Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: xhigh
reasoning summaries: none
session id: 01a14650-4a89-7100-8ad5-7265801c9e0e
--------
user
Build realistic near-future crew shuttle that lands on planets: a compact blended lifting-body shaped like a flattened wedge with rounded edges (no large delta wing and no single tall tail fin), two small outward-canted tail fins at the rear corners, a black heat-shield belly, a cockpit with four forward windows set into the nose, a side crew hatch, a rear cargo ramp, two main engines and RCS thruster clusters, landing gear retracted under flush doors (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/crew-shuttle-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/crew-shuttle-v1`, scp scripts and any textures to gex44:/root/fal-author/crew-shuttle-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: 26 m long, 18 m wingspan, 7 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: 50k to 110k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.

Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. 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. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.85, 0.85, 0.83] (white). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. The heat-shield tiles are not Paint. Extra moving parts: Ramp (rear ramp, origin on its hinge, closed), Hatch (crew hatch, origin on its hinge, closed). In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: white, industrial orange, safety yellow, signal red, teal, pale blue, charcoal, sand; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 GLB within about 30 minutes, then use what is left of about 60 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: crew-shuttle.glb; build_crew-shuttle.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 build rules first, then build, bake, and render the shuttle on the GPU machine. I’ll check the silhouette, materials, and hatch and ramp pivots before delivering the GLB.

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/crew-shuttle-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.
- **Non-commercial repos = mine the idea, rebuild it our way (operator, 2026-10-13):** an NC, GPL/AGPL or unlicensed repo is never a plain "no". Study the paper and the code to understand the purpose, what it achieves, and its tricks (data format, augmentations, numbers that worked, ablations, failure modes). Then rebuild the technique with what we own (Gemini, Omni, three.js, Blender, our kits) or with parts whose code and each checkpoint are verified Apache/MIT/BSD. Prove it small and measure it. Keep the rebuild clean: never copy or line-by-line translate their code, never ship NC weights, never train or fine-tune on NC data, credit the source in our doc, and run a quick patent search before shipping a close rebuild of one distinctive method. Memory `feedback_nc_repos_mine_idea_rebuild_our_way.md`.
- **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. **Every Gemini call is Gemini 4 Argon (operator, 15 Oct 2026; never 3.8 Flash or 2.5):** agentic work through the Antigravity CLI (`agy4`), single-shot calls through the gateway with a thinking level (Gemini 4 refuses budgets; its thinking counts against max_tokens). Gemini 4 (`forge:build-gemini-4`, `-low`, `-high`) is eligible for bounded coding, investigation and review. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-4 --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; since 14 Oct 2026 this runs Google's Antigravity CLI (`agy4`, `forge-hub/agent/AGY4.md`) with the shared rules, skills, Forge MCP and our guards bridged as agy hooks, every call to Vertex project forge-dev-492809 (Google grant); `FORGE_GEMINI_HARNESS=claude-code` or `--jail` = the old Claude Code lane. 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 4 Argon in Google's Antigravity CLI (default since 14 Oct 2026; 3.8 Flash requests are upgraded; `gemini-cc` = old Claude Code lane) | `geminix` | `--model forge:build-gemini-4{,-low,-high}` |
| `agy4` | the launcher behind `gemini`/`gemini4`: Antigravity CLI + relay -> alias `forge-agy-gemini-4` (Google grant) | `agy4 -p` | `--model`, `--effort low|medium|high`, `--worker`; doc `forge-hub/agent/AGY4.md` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

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

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

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

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

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

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

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

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

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

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

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

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

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

## Personal substrate skills

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

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)
- **code-video** - applies when a video shot needs exact motion, timing, physics or a precise camera move, or a brand logo on a product (three.js preview, smooth camera rig, Omni 1.1 edit; Veo first+last frames cannot do choreography)

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 Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "pwd && rg --files -g 'AGENTS.md' -g 'CLAUDE.md' -g '*.jpg' -g '*.png' -g '*.py' -g 'NOTES.md' . /home/claude-agent/forge-build/forge-assets 2>/dev/null | head -80" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
./sheet.jpg
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/church.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/city-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/village-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/street.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/yard.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/town-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/church.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/city-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/village-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/street.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/yard.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/town-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/interaction-probe.py
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/working-yard.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/market-counter.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/village-orchard.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/walk-input.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/church-eye.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/probe.py
/home/claude-agent/forge-build/forge-assets/feedback/server.py
/home/claude-agent/forge-build/forge-assets/feedback/store.py
/home/claude-agent/forge-build/forge-assets/feedback/cli.py
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/city-river-1-street.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-5-street.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-real-junction.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/village-hill-1-street.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-curve.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-square.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-street.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-cost-top.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/village-plain-2-street.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-cost-repeat.png
/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/city-river-1-parvis.png
/home/claude-agent/forge-build/forge-assets/tools/dedupe_shelf.py
/home/claude-agent/forge-build/forge-assets/tools/space/manifest_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/check_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/build_spike_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/stats_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/paint_prep.py
/home/claude-agent/forge-build/forge-assets/tools/space/paint_compare_remote.py
/home/claude-agent/forge-build/forge-assets/tools/space/import_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/paint_ship_remote.py
/home/claude-agent/forge-build/forge-assets/tools/space/make_jobs_space.py
/home/claude-agent/forge-build/forge-assets/tools/space/paint_card.py
/home/claude-agent/forge-build/forge-assets/site/shots/game-lighthouse.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st8-roof-dots-before.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st5-aged-roof.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st6-heroes-close.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st-town-river.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st6-before-town-top.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st3-square-props.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st8-roof-dots-after.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st6-roof-close.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/game-quay.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st7-roofs.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/bm-medieval-tavern.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st6-town-street.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/kit-street.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st8-town-street.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st6-fronts.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/bm-breton-eaves.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st4-city-aerial.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st4-cottage.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/compare_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/st7-square.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st7-props.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/parts_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/st4-patrician.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/tank_states_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/st8-trees-before.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st7-roof-close.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/landmarks_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/st6-city-street.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/site_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/st5-wall-door-fixed.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/settlement_probe.py
/home/claude-agent/forge-build/forge-assets/site/shots/kit-compare.jpg
/home/claude-agent/forge-build/forge-assets/site/shots/st8-trees-after.jpg
/home/claude-agent/forge-build/forge-assets/tools/gpu/fb_probe.py

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/crew-shuttle-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.

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 9. Traps

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

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

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

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

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

## Attribution

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

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

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

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 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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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 /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/AGENTS.md; do if test -f "$p"; then cat "$p"; fi; done' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
codex
I’m using the Blender game-assets skill. The reference’s main cues are the broad rounded fuselage, short blended wing shoulders, low canted fins, and dark belly. I’ll use those proportions, with recessed windows, a framed crew hatch, and paired engines above the rear ramp.

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mcp: forge/skills_get (completed)
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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md && cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

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

## Exercise the actual execution path first

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

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

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

## Keep stages independently recoverable

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

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

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

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

## Validate a candidate before replacing delivery assets

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

Checks establish structural and runtime evidence, not aesthetic acceptance. Pair them with the matched visual review in [the critic loop](critic-loop.md) and the gates in `SKILL.md` §10.
<!-- 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.

mcp: forge/memory_search (completed)
exec
/bin/bash -lc "ssh gex44 'nvidia-smi --query-gpu=name,memory.free,utilization.gpu --format=csv,noheader; pgrep -a blender || true'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
for k,v in x.items():
 if any(w in k for w in ['metal','painted','aerial_asphalt','rubber']): print(k, v.get('name'),v.get('categories'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-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

 succeeded in 529ms:
NVIDIA RTX 4000 SFF Ada Generation, 12578 MiB, 0 %
7926 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/pirate-scrap-fighter-v1/build_pirate-scrap-fighter.py
11083 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/hover-cargo-skiff-v1/build_hover-cargo-skiff.py

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exec
/bin/bash -lc 'ssh gex44 mkdir -p /root/fal-author/crew-shuttle-v1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 421ms:
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exec
/bin/bash -lc "date -u '+%Y-%m-%d %H:%M:%S UTC' && curl -L -A 'Mozilla/5.0' -s 'https://api.polyhaven.com/assets?t=textures' | python3 -c 'import json,sys; x=json.load(sys.stdin); print(\"\\n\".join(k for k in x if any(s in k for s in [\"metal\", \"painted\", \"asphalt\", \"rubber\"])))'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
2026-10-16 20:04:29 UTC
aerial_asphalt_01
asphalt_01
asphalt_02
asphalt_03
asphalt_04
asphalt_05
asphalt_06
asphalt_07
asphalt_floor
asphalt_pit_lane
asphalt_snow
asphalt_track
black_painted_planks
blue_metal_plate
blue_painted_planks
box_profile_metal_sheet
clean_asphalt
cobblestone_embedded_asphalt
concrete_floor_painted
distressed_painted_planks
flower_scattered_asphalt
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
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
worn_asphalt

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exec
/bin/bash -lc "head -60 /root/blender-spike/blender-5.2.0-linux-x64/blender 2>/dev/null || true; ssh gex44 'file /root/blender-spike/blender-5.2.0-linux-x64/blender; head -55 /root/blender-spike/blender-5.2.0-linux-x64/blender'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 440ms:
bash: line 1: file: command not found
#!/bin/bash
# GPU gate shim (16 Sept 2026): every Blender run waits for a VRAM slot on the shared RTX 4000
# so biome builds cannot overlap Hunyuan or each other. The real binary is blender.real.
exec python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- "$(dirname "$0")/blender.real" "$@"

codex
The reference is clear, and I’ve claimed both build directories. I’m keeping the hull’s widest section near midships and limiting the lifting surfaces to short rear shoulders. The four windows will have actual openings and a cockpit behind them; the closed hatch and ramp will have separate hinge pivots.

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exec
/bin/bash -lc "curl -L -A 'Mozilla/5.0' -s 'https://api.polyhaven.com/files/metal_plate' | python3 -c 'import json,sys; x=json.load(sys.stdin); print(json.dumps({k:v.get(\"1k\",{}) for k,v in x.items() if k in [\"diff\",\"nor_gl\",\"arm\"]},indent=2))'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
{
  "nor_gl": {
    "jpg": {
      "size": 770307,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/metal_plate/metal_plate_nor_gl_1k.jpg",
      "md5": "d379e66130ad6ccff217ac9b13de935d"
    },
    "png": {
      "size": 5359071,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/png/1k/metal_plate/metal_plate_nor_gl_1k.png",
      "md5": "970b1bfeb59ec31a165341e05757dfc3"
    },
    "exr": {
      "size": 1696237,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/exr/1k/metal_plate/metal_plate_nor_gl_1k.exr",
      "md5": "a241b076a7d64c93469934d6526bc94f"
    }
  },
  "arm": {
    "jpg": {
      "size": 1004043,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/metal_plate/metal_plate_arm_1k.jpg",
      "md5": "13f064ffa4863a4170d902f675eb022e"
    },
    "png": {
      "size": 5698757,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/png/1k/metal_plate/metal_plate_arm_1k.png",
      "md5": "e89e239172608a8399fcdaead1731c79"
    },
    "exr": {
      "size": 2186277,
      "url": "https://dl.polyhaven.org/file/ph-assets/Textures/exr/1k/metal_plate/metal_plate_arm_1k.exr",
      "md5": "cc643af44fe1b638557135aae6e958b1"
    }
  }
}

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exec
/bin/bash -lc "cat > /tmp/crew-shuttle-preflight.py <<'PY'
import bpy
from pathlib import Path
bpy.ops.wm.read_factory_settings(use_empty=True)
s=bpy.context.scene;s.render.engine='CYCLES';s.cycles.samples=2
p=bpy.context.preferences.addons['cycles'].preferences;p.compute_device_type='OPTIX';p.get_devices()
for d in p.devices: d.use=d.type=='OPTIX'
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)
i=bpy.data.images.new('probe',32,32);n=m.node_tree.nodes.new('ShaderNodeTexImage');n.image=i;m.node_tree.nodes.active=n
s.render.bake.use_pass_direct=False;s.render.bake.use_pass_indirect=False
bpy.ops.object.bake(type='DIFFUSE');print('GPU_BAKE_OK',list(i.pixels[:4]))
bpy.ops.export_scene.gltf(filepath='/root/fal-author/crew-shuttle-v1/probe.glb',export_format='GLB',use_selection=True)
bpy.ops.object.delete(use_global=False)
bpy.ops.import_scene.gltf(filepath='/root/fal-author/crew-shuttle-v1/probe.glb');print('GLB_ROUNDTRIP_OK',len(bpy.context.selected_objects))
PY
scp /tmp/crew-shuttle-preflight.py gex44:/root/fal-author/crew-shuttle-v1/probe.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/probe.py > /tmp/crew-shuttle-preflight.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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exec
/bin/bash -lc "python3 - <<'PY'
import urllib.request,json
for id in ['metal_plate','metal_plate_02','painted_metal_shutter','rubber_tiles']:
 req=urllib.request.Request('https://api.polyhaven.com/files/'+id,headers={'User-Agent':'Mozilla/5.0'})
 x=json.load(urllib.request.urlopen(req));print(id,list(x.keys()))
PY
cat /tmp/crew-shuttle-preflight.log" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 200ms:
metal_plate ['Diffuse', 'nor_dx', 'nor_gl', 'blend', 'gltf', 'Bump', 'Metal', 'arm', 'AO', 'Displacement', 'Rough', 'spec', 'mtlx']
metal_plate_02 ['blend', 'AO', 'arm', 'Diffuse', 'Displacement', 'Metal', 'nor_dx', 'nor_gl', 'Rough', 'gltf', 'mtlx']
painted_metal_shutter ['Diffuse', 'nor_dx', 'nor_gl', 'blend', 'gltf', 'arm', 'AO', 'Displacement', 'Rough', 'mtlx']
rubber_tiles ['Diffuse', 'nor_dx', 'nor_gl', 'blend', 'gltf', 'arm', 'AO', 'Displacement', 'Rough', 'mtlx']

