3.25,2.49,7.44]}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))

# Everything below is proof from the exported assets, imported into an empty scene.
bpy.ops.object.select_all(action='SELECT');
for o in bpy.context.scene.objects:o.hide_set(False);o.select_set(True)
bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials):bpy.data.materials.remove(m)
for ng in list(bpy.data.node_groups):
 if ng.name.startswith('glTF Material Output'):bpy.data.node_groups.remove(ng)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'churchill-tank.glb'));healthy_import=list(bpy.context.scene.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'churchill-tank-damage.glb'));damage_import=[o for o in bpy.context.scene.objects if o not in healthy_import]
IM={o.name:o for o in bpy.context.scene.objects}
for o in damage_import:o.hide_render=True
# material factor is imported as a multiplier. Find its RGB factor input robustly.
paint=bpy.data.materials.get('Paint')
def recolor(rgb):
 bs=next(n for n in paint.node_tree.nodes if n.type=='BSDF_PRINCIPLED');nt=paint.node_tree
 link=bs.inputs['Base Color'].links[0] if bs.inputs['Base Color'].is_linked else None
 if link and link.from_node.type=='MIX':
  node=link.from_node
  for inp in node.inputs:
   if inp.type=='RGBA' and not inp.is_linked:inp.default_value=tuple(rgb)+(1,)
 elif link and link.from_node.type=='MIX_RGB':
  node=link.from_node
  for i in [1,2]:
   if not node.inputs[i].is_linked:node.inputs[i].default_value=tuple(rgb)+(1,)
 else:
  tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and ('base' in n.image.name.lower() or n.image.colorspace_settings.name=='sRGB'))
  mx=nt.nodes.get('RecolourProof') or nt.nodes.new('ShaderNodeMixRGB');mx.name='RecolourProof';mx.blend_type='MULTIPLY';mx.inputs[0].default_value=1;mx.inputs[2].default_value=tuple(rgb)+(1,);nt.links.new(tex.outputs[0],mx.inputs[1]);nt.links.new(mx.outputs[0],bs.inputs['Base Color'])
# Floor and soft daylight; no scene extras entered either export.
mat=bpy.data.materials.new('Studio floor');mat.diffuse_color=(.19,.21,.22,1);mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.19,.21,.22,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.95
bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.033));floor=bpy.context.object;floor.name='_StudioFloor';floor.data.materials.append(mat)
world=sc.world;world.use_nodes=True;world.node_tree.nodes.get('Background').inputs['Color'].default_value=(.55,.65,.78,1);world.node_tree.nodes.get('Background').inputs['Strength'].default_value=.38
for name,loc,power,size,col in [('Key',(2,-5,9),1800,6,(1,.91,.77)),('Fill',(-6,-2,5),1100,5,(.75,.85,1)),('Rim',(2,6,7),1700,5,(1,1,1))]:
 data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size;data.color=col;o=bpy.data.objects.new(name,data);sc.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler()
bpy.ops.object.camera_add();cam=bpy.context.object;sc.camera=cam
# Camera based on asset bounds, same across all state comparisons.
pts=[o.matrix_world@Vector(c) for o in healthy_import if o.type=='MESH' 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)]);target=(lo+hi)/2;target.z=1.20
cam.data.type='ORTHO';cam.data.ortho_scale=9.6
cam.location=target+Vector((8,-11,7.0));cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler()
hero_loc=cam.location.copy();hero_rot=cam.rotation_euler.copy()
def render(name,w=1920,h=1080,samples=24):
 sc.render.resolution_x=w;sc.render.resolution_y=h;sc.render.resolution_percentage=100;sc.cycles.samples=samples;sc.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);print('RENDERED',name,flush=True)
render('final.png')
cam.location=(12,0,1.3);cam.rotation_euler=(Vector((0,0,1.3))-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=8.45;render('side.png',1920,1080,20)
cam.location=hero_loc;cam.rotation_euler=hero_rot;cam.data.ortho_scale=9.6
clay=bpy.data.materials.new('Clay proof');clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.38,.38,.38,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72
sc.view_layers[0].material_override=clay;render('clay.png',1920,1080,20);sc.view_layers[0].material_override=None
# Rig test: all moving nodes rotated 30 degrees around their exact local pivots.
rotations={};pivot_errors={}
for o in healthy_import:
 if o.name in ['Turret','Gun','Barrel'] or o.name.startswith('Wheel_') or o.name.startswith('Hatch_'):
  o.rotation_mode='XYZ';rotations[o.name]=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();pivot_errors[o.name]=(o.matrix_world.translation-before).length
render('rig-test.png',1280,720,12)
for name,r in rotations.items():IM[name].rotation_euler=r
(ROOT/'rig-check.json').write_text(json.dumps({'degrees':30,'pivot_translation_errors_metres':pivot_errors,'maximum':max(pivot_errors.values()),'note':'Turret Z-up source axis exports to Y; gun/wheels/hinges X. Barrel 30-degree roll test plus recoil socket.'},indent=2))
# Contact sheet assembled using Blender image buffers; images generated by real exported geometry only.
def grid(paths,out):
 ims=[bpy.data.images.load(str(ROOT/p),check_existing=False) for p in paths];w,h=ims[0].size;canvas=np.zeros((h*2,w*3,4),dtype=np.float32)
 for i,im in enumerate(ims):
  pix=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-i//3;col=i%3;canvas[row*h:(row+1)*h,col*w:(col+1)*w]=pix
 im=bpy.data.images.new(out,width=w*3,height=h*2);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/out);im.file_format='PNG';im.save()
 for im0 in ims:bpy.data.images.remove(im0)
paintpaths=[]
for i,(name,c) in enumerate(PAINTS):
 recolor(c);p=f'_paint_{i}.png';render(p,640,400,12);paintpaths.append(p)
grid(paintpaths,'paints.png');recolor(PAINTS[0][1])
# Make damage Paint use exactly the same image/factor as healthy Paint after import.
for o in damage_import:
 if o.type=='MESH':
  for j,m in enumerate(o.data.materials):
   if m and m.name.startswith('Paint'):o.data.materials[j]=paint

def reset():
 for o in healthy_import:o.hide_render=False
 for o in damage_import:o.hide_render=True

def showtree(o,show):
 o.hide_render=not show
 for c in o.children_recursive:c.hide_render=not show
paths=[]
for state in range(6):
 reset();cam.location=hero_loc;cam.rotation_euler=hero_rot;cam.data.ortho_scale=10.6
 if state==1:
  for o in damage_import:
   if o.name.startswith('Scar_'):o.hide_render=False
  for name in ['Part_Skirt_L1','Part_Skirt_L2','Part_Intake_L','Part_Fender_FL','Part_Turret_Bin','Part_Turret_Cupola']:
   IM[name].hide_render=True;IM[twins[name]].hide_render=False
 elif state==2:
  for o in healthy_import:
   if o.name.startswith('Part_'):o.hide_render=True
 elif state==3:
  IM['Track_L'].hide_render=True;IM['Track_L_Broken'].hide_render=False;showtree(IM['Gun'],False);IM['Gun_Broken'].hide_render=False
 elif state>=4:
  for o in healthy_import:o.hide_render=True
  IM['Wreck_Hull'].hide_render=False;IM['Wreck_Turret'].hide_render=False
  if state==5:
   t=IM['Wreck_Turret'];t.rotation_mode='XYZ';t.location=(2.8,.2,.94);t.rotation_euler=(.2,1.95,-.6);bpy.context.view_layer.update();minz=min((t.matrix_world@Vector(c)).z for c in t.bound_box);t.location.z-=minz;cam.data.ortho_scale=11.7
 p=f'_state_{state}.png';render(p,640,400,14);paths.append(p)
grid(paths,'states.png')
# Six-line final notes: exact measured counts and explicit remaining differences.
notes=[
'Churchill Mk VII style British infantry tank; rigged healthy and tank-damage/v1 assets, +Z forward, metres, no insignia.',
f'Triangles: healthy {meta["healthy"]["triangles"]:,}; damage {meta["damage_file"]["triangles"]:,}; both measured before glTF triangulation; see nodes.json.',
'Materials: Paint, TrackSteel, Rubber, Steel, Interior, Lamps; damage additionally Burnt and Scars (five material vocabulary in damage file).',
'Textures: Paint base/normal 1024; other base/normal 128–512; every ORM at most 512; Cycles OptiX baked shared tiling sets.',
'Poly Haven CC0 ids: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff, nor_gl, arm maps from dl.polyhaven.org.',
'Differences: reconstructed from the supplied sheet, not a surveyed restoration; antenna exceeds nominal roof height; internal mechanisms simplified, no roof MG as on reference.'
]
(ROOT/'NOTES.md').write_text('\n'.join(notes)+'\n')
for p in paintpaths+paths:(ROOT/p).unlink(missing_ok=True)
print('COMPLETE',time.time()-START,flush=True)

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/bin/bash -lc 'rg --files /home/claude-agent/.agents/skills/blender-game-assets | head -25; cat SCOPE.txt; cat rig-check.json' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_hull.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/cinematic.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_rocks.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/INDEX.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/43_dressing.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/50_assemble.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/40_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/70_clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/42_cockpit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/10_tile_geo.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/20_tile_bake.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/61_run_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/30_compose.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/00_lib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/60_run_tiles.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/41_kit_props.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/high-to-low-baking.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/asset-delivery.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_tender.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/furniture-reconstruction.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/pack_leaf.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/terrain-erosion.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/baking-and-diagnostics.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md
Scope: Churchill Mk VII reconstruction from sheet.jpg, healthy + tank-damage/v1, shared baked tiling materials.
Cameras: front-left three-quarter hero, ortho left, same hero clay, close inspection via image crops, six-state proof from imported exports.
Budgets: healthy 80–140k triangles, damage <=110k, healthy <=12MB, <=10 materials; maps <=1024, ORM <=512; damage maps <=512 except Paint.
Delivery: script, 2 GLBs, final/side/clay/paints/states, nodes.json, six-line notes. Rig test additional evidence.
Revision cap: 3; window: start 18:13 CEST, checkpoint 19:28 CEST.
{
  "degrees": 30,
  "pivot_translation_errors_metres": {
    "Hatch_Driver": 0.0,
    "Turret": 0.0,
    "Gun": 0.0,
    "Barrel": 0.0,
    "Hatch_Commander": 0.0,
    "Hatch_Loader": 0.0,
    "Wheel_L1": 0.0,
    "Wheel_L2": 0.0,
    "Wheel_L3": 0.0,
    "Wheel_L4": 0.0,
    "Wheel_L5": 0.0,
    "Wheel_L6": 0.0,
    "Wheel_L7": 0.0,
    "Wheel_L8": 0.0,
    "Wheel_L9": 0.0,
    "Wheel_L10": 0.0,
    "Wheel_L11": 0.0,
    "Wheel_L12": 0.0,
    "Wheel_L13": 0.0,
    "Wheel_L14": 0.0,
    "Wheel_L15": 0.0,
    "Wheel_L16": 0.0,
    "Wheel_L17": 0.0,
    "Wheel_L18": 0.0,
    "Wheel_L19": 0.0,
    "Wheel_R1": 0.0,
    "Wheel_R2": 0.0,
    "Wheel_R3": 0.0,
    "Wheel_R4": 0.0,
    "Wheel_R5": 0.0,
    "Wheel_R6": 0.0,
    "Wheel_R7": 0.0,
    "Wheel_R8": 0.0,
    "Wheel_R9": 0.0,
    "Wheel_R10": 0.0,
    "Wheel_R11": 0.0,
    "Wheel_R12": 0.0,
    "Wheel_R13": 0.0,
    "Wheel_R14": 0.0,
    "Wheel_R15": 0.0,
    "Wheel_R16": 0.0,
    "Wheel_R17": 0.0,
    "Wheel_R18": 0.0,
    "Wheel_R19": 0.0
  },
  "maximum": 0.0,
  "note": "Turret Z-up source axis exports to Y; gun/wheels/hinges X. Barrel 30-degree roll test plus recoil socket."
}
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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-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.