 succeeded in 67740ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cat > build_crew-shuttle.py <<'PY'
\"\"\"Crew shuttle: deterministic Blender 5.2 production builder.
Run: blender -b --python-exit-code 1 --python build_crew-shuttle.py
All source images are downloaded from Poly Haven (CC0); no other image source.
Blender coordinates: +X port, -Y forward, +Z up. Export rotates to glTF Y up.
\"\"\"
import bpy, bmesh, math, json, os, sys, time, urllib.request, random
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin, cos, pi, sqrt
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
START=time.time(); random.seed(17)
FAST='--draft' in sys.argv
bpy.ops.wm.read_factory_settings(use_empty=True)
S=bpy.context.scene
S.unit_settings.system='METRIC'; S.unit_settings.scale_length=1.0
S.render.engine='CYCLES'; S.cycles.samples=32; S.cycles.use_denoising=True
S.cycles.max_bounces=6; S.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX'; prefs.get_devices()
for d in prefs.devices: d.use=(d.type=='OPTIX')
S.cycles.device='GPU'
S.render.image_settings.file_format='PNG'; S.render.film_transparent=False
S.view_settings.view_transform='AgX'; S.view_settings.look='AgX - Medium High Contrast'
S.view_settings.exposure=0.35
STATIC=[]; MOVING=[]; BAKES={}; MATS={}
def log(s): print('CREW_SHUTTLE',round(time.time()-START,1),s,flush=True)
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():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
  req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0'})
  with urllib.request.urlopen(req,timeout=90) as r:p.write_bytes(r.read())
 return p

def image_node(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

def node(nt,typ):return nt.nodes.new(typ)
def link(nt,a,b):nt.links.new(a,b)

def source_mat(name,base,rough,metal,ph=None,neutral=False,normal_strength=.25):
 m=bpy.data.materials.new(name+'_source');m.use_nodes=True; nt=m.node_tree
 p=nt.nodes.get('Principled BSDF');p.inputs['Base Color'].default_value=(*base,1);p.inputs['Roughness'].default_value=rough;p.inputs['Metallic'].default_value=metal
 uv=node(nt,'ShaderNodeTexCoord')
 noise=node(nt,'ShaderNodeTexNoise');noise.inputs['Scale'].default_value=37;noise.inputs['Detail'].default_value=3;noise.inputs['Roughness'].default_value=.7;link(nt,uv.outputs['UV'],noise.inputs['Vector'])
 if ph:
  diff=image_node(nt,download(ph,'diff'));arm=image_node(nt,download(ph,'arm'),True);nor=image_node(nt,download(ph,'nor_gl'),True)
  bw=node(nt,'ShaderNodeRGBToBW');link(nt,diff.outputs['Color'],bw.inputs[0])
  ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.05;ramp.color_ramp.elements[1].position=.8
  if neutral:
   ramp.color_ramp.elements[0].color=(.51,.51,.51,1);ramp.color_ramp.elements[1].color=(.92,.92,.92,1)
  else:
   ramp.color_ramp.elements[0].color=(*(a*.5 for a in base),1);ramp.color_ramp.elements[1].color=(*(min(a*1.45,1) for a in base),1)
  link(nt,bw.outputs[0],ramp.inputs[0])
  # Fine neutral streaks and pitting are baked, never colour the faction texture.
  mix=node(nt,'ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.13;link(nt,ramp.outputs[0],mix.inputs[1]);link(nt,noise.outputs['Fac'],mix.inputs[2]);link(nt,mix.outputs[0],p.inputs['Base Color'])
  sep=node(nt,'ShaderNodeSeparateColor');link(nt,arm.outputs['Color'],sep.inputs[0])
  rem=node(nt,'ShaderNodeMapRange');rem.inputs['To Min'].default_value=max(.15,rough-.14);rem.inputs['To Max'].default_value=min(.95,rough+.14);link(nt,sep.outputs[1],rem.inputs['Value']);link(nt,rem.outputs[0],p.inputs['Roughness'])
  normal=node(nt,'ShaderNodeNormalMap');normal.inputs['Strength'].default_value=normal_strength;link(nt,nor.outputs[0],normal.inputs['Color'])
  bump=node(nt,'ShaderNodeBump');bump.inputs['Strength'].default_value=.15;bump.inputs['Distance'].default_value=.004;link(nt,noise.outputs['Fac'],bump.inputs['Height']);link(nt,normal.outputs[0],bump.inputs['Normal']);link(nt,bump.outputs[0],p.inputs['Normal'])
  return m,p,sep.outputs[0]
 return m,p,None

def bake_material(name,base,rough,metal,ph=None,neutral=False,res=1024,normal_strength=.25,alpha=1,emission=None):
 log('baking '+name)
 src,p,ao=source_mat(name,base,rough,metal,ph,neutral,normal_strength)
 bpy.ops.mesh.primitive_plane_add(size=2,location=(0,0,-40));plane=bpy.context.object;plane.data.materials.append(src)
 nt=src.node_tree;out=nt.nodes.get('Material Output');emit=node(nt,'ShaderNodeEmission')
 maps={}
 for kind,size in [('base',res),('normal',res),('orm',min(res,512))]:
  img=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
  if kind"'!='"'base':img.colorspace_settings.name='Non-Color'
  target=node(nt,'ShaderNodeTexImage');target.image=img;nt.nodes.active=target
  S.cycles.samples=8;S.render.bake.margin=4;S.render.bake.use_selected_to_active=False
  if kind=='normal':
   link(nt,p.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL')
  else:
   if kind=='base':
    incoming=p.inputs['Base Color'].links
    if incoming:link(nt,incoming[0].from_socket,emit.inputs[0])
    else:emit.inputs[0].default_value=(*base,1)
   else:
    c=node(nt,'ShaderNodeCombineColor');c.inputs[0].default_value=1;c.inputs[1].default_value=rough;c.inputs[2].default_value=metal
    if ao:
     r=node(nt,'ShaderNodeMapRange');r.inputs['To Min'].default_value=.8;r.inputs['To Max'].default_value=1;link(nt,ao,r.inputs['Value']);link(nt,r.outputs[0],c.inputs[0])
    if p.inputs['Roughness'].is_linked:link(nt,p.inputs['Roughness'].links[0].from_socket,c.inputs[1])
    link(nt,c.outputs[0],emit.inputs[0])
   link(nt,emit.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='EMIT')
  img.filepath_raw=str(TEX/(name+'_'+kind+'.png'));img.file_format='PNG';img.save();maps[kind]=img
  nt.nodes.remove(target)
 bpy.data.objects.remove(plane,do_unlink=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;p=nt.nodes.get('Principled BSDF')
 for kind in maps:
  n=node(nt,'ShaderNodeTexImage');n.image=maps[kind];n.extension='REPEAT';n.name=kind
  if kind=='base':
   if name=='Paint':
    mix=node(nt,'ShaderNodeMixRGB');mix.name='Faction tint';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;mix.inputs[2].default_value=(.85,.85,.83,1);link(nt,n.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],p.inputs['Base Color'])
   else:link(nt,n.outputs[0],p.inputs['Base Color'])
  elif kind=='normal':
   nm=node(nt,'ShaderNodeNormalMap');link(nt,n.outputs[0],nm.inputs[0 if False else 'Color']);link(nt,nm.outputs[0],p.inputs['Normal'])
  else:
   sep=node(nt,'ShaderNodeSeparateColor');link(nt,n.outputs[0],sep.inputs[0]);link(nt,sep.outputs[1],p.inputs['Roughness']);link(nt,sep.outputs[2],p.inputs['Metallic'])
   if 'glTF Material Output' not in bpy.data.node_groups:
    g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
   gnode=node(nt,'ShaderNodeGroup');gnode.node_tree=bpy.data.node_groups['glTF Material Output'];link(nt,sep.outputs[0],gnode.inputs['Occlusion'])
 p.inputs['Alpha'].default_value=alpha
 if name=='Glass':
  m.surface_render_method='BLENDED';p.inputs['Transmission Weight'].default_value=.15;p.inputs['Coat Weight'].default_value=.6;p.inputs['IOR'].default_value=1.46
 if emission:
  p.inputs['Emission Color'].default_value=(*emission,1);p.inputs['Emission Strength'].default_value=2.2
 m.diffuse_color=(*base,alpha);MATS[name]=m;BAKES[name]=maps;return m

def mesh(name,verts,faces,mat='Paint',smooth=True,keep=True):
 me=bpy.data.meshes.new(name);me.from_pydata(verts,[],faces);me.update();o=bpy.data.objects.new(name,me);S.collection.objects.link(o)
 if mat:me.materials.append(MATS[mat])
 for p in me.polygons:p.use_smooth=smooth
 if keep:STATIC.append(o)
 return o

def bevel(o,w=.04,seg=3):
 active(o);m=o.modifiers.new('Manufactured edge radii','BEVEL');m.width=w;m.segments=seg
 bpy.ops.object.modifier_apply(modifier=m.name)

def normals(o):
 active(o)
 try:
  m=o.modifiers.new('Weighted face normals','WEIGHTED_NORMAL');m.keep_sharp=True;m.weight=35;bpy.ops.object.modifier_apply(modifier=m.name)
 except:pass

def cube(name,loc,dim,mat='Paint',bev=.04,rot=None):
 bpy.ops.mesh.primitive_cube_add(size=1,location=loc);o=bpy.context.object;o.name=name;o.scale=dim
 bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)
 if rot:o.rotation_euler=rot
 o.data.materials.append(MATS[mat]);bevel(o,bev);normals(o);STATIC.append(o);return o

def tube(name,pts,r,mat='Alloy',sides=8,closed=False):
 pts=[Vector(p) for p in pts];v=[];f=[];N=len(pts)
 for i,p in enumerate(pts):
  t=(pts[(i+1)%N]-pts[(i-1)%N]).normalized() if closed else (pts[min(i+1,N-1)]-pts[max(i-1,0)]).normalized()
  a=t.cross(Vector((0,0,1)))
  if a.length<.01:a=t.cross(Vector((0,1,0)))
  a.normalize();b=t.cross(a).normalized()
  for j in range(sides):v.append(p+r*(a*cos(2*pi*j/sides)+b*sin(2*pi*j/sides)))
 for i in range(N if closed else N-1):
  for j in range(sides):f.append((i*sides+j,i*sides+(j+1)%sides,((i+1)%N)*sides+(j+1)%sides,((i+1)%N)*sides+j))
 if not closed:f.extend([tuple(reversed(range(sides))),tuple((N-1)*sides+j for j in range(sides))])
 return mesh(name,v,f,mat)

def cylinder(name,loc,r,depth,mat='Alloy',axis=(0,0,1),vertices=24,bev=.014):
 bpy.ops.mesh.primitive_cylinder_add(vertices=vertices,radius=r,depth=depth,location=loc);o=bpy.context.object;o.name=name
 o.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler();o.data.materials.append(MATS[mat]);bevel(o,bev,2);normals(o);STATIC.append(o);return o

def sphere(name,loc,scale,mat='Paint',seg=32,rings=16):
 bpy.ops.mesh.primitive_uv_sphere_add(segments=seg,ring_count=rings,radius=1,location=loc);o=bpy.context.object;o.name=name;o.scale=scale;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);o.data.materials.append(MATS[mat]);STATIC.append(o)
 for p in o.data.polygons:p.use_smooth=True
 return o

# Registered source textures are used for physical micro-detail, rebaked as shared tiling sets.
Paint=bake_material('Paint',(.8,.8,.8),.48,.12,'metal_plate_02',True)
Thermal=bake_material('Thermal',(.023,.026,.03),.77,.06,'rubber_tiles',False,1024,.18)
Alloy=bake_material('Alloy',(.26,.285,.30),.36,.83,'metal_plate_02',False,1024,.3)
Mechanisms=bake_material('Mechanisms',(.065,.074,.083),.48,.75,'metal_plate_02',False,512,.35)
Cabin=bake_material('Cabin',(.042,.052,.06),.69,.1,'rubber_tiles',False,512,.1)
Glass=bake_material('Glass',(.055,.13,.19),.15,.28,None,False,64,alpha=.31)
Engines=bake_material('Engines',(.30,.16,.065),.4,.3,None,False,64,emission=(.65,.25,.055))
Lamps=bake_material('Lamps',(.4,.65,.8),.3,.1,None,False,64,emission=(.5,.75,1.0))
log('MATERIAL_BAKES_COMPLETE')

# Longitudinal loft controls. The nose is a softened wedge, the fuselage has a broad parallel pressure cabin.
ST=[(-13,.05,-.72,-.88),(-12.75,.85,-.28,-1.35),(-12,2.10,.32,-1.98),(-10.5,3.35,1.3,-2.43),(-8.5,4.42,2.75,-2.68),(-6.2,5.12,3.52,-2.77),(-3,5.59,3.66,-2.8),(1,5.76,3.66,-2.8),(5,5.74,3.5,-2.72),(8.5,5.45,3.2,-2.52),(10.5,4.98,2.87,-2.25),(11.35,4.72,2.67,-2.05)]
def section(y):
 i=next((i for i in range(len(ST)-1) if y<=ST[i+1][0]),len(ST)-2);a=ST[i];b=ST[i+1];t=max(0,min(1,(y-a[0])/(b[0]-a[0])))
 vals=[]
 for k in [1,2,3]:
  m0=(b[k]-ST[max(0,i-1)][k])/(b[0]-ST[max(0,i-1)][0]);m1=(ST[min(len(ST)-1,i+2)][k]-a[k])/(ST[min(len(ST)-1,i+2)][0]-a[0]);d=b[0]-a[0]
  vals.append((2*t**3-3*t*t+1)*a[k]+(t**3-2*t*t+t)*d*m0+(-2*t**3+3*t*t)*b[k]+(t**3-t*t)*d*m1)
 return vals
EXP=.88
CZ=-.38
def surf(y,t,off=0):
 w,top,bot=section(y);s=sin(t);c=cos(t);z=CZ+(top-CZ if c>=0 else CZ-bot)*(abs(c)**EXP)*(1 if c>=0 else -1)
 v=Vector((w*(abs(s)**EXP)*(1 if s>=0 else -1),y,z))
 n=Vector((sin(t),-.08,cos(t))).normalized();return v+n*off

def side_x(y,z):
 w,t,b=section(y);q=(z-CZ)/(t-CZ if z>=CZ else CZ-b);c=min(.999,abs(q))**(1/EXP);return w*(sqrt(max(0,1-c*c))**EXP)
WIN=[(-1.08,-.59),(-.54,-.065),(.065,.54),(.59,1.08)]
ys=sorted(set([round(-13+i*24.35/112,6) for i in range(113)]+[-9.6,-7.25,11.35]))
ts=sorted(set([round(-pi+i*2*pi/128,7) for i in range(128)]+[a for win in WIN for a in win]))
verts=[surf(y,t) for y in ys for t in ts];faces=[];midx=[];N=len(ts)
for i in range(len(ys)-1):
 for j,t in enumerate(ts):
  tj=ts[(j+1)%N];tm=(t+tj)/2 if j<N-1 else pi;ym=(ys[i]+ys[i+1])/2
  if -9.6<ym<-7.25 and any(a<tm<b for a,b in WIN):continue
  faces.append((i*N+j,i*N+(j+1)%N,(i+1)*N+(j+1)%N,(i+1)*N+j))
  midx.append(1 if abs(tm)>1.79 or ym<-11.95 else 0)
faces.append(tuple(reversed(range(N))));midx.append(1)
body=mesh('Pressure shell',verts,faces)
body.data.materials.append(Thermal)
for p,i in zip(body.data.polygons,midx):p.material_index=i
active(body);solid=body.modifiers.new('Pressure shell thickness','SOLIDIFY');solid.thickness=.095;solid.offset=-1;bpy.ops.object.modifier_apply(modifier=solid.name)
# Cylindrical side-hatch opening through the real pressure shell.
bpy.ops.mesh.primitive_cylinder_add(vertices=80,radius=1.29,depth=2.6,location=(5.6,-.7,.52),rotation=(0,pi/2,0));cut=bpy.context.object
active(body);mod=body.modifiers.new('Crew hatch aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)

# Four optically separate forward panes and inset double gaskets; the surrounding shell has matching holes.
for wi,(a,b) in enumerate(WIN):
 y0,y1=-9.6,-7.25
 edge=[surf(y0,a+(b-a)*j/16,.025) for j in range(17)]+[surf(y0+(y1-y0)*j/12,b,.025) for j in range(1,13)]+[surf(y1,b-(b-a)*j/16,.025) for j in range(1,17)]+[surf(y1-(y1-y0)*j/12,a,.025) for j in range(1,12)]
 tube('Window pressure gasket',edge,.095,'Mechanisms',10,True);tube('Window titanium trim',[p+Vector((0,0,.015)) for p in edge],.032,'Alloy',8,True)
 v=[surf(y0+(y1-y0)*i/10,a+(b-a)*j/10,-.014) for i in range(11) for j in range(11)]
 f=[(i*11+j,i*11+j+1,(i+1)*11+j+1,(i+1)*11+j) for i in range(10) for j in range(10)]
 pane=mesh('Forward glazing '+str(wi+1),v,f,'Glass');active(pane);sol=pane.modifiers.new('Laminated pane','SOLIDIFY');sol.thickness=.018;bpy.ops.object.modifier_apply(modifier=sol.name)
# Cockpit under the transparent panes: twin shock-mounted seats, coaming, consoles, sticks.
cube('Cockpit floor',(0,-7.65,-.48),(5.4,4.5,.16),'Cabin',.08)
cube('Instrument coaming',(0,-9.0,.68),(4.5,.8,.5),'Mechanisms',.16,(-.18,0,0))
for x in [-1.12,1.12]:
 cylinder('Seat pedestal',(x,-7.25,-.05),.19,.8,'Alloy')
 cube('Seat cushion',(x,-7.15,.34),(.92,.87,.26),'Cabin',.13)
 cube('Seat back',(x,-6.73,1.03),(.95,.24,1.28),'Cabin',.14,(-.15,0,0))
 cube('Head restraint',(x,-6.67,1.8),(.5,.25,.36),'Cabin',.1)
 for dx in [-.53,.53]:tube('Seat frame',[(x+dx,-7.65,.15),(x+dx,-6.65,.2),(x+dx,-6.52,1.55)],.055,'Alloy',8)
 cube('Multi-function display surround',(x,-8.88,1.04),(1.0,.36,.17),'Alloy',.07,(-.3,0,0))
 cube('Multi-function display',(x,-8.91,1.13),(.85,.27,.035),'Glass',.035,(-.3,0,0))
 tube('Flight stick',[(x+.25,-7.6,.48),(x+.25,-7.7,.95),(x+.25,-7.81,1.10)],.055,'Mechanisms',10)
 for k in range(5):cube('Console indicator',(x-.33+.15*k,-9.18,1.15),(.045,.025,.02),'Lamps',.008)
cube('Centre console',(0,-7.5,.19),(.4,2.0,.65),'Mechanisms',.1)
for z in [.9,1.2]:tube('Cabin roof rail',[(-2.2,-6.3,z),(2.2,-6.3,z)],.045,'Alloy',10)

# Airframe panel breaks: gently recessed seams and visible captive fasteners.
for y in [-10.8,-6.4,-3.7,.2,4.3,7.6,9.6]:
 for aa,bb in [(-1.74,-.15),(.15,1.74)]:
  # Leave the hatch flange a clean interruption in the seam pattern.
  pts=[surf(y,aa+(bb-aa)*i/48,.016) for i in range(49)]
  tube('Pressure panel seam',pts,.012,'Mechanisms',5)
  for t in np.linspace(aa+.10,bb-.10,7):
   if abs(y+.7)<1.6 and t>1.1:continue
   p=surf(y+.09,t,.024);cylinder('Captive panel fastener',p,.034,.018,'Alloy',axis=(sin(t),-.05,cos(t)),vertices=10,bev=.004)
for t in [-1.69,-1.19,-.42,.42,1.19,1.69]:
 for ya,yb in [(-6.2,-2.1),(1.1,10.8)]:tube('Longitudinal panel seam',[surf(y,t,.016) for y in np.linspace(ya,yb,55)],.012,'Mechanisms',5)
# Heat shield ceramic tile field: staggered restrained fine seams on the underside.
for y in np.arange(-10.3,10.9,.83):
 tube('Belly tile course',[surf(y,t,.019) for t in np.linspace(1.82,4.46,48)],.009,'Mechanisms',4)
for t in np.linspace(1.86,4.42,16):tube('Belly tile joints',[surf(y,t,.022) for y in np.linspace(-10.2,10.9,38)],.008,'Mechanisms',4)

# Broad, short blended lifting shoulders. Section thickness and swept leading edge carry the form.
for sign in [-1,1]:
 stations=[(4.1,-3.3,10.85,.85),(4.7,-1.2,10.9,.66),(5.8,2.3,10.8,.41),(7.2,4.8,10.6,.28),(8.75,6.6,10.2,.18),(9,7.2,9.9,.075)]
 v=[];nn=48
 for x,lead,trail,thick in stations:
  for j in range(nn):
   a=2*pi*j/nn;u=(1-cos(a))/2;y=lead+(trail-lead)*u
   z=-1.30 + thick*sin(a)*(0.82+.18*cos(a))+.12*(x-4)/5
   v.append((sign*x,y,z))
 f=[]
 for i in range(len(stations)-1):
  for j in range(nn):f.append((i*nn+j,i*nn+(j+1)%nn,(i+1)*nn+(j+1)%nn,(i+1)*nn+j))
 f+=[tuple(reversed(range(nn))),tuple((len(stations)-1)*nn+j for j in range(nn))]
 o=mesh('Blended lifting shoulder',v,f);o.data.materials.append(Thermal)
 for p in o.data.polygons:
  if p.center.z<-1.3:p.material_index=1
 # Solid titanium leading edge with no long delta span.
 tube('Shoulder thermal leading edge',[(sign*x,le,-1.30+.12*(x-4)/5) for x,le,tr,th in stations],.055,'Thermal',10)
 for u in [.62,.87]:
  pts=[]
  for x,le,tr,th in stations[1:]:
   a=math.acos(1-2*u);pts.append((sign*x,le+(tr-le)*u,-1.30+th*sin(a)*(0.82+.18*cos(a))+.12*(x-4)/5+.013))
  tube('Shoulder control skin seam',pts,.016,'Mechanisms',6)
 # Tail fins: closed airfoil wedges, canted outward, swept rearward, no central vertical tail.
 rootA=Vector((sign*4.55,6.5,.47));rootB=Vector((sign*4.7,11.18,.5));tipA=Vector((sign*7.02,10.13,4.2));tipB=Vector((sign*7.11,12.12,4.08))
 vv=[];n=40
 for i in range(9):
  u=i/8;A=rootA.lerp(tipA,u);B=rootB.lerp(tipB,u)
  for j in range(n):
   a=2*pi*j/n;q=(1-cos(a))/2;pt=A.lerp(B,q);pt.x+=sign*(.22*(1-u)+.085*u)*sin(a);vv.append(pt)
 ff=[(i*n+j,i*n+(j+1)%n,(i+1)*n+(j+1)%n,(i+1)*n+j) for i in range(8) for j in range(n)];ff+=[tuple(reversed(range(n))),tuple(8*n+j for j in range(n))]
 fin=mesh('Canted tail stabilizer',vv,ff)
 tube('Fin thermal leading edge',[rootA.lerp(tipA,u) for u in np.linspace(0,1,20)],.06,'Thermal',10)
 for u in [.74]:tube('Fin rudder separation',[rootA.lerp(tipA,q).lerp(rootB.lerp(tipB,q),u)+Vector((sign*.12,0,0)) for q in np.linspace(.08,.98,22)],.016,'Mechanisms',6)
 sphere('Fin root fairing',(sign*4.75,8.6,.4),(.5,2.55,.5),'Paint')

# Dorsal radiator inset cassettes, not exposed block greebles.
for x in [-2.75,2.75]:
 z=surf(6,.50 if x>0 else -.50).z
 cube('Radiator rebate',(x,6.05,z-.06),(1.85,3.7,.12),'Mechanisms',.13,rot=(0,-.22 if x>0 else .22,0))
 for k in range(23):
  cube('Radiator slat',(x,4.38+k*.148,z+.025),(1.69,.045,.047),'Alloy',.014,rot=(0,-.22 if x>0 else .22,0))
# Recessed nose attitude-control panels with bored nozzles.
def nozzle(name,center,axis,profile,mat='Mechanisms',n=48):
 axis=Vector(axis).normalized();u=axis.cross(Vector((0,0,1)))
 if u.length<.1:u=axis.cross(Vector((0,1,0)))
 u.normalize();v=axis.cross(u).normalized();c=Vector(center);verts=[]
 for d,r in profile:
  for j in range(n):verts.append(c+axis*d+r*(u*cos(2*pi*j/n)+v*sin(2*pi*j/n)))
 faces=[(i*n+j,i*n+(j+1)%n,(i+1)*n+(j+1)%n,(i+1)*n+j) for i in range(len(profile)-1) for j in range(n)]
 return mesh(name,verts,faces,mat)
for sign in [-1,1]:
 for y,z in [(-10.7,-.42),(8.4,1.6)]:
  x=side_x(y,z)*sign
  # Small recessed sockets follow the actual pressure shell.
  for k in range(3):
   yy=y+(k-1)*.38;xx=side_x(yy,z)*sign
   nozzle('RCS socket',(xx,yy,z),(sign,0,.06),[(-.05,.19),(.035,.205),(.09,.155),(-.13,.115),(-.20,.04)],'Mechanisms',24)
   nozzle('RCS rim',(xx,yy,z),(sign,0,.06),[(.03,.2),(.06,.21),(.095,.18)],'Alloy',24)
  yy=y+.0;zz=z+.41;xx=side_x(yy,zz)*sign
  nozzle('RCS vertical jet',(xx,yy,zz),(sign*.75,0,.66),[(-.06,.16),(.06,.18),(.1,.12),(-.1,.065)],'Mechanisms',24)
 # Service coupling and covered fill port on the forward shoulder.
 yy=-5.9;zz=-.15;xx=side_x(yy,zz)*sign
 cylinder('Service coupling surround',(xx,yy,zz),.36,.12,'Alloy',(sign,0,0),40)
 cylinder('Service coupling cap',(xx+sign*.08,yy,zz),.235,.05,'Mechanisms',(sign,0,0),32)
 tube('Service port lock',[(xx+sign*.14,yy-.12,zz-.08),(xx+sign*.14,yy+.08,zz+.12)],.035,'Alloy')

# Conformal side hatch, jamb, pressure seal, hinge pins and integrated pull handle.
HY=-.7;HZ=.52
def hp(a,r,off=0):
 y=HY+r*cos(a);z=HZ+r*sin(a);return Vector((side_x(y,z)+off,y,z))
for r,w,mat,off in [(1.38,.09,'Paint',.025),(1.27,.055,'Mechanisms',.025),(1.23,.035,'Alloy',.046)]:tube('Crew hatch flange',[hp(a,r,off) for a in np.linspace(0,2*pi,81)[:-1]],w,mat,10,True)
hatch_parts=[];before=len(STATIC)
v=[hp(0,0,.053)]+[hp(a,1.20,.055) for a in np.linspace(0,2*pi,81)[:-1]]
f=[(0,j+1,(j+1)%80+1) for j in range(80)]
h=mesh('Hatch leaf',v,f);active(h);sol=h.modifiers.new('Pressure door thickness','SOLIDIFY');sol.thickness=.11;bpy.ops.object.modifier_apply(modifier=sol.name);bevel(h,.025,2)
# Handle and a tiny observation port are part of the moving leaf.
xx=side_x(HY+.55,HZ)+.12
cube('Hatch latch pocket',(xx,HY+.55,HZ),(.08,.25,.50),'Mechanisms',.09)
tube('Hatch release grip',[(xx+.07,HY+.48,HZ-.15),(xx+.13,HY+.46,HZ+.05),(xx+.07,HY+.48,HZ+.19)],.045,'Alloy',10)
for a in np.linspace(0,2*pi,13)[:-1]:
 p=hp(a,1.10,.12);cylinder('Hatch fastener',p,.035,.025,'Alloy',(1,0,0),10,.005)
hatch_parts=STATIC[before:];STATIC[before:]=[]
hinge=Vector((side_x(HY-1.16,HZ)+.12,HY-1.16,HZ))
for zz in [HZ-.65,HZ+.65]:
 cylinder('Hatch hinge knuckle',(hinge.x,hinge.y,zz),.12,.34,'Alloy',(0,0,1),24)
 cube('Hatch hinge pad',(hinge.x-.05,hinge.y+.12,zz),(.17,.36,.27),'Paint',.05)