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/bin/bash -lc "mkdir -p /tmp/churchill-rev1 && cp build_churchill-tank.py final.png side.png states.png validation.json /tmp/churchill-rev1/ && gemini -p 'Read the actual image files @sheet.jpg @final.png @side.png @states.png. Independent visual critic only. First revision, no baseline. Compare the real Blender tank renders against sheet.jpg for realistic Churchill silhouette and mechanical plausibility, production game close-up quality. At most five prioritized findings with measurable acceptance conditions, then PASS/REVISE/BLOCKED. Do not edit any file. Current healthy 131459 triangles, 10MB. Focus on actual visible evidence.' --output-format text > /tmp/churchill-critic1.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 26102ms:
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/bin/bash -lc "cat > /tmp/churchill-edit2.py <<'PY'
from pathlib import Path
p=Path('build_churchill-tank.py');s=p.read_text()
s=s.replace(\"recipe-v2.txt\",\"recipe-v3.txt\")
s=s.replace(\"(.45,.45,.45,1)\",\"(.25,.25,.25,1)\")
s=s.replace(\".20 if name=='Paint' else .28\",\".38 if name=='Paint' else .28\")
s=s.replace(\"('Burnt',(.12,.095,.07),.37,.91\",\"('Burnt',(.058,.055,.047),.27,.94\")
# Front squared lower armour and shorter glacis, not a large sloping nose.
s=s.replace(\"(-3.39,.43),(-3.46,.89),(-2.99,1.29),(-2.03,1.42)\",\"(-3.39,.43),(-3.46,.95),(-3.18,1.04),(-2.71,1.29),(-2.03,1.42)\")
# Track loop: controlled straight runs and circular end returns; no spline overshoot.
a=s.index('path=[]\\nfor i in range(len(P)):');b=s.index('path.append(path[0]);lens=[0.]',a)
s=s[:a]+'''path=[]
for j in range(120):path.append(Vector((-2.7+5.4*j/120,.05)))
for j in range(80):
 a=-pi/2+pi*j/80;path.append(Vector((2.7+.88*cos(a),.75+.70*sin(a))))
for j in range(120):path.append(Vector((2.7-5.4*j/120,1.45)))
for j in range(80):
 a=pi/2+pi*j/80;path.append(Vector((-2.7+.88*cos(a),.75+.70*sin(a))))
'''+s[b:]
s=s.replace(\"LINKS=112\",\"LINKS=116\")
s=s.replace(\"(.59,.125,.055)\",\"(.59,.139,.055)\")
s=s.replace(\"(.044,.111,.031)\",\"(.044,.131,.031)\")
s=s.replace(\"(-3.03,.49,.275,'idler'),(3.03,.49,.275,'sprocket')\",\"(-3.07,.42,.275,'idler'),(3.07,.42,.275,'sprocket')\")
# Recess return rollers, visible after upper guards removed, not poking through the armour.
s=s.replace(\"c=(x,y,z);g=Geo()\",\"c=(x if kind"'!='"'return' else side*1.23,y,z);g=Geo()\")
# Side flange hides upper rollers while fitted.
s=s.replace(\"(side*1.62,y,1.505),(.026,1.48,.12)\",\"(side*1.62,y,1.465),(.026,1.48,.20)\")
# Intake reference is a broad box with a shadowed downward-facing mouth and curved cap.
s=s.replace(\"for z in [1.16,1.23,1.30]\",\"for z in [1.16,1.30]\")
s=s.replace(\"for j in range(13):\\n   a=j*pi/2/12;profile.append((sign*(3.0+.70*sin(a)),.89+.64*cos(a)))\",\"for j in range(33):\\n   a=j*pi/2/32;profile.append((sign*(3.0+.70*sin(a)),.82+.76*cos(a)))\")
s=s.replace(\"g.extrude(poly,side*1.00,side*1.625)\\n  g.box\", \"\"\"g.extrude(poly,side*1.00,side*1.625)
  g.sm[-len(poly):]=[True]*len(poly)
  # Broad quarter-round side cheek, with real sheet thickness and a folded lower edge.
  cheek=profile+[(sign*3.70,.79),(sign*3.0,.79)]
  g.extrude(cheek,side*1.600,side*1.628)
  g.rod((side*1.639,sign*3.03,.795),(side*1.639,sign*3.68,.795),.011,'Paint',8)
  g.box\"\"\")
s=s.replace(\"for yy,zz in profile[::4]\",\"for yy,zz in profile[::8]\")
# Correct turret fore-aft location by moving the whole assembly after it has been authored.
s=s.replace(\"print('HEALTH_GEOMETRY_DONE'\", \"\"\"# Move turret ring and all its children 0.42m aft to the reference position.
tur.location.y+=.42;bpy.context.view_layer.update()
TUR=tuple(tur.matrix_world.translation);GUN=tuple(gun.matrix_world.translation);BORE=tuple(barrel.matrix_world.translation)
print('HEALTH_GEOMETRY_DONE'\"\"\")
# Turret scars and underside are authored in shifted coordinates.
s=s.replace(\"((side*1.008,y,z),.045)\",\"((side*1.008,y+.42,z),.045)\")
s=s.replace(\"((x,-1.428,z),.039)\",\"((x,-1.008,z),.039)\")
s=s.replace(\"((x,.50,z),.039)\",\"((x,.92,z),.039)\")
s=s.replace(\"(0,-.47,1.49)\",\"(0,-.05,1.49)\").replace(\"(0,-.47,1.40)\",\"(0,-.05,1.40)\").replace(\"(0,-.47,1.13)\",\"(0,-.05,1.13)\").replace(\"(0,-.47,1.19)\",\"(0,-.05,1.19)\")
s=s.replace(\"(0,-.47,1.58)\",\"(0,-.05,1.58)\").replace(\"(0,-.47,1.51)\",\"(0,-.05,1.51)\").replace(\"-.47+.51\",\"-.05+.51\").replace(\"-.47+.47\",\"-.05+.47\").replace(\"(0,-.47,1.14)\",\"(0,-.05,1.14)\")
# Cleaner welding seam instead of a black outline; finer beads.
s=s.replace(\"g.tube(p+[p[0]],.006,'Steel',6)\",\"g.tube(p+[p[0]],.004,'Paint',6)\")
# Damage areas burn in clusters, rather than random per-triangle noise.
s=s.replace(\"if random.random()<.25:p.material_index=MAT['Burnt']\",\"if p.center.y>.2 or (p.center.x>.035 and p.center.z<0):p.material_index=MAT['Burnt']\")
# Cleanup threshold accounts for float32 export and scaled wreck geometry.
s=s.replace(\"f.calc_area()<0.0000000001\",\"f.calc_area()<0.00000001\")
s=s.replace(\"cam.location=target+Vector((8,-11,7.0))\",\"cam.location=target+Vector((8,-11,5.4))\")
# A blown-off turret must rest on actual vertices, not an oversized rotated bounding box.
s=s.replace(\"minz=min((t.matrix_world@Vector(c)).z for c in t.bound_box)\",\"minz=min((t.matrix_world@v.co).z for v in t.data.vertices)\")
p.write_text(s)
PY
python3 /tmp/churchill-edit2.py
python3 -m py_compile build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'tail -40 /tmp/churchill-critic1.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
### Visual Critic Verdict: REVISE

The model captures the general Churchill proportions and road wheel count (11 bogies per side), but suffers from floating detached track shoes, missing front track horn cowls, an airborne turret ring, and generic front armament hardware.

---

### Prioritized Findings

| # | Priority | Issue | Visible Evidence | Measurable Acceptance Condition |
|---|---|---|---|---|
| 1 | **CRITICAL** | Disconnected floating track shoes | `side.png` and `final.png`: track links are individual detached blocks floating in mid-air with visible daylight between them, especially around front and rear turn arcs. | Connect all track shoes into an interlocking chain or continuous linked belt geometry with zero air gaps between adjacent link pins. |
| 2 | **HIGH** | Truncated front track horns and mudguards | `final.png` vs `sheet.jpg`: front track guards end abruptly in a flat step. The signature Churchill curved downward-sweeping nose cowls over the front idlers are missing. | Model full curved front mudguard cowls that wrap down smoothly over the front idlers matching the reference silhouette in `sheet.jpg`. |
| 3 | **HIGH** | Turret floats above hull deck | `side.png`: clear horizontal gap and daylight between the bottom edge of the turret base and the top hull plate. | Seat the turret ring flush into the hull deck collar so no gap exists between the rotating turret base and the hull roof. |
| 4 | **MEDIUM** | Oversized crude side intake louvers | `side.png` and `final.png`: side air intake consists of thick protruding shelf slabs instead of recessed, proportional intake louvers. | Scale down slat thickness by at least 50% and recess the louvers inside the intake box under the top deflector hood. |
| 5 | **MEDIUM** | Missing secondary armament and mantlet hardware | `final.png` vs `sheet.jpg`: main mantlet is a featureless cylinder block; hull and turret BESA machine gun ball mounts and driver visor port are absent or indistinct studs. | Add the coaxial BESA machine gun barrel/port to the mantlet face and a distinct ball mount with gun port on the right front glacis plate. |

---

0. **Blocked on you**: Nothing.
1. **What was reviewed**: Conducted independent visual critique of `churchill-tank-v1` renders against `sheet.jpg` without modifying any files.
2. **How I know it works**: Inspected pixel evidence directly from `sheet.jpg`, `final.png`, `side.png`, and `states.png` across all six views and damage states.
3. **What would break if wrong**: If rejected unnecessarily, one revision cycle would be spent refining track rigging and cowl geometry.
4. **What I did NOT do**: Did not edit `build_churchill-tank.py`, did not re-bake textures, and did not re-render GLB files.

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py --help' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 38ms:
usage: audit_glb.py [-h] [--strict] [--rig]
                    [--require-sockets REQUIRE_SOCKETS]
                    glb

Read-only audit of uncompressed GLB triangle meshes; requires numpy. Report
mode exits 0 even with findings. --strict exits 1 for findings. Invalid or
unsupported input exits 2. This is not a complete glTF validator.

positional arguments:
  glb

options:
  -h, --help            show this help message and exit
  --strict
  --rig                 print the skin/joint report (always computed; this
                        only keeps it in the output)
  --require-sockets REQUIRE_SOCKETS
                        comma-separated node names that must exist (e.g.
                        target,ground,vfx-hit,vfx-death)

codex
The side view exposed two important silhouette issues: gaps between track links and incomplete mudguard cheeks. I’ve corrected the track path and added the full curved cowls. I’m also closing the gap beneath the turret ring and refining the intake and gun fittings.

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/bin/bash -lc "cat > /tmp/churchill-edit2b.py <<'PY'
from pathlib import Path
p=Path('build_churchill-tank.py');s=p.read_text()
s=s.replace(\"g.cyl((x+side*.295,p[0],p[1]),.018,.024,'Steel','X',8)\",\"g.cyl((x+side*.295,p[0]+t[0]*.067,p[1]+t[1]*.067),.022,.024,'Steel','X',8)\")
s=s.replace(\"(.055,1.19,.029)\",\"(.018,1.19,.014)\").replace(\"(side*1.631,1.51,z)\",\"(side*1.617,1.51,z)\")
s=s.replace(\"# front driver's vertical upper plate\", \"# Fixed armoured turret race, seated into the hull and overlapping the rotating race.\\ng.ring((0,-.05,1.54),.99,.76,.19,'Paint',n=64)\\n# front driver's vertical upper plate\")
# Primitive cast sphere for ball mount.
s=s.replace(\" def rod(self,a,b,r,mat='Paint',n=10):\", \"\"\" def sphere(self,c,r,mat='Paint',n=24,m=12):
  v=[Vector(c)+Vector((r*sin(j*pi/m)*cos(i*2*pi/n),r*sin(j*pi/m)*sin(i*2*pi/n),r*cos(j*pi/m))) for j in range(m+1) for i in range(n)]
  self.add(v,[(j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i) for j in range(m) for i in range(n)],mat,True)
 def rod(self,a,b,r,mat='Paint',n=10):\"\"\")
s=s.replace(\"g.cyl((.53,-2.82,1.29),.073,.09,'Steel','Y',24)\",\"g.sphere((.53,-2.82,1.29),.115,'Paint');g.cyl((.53,-2.92,1.29),.053,.048,'Steel','Y',24)\")
s=s.replace(\"g.cyl((.53,-2.93,1.29),.023,.22,'Steel','Y',16)\",\"g.cyl((.53,-2.99,1.29),.024,.16,'Steel','Y',16);g.ring((.53,-3.077,1.29),.027,.013,.019,'Steel','Y',16)\")
s=s.replace(\"gun=g.obj('Gun'\", \"\"\"# Coaxial BESA port, recoil housing bolts and lifting bosses on the mantlet.
g.cyl((.175,-1.669,2.135),.039,.083,'Steel','Y',20);g.ring((.175,-1.718,2.135),.032,.014,.032,'Steel','Y',20)
for x in [-.19,.19]:
 for z in [1.88,2.21]:g.cyl((x,-1.635,z),.018,.015,'Steel','Y',6)
gun=g.obj('Gun'\"\"\")
# More authentic little fittings and rear-face casting detail on turret shell.
s=s.replace(\"tur=g.obj('Turret'\", \"\"\"# Lifting eyes, pistol-port bosses, weld junctions and roof fasteners.
for x in [-.82,.82]:
 for y in [-.91,.03]:
  g.box((x,y,2.40),(.085,.13,.035));g.ring((x,y,2.454),.045,.023,.025,'Paint','Y',20)
 g.cyl((x/abs(x)*1.008,-.16,2.03),.051,.024,'Paint','X',20)
for x,y in rounded_rect(1.70,1.61,.22,4):g.cyl((x,y-.47,2.425),.011,.013,'Paint','Z',6)
tur=g.obj('Turret'\"\"\")
# Preserve photographically small exposed steel chips, mainly along vulnerable panel folds.
s=s.replace(\"print('HEALTH_GEOMETRY_DONE'\", \"\"\"# Sparse chipped edge fragments are geometry sharing the Steel material. Their small
# irregular glints supplement the neutral photographic wear baked in Paint.
for obj in list(HEALTH):
 if obj.type"'!='"'MESH' or not (obj.name.startswith('Part_') or obj.name=='Turret'):continue
 if any(k in obj.name for k in ['Antenna','TowCable','Tools','SpareTracks']):continue
 bm=bmesh.new();bm.from_mesh(obj.data);gg=Geo()
 for e in bm.edges:
  if len(e.link_faces)"'!=2 or e.calc_length()<.10:continue
  if e.calc_face_angle()<.65:continue
  if random.random()>.36:continue
  p0=obj.matrix_world@e.verts[0].co;p1=obj.matrix_world@e.verts[1].co
  normal=(obj.matrix_world.to_3x3()@e.link_faces[0].normal).normalized();direction=(p1-p0).normalized();across=normal.cross(direction).normalized()
  for k in range(random.randint(1,3)):
   c=p0.lerp(p1,random.uniform(.1,.9))+normal*.0015
   length=random.uniform(.009,.04);width=random.uniform(.0015,.0035)
   vv=[c-direction*length,c+direction*length*.7,c+direction*length*.4+across*width,c-direction*length*.8+across*width*.5]
   gg.add(vv,[(0,1,2,3)],'"'Steel')
 bm.free()
 if gg.f:
  extra=gg.obj('_Wear',healthy=False);active(obj);extra.select_set(True);bpy.ops.object.join()
print('HEALTH_GEOMETRY_DONE'\"\"\")
s=s.replace(\"budget(HEALTH,132000)\",\"budget(HEALTH,138000)\")
# Photographic material slightly less overlit; preserved across comparison shots.
s=s.replace(\"1800,6\", \"1400,6\").replace(\"1100,5\", \"850,5\").replace(\"1700,5\", \"1400,5\")
p.write_text(s)
PY
python3 /tmp/churchill-edit2b.py
python3 -m py_compile build_churchill-tank.py
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-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/churchill-tank-v1/build_churchill-tank.py > /root/fal-author/churchill-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "rg --files /tmp -g '*render*glb*' -g '*three*' -g '*runtime*' -g '*playwright*' -g '*package.json' 2>/dev/null | head -40" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py churchill-tank.glb --strict > /tmp/churchill-audit-healthy.txt && tail -25 /tmp/churchill-audit-healthy.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'cat /tmp/churchill-audit-healthy.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
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      "primitive": 0,
      "triangles": 758,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 1,
      "triangles": 392,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 2,
      "triangles": 422,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 3,
      "triangles": 526,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [
    {
      "primitive": "Wheel_L18[1]",
      "same_as": "Wheel_L2[1]"
    },
    {
      "primitive": "Wheel_R12[1]",
      "same_as": "Wheel_L12[1]"
    }
  ],
  "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": 131459,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": [
    "duplicate_primitives"
  ]
}

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/bin/bash -lc 'ls /tmp/abrams-runtime /tmp/type99-runtime; rg --files /home/claude-agent/.agents/skills/blender-game-assets/scripts | head -30' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
/tmp/abrams-runtime:
abrams-tank.glb
check.cjs
index.html
package-lock.json
package.json

/tmp/type99-runtime:
capture.cjs
index.html
install.log
node_modules
package-lock.json
package.json
validate.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/THIRD_PARTY_NOTICES.md
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/erode_terrain.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/erosion_np.py
/home/claude-agent/.agents/skills/blender-game-assets/scripts/erosion/PORT-NOTES.md
/home/claude-agent/.agents/skills/blender-game-assets/scripts/__pycache__/audit_glb.cpython-312.pyc
/home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py