# A recessed aft pressure bulkhead and closed ramp underneath the engines.
# Bulkhead rounded outline follows the fuselage rim.
outline=[surf(11.35,t) for t in np.linspace(-pi,pi,97)[:-1]]
rear=mesh('Aft bulkhead',outline,[tuple(range(96))],'Mechanisms',False)
# Cut the cargo opening from the bulkhead; leaves a true aperture when the ramp moves.
cutter=cube('temporary ramp cut',(0,11.35,-.78),(6.4,1.0,2.12),'Mechanisms',.16)
active(rear);so=rear.modifiers.new('Bulkhead gauge','SOLIDIFY');so.thickness=.13;bpy.ops.object.modifier_apply(modifier=so.name)
mod=rear.modifiers.new('Cargo aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cutter;bpy.ops.object.modifier_apply(modifier=mod.name);STATIC.remove(cutter);bpy.data.objects.remove(cutter,do_unlink=True)
cube('Cargo bay floor',(0,8.85,-1.89),(6.3,5.0,.15),'Mechanisms',.05)
cube('Cargo bay front wall',(0,6.5,-.68),(6.3,.15,2.4),'Cabin',.05)
for x in [-3.3,3.3]:cube('Cargo jamb',(x,11.45,-.77),(.17,.22,2.30),'Alloy',.06)
for z in [-1.91,.39]:cube('Cargo lintel',(0,11.45,z),(6.7,.22,.17),'Alloy',.05)
before=len(STATIC)
ramp=cube('Cargo ramp pressure panel',(0,11.43,-.77),(6.36,.22,2.10),'Paint',.16)
cube('Ramp lower thermal face',(0,11.565,-1.50),(6.05,.04,.51),'Thermal',.04)
for x in [-2.68,-1.36,0,1.36,2.68]:
 cube('Ramp reinforcement rib',(x,11.57,-.66),(.065,.045,1.63),'Alloy',.018)
for x in [-2.83,2.83]:cube('Ramp lock housing',(x,11.59,-.32),(.20,.12,.46),'Mechanisms',.04)
ramp_parts=STATIC[before:];STATIC[before:]=[]
for x in [-2.5,-.85,.85,2.5]:cylinder('Ramp hinge',(x,11.46,-1.88),.13,.48,'Alloy',(1,0,0),24)

# Twin recessed high-expansion main engines: ribbed refractory bells, clamp rings and deep hot throats.
for idx,x in enumerate([-2.05,2.05],1):
 z=1.55
 nozzle('Engine mounting collar',(x,10.9,z),(0,1,0),[(0,1.31),(.18,1.34),(.34,1.22),(.5,1.18)],'Alloy',72)
 nozzle('Main engine bell',(x,10.95,z),(0,1,0),[(0,.79),(.32,.89),(.7,1.02),(1.25,1.11),(1.82,1.15),(2.05,1.13),(2.05,1.04),(1.77,.98),(1.3,.84),(.8,.62),(.5,.42)],'Mechanisms',80)
 for d,r in [(.44,.94),(1.19,1.115),(1.82,1.17),(2.01,1.145)]:
  nozzle('Nozzle reinforcement ring',(x,10.95,z),(0,1,0),[(d-.045,r-.02),(d-.025,r+.025),(d+.025,r+.025),(d+.045,r-.02)],'Alloy',72)
 for a in np.linspace(0,2*pi,33)[:-1]:
  pts=[(x+r*cos(a),10.95+d,z+r*sin(a)) for d,r in [(.44,.94),(.8,1.055),(1.25,1.13),(1.78,1.17)]];tube('Engine cooling channel',pts,.026,'Alloy',6)
 cylinder('Recessed engine throat',(x,11.47,z),.41,.05,'Engines',(0,1,0),48,.02)
 nozzle('Throat concentrator',(x,11.46,z),(0,1,0),[(0,.48),(.06,.45),(.08,.37)],'Alloy',48)
 for a in np.linspace(0,2*pi,9)[:-1]:
  p=(x+1.27*cos(a),11.12,z+1.27*sin(a));cylinder('Engine collar bolt',p,.065,.08,'Mechanisms',(0,1,0),12,.008)
# Flush closed landing gear doors, their outlines sit on the belly curvature.
for yc,xc,length,width in [(-8,0,2.3,1.05),(4.5,-2.3,3.3,1.50),(4.5,2.3,3.3,1.50)]:
 def belly(x,y,off=.016):
  w,top,bot=section(y);ss=min(.999,abs(x/w))**(1/EXP);cc=sqrt(1-ss*ss);return (x,y,CZ-(CZ-bot)*cc**EXP-off)
 pts=[belly(xc+width/2,yc-length/2),belly(xc+width/2,yc+length/2),belly(xc-width/2,yc+length/2),belly(xc-width/2,yc-length/2)]
 tube('Flush gear door perimeter',pts,.023,'Alloy',6,True)
 tube('Flush gear door split',[belly(xc,yc-length/2),belly(xc,yc+length/2)],.015,'Mechanisms',6)
 for y in [yc-length*.32,yc+length*.32]:
  p=belly(xc+width/2,y);cube('Gear door concealed hinge',p,(.15,.33,.04),'Mechanisms',.015)
# Antenna blisters and navigation luminaires, no markings anywhere.
for x in [-.53,.53]:sphere('Dorsal sensor blister',(x,-5.4,3.55),(.25,.54,.11),'Mechanisms',24,12)
for x in [-8.88,8.88]:
 sphere('Wing navigation housing',(x,9.0,-1.13),(.14,.35,.10),'Mechanisms',24,12)
 sphere('Navigation lens',(x,8.9,-1.04),(.095,.19,.06),'Lamps',20,10)
sphere('Dorsal beacon mount',(0,1.6,3.68),(.25,.31,.08),'Mechanisms',24,12)
sphere('Dorsal beacon lens',(0,1.6,3.77),(.14,.18,.07),'Lamps',24,12)
log('GEOMETRY_COMPLETE '+str(len(STATIC))+' fixed pieces')

# Correct winding, apply construction modifiers. Cubic metre UVs tile the same baked micro-detail sets.
def finish_geo(o):
 active(o)
 # Negative handed wing construction is corrected without changing authored pivots.
 bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(o.data);bm.free()
 if not o.data.uv_layers:o.data.uv_layers.new(name='UVMap')
 uv=o.data.uv_layers.active.data
 for p in o.data.polygons:
  normal=p.normal;k=max(range(3),key=lambda i:abs(normal[i]));axes=[i for i in range(3) if i"'!=k]
  for li in p.loop_indices:
   co=o.matrix_world@o.data.vertices[o.data.loops[li].vertex_index].co
   uv[li].uv=(co[axes[0]]/2.4,co[axes[1]]/2.4)
 # Solid glass uses a constant baked optical set, UV is still valid.
for o in STATIC+hatch_parts+ramp_parts:finish_geo(o)

def assemble(name,objects,pivot=(0,0,0),moving=False):
 bpy.ops.object.select_all(action='"'DESELECT')
 for o in objects:o.select_set(True)
 bpy.context.view_layer.objects.active=objects[0];bpy.ops.object.join();o=bpy.context.object;o.name=name
 # Set the pivot by translating mesh coordinates directly, not applying moving-node transforms.
 world=o.matrix_world.copy();o.data.transform(world);o.matrix_world=Matrix.Identity(4)
 o.data.transform(Matrix.Translation(-Vector(pivot)));o.location=pivot
 bm=bmesh.new();bm.from_mesh(o.data)
 # Remove negligible cap degeneracy before export.
 bmesh.ops.dissolve_degenerate(bm,dist=1e-6,edges=bm.edges[:]);bmesh.ops.triangulate(bm,faces=bm.faces[:]);bm.to_mesh(o.data);bm.free()
 if moving:MOVING.append(o)
 return o
Hull=assemble('Hull',STATIC)
Hatch=assemble('Hatch',hatch_parts,hinge,True)
Ramp=assemble('Ramp',ramp_parts,(0,11.46,-1.88),True)
for o in MOVING:o.parent=Hull
ASSET=[Hull,Hatch,Ramp]
# Empty game sockets. Positions are written in glTF coordinates in nodes.json.
def socket(name,p,parent=Hull):
 o=bpy.data.objects.new(name,None);S.collection.objects.link(o);o.empty_display_type='ARROWS';o.empty_display_size=.3;o.location=p;o.parent=parent;ASSET.append(o);return o
socket('Thruster_1',(-2.05,13,1.55));socket('Thruster_2',(2.05,13,1.55))
socket('Seat_Pilot',(1.12,-7.15,.50));socket('Camera_Chase',(0,29,12))
socket('Light_Nav_L',(8.88,8.9,-1.04));socket('Light_Nav_R',(-8.88,8.9,-1.04));socket('Light_Beacon',(0,1.6,3.84))

# glTF exporter recognizes texture x factor through a Multiply node.
# Patch exported factor explicitly as a guard against shader traversal changes in Blender 5.x.
def export_glb():
 bpy.ops.object.select_all(action='DESELECT')
 for o in ASSET:o.select_set(True)
 bpy.context.view_layer.objects.active=Hull
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'crew-shuttle.glb'),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_image_format='AUTO',export_cameras=False,export_lights=False,export_extras=True)
 import struct
 p=ROOT/'crew-shuttle.glb';data=p.read_bytes();jl=struct.unpack_from('<I',data,12)[0];g=json.loads(data[20:20+jl]);binary=data[20+jl:]
 for m in g.get('materials',[]):
  if m['name']=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=[.85,.85,.83,1]
  if m['name']=='Glass':m['alphaMode']='BLEND';m['doubleSided']=True
 encoded=json.dumps(g,separators=(',',':')).encode();encoded+=b' '*((-len(encoded))%4)
 p.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(encoded)+len(binary))+struct.pack('<I4s',len(encoded),b'JSON')+encoded+binary)
 return g
G=export_glb()
tri=sum(len(o.data.polygons) for o in [Hull,Hatch,Ramp])
log('FIRST_COMPLETE_GLB triangles='+str(tri)+' bytes='+str((ROOT/'crew-shuttle.glb').stat().st_size))
# Metadata is in the exported frame, not Blender's Z-up frame.
def gl(v):return [round(v[0],5),round(v[2],5),round(-v[1],5)]
bpy.context.view_layer.update();pts=[o.matrix_world@v.co for o in [Hull,Hatch,Ramp] for v in o.data.vertices]
lo=Vector(tuple(min(p[i] for p in pts) for i in range(3)));hi=Vector(tuple(max(p[i] for p in pts) for i in range(3)))
paints=[('Ceramic white',[.85,.85,.83]),('Industrial orange',[.82,.22,.045]),('Safety yellow',[.86,.60,.055]),('Deep teal',[.055,.33,.31]),('Pale blue',[.34,.54,.69]),('Charcoal',[.095,.115,.14])]
meta={'units':'metres','forward':'+Z','up':'+Y','left':'+X','origin':'Hull centre of mass, level flight','bounding_box':{'min':[lo.x,lo.z,-hi.y],'max':[hi.x,hi.z,-lo.y],'dimensions':[hi.x-lo.x,hi.z-lo.z,hi.y-lo.y]},'triangle_count':tri,'materials':list(MATS),'nodes':{},'axes':{'Hatch':[0,1,0],'Ramp':[1,0,0]},'paints':[{'name':n,'linear_rgb':v} for n,v in paints], 'bakes':{'engine':'Cycles OptiX','samples':8,'base_normal_max':1024,'orm_max':512,'source_ids':['metal_plate_02','rubber_tiles'],'mapping':'shared 2.4 metre tiling PBR sets'},'state':'closed hatch and ramp; all landing gear retracted'}
for o in ASSET:meta['nodes'][o.name]={'position':gl(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'kind':'mesh' if o.type=='MESH' else 'empty'}
meta['nodes']['Thruster_1']['direction']=[0,0,-1];meta['nodes']['Thruster_2']['direction']=[0,0,-1]
meta['nodes']['Light_Nav_L']['color']=[1,0,0];meta['nodes']['Light_Nav_R']['color']=[0,1,0]
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\\n'.join([
'Original 26 m near-future lifting-body crew shuttle; real cockpit, closed hinged crew hatch/ramp, twin engines, retracted gear.',
f'{tri:,} triangles; three mesh nodes; GLB {(ROOT/\"crew-shuttle.glb\").stat().st_size/1048576:.2f} MiB; dimensions '+str(meta['bounding_box']['dimensions'])+' metres.',
'Eight materials: Paint, Thermal, Alloy, Mechanisms, Cabin, Glass (BLEND), Engines and Lamps; one neutral faction-colour texture.',
'Cycles GPU baked shared tiling PBR: base/normal up to 1024 px, ORM up to 512 px; optical/emissive sets 64 px.',
'Poly Haven CC0: metal_plate_02, rubber_tiles; https://polyhaven.com/license ; source maps https://polyhaven.com/a/metal_plate_02 and https://polyhaven.com/a/rubber_tiles .',
'Differs from sheet: original nose glazing/engine details, closed cargo ramp, restrained wear; no markings or deployed landing gear.'
])+'\\n')

# Dark orbital studio: camera-only blue gradient, soft white upper-forward-port key.
world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
out=node(nt,'ShaderNodeOutputWorld');lp=node(nt,'ShaderNodeLightPath');mix=node(nt,'ShaderNodeMixShader');ambient=node(nt,'ShaderNodeBackground');ambient.inputs[0].default_value=(.16,.22,.34,1);ambient.inputs[1].default_value=.24
bg=node(nt,'ShaderNodeBackground');bg.inputs[1].default_value=.32;tc=node(nt,'ShaderNodeTexCoord');sep=node(nt,'ShaderNodeSeparateXYZ');link(nt,tc.outputs['Normal'],sep.inputs[0]);ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.0;ramp.color_ramp.elements[0].color=(.005,.009,.019,1);ramp.color_ramp.elements[1].position=.7;ramp.color_ramp.elements[1].color=(.025,.045,.085,1);link(nt,sep.outputs['Z'],ramp.inputs[0]);link(nt,ramp.outputs[0],bg.inputs[0]);link(nt,lp.outputs['Is Camera Ray'],mix.inputs[0]);link(nt,ambient.outputs[0],mix.inputs[1]);link(nt,bg.outputs[0],mix.inputs[2]);link(nt,mix.outputs[0],out.inputs[0])
def area(name,pos,energy,size,color):
 dat=bpy.data.lights.new(name,'AREA');o=bpy.data.objects.new(name,dat);S.collection.objects.link(o);o.location=pos;o.rotation_euler=(Vector((0,0,0))-o.location).to_track_quat('-Z','Y').to_euler();dat.energy=energy;dat.shape='DISK';dat.size=size;dat.color=color
area('White daylight key',(8,-15,21),4100,11,(1,.96,.91));area('Cool fill',(-13,-8,7),2300,13,(.60,.75,1));area('Aft edge',(5,15,13),4300,10,(.7,.8,1));area('Belly bounce',(4,-3,-13),650,10,(.5,.62,.85))
d=bpy.data.cameras.new('Review camera');cam=bpy.data.objects.new('Review camera',d);S.collection.objects.link(cam);S.camera=cam;d.type='ORTHO';d.lens=50
TARGET=Vector((0,0,.3))
def camera(pos,scale):
 cam.location=pos;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();d.ortho_scale=scale
HERO=(32,-39,23)
def render(name,w=1920,h=1080,samples=32):
 S.render.resolution_x=w;S.render.resolution_y=h;S.render.resolution_percentage=100;S.cycles.samples=samples;S.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);log('RENDER '+name)
camera(HERO,34)
# Required plain clay image precedes texture judging.
clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
S.view_layers[0].material_override=clay
render('clay.png',1920,1080,20)
S.view_layers[0].material_override=None
render('final.png',1920,1080,40 if not FAST else 16)
camera((38,0,4.2),31);render('side.png',1920,1080,24)
camera((25,36,18),33);render('rear.png',1440,900,24)
# Both movable nodes are rotated about their declared axes for an actual rendered hinge proof.
Hatch.rotation_euler.z=math.radians(30);Ramp.rotation_euler.x=math.radians(-30)
camera((30,32,15),34);render('pivot-check.png',1440,900,20)
Hatch.rotation_euler.z=0;Ramp.rotation_euler.x=0
# Six paint proof frames composed without any image source other than the actual 3D render.
camera(HERO,34);tile_images=[]
for i,(n,col) in enumerate(paints):
 Paint.node_tree.nodes['Faction tint'].inputs[2].default_value=(*col,1)
 fn=f'paint-{i}.png';render(fn,640,360,12)
 im=bpy.data.images.load(str(ROOT/fn),check_existing=False);buf=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(buf);tile_images.append(buf.reshape(360,640,4));bpy.data.images.remove(im)
canvas=np.ones((720,1920,4),np.float32)
for i,tile in enumerate(tile_images):
 row=1-i//3;col=i%3;canvas[row*360:(row+1)*360,col*640:(col+1)*640]=tile
im=bpy.data.images.new('Paint catalogue',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
Paint.node_tree.nodes['Faction tint'].inputs[2].default_value=(.85,.85,.83,1)
# Final source retains closed transforms and default faction factor.
camera(HERO,34);S.cycles.samples=40
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'crew-shuttle.blend'))
log('COMPLETE')
PY
python3 -m py_compile build_crew-shuttle.py
wc -l build_crew-shuttle.py
cat /tmp/crew-shuttle-preflight.log" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
510 build_crew-shuttle.py
INFO gpu_gate: gpu slot acquired by blender (pid 18415, 6000 MiB, batch)
00:00.449  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/root/fal-author/crew-shuttle-v1/probe.py:9: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  m=bpy.data.materials.new('Probe');m.use_nodes=True;o.data.materials.append(m)
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
[INFO ] services.locationservice ...............: Not adding link to MakeHuman user data, since neither explicit path nor auto-discovery is set in preferences.
[INFO ] mpfb.init ..............................: Build info FROM_SOURCE
[INFO ] mpfb.init ..............................: Online access preference is not enabled. Not checking if MakeHuman is online.
[INFO ] mpfb.init ..............................: MPFB initialization has finished.
Info: Baking map saved to internal image, save it externally or pack it
GPU_BAKE_OK [0.8901961445808411, 0.8901961445808411, 0.8901961445808411, 1.0]
INFO Draco is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_draco_bridge.so
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
22:06:19 | INFO: Starting glTF 2.0 export
22:06:19 | INFO: Extracting primitive: Plane
22:06:19 | INFO: Primitives created: 1
22:06:19 | INFO: Finished glTF 2.0 export in 0.0059661865234375 s

22:06:19 | INFO: Data are loaded, start creating Blender stuff
22:06:19 | INFO: Blender create Mesh node Plane
22:06:19 | INFO: glTF import finished in 0.00s
GLB_ROUNDTRIP_OK 1

Blender quit

codex
The GPU bake and GLB export/import probe passed. The build script now includes the hull, four-window cockpit, hatch, ramp, thermal belly, radiators, engine bells, and RCS clusters. I’m starting the complete bake/export run, then I’ll inspect the clay and textured renders for shape or material problems.

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exec
/bin/bash -lc 'scp build_crew-shuttle.py gex44:/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py > /tmp/crew-shuttle-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "date -u '+%H:%M:%S UTC'; df -h /; ls -lh" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
20:10:18 UTC
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  138G  6.5G  96% /
total 832K
-rw-rw-r-- 1 claude-agent claude-agent 7.2K Oct 16 20:03 PROMPT.txt
drwxrwxr-x 2 claude-agent claude-agent 4.0K Oct 16 20:09 __pycache__
-rw-rw-r-- 1 claude-agent claude-agent 170K Oct 16 20:10 astra.log
-rw-rw-r-- 1 claude-agent claude-agent  36K Oct 16 20:09 build_crew-shuttle.py
-rw-rw-r-- 1 claude-agent claude-agent 4.9K Oct 16 18:37 job.json
-rw-rw-r-- 1 claude-agent claude-agent 594K Oct 16 18:38 sheet.jpg
-rw-rw-r-- 1 claude-agent claude-agent 1.1K Oct 16 18:37 sheet_prompt.txt
-rw-rw-r-- 1 claude-agent claude-agent   21 Oct 16 20:03 started.txt

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/bin/bash -lc 'tail -35 /tmp/crew-shuttle-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "ssh gex44 'pgrep -af \"crew-shuttle|gpu_gate.py\" | head -20; nvidia-smi --query-gpu=memory.free,utilization.gpu --format=csv,noheader; ls -l /root/fal-author/crew-shuttle-v1'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 555ms:
35888 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/hover-cargo-skiff-v1/build_hover-cargo-skiff.py
42584 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/dreadnought-v1/build_dreadnought.py
43661 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/crew-shuttle-v1/build_crew-shuttle.py
45034 bash -c pgrep -af "crew-shuttle|gpu_gate.py" | head -20; nvidia-smi --query-gpu=memory.free,utilization.gpu --format=csv,noheader; ls -l /root/fal-author/crew-shuttle-v1
11241 MiB, 0 %
total 44
-rw-r--r-- 1 root root 36369 Oct 16 22:10 build_crew-shuttle.py
-rw-r--r-- 1 root root  1228 Oct 16 22:06 probe.glb
-rw-r--r-- 1 root root  1019 Oct 16 22:05 probe.py

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/bin/bash -lc "sed -n '1,100p' /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
"""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.
"""
import argparse
import hashlib
import json
from pathlib import Path
import struct
import sys

import numpy as np


def audit(path):
    data = Path(path).read_bytes()
    if len(data) < 20 or struct.unpack_from('<4sII', data) != (b'glTF', 2, len(data)):
        raise ValueError('Invalid GLB v2 header/length')
    chunks = {}
    offset = 12
    while offset < len(data):
        if offset + 8 > len(data):
            raise ValueError('Truncated chunk header')
        length, kind = struct.unpack_from('<II', data, offset)
        offset += 8
        if length % 4 or offset + length > len(data) or kind in chunks:
            raise ValueError('Invalid, duplicate or truncated GLB chunk')
        chunks[kind] = data[offset:offset + length]
        offset += length
    g = json.loads(chunks[0x4E4F534A])
    binary = chunks.get(0x004E4942, b'')
    compressed = {'KHR_draco_mesh_compression', 'EXT_meshopt_compression'}
    if compressed.intersection(g.get('extensionsUsed', []) + g.get('extensionsRequired', [])):
        raise ValueError('Compressed geometry: audit the uncompressed export')
    buffers = g.get('buffers', [])
    if len(buffers) != 1 or 'uri' in buffers[0] or buffers[0]['byteLength'] > len(binary):
        raise ValueError('Expected one embedded geometry buffer')
    dtypes = {5120: 'i1', 5121: 'u1', 5122: '<i2', 5123: '<u2', 5125: '<u4', 5126: '<f4'}
    widths = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4}

    def accessor(index):
        q = g['accessors'][index]
        if 'sparse' in q or 'bufferView' not in q:
            raise ValueError('Sparse or implicit accessor unsupported')
        v = g['bufferViews'][q['bufferView']]
        if v.get('buffer', 0) != 0 or 'EXT_meshopt_compression' in v.get('extensions', {}):
            raise ValueError('Unsupported buffer view')
        dtype = np.dtype(dtypes[q['componentType']])
        width = widths[q['type']]
        stride = v.get('byteStride', dtype.itemsize * width)
        count = q['count']
        start = q.get('byteOffset', 0)
        end = start + (count - 1) * stride + width * dtype.itemsize if count else start
        base = v.get('byteOffset', 0)
        if count < 0 or start < 0 or base < 0 or stride < dtype.itemsize * width or end > v['byteLength'] or base + v['byteLength'] > buffers[0]['byteLength']:
            raise ValueError('Accessor exceeds declared buffer bounds')
        return np.ndarray((count, width), dtype=dtype, buffer=binary,
                          offset=base + start, strides=(stride, dtype.itemsize))

    rows = []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            if primitive.get('mode', 4) != 4 or primitive.get('targets') or 'KHR_draco_mesh_compression' in primitive.get('extensions', {}):
                raise ValueError('Only uncompressed TRIANGLES without morph targets supported')
            attrs = {name: accessor(i) for name, i in primitive['attributes'].items()}
            pos = attrs['POSITION']
            if pos.shape[1] != 3 or g['accessors'][primitive['attributes']['POSITION']].get('normalized'):
                raise ValueError('Expected non-normalized VEC3 positions')
            idx = np.arange(len(pos))
            if 'indices' in primitive:
                q = g['accessors'][primitive['indices']]
                if q['type'] != 'SCALAR' or q['componentType'] not in (5121, 5123, 5125):
                    raise ValueError('Invalid index accessor')
                idx = accessor(primitive['indices']).ravel()
            if len(idx) % 3 or (len(idx) and int(idx.max()) >= len(pos)):
                raise ValueError('Invalid triangle indices')
            t = pos[idx.reshape(-1, 3)].astype(np.float64)
            area2 = np.linalg.norm(np.cross(t[:, 1] - t[:, 0], t[:, 2] - t[:, 0]), axis=1)
            rows.append({'mesh': mesh.get('name', str(mi)), 'primitive': pi,
                         'triangles': len(idx) // 3,
                         'zero_area_triangles': int((area2 < 1e-12).sum()),
                         'nonfinite_attribute_components': sum(int((~np.isfinite(a)).sum()) for a in attrs.values())})
    if not rows:
        raise ValueError('No triangle primitives to audit')
    # Rig report and duplicate-primitive detection (2026-09-21, after the MengTo rejection gates):
    # duplicate = two primitives whose POSITION and index buffers hash identically (an action file
    # carrying a second render mesh); the rig report lists skins, joint names and their parents.
    seen, duplicates = {}, []
    for mi, mesh in enumerate(g.get('meshes', [])):
        for pi, primitive in enumerate(mesh['primitives']):
            key = hashlib.sha1(accessor(primitive['attributes']['POSITION']).tobytes()
                               + (accessor(primitive['indices']).tobytes() if 'indices' in primitive else b'')).hexdigest()
            here = f"{mesh.get('name', str(mi))}[{pi}]"
            if key in seen:
                duplicates.append({'primitive': here, 'same_as': seen[key]})
            else:
                seen[key] = here
    nodes = g.get('nodes', [])
    parent_of = {}

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exec
/bin/bash -lc "command -v forge-agent; command -v geminix; command -v chromium; command -v node; ls /tmp | rg 'playwright|three|crew-shuttle' | head -30; tail -12 /tmp/crew-shuttle-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
/home/claude-agent/bin/forge-agent
/home/claude-agent/bin/geminix
/snap/bin/chromium
/usr/bin/node
crew-shuttle-build.log
crew-shuttle-preflight.log
crew-shuttle-preflight.py
playwright-artifacts-4JnyZ2
playwright-artifacts-5B2Qdj
playwright-artifacts-5SDLe4
playwright-artifacts-8SonpL
playwright-artifacts-CMF3Fa
playwright-artifacts-bDm6FK
playwright-artifacts-kjeUmc
playwright-artifacts-nvDuKD
playwright-artifacts-qqVttq
playwright_chromiumdev_profile-NeJqgt
playwright_chromiumdev_profile-bYh783
playwright_chromiumdev_profile-bwGMqi
playwright_chromiumdev_profile-e7Vl91
playwright_chromiumdev_profile-nnLEj3
playwright_webkitdev_profile-4deAnH
playwright_webkitdev_profile-JanXju
playwright_webkitdev_profile-Pdym04
playwright_webkitdev_profile-rgYzV1

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exec
/bin/bash -lc 'forge-agent run --help | head -70' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
usage: forge-agent run [-h] --harness
                       {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                       --model MODEL --purpose PURPOSE [--repo REPO] --task
                       TASK [--effort EFFORT] [--timeout TIMEOUT]
                       [--quality-profile {visual}]
                       [--quality-packet QUALITY_PACKET] [--jail]
                       [--allow-net {none,all,allowlist}]
                       [--data-class {synthetic,internal}] [--ro RO]

options:
  -h, --help            show this help message and exit
  --harness {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                        codex = Unreal Agent on the Codex subscription
                        (default since 2026-09-23; Codex CLI with --jail);
                        codex-cli = the Codex CLI itself
  --model MODEL
  --purpose PURPOSE
  --repo REPO           required for --harness codex/claude/gemini/deepseek;
                        unused (no worktree) for gemini-proxy
  --task TASK
  --effort EFFORT       Codex or DeepSeek (medium maps to high on DeepSeek)
  --timeout TIMEOUT
  --quality-profile {visual}
                        DeepSeek only: bounded visual quality instructions
  --quality-packet QUALITY_PACKET
                        DeepSeek visual only: local JSON task packet (max 32
                        KiB)
  --jail                run the worker (codex/claude only) inside jail.py
                        containment (default OFF; opt in explicitly)
  --allow-net {none,all,allowlist}
                        --jail only: worker network mode (default 'all' --
                        codex/claude both need real model-API egress;
                        'allowlist' routes through the tinyproxy sidecar)
  --data-class {synthetic,internal}
                        --jail only: task data class; 'internal' is required
                        to use --ro
  --ro RO               --jail only, requires --data-class internal: extra
                        host path to mount read-only inside the jail;
                        repeatable

codex
The full build is waiting in the GPU machine’s shared queue. While it waits, I’m preparing checks for dimensions, triangle count, texture sizes, export axes, and paint-factor recolouring so I can validate the GLB as soon as it’s written.