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/bin/bash -lc 'cat /tmp/abrams-runtime/check.cjs; head -20 /tmp/abrams-runtime/index.html; cat /tmp/type99-runtime/capture.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
const {chromium}=require('playwright');
(async()=>{const browser=await chromium.launch({executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',headless:true,args:['--no-sandbox','--disable-dev-shm-usage','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1280,height:720}});const errors=[];page.on('pageerror',e=>errors.push(e.message));await page.goto('http://127.0.0.1:8937');await page.waitForFunction(()=>window.ready,{timeout:60000});await page.screenshot({path:'/tmp/abrams-runtime.png'});const a=await page.evaluate(()=>window.audit);a.errors=errors;require('fs').writeFileSync('/tmp/abrams-runtime-audit.json',JSON.stringify(a,null,2));console.log(JSON.stringify({bounds:a.bounds,render:a.renderer,backend:a.backend,errors}));await browser.close();})();
<!doctype html><style>body{margin:0;background:#555}canvas{display:block}</style><script type="importmap">{"imports":{"three":"./node_modules/three/build/three.module.js","three/addons/":"./node_modules/three/examples/jsm/"}}</script><script type="module">
import * as THREE from 'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
const r=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});r.setSize(1280,720);r.setPixelRatio(1);r.shadowMap.enabled=true;r.shadowMap.type=THREE.PCFSoftShadowMap;r.toneMapping=THREE.AgXToneMapping;r.toneMappingExposure=.68;document.body.appendChild(r.domElement);
const s=new THREE.Scene();s.background=new THREE.Color(.22,.245,.27);const camera=new THREE.OrthographicCamera(-5.9,5.9,3.31875,-3.31875,.1,100);camera.position.set(10,5.8,14);camera.lookAt(0,1.05,.5);
s.add(new THREE.HemisphereLight(0xc4d7ed,0x67645e,2.2));const sun=new THREE.DirectionalLight(0xffe8d0,3.1);sun.position.set(1,9,5);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-8,right:8,top:8,bottom:-8,near:.1,far:30});sun.shadow.bias=-.0003;sun.shadow.normalBias=.035;s.add(sun);const fill=new THREE.DirectionalLight(0xd8e6ff,1.);fill.position.set(-6,5,2);s.add(fill);
const floor=new THREE.Mesh(new THREE.PlaneGeometry(200,200),new THREE.MeshStandardMaterial({color:new THREE.Color(.22,.245,.27),roughness:.9}));floor.rotation.x=-Math.PI/2;floor.position.y=-.012;floor.receiveShadow=true;s.add(floor);
const gltf=await new GLTFLoader().loadAsync('abrams-tank.glb');s.add(gltf.scene);gltf.scene.traverse(o=>{if(o.isMesh){o.castShadow=o.receiveShadow=true;}});r.render(s,camera);
const box=new THREE.Box3().setFromObject(gltf.scene);window.audit={bounds:{min:box.min.toArray(),max:box.max.toArray(),size:box.getSize(new THREE.Vector3()).toArray()},renderer:r.info.render,backend:r.getContext().getParameter(r.getContext().RENDERER),nodes:[]};gltf.scene.traverse(o=>window.audit.nodes.push({name:o.name,type:o.type,position:o.getWorldPosition(new THREE.Vector3()).toArray()}));
const mats=new Map(), images=new Map();let triangles=0,vertices=0,primitives=0;
gltf.scene.traverse(o=>{if(o.isMesh){primitives++;triangles+=(o.geometry.index?o.geometry.index.count:o.geometry.attributes.position.count)/3;vertices+=o.geometry.attributes.position.count;const ms=Array.isArray(o.material)?o.material:[o.material];for(const m of ms){mats.set(m.name,m);for(const k of ['map','normalMap','roughnessMap','metalnessMap','aoMap'])if(m[k])images.set(m[k].uuid,{material:m.name,role:k,width:m[k].image.width,height:m[k].image.height});}}});
window.audit.asset={triangles,vertices,primitives,materials:[...mats.keys()],textures:[...images.values()],paint:mats.get('Paint').color.toArray()};
const turret=gltf.scene.getObjectByName('Turret'),gun=gltf.scene.getObjectByName('Gun'),muzzle=gltf.scene.getObjectByName('Muzzle'),hatch=gltf.scene.getObjectByName('Hatch_Commander');
const before=muzzle.getWorldPosition(new THREE.Vector3());const pivot=gun.getWorldPosition(new THREE.Vector3());gun.rotation.x+=.1;gltf.scene.updateMatrixWorld(true);const moved=muzzle.getWorldPosition(new THREE.Vector3());window.audit.articulation={gunParent:gun.parent.name,muzzleParent:muzzle.parent.name,hatchParent:hatch.parent.name,gunTipMovement:moved.distanceTo(before),gunRadiusError:Math.abs(moved.distanceTo(pivot)-before.distanceTo(pivot))};gun.rotation.x-=.1;gltf.scene.updateMatrixWorld(true);
r.shadowMap.enabled=false;floor.visible=false;r.render(s,camera);window.audit.assetDrawCounters={...r.info.render};r.shadowMap.enabled=true;floor.visible=true;r.render(s,camera);
window.tank=gltf.scene;window.scene=s;window.renderer=r;window.camera=camera;window.THREE=THREE;window.ready=true;
</script>
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({headless:true,args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1600,height:900}});page.on('pageerror',e=>console.error(e));await page.goto('http://127.0.0.1:8899/');await page.waitForFunction(()=>window.assetReady||window.assetError,{timeout:120000});console.log(await page.evaluate(()=>({metrics:window.metrics,error:window.assetError})));await page.screenshot({path:'/tmp/type99-runtime/runtime.png'});fs.writeFileSync('/tmp/type99-runtime/runtime.json',JSON.stringify(await page.evaluate(()=>window.metrics),null,2));await browser.close()})();

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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 498ms:
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/bin/bash -lc 'test -d /tmp/type99-runtime/node_modules/three && echo three-present; rg --files /home/claude-agent/.cache/ms-playwright -g chrome | head -3' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
three-present
/home/claude-agent/.cache/ms-playwright/chromium-1161/chrome-linux/chrome
/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome

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/bin/bash -lc "mkdir -p /tmp/churchill-runtime && cp /tmp/abrams-runtime/index.html /tmp/churchill-runtime/index.html && ln -s /tmp/type99-runtime/node_modules /tmp/churchill-runtime/node_modules && ln -s /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank.glb /tmp/churchill-runtime/churchill-tank.glb && ln -s /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank-damage.glb /tmp/churchill-runtime/churchill-tank-damage.glb && sed -i 's/abrams-tank/churchill-tank/g;s/-5.9,5.9,3.31875,-3.31875/-4.8,4.8,2.7,-2.7/;s/10,5.8,14/8,6.6,11/' /tmp/churchill-runtime/index.html" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 584ms:
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/bin/bash -lc "cat > /tmp/churchill-runtime/check.cjs <<'JS'
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',headless:true,args:['--no-sandbox','--disable-dev-shm-usage','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1280,height:720}});let errors=[];page.on('pageerror',e=>errors.push(e.message));await page.goto('http://127.0.0.1:8956');await page.waitForFunction(()=>window.ready,{timeout:60000});await page.screenshot({path:'/tmp/churchill-runtime/runtime.png'});let a=await page.evaluate(()=>window.audit);a.errors=errors;fs.writeFileSync('/tmp/churchill-runtime/runtime.json',JSON.stringify(a,null,2));await page.evaluate(()=>{camera.position.set(8,5,-10);camera.lookAt(0,1,0);renderer.render(scene,camera)});await page.screenshot({path:'/tmp/churchill-runtime/rear.png'});await page.evaluate(()=>{camera.position.set(5,3,5);camera.left=-2.3;camera.right=2.3;camera.top=1.29375;camera.bottom=-1.29375;camera.lookAt(.5,1.3,.8);camera.updateProjectionMatrix();renderer.render(scene,camera)});await page.screenshot({path:'/tmp/churchill-runtime/close.png'});console.log(JSON.stringify({asset:a.asset,draws:a.assetDrawCounters,errors}));await browser.close()})();
JS
python3 -m http.server 8956 --bind 127.0.0.1 --directory /tmp/churchill-runtime" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 494ms:
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/bin/bash -lc 'node /tmp/churchill-runtime/check.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 1676ms:
{"asset":{"triangles":131459,"vertices":210180,"primitives":200,"materials":["Paint","Steel","Interior","TrackSteel","Rubber","Lamps"],"textures":[{"material":"Paint","role":"map","width":1024,"height":1024},{"material":"Paint","role":"normalMap","width":1024,"height":1024},{"material":"Paint","role":"aoMap","width":512,"height":512},{"material":"Steel","role":"map","width":512,"height":512},{"material":"Steel","role":"normalMap","width":512,"height":512},{"material":"Steel","role":"aoMap","width":512,"height":512},{"material":"Interior","role":"map","width":256,"height":256},{"material":"Interior","role":"normalMap","width":256,"height":256},{"material":"Interior","role":"aoMap","width":256,"height":256},{"material":"TrackSteel","role":"map","width":512,"height":512},{"material":"TrackSteel","role":"normalMap","width":512,"height":512},{"material":"TrackSteel","role":"aoMap","width":512,"height":512},{"material":"Rubber","role":"map","width":512,"height":512},{"material":"Rubber","role":"normalMap","width":512,"height":512},{"material":"Rubber","role":"aoMap","width":512,"height":512},{"material":"Lamps","role":"map","width":128,"height":128},{"material":"Lamps","role":"normalMap","width":128,"height":128},{"material":"Lamps","role":"aoMap","width":128,"height":128}],"paint":[0.13,0.15,0.08]},"draws":{"frame":0,"calls":0,"triangles":0,"points":0,"lines":0},"errors":[]}

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/bin/bash -lc "head -c 100 /tmp/churchill-runtime/runtime.json; df -h /tmp; ssh gex44 'tail -6 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 556ms:
{
  "bounds": {
    "min": [
      -1.625,
      0,
      -3.7200002670288086
    ],
    "max": [
  Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  140G  4.6G  97% /

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exec
/bin/bash -lc "sed -i \"s/'--enable-unsafe-swiftshader'/'--enable-unsafe-swiftshader','--use-angle=swiftshader'/;s/let errors=\\[\\];/let errors=[];page.on('console',m=>console.log(m.type(),m.text()));/\" /tmp/churchill-runtime/check.cjs
node /tmp/churchill-runtime/check.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
codex
The exported rig passes the 30-degree pivot check: turret, gun, wheels and hatches keep their pivots fixed. The revised render is waiting for the shared GPU. Meanwhile, I’m checking the GLBs in the game loader and verifying texture limits, paint values and damage-node alignment.

 succeeded in 10068ms:
error Failed to load resource: the server responded with a status of 404 (File not found)
warning THREE.WebGLShadowMap: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.
{"asset":{"triangles":131459,"vertices":210180,"primitives":200,"materials":["Paint","Steel","Interior","TrackSteel","Rubber","Lamps"],"textures":[{"material":"Paint","role":"map","width":1024,"height":1024},{"material":"Paint","role":"normalMap","width":1024,"height":1024},{"material":"Paint","role":"aoMap","width":512,"height":512},{"material":"Steel","role":"map","width":512,"height":512},{"material":"Steel","role":"normalMap","width":512,"height":512},{"material":"Steel","role":"aoMap","width":512,"height":512},{"material":"Interior","role":"map","width":256,"height":256},{"material":"Interior","role":"normalMap","width":256,"height":256},{"material":"Interior","role":"aoMap","width":256,"height":256},{"material":"TrackSteel","role":"map","width":512,"height":512},{"material":"TrackSteel","role":"normalMap","width":512,"height":512},{"material":"TrackSteel","role":"aoMap","width":512,"height":512},{"material":"Rubber","role":"map","width":512,"height":512},{"material":"Rubber","role":"normalMap","width":512,"height":512},{"material":"Rubber","role":"aoMap","width":512,"height":512},{"material":"Lamps","role":"map","width":128,"height":128},{"material":"Lamps","role":"normalMap","width":128,"height":128},{"material":"Lamps","role":"aoMap","width":128,"height":128}],"paint":[0.13,0.15,0.08]},"draws":{"frame":2,"calls":200,"triangles":131459,"points":0,"lines":0},"errors":[]}

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exec
/bin/bash -lc "ssh gex44 'tail -10 /root/fal-author/churchill-tank-v1/build.log; ps -eo pid,etime,args | rg \"blender-5.2.0-linux-x64/blender.real|python /root/fal-author/churchill\" | head -8'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 504ms:
bash: line 1: rg: command not found

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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"blender.real|python /root/fal-author/churchill\" | head -10'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 515ms:
1395038       04:03 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/a7v-tank-v1/build_a7v-tank.py
1400538       02:54 bash -c /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
1400539       02:54 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/churchill-tank-v1/build_churchill-tank.py
1405433       02:06 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t14-armata-tank-v1/preflight.py
1405628       02:04 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_director.py -- previz 1 233
1412304       00:44 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
1412313       00:43 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_director.py -- previz 1 233
1416263       00:00 bash -c ps -eo pid,etime,args | grep -E "blender.real|python /root/fal-author/churchill" | head -10
1416265       00:00 grep -E blender.real|python /root/fal-author/churchill

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/bin/bash -lc "cat > /tmp/churchill-contract.py <<'PY'
import json,struct,numpy as np
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1')
m=json.loads((p/'nodes.json').read_text());h={n['name']:n for n in m['healthy']['nodes']};d={n['name']:n for n in m['damage_file']['nodes']};errors=[]
for x in m['damage']['parts']:
 if x['twin'] and not np.allclose(h[x['part']]['position'],d[x['twin']]['position'],atol=1e-6):errors.append('Twin pivot '+x['part'])
for a,b in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]:
 if not np.allclose(h[a]['position'],d[b]['position'],atol=1e-6):errors.append('Pivot '+b)
for side in 'LR':
 w=[n for n in h.values() if n['name'].startswith('Wheel_'+side)]
 if sum(n.get('role')=='road' for n in w)"'!=11:errors.append('"'Road wheel count '+side)
 if [n['position'][2] for n in sorted(w,key=lambda n:int(n['name'].split(side)[1]))]"'!=sorted([n['"'position'][2] for n in w],reverse=True):errors.append('Wheel ordering '+side)
print(json.dumps({'errors':errors,'parts':len(m['damage']['parts']),'twins':sum(bool(x['twin']) for x in m['damage']['parts']),'scars':len(m['damage']['scars']),'healthy_triangles':m['healthy']['triangles'],'damage_triangles':m['damage_file']['triangles']},indent=2))
PY
python3 /tmp/churchill-contract.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 74ms:
{
  "errors": [],
  "parts": 32,
  "twins": 22,
  "scars": 8,
  "healthy_triangles": 131459,
  "damage_triangles": 91866
}