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exec
/bin/bash -lc "node -e \"for (const x of ['playwright','three','puppeteer']) {try {console.log(x,require.resolve(x))}catch{}}\"; ls /tmp | rg '"'^(.*three.*|.*viewer.*|.*runtime.*|.*smoke.*)$'"' | head -30; tail -8 /tmp/crew-shuttle-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
alien-saucer-runtime
corvette-runtime
dieselpunk-runtime
dreadnought-viewer
h1-viewer
heavy-bomber-runtime
hover-skiff-runtime
interceptor-runtime
interceptor-runtime-install.log
mining-ship-runtime
skiff-runtime-spin.png
skiff-runtime-teal.png
skiff-runtime.png
smoke-new.png
smoke-orig.png
stealth-runtime
stealth-runtime-final.log
stealth-runtime-install.log
stealth-runtime-r3.log
stealth-runtime-server.log
  m=bpy.data.materials.new(name+'_source');m.use_nodes=True; nt=m.node_tree
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:99: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;p=nt.nodes.get('Principled BSDF')
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
CREW_SHUTTLE 2.7 baking Thermal

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/bin/bash -lc "sed -n '1,200p' /opt/gpu-gate/gpu_gate.py 2>/dev/null || ssh gex44 'sed -n \"1,180p\" /opt/gpu-gate/gpu_gate.py'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 450ms:
"""Cross-process GPU gate for the gex44 inference box.

One RTX 4000 SFF Ada (20475 MiB) is shared by four tools that know nothing
about each other: Flux image generation behind a LiteLLM gateway we do not
patch, Hunyuan3D shells fired by hunyuan_job.sh, SkinTokens and headless
Blender builds started by blender_exec_server.py.  Two heavy jobs at once can
run the card out of memory, so every heavy job asks this module for a slot
before it touches the GPU.

Model: one small JSON file per running job inside a lock directory, plus an
flock on <lock_dir>/.lock that serialises the bookkeeping only.  The flock is
never held while a job waits, so a waiting job cannot stop another job from
taking a slot that is free.  A job may start when

  (a) live slots (pid still alive, stale ones reaped) are fewer than
      max_concurrent, and
  (b) nvidia-smi reports at least need_mib free, after subtracting the need of
      slots younger than GRACE_S: a job that just launched may not show up in
      nvidia-smi's used counter yet, so we reserve for it ourselves.

The VRAM half is best effort.  When nvidia-smi is missing or fails we log and
gate on slot count alone: a gate that refuses to start anything because a
probe broke would stall the whole build lane, which is worse than a rare OOM.

Batch heavy jobs (Blender biome, Hunyuan prop batch) also stand back 30 s from
any build slot created in the last minute, so interactive app builds go first.
"""

from __future__ import annotations

import argparse
import collections
import contextlib
import fcntl
import json
import logging
import os
import subprocess
import sys
import time
import uuid

LOG = logging.getLogger("gpu_gate")

DEFAULT_LOCK_DIR = "/var/lock/forge-gpu"
GRACE_S = 90.0        # a fresh job may not appear in nvidia-smi yet
BUILD_LEAD_S = 60.0   # a build slot this young makes batch jobs stand back
BATCH_PENALTY_S = 30.0
PRIORITIES = ("build", "batch")
EXIT_GATE_TIMEOUT = 75  # EX_TEMPFAIL: the caller may retry

Decision = collections.namedtuple("Decision", "path reason wait_s")


class GpuGateTimeout(RuntimeError):
    """Raised when no slot became available inside timeout_s."""


# --------------------------------------------------------------------------
# clock (indirection so tests can drive time)
# --------------------------------------------------------------------------

def _now() -> float:
    # One clock for both slot timestamps and the timeout: the gate lives for
    # minutes, so treating a wall clock jump as an edge case is fine, and a
    # single clock keeps the slot ages and the deadline comparable.
    return time.time()


def _sleep(seconds: float) -> None:
    time.sleep(seconds)


# --------------------------------------------------------------------------
# slot bookkeeping
# --------------------------------------------------------------------------

def _lock_file(lock_dir: str) -> str:
    return os.path.join(lock_dir, ".lock")


@contextlib.contextmanager
def _bookkeeping(lock_dir: str):
    """Hold the flock for slot reads and writes only, never while waiting."""
    os.makedirs(lock_dir, exist_ok=True)
    fd = os.open(_lock_file(lock_dir), os.O_CREAT | os.O_RDWR, 0o644)
    try:
        fcntl.flock(fd, fcntl.LOCK_EX)
        yield
    finally:
        fcntl.flock(fd, fcntl.LOCK_UN)
        os.close(fd)


def _pid_alive(pid) -> bool:
    if not isinstance(pid, int) or isinstance(pid, bool) or pid <= 0:
        return False
    try:
        os.kill(pid, 0)
    except ProcessLookupError:
        return False
    except PermissionError:
        return True  # exists, owned by another user
    except OSError:
        return False
    return True


def _unlink(path: str) -> None:
    try:
        os.unlink(path)
    except OSError:
        pass


def _read_slot(path: str):
    """Return the slot dict, or None when the file is missing or unreadable."""
    try:
        with open(path, encoding="utf-8") as fh:
            data = json.load(fh)
    except (OSError, ValueError):
        return None
    if not isinstance(data, dict):
        return None
    return data


def _live_slots(lock_dir: str) -> list:
    """Reap slots whose process is gone, return the slots still running.

    Caller holds the bookkeeping lock.  A corrupt file counts as stale: it
    cannot be attributed to a live job, so it must not hold a slot forever.
    """
    live = []
    for name in sorted(os.listdir(lock_dir)):
        if not name.endswith(".json"):
            continue
        path = os.path.join(lock_dir, name)
        slot = _read_slot(path)
        if slot is None or not _pid_alive(slot.get("pid")):
            _unlink(path)
            continue
        live.append(slot)
    return live


def _write_slot(lock_dir: str, slot: dict) -> str:
    """Write the slot via a temp file so a reader never sees half a JSON."""
    path = os.path.join(lock_dir, "%s-%d-%s.json" % (
        slot["name"], slot["pid"], uuid.uuid4().hex[:8]))
    tmp = path + ".tmp"
    with open(tmp, "w", encoding="utf-8") as fh:
        json.dump(slot, fh)
    os.replace(tmp, path)
    return path


def _reserved_mib(live: list, now: float) -> int:
    """VRAM claimed by jobs so young that nvidia-smi may not show it yet."""
    total = 0
    for slot in live:
        if now - float(slot.get("started") or 0.0) < GRACE_S:
            total += int(slot.get("need_mib") or 0)
    return total


def _build_in_flight(live: list, now: float) -> bool:
    """True when a build slot was created inside the last BUILD_LEAD_S."""
    for slot in live:
        if slot.get("priority") != "build":
            continue
        if now - float(slot.get("started") or 0.0) < BUILD_LEAD_S:
            return True
    return False


# --------------------------------------------------------------------------
# VRAM probe
# --------------------------------------------------------------------------


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/bin/bash -lc 'mkdir -p /tmp/crew-shuttle-runtime
npm install --prefix /tmp/crew-shuttle-runtime three playwright --no-audit --no-fund > /tmp/crew-shuttle-runtime/install.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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exec
/bin/bash -lc 'tail -18 /tmp/crew-shuttle-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Info: Baking map saved to internal image, save it externally or pack it
CREW_SHUTTLE 8.2 baking Cabin
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
CREW_SHUTTLE 9.6 baking Glass
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
CREW_SHUTTLE 10.7 baking Engines
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
CREW_SHUTTLE 11.9 baking Lamps
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
CREW_SHUTTLE 13.2 MATERIAL_BAKES_COMPLETE

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/bin/bash -lc "cat > /tmp/crew-shuttle-runtime/index.html <<'HTML'
<"'!doctype html><meta charset="utf-8"><style>html,body{margin:0;background:#040711}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';
import {RoomEnvironment} from 'three/addons/environments/RoomEnvironment.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1440,900);renderer.setPixelRatio(1);renderer.toneMapping=THREE.AgXToneMapping;renderer.toneMappingExposure=1.1;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(.005,.009,.018);const pmrem=new THREE.PMREMGenerator(renderer);scene.environment=pmrem.fromScene(new RoomEnvironment(),.04).texture;scene.environmentIntensity=.6;
const camera=new THREE.OrthographicCamera(-17,17,10.625,-10.625,.1,200);camera.position.set(32,23,39);camera.lookAt(0,.3,0);
for(const [pos,power,color] of [[[8,21,15],3.2,0xfff8ed],[[-13,7,8],1,0x99bfff],[[5,13,-15],2,0xb2ccff]]){const l=new THREE.DirectionalLight(color,power);l.position.set(...pos);scene.add(l)}
const gltf=await new GLTFLoader().loadAsync('/asset/crew-shuttle.glb');scene.add(gltf.scene);scene.updateMatrixWorld(true);const box=new THREE.Box3().setFromObject(gltf.scene);const mats=new Map();gltf.scene.traverse(o=>{if(o.isMesh){(Array.isArray(o.material)?o.material:[o.material]).forEach(m=>mats.set(m.name,m))}});
window.paint=(rgb)=>{mats.get('Paint').color.setRGB(...rgb,THREE.LinearSRGBColorSpace);renderer.render(scene,camera)};
window.pivots=()=>{gltf.scene.getObjectByName('Hatch').rotation.y=Math.PI/6;gltf.scene.getObjectByName('Ramp').rotation.x=-Math.PI/6;camera.position.set(30,15,-32);camera.lookAt(0,.3,0);renderer.render(scene,camera)};
renderer.render(scene,camera);
window.report={renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),bounds:{min:box.min.toArray(),max:box.max.toArray(),dimensions:box.getSize(new THREE.Vector3()).toArray()},materials:[...mats.values()].map(m=>({name:m.name,color:m.color.toArray(),map:"'!!m.map,normal:!!m.normalMap,roughness:!!m.roughnessMap,metalness:!!m.metalnessMap,ao:!!m.aoMap,opacity:m.opacity})),drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,nodes:[]};gltf.scene.traverse(o=>{if(!o.name)return;window.report.nodes.push({name:o.name,type:o.type,position:o.getWorldPosition(new THREE.Vector3()).toArray()})});window.ready=true;
</script>
HTML
ln -s /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1 /tmp/crew-shuttle-runtime/asset
cat > /tmp/crew-shuttle-runtime/check.mjs <<'"'JS'
import {chromium} from 'playwright';import fs from 'fs';
const browser=await chromium.launch({executablePath:'/snap/bin/chromium',headless:true,args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1440,height:900}});const errors=[];page.on('pageerror',x=>errors.push(x.message));await page.goto('http://127.0.0.1:8967');await page.waitForFunction(()=>window.ready,{timeout:120000});await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime.png'});const report=await page.evaluate(()=>window.report);await page.evaluate(()=>window.paint([.055,.33,.31]));await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime-teal.png'});await page.evaluate(()=>window.pivots());await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime-pivots.png'});report.errors=errors;fs.writeFileSync('/tmp/crew-shuttle-runtime/report.json',JSON.stringify(report,null,2));console.log(JSON.stringify(report));await browser.close();
JS
cat /tmp/crew-shuttle-runtime/install.log
tail -10 /tmp/crew-shuttle-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:

added 3 packages in 2s

CREW_SHUTTLE 27.3 FIRST_COMPLETE_GLB triangles=124816 bytes=13513092
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:470: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:485: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
00:35.666  render           | Saved: '/root/fal-author/crew-shuttle-v1/clay.png'
CREW_SHUTTLE 34.7 RENDER clay.png
00:43.175  render           | Saved: '/root/fal-author/crew-shuttle-v1/final.png'
CREW_SHUTTLE 42.2 RENDER final.png

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/bin/bash -lc 'scp gex44:/root/fal-author/crew-shuttle-v1/crew-shuttle.glb gex44:/root/fal-author/crew-shuttle-v1/final.png gex44:/root/fal-author/crew-shuttle-v1/clay.png gex44:/root/fal-author/crew-shuttle-v1/nodes.json gex44:/root/fal-author/crew-shuttle-v1/NOTES.md .' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 4563ms:
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codex
The first renders caught a serious geometry problem: cutting the hatch removed much of the pressure shell. The first GLB also exceeds the triangle and file-size limits. I’m fixing the shell near the nose and reducing mesh and texture weight before the next render.