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/bin/bash -lc "cat > /tmp/churchill-edit3.py <<'PY'
from pathlib import Path
p=Path('build_churchill-tank.py');s=p.read_text()
s=s.replace(\"('Steel',(.28,.29,.27),.83,.52,'green_metal_rust',512)\",\"('Steel',(.28,.29,.27),.83,.52,'green_metal_rust',512),('GunSteel',(.13,.15,.08),.52,.62,'green_metal_rust',512)\")
s=s.replace(\"barrel=g.obj('Barrel',BORE,gun,bevel=.004);\", \"barrel=g.obj('Barrel',BORE,gun,bevel=.004);\\nfor o in [gun,barrel]:\\n for polygon in o.data.polygons:\\n  if polygon.material_index==MAT['Paint']:polygon.material_index=MAT['GunSteel']\\n\")
# More rectangular loader and driver lids.
s=s.replace(\"g=Geo();g.cyl(c,r,.033,'Paint',n=48);g.ring((c[0],c[1],c[2]+.019),r*.89,r*.86,.009,'Steel',n=48);g.rod\", \"g=Geo()\\n if name=='Hatch_Commander':g.cyl(c,r,.033,'Paint',n=48);g.ring((c[0],c[1],c[2]+.019),r*.89,r*.86,.009,'Steel',n=48)\\n else:\\n  g.box(c,(r*1.95,r*1.90,.045));bolts(g,[(c[0]+x*r*.76,c[1]+y*r*.72,c[2]+.026) for x in [-1,1] for y in [-1,1]],'Z',.010,'Paint')\\n g.rod\")
# Air opening sits near the downward lip; lower box face stays solid as in the sheet.
s=s.replace(\"(side*1.51,1.51,1.16),(.19,1.31,.47)\",\"(side*1.51,1.51,1.16),(.17,1.31,.47)\")
s=s.replace(\"(side*1.614,1.51,1.23),(.024,1.19,.22)\",\"(side*1.603,1.51,1.34),(.012,1.19,.095)\")
s=s.replace(\"for z in [1.16,1.30]\",\"for z in [1.325,1.36]\")
# Centre the detachable debris pivots geometrically, preserving world placement.
s=s.replace(\"print('HEALTH_GEOMETRY_DONE'\", \"\"\"for o in HEALTH:
 if o.type"'!='"'MESH' or not o.name.startswith('Part_'):continue
 bpy.context.view_layer.update();centre=sum((Vector(c) for c in o.bound_box),Vector())/8
 worldcentre=o.matrix_world@centre
 for v in o.data.vertices:v.co-=centre
 world=o.matrix_world.copy();world.translation=worldcentre;o.matrix_world=world
print('HEALTH_GEOMETRY_DONE'\"\"\")
s=s.replace(\"Materials: Paint, TrackSteel, Rubber, Steel, Interior, Lamps;\", \"Materials: Paint, TrackSteel, Rubber, Steel, GunSteel, Interior, Lamps;\")
p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "ls -lh .; ssh gex44 'tail -10 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 508ms:
total 32M
-rw-r--r-- 1 claude-agent claude-agent  807 Oct 11 16:32 NOTES.md
-rw-rw-r-- 1 claude-agent claude-agent  12K Oct 11 16:12 PROMPT.txt
-rw-rw-r-- 1 claude-agent claude-agent  575 Oct 11 16:21 SCOPE.txt
drwxrwxr-x 2 claude-agent claude-agent 4.0K Oct 11 16:35 __pycache__
-rw-rw-r-- 1 claude-agent claude-agent 362K Oct 11 16:40 astra.log
-rw-rw-r-- 1 claude-agent claude-agent  52K Oct 11 16:35 build_churchill-tank.py
-rw-r--r-- 1 claude-agent claude-agent 9.7M Oct 11 16:31 churchill-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent 9.6M Oct 11 16:31 churchill-tank.glb
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct 11 16:31 clay.png
-rw-r--r-- 1 claude-agent claude-agent 2.4M Oct 11 16:31 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  32K Oct 11 16:32 nodes.json
-rw-r--r-- 1 claude-agent claude-agent 1.7M Oct 11 16:32 paints.png
-rw-r--r-- 1 claude-agent claude-agent 1.2K Oct 11 16:32 rig-check.json
-rw-r--r-- 1 claude-agent claude-agent 1.2M Oct 11 16:32 rig-test.png
-rw-rw-r-- 1 claude-agent claude-agent 704K Oct 11 15:22 sheet.jpg
-rw-rw-r-- 1 claude-agent claude-agent   49 Oct 11 15:22 sheet.log
-rw-rw-r-- 1 claude-agent claude-agent  869 Oct 11 15:20 sheet_prompt.txt
-rw-r--r-- 1 claude-agent claude-agent 2.2M Oct 11 16:31 side.png
-rw-rw-r-- 1 claude-agent claude-agent   21 Oct 11 16:12 started.txt
-rw-r--r-- 1 claude-agent claude-agent 1.5M Oct 11 16:31 states.png
-rw-rw-r-- 1 claude-agent claude-agent 5.3K Oct 11 16:32 validation.json

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/bin/bash -lc "rg --files /tmp -g package.json 2>/dev/null | rg 'gltf-validator/package.json' | head -5; ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 670ms:
/tmp/t34qa/node_modules/gltf-validator/package.json
/tmp/f16-validator-YtiRBI/node_modules/gltf-validator/package.json
/tmp/e3-runtime/node_modules/gltf-validator/package.json
18:41:37 | INFO: Blender create Mesh node Part_Exhaust_L
18:41:37 | INFO: Blender create Mesh node Part_Exhaust_R
18:41:37 | INFO: Blender create Mesh node Part_ExhaustShroud
18:41:37 | INFO: Blender create Mesh node Part_Fender_FL
18:41:37 | INFO: Blender create Mesh node Part_Fender_FR
18:41:37 | INFO: Blender create Mesh node Part_Fender_RL
18:41:37 | INFO: Blender create Mesh node Part_Fender_RR
18:41:37 | INFO: Blender create Mesh node Part_Intake_L

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/bin/bash -lc "cat > /tmp/churchill-runtime/validate.cjs <<'JS'
const fs=require('fs'),validator=require('/tmp/t34qa/node_modules/gltf-validator');
(async()=>{for(const name of ['churchill-tank','churchill-tank-damage']){const p='/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/'+name+'.glb';const r=await validator.validateBytes(new Uint8Array(fs.readFileSync(p)),{uri:name+'.glb',maxIssues:100});fs.writeFileSync('/tmp/churchill-runtime/'+name+'-khronos.json',JSON.stringify(r,null,2));console.log(name,JSON.stringify(r.issues));}})();
JS" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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 succeeded in 392481ms:
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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 561ms:
RENDERED _state_3.png
01:02.149  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_4.png'
RENDERED _state_4.png
01:04.965  render           | Saved: '/root/fal-author/churchill-tank-v1/_state_5.png'
RENDERED _state_5.png
COMPLETE 64.87553834915161

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/{churchill-tank.glb,churchill-tank-damage.glb,final.png,side.png,clay.png,states.png,paints.png,nodes.json,NOTES.md,rig-check.json,rig-test.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "mkdir -p /tmp/churchill-rev2 && cp build_churchill-tank.py final.png side.png states.png nodes.json /tmp/churchill-rev2/ && gemini -p 'Read actual images @sheet.jpg @final.png @side.png @states.png and prior baseline @/tmp/churchill-rev1/final.png @/tmp/churchill-rev1/side.png. Independent visual critic, no edits. Revision 2: prior findings were disconnected track shoes, incomplete front cowls, turret-ring gap, large intake louvers, missing coax gun port. Classify resolved/remaining/regressed, at most five findings, measurable conditions. Judge against the reference and realistic game close-up quality. State PASS/REVISE/BLOCKED. Planned next fixes already: add outward track cleats; rigid linked thrown track instead of flattened geometry; smaller intake opening; rectangular loader/driver hatches.' --output-format text > /tmp/churchill-critic2.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'python3 /tmp/churchill-validate.py . > /tmp/churchill-validation2.txt && python3 /tmp/churchill-contract.py && node /tmp/churchill-runtime/validate.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 870ms:
{
  "errors": [],
  "parts": 32,
  "twins": 22,
  "scars": 8,
  "healthy_triangles": 137355,
  "damage_triangles": 97467
}
churchill-tank {"numErrors":0,"numWarnings":100,"numInfos":0,"numHints":0,"messages":[{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/0/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/0/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/1/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/1/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/1/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/2/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/2/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/3/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/3/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/4/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/4/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/4/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/5/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/5/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/5/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/6/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/6/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/6/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/7/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/7/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/7/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/8/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/8/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/9/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/9/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/9/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/10/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/10/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/10/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/11/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/11/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/11/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/12/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/12/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/12/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/13/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/13/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/13/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/14/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/14/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/14/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/15/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/15/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/15/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/16/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/16/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/16/primitives/2/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/17/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/17/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/18/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/18/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/19/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/19/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/20/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/20/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/21/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. 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churchill-tank-damage {"numErrors":0,"numWarnings":98,"numInfos":0,"numHints":0,"messages":[{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/0/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/0/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. 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Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/20/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/20/primitives/1/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. Runtime-generated tangent space may be non-portable across implementations.","severity":1,"pointer":"/meshes/21/primitives/0/material"},{"code":"MESH_PRIMITIVE_GENERATED_TANGENT_SPACE","message":"Material requires a tangent space but the mesh primitive does not provide it. 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/bin/bash -lc "python3 - <<'PY'
import json
v=json.load(open('validation.json'))
for k,x in v.items():print(k,x['triangles'],x['bytes'],x['errors'])
PY
python3 /tmp/churchill-edit3.py
python3 -m py_compile build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
churchill-tank.glb 137355 10510584 []
churchill-tank-damage.glb 97467 10560076 []

codex
The revised silhouette is much closer to the sheet: the cowls wrap around the tracks, the turret sits at the correct fore–aft position, and the track links form a continuous belt. I’m making the last pass on the tread faces, thrown-track geometry and smaller fittings, then re-exporting and validating the final pair.

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/bin/bash -lc "cat > /tmp/churchill-edit3b.py <<'PY'
from pathlib import Path
p=Path('build_churchill-tank.py');s=p.read_text()
s=s.replace(\"n=Vector((0,-t[1],t[0]));c0\", \"n=Vector((0,t[1],-t[0]));c0\")
s=s.replace(\"d=max(0,-p.y-2.10)\",\"d=max(0,-p.y-1.68)\").replace(\"if p.y<-2.7:\",\"if p.y<-2.28:\")
a=s.index(\"for label,side in [('L',1),('R',-1)]:\\n o=OB['Track_'+label]\");b=s.index('# Broken gun built',a)
s=s[:a]+'''for label,side in [('L',1),('R',-1)]:
 o=OB['Track_'+label];c=copy_mesh(o,'Track_'+label+'_Broken',HD)
 # Repose the original individual rigid shoes onto an open, fallen chain.
 # The bottom run remains under the wheels, the rear return falls sideways,
 # and the former upper run now lies on the ground alongside and ahead.
 control=[(side*1.30,-2.70,.050),(side*1.30,2.70,.050),(side*1.30,3.12,.14),(side*1.30,3.45,.35),(side*1.30,3.58,.72),(side*1.36,3.45,1.05),(side*1.62,3.04,.72),(side*1.84,2.64,.08),(side*1.88,-4.9,.05)]
 route=[Vector(q) for q in control];arc=[0.]
 for a,b in zip(route,route[1:]):arc.append(arc[-1]+(b-a).length)
 def broken_sample(u):
  d=u*arc[-1];k=min(len(route)-2,max(0,int(np.searchsorted(arc,d,side='right')-1)));t=(d-arc[k])/(arc[k+1]-arc[k]);v=route[k].lerp(route[k+1],t);direction=route[k+1]-route[k];return v,math.atan2(direction.z,direction.y)
 oldcentres=[];oldangles=[]
 for j in range(LINKS):
  q,t=sample((j+.5)/LINKS);oldcentres.append(Vector((side*1.30,q.x,q.y)));oldangles.append(math.atan2(t.y,t.x))
 # Connected components preserve the shoe, cleat and hinge pin shapes.
 adj=[[] for v in c.data.vertices]
 for e in c.data.edges:
  a,b=e.vertices;adj[a].append(b);adj[b].append(a)
 todo=set(range(len(adj)))
 while todo:
  seed=todo.pop();component=[seed];stack=[seed]
  while stack:
   for j in adj[stack.pop()]:
    if j in todo:todo.remove(j);stack.append(j);component.append(j)
  centre=sum((o.matrix_world@c.data.vertices[j].co for j in component),Vector())/len(component)
  idx=min(range(LINKS),key=lambda j:(centre.y-oldcentres[j].y)**2+(centre.z-oldcentres[j].z)**2)
  newcentre,angle=broken_sample((idx+.5)/LINKS);rot=Matrix.Rotation(angle-oldangles[idx],3,'X')
  for j in component:
   old=o.matrix_world@c.data.vertices[j].co;c.data.vertices[j].co=c.matrix_world.inverted()@(newcentre+rot@(old-oldcentres[idx]))
 c.name='Track_'+label+'_Broken';DAMAGE.append(c)
'''+s[b:]
# Retain recessed return-roller geometry behind panniers, even with the guard removed.
s=s.replace(\"c=(x if kind"'!='"'return' else side*1.23,y,z);g=Geo()\", \"wx=x if kind"'!='"'return' else side*1.22;c=(wx,y,z);g=Geo()\")
a=s.index(\"  # dished stamped wheel\");b=s.index(\" # Broad square air intake\",a)
sub=s[a:b].replace('(x+dx,y,z)','(wx+dx,y,z)').replace('(x+side*.241,','(wx+side*.241,')
s=s[:a]+sub+s[b:]
# Driver vision ports and front plate hardware give the broad armour face its actual scale.
s=s.replace(\"g.box((-.39,-2.731,1.34),(.36,.055,.20),'Steel');g.box((-.39,-2.767,1.35),(.24,.035,.085),'Interior')\", \"g.box((-.70,-2.731,1.34),(.26,.055,.29),'Paint');g.box((-.70,-2.767,1.35),(.17,.035,.20),'Interior');g.box((-.70,-2.788,1.35),(.135,.022,.17),'Paint');g.box((-.34,-2.745,1.34),(.28,.046,.26),'Paint')\")
s=s.replace(\"for z in [1.31,1.38]:g.box((-.39,-2.79,z),(.24,.016,.022))\", \"for z in [1.27,1.33,1.39]:g.box((-.34,-2.779,z),(.23,.025,.035),'Steel')\\nfor x in [-.84,-.56,-.47,-.21]:bolts(g,[(x,-2.79,1.46)],'Y',.011,'Paint')\\ng.rod((-.91,-2.727,1.12),(.92,-2.727,1.12),.009,'Paint',8)\")
p.write_text(s)
PY
python3 /tmp/churchill-edit3b.py
python3 -m py_compile build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'tail -60 /tmp/churchill-critic2.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
**Verdict: REVISE**

### Prior Findings Classification

1. **Disconnected track shoes**: **RESOLVED**  
   Continuous track loop wraps around idler, road wheels, and drive sprocket without floating disconnected segments.
2. **Incomplete front cowls**: **RESOLVED**  
   Front mudguard cowls now curve fully down over the front horns, matching the reference silhouette.
3. **Turret-ring gap**: **REMAINING**  
   A black collar is in place, but side view still shows a visible vertical spacer gap between hull deck and turret base.
4. **Large intake louvers**: **RESOLVED**  
   The oversized slats were removed and replaced with a flush rectangular intake pocket.
5. **Missing coax gun port**: **RESOLVED**  
   Mantlet now includes the coaxial machine gun port to the right of the main 75 mm barrel.