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/bin/bash -lc "tail -10 /tmp/crew-shuttle-build.log
python3 - <<'PY'
import json,struct
b=open('crew-shuttle.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];g=json.loads(b[20:20+n]);print('images',[(i.get('name'),g['bufferViews'][i['bufferView']]['byteLength']) for i in g['images']]);print('mesh triangles',[(m['name'],sum(g['accessors'][p['indices']]['count']//3 for p in m['primitives'])) for m in g['meshes']]);print('bounds',json.load(open('nodes.json'))['bounding_box'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
01:06.444  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-3.png'
CREW_SHUTTLE 65.5 RENDER paint-3.png
01:07.969  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-4.png'
CREW_SHUTTLE 67.0 RENDER paint-4.png
01:09.459  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-5.png'
CREW_SHUTTLE 68.5 RENDER paint-5.png
Info: Saved as "crew-shuttle.blend"
CREW_SHUTTLE 68.7 COMPLETE

Blender quit
images [('Paint_normal', 656405), ('Paint_orm', 305095), ('Paint_base', 530210), ('Mechanisms_normal', 216509), ('Mechanisms_orm', 305115), ('Mechanisms_base', 218337), ('Alloy_normal', 674367), ('Alloy_orm', 305457), ('Alloy_base', 982364), ('Thermal_normal', 698852), ('Thermal_orm', 205896), ('Thermal_base', 299322), ('Glass_normal', 412), ('Glass_orm', 415), ('Glass_base', 415), ('Cabin_normal', 195067), ('Cabin_orm', 206370), ('Cabin_base', 111245), ('Lamps_normal', 412), ('Lamps_orm', 415), ('Lamps_base', 416), ('Engines_normal', 412), ('Engines_orm', 415), ('Engines_base', 415)]
mesh triangles [('Hatch leaf', 4484), ('Cube.081', 1628), ('Pressure shell', 118704)]
bounds {'min': [-9.050768852233887, -2.834352731704712, -13.005000114440918], 'max': [9.050768852233887, 4.243488788604736, 11.289999961853027], 'dimensions': [18.101537704467773, 7.077841520309448, 24.295000076293945]}

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/bin/bash -lc "cp build_crew-shuttle.py /tmp/crew-shuttle-v1.py
python3 - <<'PY'
p='build_crew-shuttle.py'
s=open(p).read().replace(\"'metal_plate_02',False,1024,.3)\",\"'metal_plate_02',False,512,.3)\")
s=s.replace('w,top,bot=section(y);s=sin(t);c=cos(t);z=CZ+(top-CZ if c>=0 else CZ-bot)', 'w,top,bot=section(y);cz=min(CZ,(top+bot)/2);s=sin(t);c=cos(t);z=cz+(top-cz if c>=0 else cz-bot)')
s=s.replace('w,t,b=section(y);q=(z-CZ)/(t-CZ if z>=CZ else CZ-b);', 'w,t,b=section(y);cz=min(CZ,(t+b)/2);q=(z-cz)/(t-cz if z>=cz else cz-b);')
s=s.replace('i*24.35/112,6) for i in range(113)','i*24.35/84,6) for i in range(85)').replace('i*2*pi/128,7) for i in range(128)','i*2*pi/96,7) for i in range(96)')
s=s.replace(\"active(body);solid=body.modifiers\", \"bm=bmesh.new();bm.from_mesh(body.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(body.data);bm.free()\\nlog('HULL before solidify '+str(len(body.data.polygons)))\\nactive(body);solid=body.modifiers\")
s=s.replace(\"bpy.data.objects.remove(cut,do_unlink=True)\",\"bpy.data.objects.remove(cut,do_unlink=True)\\nlog('HULL after aperture '+str(len(body.data.polygons)))\")
open(p,'w').write(s)
PY
python3 -m py_compile build_crew-shuttle.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "python3 - <<'PY'
p='build_crew-shuttle.py';s=open(p).read();needle=\" if moving:MOVING.append(o)\\n return o\"
s=s.replace(needle,\"\"\" if name=='Hull' and len(o.data.polygons)>87500:
  active(o);dec=o.modifiers.new('Game topology budget','DECIMATE');dec.ratio=87500/len(o.data.polygons);dec.use_collapse_triangulate=True;bpy.ops.object.modifier_apply(modifier=dec.name)
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.dissolve_degenerate(bm,dist=1e-6,edges=bm.edges[:]);bmesh.ops.triangulate(bm,faces=bm.faces[:]);bm.to_mesh(o.data);bm.free()
 if moving:MOVING.append(o)
 return o\"\"\")
needle=\"# glTF exporter recognizes texture x factor through a Multiply node.\"
s=s.replace(needle,\"\"\"# Enforce the metre envelope in mesh coordinates before export. Moving node transforms
# are never applied; their pivot translations follow the same measured coordinate map.
bpy.context.view_layer.update()
_all=[o.matrix_world@v.co for o in [Hull,Hatch,Ramp] for v in o.data.vertices]
_l=Vector([min(p[i] for p in _all) for i in range(3)]);_h=Vector([max(p[i] for p in _all) for i in range(3)])
_scale=Vector((18/(_h.x-_l.x),26/(_h.y-_l.y),7/(_h.z-_l.z)))
_offset=Vector((-9,-13,-2.8))-Vector(tuple(_l[i]*_scale[i] for i in range(3)))
for o in ASSET:
 if o.type=='MESH':
  for v in o.data.vertices:
   v.co=Vector(tuple(v.co[i]*_scale[i] for i in range(3)))+(_offset if o==Hull else Vector((0,0,0)))
 if o"'!=Hull:o.location=Vector(tuple(o.location[i]*_scale[i] for i in range(3)))+_offset
bpy.context.view_layer.update()
log('"'METRE_ENVELOPE_NORMALIZED '+str(list(_scale)))

\"\"\"+needle)
open(p,'w').write(s)
PY
scp build_crew-shuttle.py gex44:/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py > /tmp/crew-shuttle-build-r2.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "tail -22 /tmp/crew-shuttle-build-r2.log; date -u '+%H:%M:%S UTC'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
22:14:09 | INFO: Starting glTF 2.0 export
22:14:09 | INFO: Extracting primitive: Pressure shell
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
22:14:09 | INFO: Primitives created: 8
22:14:09 | INFO: Extracting primitive: Hatch leaf
22:14:09 | INFO: Primitives created: 3
22:14:09 | INFO: Extracting primitive: Cube.081
22:14:09 | INFO: Primitives created: 4
22:14:09 | INFO: Finished glTF 2.0 export in 0.3302021026611328 s

CREW_SHUTTLE 33.5 FIRST_COMPLETE_GLB triangles=93612 bytes=8955504
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:491: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:506: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
20:14:12 UTC

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/bin/bash -lc 'python3 -m http.server 8967 --bind 127.0.0.1 --directory /tmp/crew-shuttle-runtime > /tmp/crew-shuttle-runtime/server.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "rg 'HULL|GEOMETRY|METRE|RENDER' /tmp/crew-shuttle-build-r2.log; scp gex44:/root/fal-author/crew-shuttle-v1/final.png gex44:/root/fal-author/crew-shuttle-v1/clay.png gex44:/root/fal-author/crew-shuttle-v1/crew-shuttle.glb gex44:/root/fal-author/crew-shuttle-v1/nodes.json ." in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 3791ms:
CREW_SHUTTLE 13.1 HULL before solidify 8639
CREW_SHUTTLE 13.5 HULL after aperture 17515
CREW_SHUTTLE 26.4 GEOMETRY_COMPLETE 441 fixed pieces
CREW_SHUTTLE 33.2 METRE_ENVELOPE_NORMALIZED [0.9943906664848328, 0.9998072981834412, 0.989001989364624]
CREW_SHUTTLE 43.0 RENDER clay.png

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/bin/bash -lc 'node /tmp/crew-shuttle-runtime/check.mjs > /tmp/crew-shuttle-runtime/check.log 2>&1
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/crew-shuttle.glb" --strict > /tmp/crew-shuttle-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 2511ms:
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/bin/bash -lc 'tail -10 /tmp/crew-shuttle-build-r2.log; scp gex44:/root/fal-author/crew-shuttle-v1/final.png gex44:/root/fal-author/crew-shuttle-v1/side.png gex44:/root/fal-author/crew-shuttle-v1/rear.png gex44:/root/fal-author/crew-shuttle-v1/pivot-check.png gex44:/root/fal-author/crew-shuttle-v1/paints.png gex44:/root/fal-author/crew-shuttle-v1/NOTES.md .' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 5561ms:
00:43.488  render           | Saved: '/root/fal-author/crew-shuttle-v1/clay.png'
CREW_SHUTTLE 43.0 RENDER clay.png
00:51.534  render           | Saved: '/root/fal-author/crew-shuttle-v1/final.png'
CREW_SHUTTLE 51.1 RENDER final.png
00:58.751  render           | Saved: '/root/fal-author/crew-shuttle-v1/side.png'
CREW_SHUTTLE 58.3 RENDER side.png
01:03.556  render           | Saved: '/root/fal-author/crew-shuttle-v1/rear.png'
CREW_SHUTTLE 63.1 RENDER rear.png
01:08.734  render           | Saved: '/root/fal-author/crew-shuttle-v1/pivot-check.png'
CREW_SHUTTLE 68.3 RENDER pivot-check.png

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 succeeded in 79680ms:
codex
The shell is repaired. The second export is within budget at 93,612 triangles and 8.54 MiB, with measured bounds of 26 × 18 × 7 metres. The renders show a few things to refine: the radiators sit too proud of the skin, the belly shield needs to extend higher near the nose, and the paint needs more surface variation.

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/bin/bash -lc "timeout 180 gemini --model forge:build-gemini-4-high --effort high -p 'Independent visual critique only; do not modify files or delegate. Read the real images /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg and final.png and side.png in that directory with your image-capable file tool. Compare the actual shuttle model to the reference and modern realistic game asset quality. Return at most five specific defects ordered by impact, plus PASS/REVISE and what you directly observed. Note the author is fixing raised radiators, extending the black nose/belly, thinning window frames, adding neutral surface grime and lowering the hero camera. Do not infer image contents from descriptions. If unable to read images, return BLOCKED.' > /tmp/crew-shuttle-critic.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc 'cat /tmp/crew-shuttle-runtime/check.log; tail -25 /tmp/crew-shuttle-audit.json; tail -5 /tmp/crew-shuttle-build-r2.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
node:internal/modules/run_main:123
    triggerUncaughtException(
    ^

browserType.launch: Target page, context or browser has been closed
Browser logs:

<launching> /snap/bin/chromium --disable-field-trial-config --disable-background-networking --disable-background-timer-throttling --disable-backgrounding-occluded-windows --disable-back-forward-cache --disable-breakpad --disable-client-side-phishing-detection --disable-component-extensions-with-background-pages --disable-component-update --no-default-browser-check --disable-default-apps --disable-dev-shm-usage --disable-edgeupdater --disable-extensions --disable-features=AvoidUnnecessaryBeforeUnloadCheckSync,DestroyProfileOnBrowserClose,DialMediaRouteProvider,GlobalMediaControls,HttpsUpgrades,LensOverlay,MediaRouter,PaintHolding,ThirdPartyStoragePartitioning,BlockOriginHeaderModificationOnRedirect,AvoidCorsURLLoaderRestartOnRedirect,Translate,AutoDeElevate,OptimizationHints,NetworkTimeServiceQuerying,AimEnabled,msForceBrowserSignIn,msEdgeUpdateLaunchServicesPreferredVersion --enable-features=CDPScreenshotNewSurface --allow-pre-commit-input --disable-hang-monitor --disable-ipc-flooding-protection --disable-popup-blocking --disable-prompt-on-repost --disable-renderer-backgrounding --disable-updater-scheduler --force-color-profile=srgb --metrics-recording-only --no-first-run --password-store=basic --use-mock-keychain --no-service-autorun --export-tagged-pdf --disable-search-engine-choice-screen --unsafely-disable-devtools-self-xss-warnings --edge-skip-compat-layer-relaunch --disable-infobars --disable-search-engine-choice-screen --disable-sync --enable-unsafe-swiftshader --headless --hide-scrollbars --mute-audio --blink-settings=primaryHoverType=2,availableHoverTypes=2,primaryPointerType=4,availablePointerTypes=4 --no-sandbox --no-sandbox --use-angle=swiftshader --enable-unsafe-swiftshader --user-data-dir=/tmp/playwright_chromiumdev_profile-xJUGnB --remote-debugging-pipe --no-startup-window
<launched> pid=769799
[pid=769799][err] 2026/10/16 20:14:31.744690 cmd_run.go:1607: WARNING: cannot start document portal: dial unix /run/user/0/bus: connect: permission denied
[pid=769799][err] /user.slice/user-0.slice/session-36601.scope is not a snap cgroup for tag snap.chromium.chromium
Call log:
[2m  - <launching> /snap/bin/chromium --disable-field-trial-config --disable-background-networking --disable-background-timer-throttling --disable-backgrounding-occluded-windows --disable-back-forward-cache --disable-breakpad --disable-client-side-phishing-detection --disable-component-extensions-with-background-pages --disable-component-update --no-default-browser-check --disable-default-apps --disable-dev-shm-usage --disable-edgeupdater --disable-extensions --disable-features=AvoidUnnecessaryBeforeUnloadCheckSync,DestroyProfileOnBrowserClose,DialMediaRouteProvider,GlobalMediaControls,HttpsUpgrades,LensOverlay,MediaRouter,PaintHolding,ThirdPartyStoragePartitioning,BlockOriginHeaderModificationOnRedirect,AvoidCorsURLLoaderRestartOnRedirect,Translate,AutoDeElevate,OptimizationHints,NetworkTimeServiceQuerying,AimEnabled,msForceBrowserSignIn,msEdgeUpdateLaunchServicesPreferredVersion --enable-features=CDPScreenshotNewSurface --allow-pre-commit-input --disable-hang-monitor --disable-ipc-flooding-protection --disable-popup-blocking --disable-prompt-on-repost --disable-renderer-backgrounding --disable-updater-scheduler --force-color-profile=srgb --metrics-recording-only --no-first-run --password-store=basic --use-mock-keychain --no-service-autorun --export-tagged-pdf --disable-search-engine-choice-screen --unsafely-disable-devtools-self-xss-warnings --edge-skip-compat-layer-relaunch --disable-infobars --disable-search-engine-choice-screen --disable-sync --enable-unsafe-swiftshader --headless --hide-scrollbars --mute-audio --blink-settings=primaryHoverType=2,availableHoverTypes=2,primaryPointerType=4,availablePointerTypes=4 --no-sandbox --no-sandbox --use-angle=swiftshader --enable-unsafe-swiftshader --user-data-dir=/tmp/playwright_chromiumdev_profile-xJUGnB --remote-debugging-pipe --no-startup-window[22m
[2m  - <launched> pid=769799[22m
[2m  - [pid=769799][err] 2026/10/16 20:14:31.744690 cmd_run.go:1607: WARNING: cannot start document portal: dial unix /run/user/0/bus: connect: permission denied[22m
[2m  - [pid=769799][err] /user.slice/user-0.slice/session-36601.scope is not a snap cgroup for tag snap.chromium.chromium[22m
[2m  - [pid=769799] <gracefully close start>[22m
[2m  - [pid=769799] <kill>[22m
[2m  - [pid=769799] <will force kill>[22m
[2m  - [pid=769799] exception while trying to kill process: Error: kill ESRCH[22m
[2m  - [pid=769799] <process did exit: exitCode=1, signal=null>[22m
[2m  - [pid=769799] starting temporary directories cleanup[22m
[2m  - [pid=769799] finished temporary directories cleanup[22m
[2m  - [pid=769799] <gracefully close end>[22m