---

### Top Five Critic Findings (Measurable Conditions)

1. **Thrown track lacks thickness and profile (states.png)**  
   *Condition*: The detached track on the ground in destroyed states is a single flat 2D sheet with zero link volume. Must have extruded shoe depth (minimum 3 cm profile) and visible link hinges.
2. **Track exterior face is smooth without cleats (final.png, side.png)**  
   *Condition*: Outer track belt is currently a smooth ribbon. Reference requires steel cross-cleats extruded 15 mm across each shoe width.
3. **Hull crew hatches are circular discs instead of split rectangles (final.png, sheet.jpg top view)**  
   *Condition*: Front hull roof features a single circular disc hatch. Reference specifies twin rectangular split-door hatches for driver and hull gunner.
4. **Side air intake lacks upper protective hood (side.png, sheet.jpg)**  
   *Condition*: The intake box is an open rectangular cutout. Reference shows an angled sheet-metal cowl overhang running along the top edge of the intake housing.
5. **Turret seating height above hull deck (side.png)**  
   *Condition*: Turret ring base hovers roughly 5 cm above hull armor deck, leaving an exposed dark throat. Base must sit flush inside the armored splash ring.

---

0. **Blocked on you**: Nothing. Next fix items identified and ready to apply.
1. **What you changed**: Inspected revision 2 renders against reference sheet and rev 1 baseline; produced visual audit report.
2. **How you know it works**: Side-by-side visual comparison across `sheet.jpg`, `final.png`, `side.png`, `states.png`, and `/tmp/churchill-rev1/`.
3. **What would break if you were wrong**: Minor cosmetic details would ship to the vehicle catalogue without matching real Churchill Mk IV reference specs.
4. **What you did NOT do**: No mesh, code, or material edits were performed.

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/bin/bash -lc 'scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/build_churchill-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc "rg -n 'ring|Intake|intake|hood|Turret' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
139: def ring(self,c,outer,inner,depth,mat='Paint',axis='Z',n=48):
199: g.ring((c[0],c[1],c[2]-depth/2),r,r-.025,depth,'Interior');g.cyl((c[0],c[1],c[2]-depth),r,.035,'Interior');g.box((c[0],c[1],c[2]-depth+.07),(.27,.3,.10),'Interior')
220:g.ring((0,-.05,1.54),.99,.76,.19,'Paint',n=64)
227:g.cyl((.53,-2.74,1.29),.17,.12,'Paint','Y',32);g.sphere((.53,-2.82,1.29),.115,'Paint');g.cyl((.53,-2.92,1.29),.053,.048,'Steel','Y',24);g.cyl((.53,-2.99,1.29),.024,.16,'Steel','Y',16);g.ring((.53,-3.077,1.29),.027,.013,.019,'Steel','Y',16)
231: g.box((x,-3.41,.64),(.12,.08,.20));g.ring((x,-3.47,.67),.065,.033,.065,'Steel','Y',20)
233: g.box((x,3.42,.70),(.17,.09,.22));g.ring((x,3.49,.69),.07,.037,.06,'Steel','Y',20)
239:g.ring((-.45,-2.28,1.56),.28,.235,.055)
283:  # dished stamped wheel, steel tyre with narrow rubber contact ring
286:  for dx in [-.166,.166]:g.ring((wx+dx,y,z),r*1.025,r*.94,.055,'Rubber','X',24)
288:   g.ring((wx+dx,y,z),r*.72,r*.62,.012,'Steel','X',24);g.cyl((wx+dx,y,z),r*.28,.028,'Paint','X',24)
295: # Broad square air intake set over the rear pannier.
300: g.obj('Part_Intake_'+label,(side*1.53,1.51,1.20),bevel=.012)
340: for p in [pts[0],pts[-1]]:g.ring(p,.047,.023,.025,'Steel','X',20)
370:g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Steel',n=64)
385:g.ring((.46,-.12,2.445),.285,.228,.055,n=40)
386:g.ring((-.38,-.62,2.443),.23,.188,.047,n=40)
392:  g.box((x,y,2.40),(.085,.13,.035));g.ring((x,y,2.454),.045,.023,.025,'Paint','Y',20)
395:tur=g.obj('Turret',TUR,bevel=.009,segments=2)
400:g.cyl((0,-1.62,2.045),.16,.20,'Paint','Y',40);g.ring((0,-1.737,2.045),.117,.080,.045,'Steel','Y',40)
402:g.cyl((.175,-1.669,2.135),.039,.083,'Steel','Y',20);g.ring((.175,-1.718,2.135),.032,.014,.032,'Steel','Y',20)
407:g.ring((0,-3.14,2.045),.078,.040,.085,'Steel','Y',48);g.ring((0,-3.16,2.045),.040,.033,.14,'Interior','Y',32)
408:g.ring((0,-1.80,2.045),.092,.075,.09,'Paint','Y',40)
418: g.obj('Part_Turret_'+label,(x,.68,2.09),tur,bevel=.025)
419:g=Geo();g.ring((.46,-.12,2.469),.303,.278,.042,n=48)
422:g.obj('Part_Turret_Cupola',(.46,-.12,2.472),tur,bevel=.005)
423:g=Geo();g.box((-.08,-1.12,2.45),(.16,.12,.052));g.box((-.08,-1.16,2.481),(.115,.03,.018),'Interior');g.box((.68,-.72,2.45),(.12,.14,.06));g.obj('Part_Turret_Sights',(.3,-.94,2.46),tur,bevel=.007)
424:g=Geo();g.cyl((-.71,.13,2.46),.053,.075,'Steel',n=20);g.cyl((-.71,.13,2.75),.0055,.53,'Steel',n=10);g.obj('Part_Turret_Antenna',(-.71,.13,2.70),tur)
429: if name=='Hatch_Commander':g.cyl(c,r,.033,'Paint',n=48);g.ring((c[0],c[1],c[2]+.019),r*.89,r*.86,.009,'Steel',n=48)
435:# Move turret ring and all its children 0.42m aft to the reference position.
438:# Sparse chipped edge fragments are geometry sharing the Steel material. Their small
441: if obj.type!='MESH' or not (obj.name.startswith('Part_') or obj.name=='Turret'):continue
509:HD=empty('Hull_Damage',(0,0,0),healthy=False);TD=empty('Turret_Damage',TUR,healthy=False);DAMAGE.extend([HD,TD])
512: if not any(s in o.name for s in ['Skirt','Intake','Door','Fender','EngineGrille','ExhaustShroud','Turret_Bin','Turret_Cupola','Turret_Sights']):continue
513: name=o.name.replace('Part_','Dmg_',1);c=copy_mesh(o,name,TD if 'Turret_' in name else HD);DAMAGE.append(c);twins[o.name]=name
538:  for ring in [0,1,2]:
540:    ang=j*2*pi/16;rr=[r*.39,r*.70,r][ring]*(1+.16*sin(j*7+k));h=[.003,.016+.01*(j%3),.0035][ring]
551: scars('Scar_Turret_'+label,[((side*1.008,y+.42,z),.045) for y,z in [(-.85,1.95),(-.53,2.20),(-.21,1.92),(.08,2.13)]],(side,0,0),TD)
552:scars('Scar_Turret_Front',[((x,-1.008,z),.039) for x,z in [(-.59,2.00),(-.38,2.22),(.40,2.21),(.63,1.88)]],(0,-1,0),TD)
553:scars('Scar_Turret_Rear',[((x,.92,z),.039) for x,z in [(-.57,2.05),(-.27,2.27),(.28,2.26),(.57,2.04)]],(0,1,0),TD)
597: if o.name.startswith('Part_') and any(k in o.name for k in ['Skirt_L1','Skirt_R3','Fender_FL','Intake_R','Tools','Antenna','Turret_Bin']):continue
628:wh=join_wreck(hcopies,'Wreck_Hull',(0,0,0));wt=join_wreck(tcopies,'Wreck_Turret',TUR)
629:# Open turret ring well, dark burnt interior; closed turret underside with basket stub.
631:g=Geo();g.ring((0,-.05,1.40),.87,.79,.30,'Burnt',n=48);g.cyl((0,-.05,1.13),.79,.025,'Burnt',n=48);g.box((0,-.05,1.19),(.44,.40,.10),'Burnt');extra=g.obj('_RingWell',healthy=False)
633:g=Geo();g.ring((0,-.05,1.58),.78,.65,.16,'Burnt',n=48);g.cyl((0,-.05,1.51),.66,.04,'Burnt',n=48)
635:g.ring((0,-.05,1.14),.52,.47,.055,'Burnt',n=32);extra=g.obj('_Basket',healthy=False)
647:roofmax=max((o.matrix_world@v.co).z for o in HEALTH if o.type=='MESH' and o.name!='Part_Turret_Antenna' for v in o.data.vertices)
685:meta={'contract':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','healthy':manifest(HEALTH),'damage_file':manifest(DAMAGE),'paints':[{'name':n,'linear_rgb':c} for n,c in PAINTS], 'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'Z recoil','wheels':'X','hatches':'X'},'source':{'ids':['green_metal_rust','rusty_metal_02'],'license':'CC0','url':'https://polyhaven.com/license'},'dimensions_nominal':[3.25,2.49,7.44]}
737: if o.name in ['Turret','Gun','Barrel'] or o.name.startswith('Wheel_') or o.name.startswith('Hatch_'):
738:  o.rotation_mode='XYZ';rotations[o.name]=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();pivot_errors[o.name]=(o.matrix_world.translation-before).length
741:(ROOT/'rig-check.json').write_text(json.dumps({'degrees':30,'pivot_translation_errors_metres':pivot_errors,'maximum':max(pivot_errors.values()),'note':'Turret Z-up source axis exports to Y; gun/wheels/hinges X. Barrel 30-degree roll test plus recoil socket.'},indent=2))
772:  for name in ['Part_Skirt_L1','Part_Skirt_L2','Part_Intake_L','Part_Fender_FL','Part_Turret_Bin','Part_Turret_Cupola']:
781:  IM['Wreck_Hull'].hide_render=False;IM['Wreck_Turret'].hide_render=False
783:   t=IM['Wreck_Turret'];t.rotation_mode='XYZ';t.location=(2.8,.2,.94);t.rotation_euler=(.2,1.95,-.6);bpy.context.view_layer.update();minz=min((t.matrix_world@v.co).z for v in t.data.vertices);t.location.z-=minz;cam.data.ortho_scale=11.7

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/bin/bash -lc "sed -n '290,305p;366,382p' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
   a=i*pi/3;g.cyl((wx+side*.241,y+r*.43*cos(a),z+r*.43*sin(a)),.012,.016,'Steel','X',6)
  if kind=='sprocket':
   for k in range(14):
    a=k*2*pi/14;g.box((x,y+cos(a)*(r+.015),z+sin(a)*(r+.015)),(.34,.063,.065),'TrackSteel',Matrix.Rotation(a,3,'X'))
  o=g.obj(f'Wheel_{label}{j+1}',c,bevel=.003,segments=1);o['wheel_role']=kind;o['spin_axis']='X'
 # Broad square air intake set over the rear pannier.
 g=Geo();g.box((side*1.51,1.51,1.16),(.17,1.31,.47));g.box((side*1.603,1.51,1.34),(.012,1.19,.095),'Interior')
 for z in [1.325,1.36]:g.box((side*1.617,1.51,z),(.018,1.19,.014))
 g.extrude([( .80,1.41),(1.08,1.49),(1.91,1.49),(2.20,1.40),(2.20,1.37),(.80,1.37)],side*1.35,side*1.65)
 bolts(g,[(side*1.624,y,z) for y in [.87,2.15] for z in [.98,1.36]],'X')
 g.obj('Part_Intake_'+label,(side*1.53,1.51,1.20),bevel=.012)
 # Escape door, complete continuous pannier behind it, outward two hinges.
 g=Geo();g.box((side*1.53,-1.16,.98),(.065,.64,.50));g.box((side*1.57,-1.16,.98),(.025,.54,.41))
 for z in [.83,1.13]:
  g.box((side*1.601,-1.38,z),(.05,.21,.035));g.cyl((side*1.62,-1.46,z),.021,.075,'Steel','Z',12)
 handle(g,(side*1.59,-.96,.94),(side*1.59,-.96,1.06),(side*.045,0,0))
 for cx,cy,a in [(w/2-r,l/2-r,0),(-w/2+r,l/2-r,90),(-w/2+r,-l/2+r,180),(w/2-r,-l/2+r,270)]:
  for j in range(n):
   ang=math.radians(a+j*90/(n-1));pts.append((cx+r*cos(ang),cy+r*sin(ang)))
 return pts
g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Steel',n=64)
levels=[(1.69,1.97,1.90,.31),(1.74,2.06,1.96,.33),(2.27,2.00,1.90,.30),(2.39,1.87,1.78,.28),(2.42,1.75,1.66,.25)]
v=[]
for z,w,l,r in levels:v.extend([(x,y-.47,z) for x,y in rounded_rect(w,l,r)])
n=32;f=[tuple(range(n-1,-1,-1)),tuple(range((len(levels)-1)*n,len(levels)*n))]
for k in range(len(levels)-1):
 for i in range(n):f.append((k*n+i,k*n+(i+1)%n,(k+1)*n+(i+1)%n,(k+1)*n+i))
g.add(v,f,'Paint',True)
# weld bead around lower shell and roof seam
for z,w,l,r in [(1.74,2.05,1.955,.33),(2.397,1.85,1.765,.28)]:
 p=[(x,y-.47,z) for x,y in rounded_rect(w,l,r)];g.tube(p+[p[0]],.004,'Paint',6)
# Base mounting brackets for removable turret furniture
for x in [-.88,.88]:

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/bin/bash -lc "python3 - <<'PY'
p='build_churchill-tank.py'
s=open(p).read().replace(\"g.ring((0,-.05,1.54),.99,.76,.19,'Paint',n=64)\",\"g.ring((0,-.05,1.565),1.02,.76,.25,'Paint',n=64)\").replace(\"g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Steel',n=64)\",\"g=Geo();g.ring((0,-.47,1.64),1.0,.77,.105,'Paint',n=64)\")
open(p,'w').write(s)
PY
scp build_churchill-tank.py gex44:/root/fal-author/churchill-tank-v1/build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 935ms:
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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/churchill-tank-v1/build_churchill-tank.py > /root/fal-author/churchill-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'cat /tmp/churchill-runtime/validate.cjs; cat /tmp/churchill-contract.py | head -25; cat NOTES.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
const fs=require('fs'),validator=require('/tmp/t34qa/node_modules/gltf-validator');
(async()=>{for(const name of ['churchill-tank','churchill-tank-damage']){const p='/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/'+name+'.glb';const r=await validator.validateBytes(new Uint8Array(fs.readFileSync(p)),{uri:name+'.glb',maxIssues:100});fs.writeFileSync('/tmp/churchill-runtime/'+name+'-khronos.json',JSON.stringify(r,null,2));console.log(name,JSON.stringify(r.issues));}})();
import json,struct,numpy as np
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1')
m=json.loads((p/'nodes.json').read_text());h={n['name']:n for n in m['healthy']['nodes']};d={n['name']:n for n in m['damage_file']['nodes']};errors=[]
for x in m['damage']['parts']:
 if x['twin'] and not np.allclose(h[x['part']]['position'],d[x['twin']]['position'],atol=1e-6):errors.append('Twin pivot '+x['part'])
for a,b in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]:
 if not np.allclose(h[a]['position'],d[b]['position'],atol=1e-6):errors.append('Pivot '+b)
for side in 'LR':
 w=[n for n in h.values() if n['name'].startswith('Wheel_'+side)]
 if sum(n.get('role')=='road' for n in w)!=11:errors.append('Road wheel count '+side)
 if [n['position'][2] for n in sorted(w,key=lambda n:int(n['name'].split(side)[1]))]!=sorted([n['position'][2] for n in w],reverse=True):errors.append('Wheel ordering '+side)
print(json.dumps({'errors':errors,'parts':len(m['damage']['parts']),'twins':sum(bool(x['twin']) for x in m['damage']['parts']),'scars':len(m['damage']['scars']),'healthy_triangles':m['healthy']['triangles'],'damage_triangles':m['damage_file']['triangles']},indent=2))
Churchill Mk VII style British infantry tank; rigged healthy and tank-damage/v1 assets, +Z forward, metres, no insignia.
Triangles: healthy 137,355; damage 97,467; both measured before glTF triangulation; see nodes.json.
Materials: Paint, TrackSteel, Rubber, Steel, Interior, Lamps; damage additionally Burnt and Scars (five material vocabulary in damage file).
Textures: Paint base/normal 1024; other base/normal 128–512; every ORM at most 512; Cycles OptiX baked shared tiling sets.
Poly Haven CC0 ids: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff, nor_gl, arm maps from dl.polyhaven.org.
Differences: reconstructed from the supplied sheet, not a surveyed restoration; antenna exceeds nominal roof height; internal mechanisms simplified, no roof MG as on reference.

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exec
/bin/bash -lc "sed -n '1,110p' build_churchill-tank.py; sed -n '660,685p' build_churchill-tank.py; cat /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md 2>/dev/null | tail -40" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
"""Churchill Mk VII style game asset. Clean run: blender -b --python-exit-code 1 --python this.py.
Authored X left, -Y forward, Z up; exporter converts to glTF Y up/+Z forward.
CC0 inputs: Poly Haven green_metal_rust and rusty_metal_02. No external code dependencies.
"""
import bpy, bmesh, math, random, json, os, sys, struct, urllib.request, time
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(71)
START=time.time()
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
for d in list(bpy.data.materials):bpy.data.materials.remove(d)
sc=bpy.context.scene;sc.unit_settings.system='METRIC';sc.render.engine='CYCLES';sc.cycles.samples=20
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'
sc.cycles.device='GPU';sc.cycles.use_denoising=True
sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
sc.world.color=(.35,.35,.35)
sc.view_settings.view_transform='AgX'
MATS=[];MAT={};OB={};HEALTH=[];DAMAGE=[]
PAINTS=[('Olive drab',[.13,.15,.08]),('NATO green',[.075,.12,.062]),('Desert tan',[.48,.36,.20]),('Field grey',[.19,.22,.19]),('Winter white',[.76,.78,.72]),('Dark green-black',[.025,.037,.025])]
def active(o):
 bpy.ops.object.select_all(action='DESELECT');o.select_set(True);bpy.context.view_layer.objects.active=o

def download(id,map):
 p=TEX/f'{id}_{map}_1k.jpg'
 if not p.exists():
  u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
  req=urllib.request.Request(u,headers={'User-Agent':'Mozilla/5.0'})
  with urllib.request.urlopen(req,timeout=60) as r:p.write_bytes(r.read())
 return str(p)

def bake_material(name,base,metal,rough,source='green_metal_rust',size=512):
 if '--rebake' not in sys.argv and (TEX/'recipe-v3.txt').exists() and all((TEX/f'{name}_{k}.png').exists() for k in ['base','normal','orm']):
  m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;bs=nt.nodes.get('Principled BSDF')
  for k in ['base','normal','orm']:
   t=nt.nodes.new('ShaderNodeTexImage');t.image=bpy.data.images.load(str(TEX/f'{name}_{k}.png'));t.label=k
   if k!='base':t.image.colorspace_settings.name='Non-Color'
   if k=='base':nt.links.new(t.outputs[0],bs.inputs['Base Color'])
   elif k=='normal':
    nm=nt.nodes.new('ShaderNodeNormalMap');nt.links.new(t.outputs[0],nm.inputs['Color']);nt.links.new(nm.outputs[0],bs.inputs['Normal'])
   else:
    se=nt.nodes.new('ShaderNodeSeparateColor');nt.links.new(t.outputs[0],se.inputs[0]);nt.links.new(se.outputs[1],bs.inputs['Roughness']);nt.links.new(se.outputs[2],bs.inputs['Metallic'])
    ng=bpy.data.node_groups.get('glTF Material Output')
    if not ng:ng=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');ng.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
    gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=ng;nt.links.new(se.outputs[0],gn.inputs['Occlusion'])
  m.diffuse_color=tuple(base)+(1,);MAT[name]=len(MATS);MATS.append(m);return m
 print('BAKING',name,flush=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear();n=nt.nodes;l=nt.links
 out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs['Surface'])
 tc=n.new('ShaderNodeTexCoord')
 def tex(map):
  t=n.new('ShaderNodeTexImage');t.image=bpy.data.images.load(download(source,map),check_existing=True)
  if map!='diff':t.image.colorspace_settings.name='Non-Color'
  l.new(tc.outputs['UV'],t.inputs['Vector']);return t
 diff=tex('diff');normal=tex('nor_gl');arm=tex('arm')
 bw=n.new('ShaderNodeRGBToBW');l.new(diff.outputs['Color'],bw.inputs[0])
 noise=n.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=37;noise.inputs['Detail'].default_value=4;l.new(tc.outputs['UV'],noise.inputs['Vector'])
 mix=n.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.18;l.new(bw.outputs[0],mix.inputs[1]);l.new(noise.outputs['Fac'],mix.inputs[2])
 ramp=n.new('ShaderNodeValToRGB');l.new(mix.outputs[0],ramp.inputs[0])
 ramp.color_ramp.elements[0].position=.005 if source=='green_metal_rust' else .08;ramp.color_ramp.elements[1].position=.11 if source=='green_metal_rust' else .72
 if name=='Paint':
  ramp.color_ramp.elements[0].color=(.25,.25,.25,1);ramp.color_ramp.elements[1].color=(.98,.98,.98,1)
 else:
  ramp.color_ramp.elements[0].color=tuple(v*.38 for v in base)+(1,);ramp.color_ramp.elements[1].color=tuple(base)+(1,)
 l.new(ramp.outputs[0],bs.inputs['Base Color'])
 nm=n.new('ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.38 if name=='Paint' else .28;l.new(normal.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
 sep=n.new('ShaderNodeSeparateColor');l.new(arm.outputs[0],sep.inputs[0])
 rr=n.new('ShaderNodeMath');rr.operation='MULTIPLY_ADD';rr.inputs[1].default_value=.19;rr.inputs[2].default_value=rough-.1;l.new(sep.outputs[1],rr.inputs[0]);l.new(rr.outputs[0],bs.inputs['Roughness'])
 bs.inputs['Metallic'].default_value=metal
 bpy.ops.mesh.primitive_plane_add(size=2,location=(0,0,-20));plane=bpy.context.object;plane.data.materials.append(m);active(plane)
 target=n.new('ShaderNodeTexImage');maps={}
 for kind,res in [('base',size),('normal',size),('orm',min(size,512))]:
  im=bpy.data.images.new(f'{name}_{kind}',width=res,height=res,alpha=False)
  if kind!='base':im.colorspace_settings.name='Non-Color'
  target.image=im;nt.nodes.active=target
  if kind=='base':bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
  elif kind=='normal':bpy.ops.object.bake(type='NORMAL')
  else:
   comb=n.new('ShaderNodeCombineColor');comb.inputs[0].default_value=.93;comb.inputs[2].default_value=metal;l.new(rr.outputs[0],comb.inputs[1])
   em=n.new('ShaderNodeEmission');l.new(comb.outputs[0],em.inputs[0]);l.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT');l.new(bs.outputs[0],out.inputs[0])
  im.filepath_raw=str(TEX/f'{name}_{kind}.png');im.file_format='PNG';im.save();maps[kind]=im
 bpy.data.objects.remove(plane,do_unlink=True)
 nt.nodes.clear();out=n.new('ShaderNodeOutputMaterial');bs=n.new('ShaderNodeBsdfPrincipled');l.new(bs.outputs[0],out.inputs[0])
 for k in ['base','normal','orm']:
  t=n.new('ShaderNodeTexImage');t.image=maps[k];t.label=k
  if k=='base':l.new(t.outputs[0],bs.inputs['Base Color'])
  elif k=='normal':
   nm=n.new('ShaderNodeNormalMap');l.new(t.outputs[0],nm.inputs['Color']);l.new(nm.outputs[0],bs.inputs['Normal'])
  else:
   se=n.new('ShaderNodeSeparateColor');l.new(t.outputs[0],se.inputs[0]);l.new(se.outputs[1],bs.inputs['Roughness']);l.new(se.outputs[2],bs.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(se.outputs[0],gn.inputs['Occlusion'])
 m.diffuse_color=tuple(base)+(1,);bs.inputs['Roughness'].default_value=rough
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.3,.23,.1,1);bs.inputs['Emission Strength'].default_value=.15
 MAT[name]=len(MATS);MATS.append(m);return m

for a in [('Paint',(1,1,1),.03,.78,'green_metal_rust',1024),('TrackSteel',(.19,.17,.13),.72,.72,'rusty_metal_02',512),('Rubber',(.047,.045,.037),0,.89,'green_metal_rust',512),('Steel',(.28,.29,.27),.83,.52,'green_metal_rust',512),('GunSteel',(.13,.15,.08),.52,.62,'green_metal_rust',512),('Interior',(.023,.021,.017),0,.95,'green_metal_rust',256),('Lamps',(.65,.57,.37),.15,.23,'green_metal_rust',128),('Burnt',(.058,.055,.047),.27,.94,'rusty_metal_02',512),('Scars',(.31,.29,.25),.75,.52,'rusty_metal_02',512)]:bake_material(*a)
(TEX/'recipe-v3.txt').write_text('green_metal_rust + rusty_metal_02; neutral ramp 0.005..0.11; strength 0.20')
print('BAKES_DONE',time.time()-START,flush=True)

class Geo:
 def __init__(self):self.v=[];self.f=[];self.mi=[];self.sm=[];self.uv=[]
 def add(self,v,f,mat='Paint',smooth=False,uv=None):
for o in [hull,HD,wh]:
 delta=o.matrix_world.translation.copy()
 if o.type=='MESH':
  for v in o.data.vertices:v.co+=delta
 children={c:c.matrix_world.copy() for c in o.children};o.location=(0,0,0);bpy.context.view_layer.update()
 for c,w in children.items():c.matrix_world=w
healthy_doc=export(HEALTH,'churchill-tank.glb')
for o in HEALTH:o.hide_render=True;o.hide_set(True)
budget(DAMAGE,104000)
damage_doc=export(DAMAGE,'churchill-tank-damage.glb')
print('DAMAGE_DONE',time.time()-START,flush=True)

# Exported-node metadata in game coordinates, including precise pivots and hierarchy.
def game(v):return [round(v[0],6),round(v[2],6),round(-v[1],6)]
def manifest(objects):
 out=[];points=[]
 bpy.context.view_layer.update()
 for o in objects:
  row={'name':o.name,'position':game(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'type':o.type}
  if o.type=='MESH':
   pts=[o.matrix_world@Vector(c) for c in o.bound_box];points+=pts;row['triangles']=sum(len(p.vertices)-2 for p in o.data.polygons)
  if 'wheel_role' in o:row['role']=o['wheel_role']
  out.append(row)
 pp=[game(p) for p in points];bounds={'min':[min(p[i] for p in pp) for i in range(3)],'max':[max(p[i] for p in pp) for i in range(3)]}
 return {'nodes':out,'bounds':bounds,'triangles':tris(objects)}
meta={'contract':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','healthy':manifest(HEALTH),'damage_file':manifest(DAMAGE),'paints':[{'name':n,'linear_rgb':c} for n,c in PAINTS], 'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'Z recoil','wheels':'X','hatches':'X'},'source':{'ids':['green_metal_rust','rusty_metal_02'],'license':'CC0','url':'https://polyhaven.com/license'},'dimensions_nominal':[3.25,2.49,7.44]}

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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/churchill-runtime/validate.cjs'
s=open(p).read().replace('console.log(name,JSON.stringify(r.issues));',\"console.log(name,JSON.stringify({errors:r.issues.numErrors,warnings:r.issues.numWarnings,codes:[...new Set(r.issues.messages.map(m=>m.code))]}));\")
open(p,'w').write(s)
PY
ssh gex44 'tail -5 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 509ms:
18:46:50 | INFO: Primitives created: 4
18:46:50 | INFO: Finished glTF 2.0 export in 0.3388063907623291 s

EXPORTED churchill-tank.glb 137456 10930220
HEALTHY_CHECKPOINT 4.980475187301636

codex
The final build is exporting now. The healthy model is about 137,000 triangles and 10.9 MB. I’m checking the exported files’ pivots, damage swaps, texture limits and game-renderer appearance.
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/bin/bash -lc "ssh gex44 'tail -5 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 509ms:
18:46:57 | INFO: glTF import finished in 0.87s
/root/fal-author/churchill-tank-v1/build_churchill-tank.py:716: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  mat=bpy.data.materials.new('Studio floor');mat.diffuse_color=(.19,.21,.22,1);mat.use_nodes=True;mat.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.19,.21,.22,1);mat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.95
/root/fal-author/churchill-tank-v1/build_churchill-tank.py:718: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=sc.world;world.use_nodes=True;world.node_tree.nodes.get('Background').inputs['Color'].default_value=(.55,.65,.78,1);world.node_tree.nodes.get('Background').inputs['Strength'].default_value=.38

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/bin/bash -lc 'ls /home/claude-agent/.agents/skills/blender-game-assets/references /home/claude-agent/.agents/skills/blender-game-assets/reference 2>/dev/null' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 exited 2 in 0ms:
/home/claude-agent/.agents/skills/blender-game-assets/reference:
INDEX.md
asset-delivery.md
baking-and-diagnostics.md
build_hull.py
build_rocks.py
build_tender.py
cabinlib.py
car-paint-flakes.md
cinematic.py
clay.py
critic-loop.md
furniture-reconstruction.md
gen_material.py
high-to-low-baking.md
interior_bake
matlib.py
pack_leaf.py
preflight-and-recovery.md
runtime-parity-and-diagnostics.md
terrain-erosion.md

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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-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.

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/bin/bash -lc "ssh gex44 'tail -3 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 572ms:
  world=sc.world;world.use_nodes=True;world.node_tree.nodes.get('Background').inputs['Color'].default_value=(.55,.65,.78,1);world.node_tree.nodes.get('Background').inputs['Strength'].default_value=.38
00:25.763  render           | Saved: '/root/fal-author/churchill-tank-v1/final.png'
RENDERED final.png

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exec
/bin/bash -lc "sed -n '1,80p' /tmp/churchill-runtime/check.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({executablePath:'/home/claude-agent/.cache/ms-playwright/chromium-1223/chrome-linux/chrome',headless:true,args:['--no-sandbox','--disable-dev-shm-usage','--enable-unsafe-swiftshader','--use-angle=swiftshader']});const page=await browser.newPage({viewport:{width:1280,height:720}});let errors=[];page.on('console',m=>console.log(m.type(),m.text()));page.on('pageerror',e=>errors.push(e.message));await page.goto('http://127.0.0.1:8956');await page.waitForFunction(()=>window.ready,{timeout:60000});await page.screenshot({path:'/tmp/churchill-runtime/runtime.png'});let a=await page.evaluate(()=>window.audit);a.errors=errors;fs.writeFileSync('/tmp/churchill-runtime/runtime.json',JSON.stringify(a,null,2));await page.evaluate(()=>{camera.position.set(8,5,-10);camera.lookAt(0,1,0);renderer.render(scene,camera)});await page.screenshot({path:'/tmp/churchill-runtime/rear.png'});await page.evaluate(()=>{camera.position.set(5,3,5);camera.left=-2.3;camera.right=2.3;camera.top=1.29375;camera.bottom=-1.29375;camera.lookAt(.5,1.3,.8);camera.updateProjectionMatrix();renderer.render(scene,camera)});await page.screenshot({path:'/tmp/churchill-runtime/close.png'});console.log(JSON.stringify({asset:a.asset,draws:a.assetDrawCounters,errors}));await browser.close()})();

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/bin/bash -lc "sed -n '243,280p;563,597p' build_churchill-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
# Reinsert well after cut so dark floor remains.
g=Geo();crew_well(g,(-.45,-2.28,1.44),.233,.32);well=g.obj('_DriverWell',healthy=False)
active(hull);well.select_set(True);bpy.ops.object.join()

# Catmull-Rom closed track path, sampled by physical arc length.
P=[(-2.75,.065),(2.75,.065),(3.22,.20),(3.56,.52),(3.62,.98),(3.38,1.38),(3.02,1.49),(-3.02,1.49),(-3.38,1.38),(-3.62,.98),(-3.56,.52),(-3.22,.20)]
def catmull(p0,p1,p2,p3,t):return .5*((2*p1)+(-p0+p2)*t+(2*p0-5*p1+4*p2-p3)*t*t+(-p0+3*p1-3*p2+p3)*t*t*t)
path=[]
for j in range(120):path.append(Vector((-2.7+5.4*j/120,.05)))
for j in range(80):
 a=-pi/2+pi*j/80;path.append(Vector((2.7+.88*cos(a),.75+.70*sin(a))))
for j in range(120):path.append(Vector((2.7-5.4*j/120,1.45)))
for j in range(80):
 a=pi/2+pi*j/80;path.append(Vector((-2.7+.88*cos(a),.75+.70*sin(a))))
path.append(path[0]);lens=[0.]
for a,b in zip(path,path[1:]):lens.append(lens[-1]+(b-a).length)
def sample(t):
 d=t*lens[-1];i=np.searchsorted(lens,d,side='right')-1;i=min(i,len(path)-2);f=(d-lens[i])/(lens[i+1]-lens[i]);p=path[i].lerp(path[i+1],f);tang=(path[i+1]-path[i]).normalized();return p,tang
LINKS=116
for side,label in [(1,'L'),(-1,'R')]:
 g=Geo();x=side*1.30
 for i in range(LINKS):
  p,t=sample((i+.5)/LINKS);a=math.atan2(t[1],t[0]);rot=Matrix.Rotation(a,3,'X');c=(x,p[0],p[1]);start=len(g.f)
  g.box(c,(.59,.139,.055),'TrackSteel',rot)
  # cleats and raised central shoe: linked geometry, never a smooth belt.
  n=Vector((0,t[1],-t[0]));c0=Vector(c)+n*.039
  g.box(c0,(.53,.036,.027),'TrackSteel',rot)
  for dx in [-.225,.225]:g.box(c0+Vector((dx,0,0)),(.044,.131,.031),'TrackSteel',rot)
  # Hinge pin ends on the side face.
  g.cyl((x+side*.295,p[0]+t[0]*.067,p[1]+t[1]*.067),.022,.024,'Steel','X',8)
  for fi in range(start,len(g.f)):
   f=g.f[fi];g.uv[fi]=[((g.v[j][0]-x)/.59+.5,(i+(.5+(Vector(g.v[j])-Vector(c)).dot(Vector((0,t[0],t[1])))/.135))/LINKS) for j in f]
 track=g.obj('Track_'+label,bevel=.005,segments=1)
 # Eleven small road wheels. Individual hub-centred nodes.
 wheel_specs=[(-2.4+i*.48,.274,.205,'road') for i in range(11)]
 wheel_specs+=[(-3.07,.42,.275,'idler'),(3.07,.42,.275,'sprocket')]
 wheel_specs+=[(-2.1+i*.84,1.255,.14,'return') for i in range(6)]
 wheel_specs.sort(key=lambda q:q[0])
 def broken_sample(u):
  d=u*arc[-1];k=min(len(route)-2,max(0,int(np.searchsorted(arc,d,side='right')-1)));t=(d-arc[k])/(arc[k+1]-arc[k]);v=route[k].lerp(route[k+1],t);direction=route[k+1]-route[k];return v,math.atan2(direction.z,direction.y)
 oldcentres=[];oldangles=[]
 for j in range(LINKS):
  q,t=sample((j+.5)/LINKS);oldcentres.append(Vector((side*1.30,q.x,q.y)));oldangles.append(math.atan2(t.y,t.x))
 # Connected components preserve the shoe, cleat and hinge pin shapes.
 adj=[[] for v in c.data.vertices]
 for e in c.data.edges:
  a,b=e.vertices;adj[a].append(b);adj[b].append(a)
 todo=set(range(len(adj)))
 while todo:
  seed=todo.pop();component=[seed];stack=[seed]
  while stack:
   for j in adj[stack.pop()]:
    if j in todo:todo.remove(j);stack.append(j);component.append(j)
  centre=sum((o.matrix_world@c.data.vertices[j].co for j in component),Vector())/len(component)
  idx=min(range(LINKS),key=lambda j:(centre.y-oldcentres[j].y)**2+(centre.z-oldcentres[j].z)**2)
  newcentre,angle=broken_sample((idx+.5)/LINKS);rot=Matrix.Rotation(angle-oldangles[idx],3,'X')
  for j in component:
   old=o.matrix_world@c.data.vertices[j].co;c.data.vertices[j].co=c.matrix_world.inverted()@(newcentre+rot@(old-oldcentres[idx]))
 c.name='Track_'+label+'_Broken';DAMAGE.append(c)
# Broken gun built by copying mantlet, and deforming the actual tube downward.
gunbroken=copy_mesh(gun,'Gun_Broken',TD);brokenbarrel=copy_mesh(barrel,'_BrokenTube')
for v in brokenbarrel.data.vertices:
 p=brokenbarrel.matrix_world@v.co;d=max(0,-p.y-1.68);p.z-=d*d*.46
 if p.y<-2.28:p.x+=.035*sin(p.z*87)
 v.co=brokenbarrel.matrix_world.inverted()@p
active(gunbroken);brokenbarrel.select_set(True);bpy.ops.object.join();DAMAGE.append(gunbroken)
# Wreck hull: copied full assembly; suspension sag, open hatches, torn-up engine deck.
turset={tur,*tur.children_recursive}
hcopies=[];tcopies=[]
for o in HEALTH:
 if o.type!='MESH':continue
 is_tur=o in turset
 if o.name.startswith('Part_') and any(k in o.name for k in ['Skirt_L1','Skirt_R3','Fender_FL','Intake_R','Tools','Antenna','Turret_Bin']):continue

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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 575ms:
00:41.140  render           | Saved: '/root/fal-author/churchill-tank-v1/side.png'
RENDERED side.png
/root/fal-author/churchill-tank-v1/build_churchill-tank.py:732: 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=(.38,.38,.38,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.72

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/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/{churchill-tank.glb,churchill-tank-damage.glb,nodes.json,final.png,side.png} .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 6344ms:
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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 555ms:
00:56.583  render           | Saved: '/root/fal-author/churchill-tank-v1/rig-test.png'
RENDERED rig-test.png
00:58.377  render           | Saved: '/root/fal-author/churchill-tank-v1/_paint_0.png'
RENDERED _paint_0.png

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exec
/bin/bash -lc 'python3 /tmp/churchill-validate.py . > /tmp/churchill-validate-final.txt
python3 /tmp/churchill-contract.py' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py churchill-tank.glb --strict > /tmp/churchill-audit-healthy-final.txt
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py churchill-tank-damage.glb --strict > /tmp/churchill-audit-damage-final.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
exec
/bin/bash -lc 'node /tmp/churchill-runtime/validate.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
exec
/bin/bash -lc 'node /tmp/churchill-runtime/check.cjs > /tmp/churchill-runtime/browser.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 389ms:
 succeeded in 433ms:
{
  "errors": [],
  "parts": 32,
  "twins": 22,
  "scars": 8,
  "healthy_triangles": 137456,
  "damage_triangles": 98545
}

 succeeded in 519ms:
churchill-tank {"errors":0,"warnings":100,"codes":["MESH_PRIMITIVE_GENERATED_TANGENT_SPACE"]}
churchill-tank-damage {"errors":0,"warnings":98,"codes":["MESH_PRIMITIVE_GENERATED_TANGENT_SPACE"]}

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/bin/bash -lc "ssh gex44 'tail -4 /root/fal-author/churchill-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 597ms:
RENDERED _state_5.png
COMPLETE 75.61637425422668

Blender quit

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/bin/bash -lc "python3 - <<'PY'
import json
for n in ['healthy','damage']:
 p='/tmp/churchill-audit-'+n+'-final.txt'
 s=open(p).read();print(n,s[-1800:])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
healthy      "mesh": "Wheel_R17",
      "primitive": 2,
      "triangles": 628,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R18",
      "primitive": 0,
      "triangles": 724,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R18",
      "primitive": 1,
      "triangles": 448,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R18",
      "primitive": 2,
      "triangles": 546,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 0,
      "triangles": 760,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 1,
      "triangles": 392,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 2,
      "triangles": 410,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R19",
      "primitive": 3,
      "triangles": 520,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [
    {
      "primitive": "Wheel_L18[1]",
      "same_as": "Wheel_L2[1]"
    },
    {
      "primitive": "Wheel_R12[1]",
      "same_as": "Wheel_L12[1]"
    }
  ],
  "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": 137456,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": [
    "duplicate_primitives"
  ]
}

damage h": "Scar_Turret_Front",
      "primitive": 1,
      "triangles": 416,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_L",
      "primitive": 0,
      "triangles": 144,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_L",
      "primitive": 1,
      "triangles": 416,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_R",
      "primitive": 0,
      "triangles": 144,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_R",
      "primitive": 1,
      "triangles": 416,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Rear",
      "primitive": 0,
      "triangles": 144,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Rear",
      "primitive": 1,
      "triangles": 416,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull.001",
      "primitive": 0,
      "triangles": 41184,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret.001",
      "primitive": 0,
      "triangles": 6292,
      "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": 98545,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}


 succeeded in 11402ms:
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/bin/bash -lc 'scp gex44:/root/fal-author/churchill-tank-v1/{clay.png,states.png,paints.png,rig-test.png,rig-check.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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/bin/bash -lc 'cat /tmp/churchill-runtime/browser.log | tail -3; cat /tmp/churchill-runtime/runtime.json | head -35' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
error Failed to load resource: the server responded with a status of 404 (File not found)
warning THREE.WebGLShadowMap: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.
{"asset":{"triangles":137456,"vertices":220819,"primitives":213,"materials":["Paint","Steel","Interior","TrackSteel","Rubber","Lamps","GunSteel"],"textures":[{"material":"Paint","role":"map","width":1024,"height":1024},{"material":"Paint","role":"normalMap","width":1024,"height":1024},{"material":"Paint","role":"aoMap","width":512,"height":512},{"material":"Steel","role":"map","width":512,"height":512},{"material":"Steel","role":"normalMap","width":512,"height":512},{"material":"Steel","role":"aoMap","width":512,"height":512},{"material":"Interior","role":"map","width":256,"height":256},{"material":"Interior","role":"normalMap","width":256,"height":256},{"material":"Interior","role":"aoMap","width":256,"height":256},{"material":"TrackSteel","role":"map","width":512,"height":512},{"material":"TrackSteel","role":"normalMap","width":512,"height":512},{"material":"TrackSteel","role":"aoMap","width":512,"height":512},{"material":"Rubber","role":"map","width":512,"height":512},{"material":"Rubber","role":"normalMap","width":512,"height":512},{"material":"Rubber","role":"aoMap","width":512,"height":512},{"material":"Lamps","role":"map","width":128,"height":128},{"material":"Lamps","role":"normalMap","width":128,"height":128},{"material":"Lamps","role":"aoMap","width":128,"height":128},{"material":"GunSteel","role":"map","width":512,"height":512},{"material":"GunSteel","role":"normalMap","width":512,"height":512},{"material":"GunSteel","role":"aoMap","width":512,"height":512}],"paint":[0.13,0.15,0.08]},"draws":{"frame":2,"calls":213,"triangles":137456,"points":0,"lines":0},"errors":[]}
{
  "bounds": {
    "min": [
      -1.625,
      0,
      -3.7200002670288086
    ],
    "max": [
      1.625,
      2.9477272033691406,
      3.7200002670288086
    ],
    "size": [
      3.25,
      2.9477272033691406,
      7.440000534057617
    ]
  },
  "renderer": {
    "frame": 3,
    "calls": 427,
    "triangles": 274914,
    "points": 0,
    "lines": 0
  },
  "backend": "WebKit WebGL",
  "nodes": [
    {
      "name": "Scene",
      "type": "Group",
      "position": [
        0,
        0,
        0
      ]

 succeeded in 6503ms:
codex
Both GLBs pass Khronos validation with zero errors. The rig checks confirm 11 road wheels per side, matching pivots for all 22 damage twins, and no pivot drift during the 30° rotation test. The final exports contain 137,456 healthy triangles and 98,545 damage triangles, within budget.
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/bin/bash -lc "gemini -p 'Inspect actual images @sheet.jpg @final.png @side.png @states.png @paints.png @/tmp/churchill-runtime/runtime.png @/tmp/churchill-runtime/rear.png @/tmp/churchill-runtime/close.png. Compare with previous @/tmp/churchill-rev2/final.png @/tmp/churchill-rev2/side.png @/tmp/churchill-rev2/states.png. Independent final visual audit of Churchill Mk VII game asset. Classify previous findings: track thickness, exterior cleats, rectangular hatches, intake hood, turret seating. Max five findings with actual evidence and severity, PASS/REVISE/BLOCKED. Scope is a realistic Churchill style reconstruction rather than museum replica, user reference is authority. Counts healthy137456 damage98545, both under12MB; rig/contract validators pass. Do not edit. Read images yourself.' --output-format text > /tmp/churchill-critic3.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
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exec
/bin/bash -lc "sha256sum build_churchill-tank.py
ssh gex44 'sha256sum /root/fal-author/churchill-tank-v1/build_churchill-tank.py'
cat NOTES.md" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 517ms:
9efc5723fa9111c577a585efad4e799819fde776c236beadc899cdee82551b96  build_churchill-tank.py
9efc5723fa9111c577a585efad4e799819fde776c236beadc899cdee82551b96  /root/fal-author/churchill-tank-v1/build_churchill-tank.py
Churchill Mk VII style British infantry tank; rigged healthy and tank-damage/v1 assets, +Z forward, metres, no insignia.
Triangles: healthy 137,456; damage 98,545; both measured before glTF triangulation; see nodes.json.
Materials: Paint, TrackSteel, Rubber, Steel, GunSteel, Interior, Lamps; damage additionally Burnt and Scars (five material vocabulary in damage file).
Textures: Paint base/normal 1024; other base/normal 128–512; every ORM at most 512; Cycles OptiX baked shared tiling sets.
Poly Haven CC0 ids: green_metal_rust, rusty_metal_02; https://polyhaven.com/license ; downloaded diff, nor_gl, arm maps from dl.polyhaven.org.
Differences: reconstructed from the supplied sheet, not a surveyed restoration; antenna exceeds nominal roof height; internal mechanisms simplified, no roof MG as on reference.

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/bin/bash -lc 'cat /tmp/churchill-critic3.txt | tail -60; head -12 validation.json; ls -lh *.glb' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
{
  "churchill-tank.glb": {
    "triangles": 137456,
    "bytes": 10948936,
    "primitives": 213,
    "materials": [
      "Paint",
      "Steel",
      "Interior",
      "TrackSteel",
      "Rubber",
      "Lamps",
-rw-r--r-- 1 claude-agent claude-agent 11M Oct 11 16:47 churchill-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent 11M Oct 11 16:47 churchill-tank.glb

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/bin/bash -lc "python3 - <<'PY'
import json
from pathlib import Path
p=Path('validation.json');v=json.loads(p.read_text())
for n in ['churchill-tank','churchill-tank-damage']:
 k=json.loads(Path('/tmp/churchill-runtime/'+n+'-khronos.json').read_text());v[n+'.glb']['khronos']={'errors':k['issues']['numErrors'],'warnings':k['issues']['numWarnings'],'warning_codes':list(set(m['code'] for m in k['issues']['messages']))}
v['rig']=json.loads(Path('rig-check.json').read_text())
r=json.loads(Path('/tmp/churchill-runtime/runtime.json').read_text());v['runtime']={k:r[k] for k in ['bounds','asset','assetDrawCounters','errors']}
v['topology']={'healthy_zero_area_triangles':0,'damage_zero_area_triangles':0,'nonfinite_components':0,'duplicate_geometry_note':'Two identical wheel sub-primitives occur at distinct hub transforms; intentional repeated components, not overlapping duplicate surfaces.'}
v['bake_provenance']={'engine':'Cycles','device':'OptiX GPU','maps':['diffuse COLOR','tangent normal','packed ORM emission'],'paint_base_normal':1024,'max_orm':512,'sources':['green_metal_rust','rusty_metal_02'],'licence':'CC0','shared_tiling_sets':True}
p.write_text(json.dumps(v,indent=2))
print({n:{k:v[n][k] for k in ['triangles','bytes','errors']} for n in ['churchill-tank.glb','churchill-tank-damage.glb']})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
{'churchill-tank.glb': {'triangles': 137456, 'bytes': 10948936, 'errors': []}, 'churchill-tank-damage.glb': {'triangles': 98545, 'bytes': 10810728, 'errors': []}}

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/bin/bash -lc 'tail -60 /tmp/churchill-critic3.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}

 succeeded in 42455ms:
codex
I’ve inspected the exported damage and recolour grids. The stripped state retains complete armour, the thrown track now has visible link thickness, and the detached wreck turret rests on the ground with its underside modelled. Browser renders also load correctly with the intended paint factor and no JavaScript errors.
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/bin/bash -lc "sed -n '1,70p' /tmp/churchill-validate.py" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
import json,struct,io,sys
from pathlib import Path
import numpy as np
from PIL import Image
root=Path(sys.argv[1]);results={}
for file in ['churchill-tank.glb','churchill-tank-damage.glb']:
 p=root/file;raw=p.read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);bl=raw[28+jl:];ns=j['nodes'];mats=j.get('materials',[])
 def acc(i):
  a=j['accessors'][i];v=j['bufferViews'][a['bufferView']];dt={5126:'<f4',5125:'<u4',5123:'<u2',5121:'u1'}[a['componentType']];c={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4,'MAT4':16}[a['type']];off=v.get('byteOffset',0)+a.get('byteOffset',0);stride=v.get('byteStride',np.dtype(dt).itemsize*c)
  return np.ndarray((a['count'],c),dtype=dt,buffer=bl,offset=off,strides=(stride,np.dtype(dt).itemsize)).copy()
 tris=0;degen=0;nonfinite=0;tex=[];prims=0
 for mesh in j['meshes']:
  for pp in mesh['primitives']:
   prims+=1;v=acc(pp['attributes']['POSITION']);idx=acc(pp['indices']).ravel().reshape(-1,3);tris+=len(idx);nonfinite+=int((~np.isfinite(v)).sum());area=np.linalg.norm(np.cross(v[idx[:,1]]-v[idx[:,0]],v[idx[:,2]]-v[idx[:,0]]),axis=1);degen+=int((area<1e-10).sum())
 for im in j.get('images',[]):
  view=j['bufferViews'][im['bufferView']];start=view.get('byteOffset',0);data=bl[start:start+view['byteLength']];pil=Image.open(io.BytesIO(data));tex.append({'name':im.get('name'),'size':pil.size,'bytes':len(data)})
 def mat4(n):
  if 'matrix' in n:return np.array(n['matrix']).reshape(4,4).T
  t=n.get('translation',[0,0,0]);q=n.get('rotation',[0,0,0,1]);s=n.get('scale',[1,1,1]);x,y,z,w=q
  m=np.eye(4);m[:3,:3]=np.array([[1-2*y*y-2*z*z,2*x*y-2*z*w,2*x*z+2*y*w],[2*x*y+2*z*w,1-2*x*x-2*z*z,2*y*z-2*x*w],[2*x*z-2*y*w,2*y*z+2*x*w,1-2*x*x-2*y*y]])@np.diag(s);m[:3,3]=t;return m
 world={};parents={}
 def visit(i,p):
  m=p@mat4(ns[i]);world[i]=m
  for c in ns[i].get('children',[]):parents[c]=i;visit(c,m)
 scene=j['scenes'][j.get('scene',0)]
 for i in scene['nodes']:visit(i,np.eye(4))
 allpts=[];nodes={}
 for i,n in enumerate(ns):
  nodes[n['name']]={'position':world[i][:3,3].tolist(),'parent':ns[parents[i]]['name'] if i in parents else None}
  if 'mesh' in n:
   for pp in j['meshes'][n['mesh']]['primitives']:
    v=acc(pp['attributes']['POSITION']);allpts.append(v@world[i][:3,:3].T+world[i][:3,3])
 pts=np.concatenate(allpts);names=set(nodes);errors=[]
 if 'damage' not in file:
  for name in ['Hull','Turret','Gun','Barrel','Muzzle','Track_L','Track_R','Hatch_Commander','Hatch_Driver','Hatch_Loader','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch']:
   if name not in names:errors.append('Missing '+name)
  for a,b in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel')]:
   if nodes[a]['parent']!=b:errors.append('Wrong parent '+a)
  if not 80000<=tris<=140000:errors.append('Triangle budget')
  if len(raw)>12*1024*1024:errors.append('File size budget')
 else:
  tops=[ns[i]['name'] for i in scene['nodes']]
  if set(tops)!=set(['Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret']):errors.append('Top nodes '+str(tops))
  if tris>110000:errors.append('Triangle budget')
  if set(m['name'] for m in mats)-{'Paint','Burnt','Scars','TrackSteel','Rubber'}:errors.append('Material vocabulary')
 for m in mats:
  if m['name']=='Paint' and m['pbrMetallicRoughness'].get('baseColorFactor')!=[.13,.15,.08,1]:errors.append('Paint factor')
 for im in tex:
  limit=512 if ((im['name'] or '').lower().endswith('_orm') or 'damage' in file and not (im['name'] or '').startswith('Paint')) else 1024
  if max(im['size'])>limit:errors.append('Texture size '+str(im))
 if nonfinite:errors.append('Nonfinite vertices')
 if degen:errors.append(str(degen)+' degenerate triangles')
 results[file]={'triangles':tris,'bytes':len(raw),'primitives':prims,'materials':[m['name'] for m in mats],'textures':tex,'nodes':len(ns),'part_count':len([n for n in names if n.startswith('Part_')]),'bounds':{'min':pts.min(0).tolist(),'max':pts.max(0).tolist()},'errors':errors}
 print(file,json.dumps(results[file],indent=2))
(root/'validation.json').write_text(json.dumps(results,indent=2))

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/bin/bash -lc 'cat /tmp/churchill-critic3.txt' in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
**Verdict: PASS**

The model faithfully reconstructs the Churchill Mk VII style from `sheet.jpg`. All five previous revision findings are resolved.

### Classification of Previous Findings

| Finding | rev2 State | Current State (Evidence) | Status | Severity |
| :--- | :--- | :--- | :--- | :--- |
| **Track thickness** | Paper-thin ribbon | Modeled shoe thickness with solid link profile visible in `side.png` and `close.png` | **RESOLVED** | None |
| **Exterior cleats** | Weak/flat mudguard strips | Raised 3D transverse cleats along full track guards matching `sheet.jpg` | **RESOLVED** | None |
| **Rectangular hatches** | Incorrect round hull hatch | Rectangular front deck hatch with hinges; split loader flap on turret roof in `final.png` | **RESOLVED** | None |
| **Intake hood** | Flat side box | Overhanging armored cowl and baffle duct matching `sheet.jpg` "SIDE AIR INTAKE" | **RESOLVED** | None |
| **Turret seating** | High black gap / floating ring | Armored race collar sits flush against hull deck without light gaps in `close.png` | **RESOLVED** | None |

---

0. **Blocked on you**: Nothing.
1. **What changed**: Visual audit completed across all 11 render passes against reference sheet and rev2; no asset files were modified.
2. **How I know it works**: Inspected `close.png`, `side.png`, `rear.png`, `states.png`, and `paints.png` directly; verified track shoe geometry, flush turret collar, rectangular deck hatch, and clean state transitions under 12 MB budget.
3. **What would break if wrong**: If the asset had visual clipping or unseated geometry, it would show floating meshes in runtime renders (`runtime.png`, `close.png`).
4. **What I did NOT do**: Did not edit or re-export meshes or textures (read-only audit).

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/bin/bash -lc "python3 - <<'PY'
import json,struct,numpy as np,hashlib
from pathlib import Path
raw=Path('churchill-tank.glb').read_bytes();jl=struct.unpack_from('<I',raw,12)[0];j=json.loads(raw[20:20+jl]);b=raw[28+jl:];check={}
for n in j['nodes']:
 if n['name'] not in ['Track_L','Track_R']:continue
 uv=[]
 for p in j['meshes'][n['mesh']]['primitives']:
  a=j['accessors'][p['attributes']['TEXCOORD_0']];bv=j['bufferViews'][a['bufferView']];uv.append(np.ndarray((a['count'],2),'<f4',buffer=b,offset=bv.get('byteOffset',0)+a.get('byteOffset',0),strides=(bv.get('byteStride',8),4)))
 u=np.concatenate(uv);check[n['name']]={'uv_min':u.min(0).tolist(),'uv_max':u.max(0).tolist(),'longitudinal_v_span':float(np.ptp(u[:,1]))}
v=json.loads(Path('validation.json').read_text());v['track_uv']=check;v['visual_review']={'verdict':'PASS','revision':3,'evidence':['final.png','side.png','states.png','paints.png','/tmp/churchill-runtime/runtime.png','/tmp/churchill-runtime/rear.png','/tmp/churchill-runtime/close.png'],'review_report':'/tmp/churchill-critic3.txt'};v['build_script_sha256']=hashlib.sha256(Path('build_churchill-tank.py').read_bytes()).hexdigest();Path('validation.json').write_text(json.dumps(v,indent=2));print(check)
import shutil
if Path('__pycache__').exists():shutil.rmtree('__pycache__')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1
 succeeded in 49ms:
{'Track_L': {'uv_min': [-8.081986635488647e-09, -0.0013713836669921875], 'uv_max': [1.020339012145996, 1.0001276731491089], 'longitudinal_v_span': 1.001499056816101}, 'Track_R': {'uv_min': [-0.02033897116780281, -0.0013713836669921875], 'uv_max': [1.0000001192092896, 1.0001276731491089], 'longitudinal_v_span': 1.001499056816101}}

 succeeded in 747570ms:
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127.0.0.1 - - [11/Oct/2026 16:37:43] "GET /node_modules/three/build/three.core.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:37:43] "GET /churchill-tank.glb HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:37:43] code 404, message File not found
127.0.0.1 - - [11/Oct/2026 16:37:43] "GET /favicon.ico HTTP/1.1" 404 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET / HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET /node_modules/three/examples/jsm/loaders/GLTFLoader.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET /node_modules/three/build/three.module.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET /node_modules/three/examples/jsm/utils/BufferGeometryUtils.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET /node_modules/three/examples/jsm/utils/SkeletonUtils.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:19] "GET /node_modules/three/build/three.core.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:21] "GET /churchill-tank.glb HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:38:21] code 404, message File not found
127.0.0.1 - - [11/Oct/2026 16:38:21] "GET /favicon.ico HTTP/1.1" 404 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET / HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET /node_modules/three/build/three.module.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET /node_modules/three/examples/jsm/loaders/GLTFLoader.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET /node_modules/three/examples/jsm/utils/BufferGeometryUtils.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET /node_modules/three/examples/jsm/utils/SkeletonUtils.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:54] "GET /node_modules/three/build/three.core.js HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:56] "GET /churchill-tank.glb HTTP/1.1" 200 -
127.0.0.1 - - [11/Oct/2026 16:47:56] code 404, message File not found
127.0.0.1 - - [11/Oct/2026 16:47:56] "GET /favicon.ico HTTP/1.1" 404 -
Serving HTTP on 127.0.0.1 port 8956 (http://127.0.0.1:8956/) ...

Keyboard interrupt received, exiting.

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
codex
Delivered and validated:

- [Healthy GLB](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank.glb) — 137,456 triangles, 10.95 MB.
- [Damage GLB](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank-damage.glb) — 98,545 triangles, 10.81 MB.
- [Final render](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/final.png) · [Damage states](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/states.png) · [Paint variants](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/paints.png)

Rebuild script, node manifest, side/clay renders and six-line notes are included. Rig checks passed; both GLBs have zero Khronos validation errors.
tokens used
285,727
Delivered and validated:

- [Healthy GLB](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank.glb) — 137,456 triangles, 10.95 MB.
- [Damage GLB](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/churchill-tank-damage.glb) — 98,545 triangles, 10.81 MB.
- [Final render](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/final.png) · [Damage states](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/states.png) · [Paint variants](/home/claude-agent/forge-build/forge-assets/jobs/churchill-tank-v1/paints.png)

Rebuild script, node manifest, side/clay renders and six-line notes are included. Rig checks passed; both GLBs have zero Khronos validation errors.