    at /tmp/crew-shuttle-runtime/check.mjs:2:30 {
  log: [
    '  - <launching> /snap/bin/chromium --disable-field-trial-config --disable-background-networking --disable-background-timer-throttling --disable-backgrounding-occluded-windows --disable-back-forward-cache --disable-breakpad --disable-client-side-phishing-detection --disable-component-extensions-with-background-pages --disable-component-update --no-default-browser-check --disable-default-apps --disable-dev-shm-usage --disable-edgeupdater --disable-extensions --disable-features=AvoidUnnecessaryBeforeUnloadCheckSync,DestroyProfileOnBrowserClose,DialMediaRouteProvider,GlobalMediaControls,HttpsUpgrades,LensOverlay,MediaRouter,PaintHolding,ThirdPartyStoragePartitioning,BlockOriginHeaderModificationOnRedirect,AvoidCorsURLLoaderRestartOnRedirect,Translate,AutoDeElevate,OptimizationHints,NetworkTimeServiceQuerying,AimEnabled,msForceBrowserSignIn,msEdgeUpdateLaunchServicesPreferredVersion --enable-features=CDPScreenshotNewSurface --allow-pre-commit-input --disable-hang-monitor --disable-ipc-flooding-protection --disable-popup-blocking --disable-prompt-on-repost --disable-renderer-backgrounding --disable-updater-scheduler --force-color-profile=srgb --metrics-recording-only --no-first-run --password-store=basic --use-mock-keychain --no-service-autorun --export-tagged-pdf --disable-search-engine-choice-screen --unsafely-disable-devtools-self-xss-warnings --edge-skip-compat-layer-relaunch --disable-infobars --disable-search-engine-choice-screen --disable-sync --enable-unsafe-swiftshader --headless --hide-scrollbars --mute-audio --blink-settings=primaryHoverType=2,availableHoverTypes=2,primaryPointerType=4,availablePointerTypes=4 --no-sandbox --no-sandbox --use-angle=swiftshader --enable-unsafe-swiftshader --user-data-dir=/tmp/playwright_chromiumdev_profile-xJUGnB --remote-debugging-pipe --no-startup-window',
    '  - <launched> pid=769799',
    '  - [pid=769799][err] 2026/10/16 20:14:31.744690 cmd_run.go:1607: WARNING: cannot start document portal: dial unix /run/user/0/bus: connect: permission denied',
    '  - [pid=769799][err] /user.slice/user-0.slice/session-36601.scope is not a snap cgroup for tag snap.chromium.chromium',
    '  - [pid=769799] <gracefully close start>',
    '  - [pid=769799] <kill>',
    '  - [pid=769799] <will force kill>',
    '  - [pid=769799] exception while trying to kill process: Error: kill ESRCH',
    '  - [pid=769799] <process did exit: exitCode=1, signal=null>',
    '  - [pid=769799] starting temporary directories cleanup',
    '  - [pid=769799] finished temporary directories cleanup',
    '  - [pid=769799] <gracefully close end>'
  ]
}

Node.js v20.20.2
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 6,
      "triangles": 1330,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 7,
      "triangles": 668,
      "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": 93612,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}
CREW_SHUTTLE 77.4 RENDER paint-5.png
Info: Saved as "crew-shuttle.blend"
CREW_SHUTTLE 77.6 COMPLETE

Blender quit

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context compacted
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exec
/bin/bash -lc 'rg -n "source_mat|def finish_geo|Lamps|radiator|HERO|1.79|pivot|theta|gasket|loop|glass rim" build_crew-shuttle.py' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
48:def source_mat(name,base,rough,metal,ph=None,neutral=False,normal_strength=.25):
73: src,p,ao=source_mat(name,base,rough,metal,ph,neutral,normal_strength)
173:Lamps=bake_material('Lamps',(.4,.65,.8),.3,.1,None,False,64,emission=(.5,.75,1.0))
203:  midx.append(1 if abs(tm)>1.79 or ym<-11.95 else 0)
216:# Four optically separate forward panes and inset double gaskets; the surrounding shell has matching holes.
220: tube('Window pressure gasket',edge,.095,'Mechanisms',10,True);tube('Window titanium trim',[p+Vector((0,0,.015)) for p in edge],.032,'Alloy',8,True)
236: for k in range(5):cube('Console indicator',(x-.33+.15*k,-9.18,1.15),(.045,.025,.02),'Lamps',.008)
292:# Dorsal radiator inset cassettes, not exposed block greebles.
391: sphere('Navigation lens',(x,8.9,-1.04),(.095,.19,.06),'Lamps',20,10)
393:sphere('Dorsal beacon lens',(0,1.6,3.77),(.14,.18,.07),'Lamps',24,12)
397:def finish_geo(o):
399: # Negative handed wing construction is corrected without changing authored pivots.
405:  for li in p.loop_indices:
406:   co=o.matrix_world@o.data.vertices[o.data.loops[li].vertex_index].co
411:def assemble(name,objects,pivot=(0,0,0),moving=False):
415: # Set the pivot by translating mesh coordinates directly, not applying moving-node transforms.
417: o.data.transform(Matrix.Translation(-Vector(pivot)));o.location=pivot
439:# are never applied; their pivot translations follow the same measured coordinate map.
484:'Eight materials: Paint, Thermal, Alloy, Mechanisms, Cabin, Glass (BLEND), Engines and Lamps; one neutral faction-colour texture.',
501:HERO=(32,-39,23)
504:camera(HERO,34)
515:camera((30,32,15),34);render('pivot-check.png',1440,900,20)
518:camera(HERO,34);tile_images=[]
529:camera(HERO,34);S.cycles.samples=40

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exec
/bin/bash -lc 'tail -n 35 /tmp/crew-shuttle-critic.log; ls /home/claude-agent/.cache/ms-playwright' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
**Verdict: REVISE**

### What I Directly Observed
* **[sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg) (Reference):** A 26m lifting-body crew shuttle with a stepped cockpit canopy brow, wide chine fairings blending into low-mounted delta wings with black leading-edge thermal tiles, flush-recessed RCS thruster slots on the nose and aft fuselage, a deeply recessed side crew hatch with heavy horizontal hinge blocks, and recessed main engines above an angled rear cargo ramp.
* **[final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png) (Current Model):** A smooth, cigar-shaped cylindrical hull with no cockpit brow step, large curved skylight-style windows wrapped directly over the rounded nose dome (with a two-tier stacked side window in [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png)), small flat triangular rear wings lacking forward strakes or black leading edges, protruding pipe-like RCS bumps, raised black louvered radiator bars on the upper hull, a small black nose cap, and clean uniform grey/white shading with oversized dotted seam rivets.

---

### Top 5 Defects by Impact (Beyond the Author's In-Progress Fixes)

1. **Cylindrical tube hull instead of a stepped lifting-body silhouette**
   * In [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg), the cockpit canopy rises in a distinct angular brow above a sloped nose cone, and the lower hull flares into wide lifting-body chines. In [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), the fuselage is a continuous blimp-like cylinder with zero break in profile between the nose cone, windshield, and upper spine.
2. **Cockpit window layout, curvature, and interior read**
   * Even with thinner frames, the window geometry is wrong: [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png) use oversized, bulbous curved panes split into two vertical tiers on the side, wrapping over the top of the nose with bright milky-blue internal domes. The reference has a lower-profile, recessed forward windshield with flat angled panes and a single-row swept side window.
3. **Unblended stub wings missing forward strakes, leading-edge TPS tiles, and control surfaces**
   * In [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg) (top and side views), the wings sweep forward into long root strakes along the lower hull, have black heat-shield tiles wrapping the entire leading edge, and feature distinct trailing-edge flap/elevon bays and wingtip pods. In [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), the wings are plain white slabs plugged into the aft hull with no strake blending, no black leading edges, and no flap sub-panels.
4. **Protruding RCS nozzles and simplified side hatch geometry**
   * The nose and aft RCS thrusters in [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png) stick out from the skin like small round exhaust pipes. In [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg), they are flush, dark recessed cavities (vertical pill slots in the nose, twin rectangular recesses aft). Similarly, the side crew hatch lacks the reference's horizontal hull channel, heavy rectangular fore/aft hinge blocks, and inner recessed door detail.
5. **Exposed rear engine bells, missing aft shroud/cargo ramp wedge, and toy-scale panel rivets**
   * In [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg), the main nozzles sit inside a squared-off aft fuselage shroud flanked by smaller outboard pods, with a sloped lower cargo ramp wedge extending past the tail. In [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), two heavily ribbed cylinders poke straight out of a rounded dome tail with a flat vertical backplate, and the hull seams are lined with oversized, evenly spaced black rivet dots that break the 26-meter scale.

---

0. **Blocked on you**: nothing.
1. **What I changed**: nothing (read-only visual critique).
2. **How I know it works**: directly inspected [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg), [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png), and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png).
3. **What would break if I were wrong**: if the model ships with only the author's listed texture/camera/frame tweaks, it will still read as a stylized cylindrical pod rather than the lifting-body shuttle in the reference sheet.
4. **What I did NOT do**: did not inspect the Blender scene or modify any files.
chromium-1161
chromium-1223
chromium_headless_shell-1161
chromium_headless_shell-1223
ffmpeg-1011
webkit-2287

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exec
/bin/bash -lc 'cat build_crew-shuttle.py' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
"""Crew shuttle: deterministic Blender 5.2 production builder.
Run: blender -b --python-exit-code 1 --python build_crew-shuttle.py
All source images are downloaded from Poly Haven (CC0); no other image source.
Blender coordinates: +X port, -Y forward, +Z up. Export rotates to glTF Y up.
"""
import bpy, bmesh, math, json, os, sys, time, urllib.request, random
import numpy as np
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin, cos, pi, sqrt
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
START=time.time(); random.seed(17)
FAST='--draft' in sys.argv
bpy.ops.wm.read_factory_settings(use_empty=True)
S=bpy.context.scene
S.unit_settings.system='METRIC'; S.unit_settings.scale_length=1.0
S.render.engine='CYCLES'; S.cycles.samples=32; S.cycles.use_denoising=True
S.cycles.max_bounces=6; S.cycles.transparent_max_bounces=6
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX'; prefs.get_devices()
for d in prefs.devices: d.use=(d.type=='OPTIX')
S.cycles.device='GPU'
S.render.image_settings.file_format='PNG'; S.render.film_transparent=False
S.view_settings.view_transform='AgX'; S.view_settings.look='AgX - Medium High Contrast'
S.view_settings.exposure=0.35
STATIC=[]; MOVING=[]; BAKES={}; MATS={}
def log(s): print('CREW_SHUTTLE',round(time.time()-START,1),s,flush=True)
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():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
  req=urllib.request.Request(url,headers={'User-Agent':'Mozilla/5.0'})
  with urllib.request.urlopen(req,timeout=90) as r:p.write_bytes(r.read())
 return p

def image_node(nt,path,noncolor=False):
 n=nt.nodes.new('ShaderNodeTexImage');n.image=bpy.data.images.load(str(path),check_existing=True)
 if noncolor:n.image.colorspace_settings.name='Non-Color'
 n.extension='REPEAT';return n

def node(nt,typ):return nt.nodes.new(typ)
def link(nt,a,b):nt.links.new(a,b)

def source_mat(name,base,rough,metal,ph=None,neutral=False,normal_strength=.25):
 m=bpy.data.materials.new(name+'_source');m.use_nodes=True; nt=m.node_tree
 p=nt.nodes.get('Principled BSDF');p.inputs['Base Color'].default_value=(*base,1);p.inputs['Roughness'].default_value=rough;p.inputs['Metallic'].default_value=metal
 uv=node(nt,'ShaderNodeTexCoord')
 noise=node(nt,'ShaderNodeTexNoise');noise.inputs['Scale'].default_value=37;noise.inputs['Detail'].default_value=3;noise.inputs['Roughness'].default_value=.7;link(nt,uv.outputs['UV'],noise.inputs['Vector'])
 if ph:
  diff=image_node(nt,download(ph,'diff'));arm=image_node(nt,download(ph,'arm'),True);nor=image_node(nt,download(ph,'nor_gl'),True)
  bw=node(nt,'ShaderNodeRGBToBW');link(nt,diff.outputs['Color'],bw.inputs[0])
  ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.05;ramp.color_ramp.elements[1].position=.8
  if neutral:
   ramp.color_ramp.elements[0].color=(.51,.51,.51,1);ramp.color_ramp.elements[1].color=(.92,.92,.92,1)
  else:
   ramp.color_ramp.elements[0].color=(*(a*.5 for a in base),1);ramp.color_ramp.elements[1].color=(*(min(a*1.45,1) for a in base),1)
  link(nt,bw.outputs[0],ramp.inputs[0])
  # Fine neutral streaks and pitting are baked, never colour the faction texture.
  mix=node(nt,'ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.13;link(nt,ramp.outputs[0],mix.inputs[1]);link(nt,noise.outputs['Fac'],mix.inputs[2]);link(nt,mix.outputs[0],p.inputs['Base Color'])
  sep=node(nt,'ShaderNodeSeparateColor');link(nt,arm.outputs['Color'],sep.inputs[0])
  rem=node(nt,'ShaderNodeMapRange');rem.inputs['To Min'].default_value=max(.15,rough-.14);rem.inputs['To Max'].default_value=min(.95,rough+.14);link(nt,sep.outputs[1],rem.inputs['Value']);link(nt,rem.outputs[0],p.inputs['Roughness'])
  normal=node(nt,'ShaderNodeNormalMap');normal.inputs['Strength'].default_value=normal_strength;link(nt,nor.outputs[0],normal.inputs['Color'])
  bump=node(nt,'ShaderNodeBump');bump.inputs['Strength'].default_value=.15;bump.inputs['Distance'].default_value=.004;link(nt,noise.outputs['Fac'],bump.inputs['Height']);link(nt,normal.outputs[0],bump.inputs['Normal']);link(nt,bump.outputs[0],p.inputs['Normal'])
  return m,p,sep.outputs[0]
 return m,p,None

def bake_material(name,base,rough,metal,ph=None,neutral=False,res=1024,normal_strength=.25,alpha=1,emission=None):
 log('baking '+name)
 src,p,ao=source_mat(name,base,rough,metal,ph,neutral,normal_strength)
 bpy.ops.mesh.primitive_plane_add(size=2,location=(0,0,-40));plane=bpy.context.object;plane.data.materials.append(src)
 nt=src.node_tree;out=nt.nodes.get('Material Output');emit=node(nt,'ShaderNodeEmission')
 maps={}
 for kind,size in [('base',res),('normal',res),('orm',min(res,512))]:
  img=bpy.data.images.new(name+'_'+kind,width=size,height=size,alpha=False)
  if kind!='base':img.colorspace_settings.name='Non-Color'
  target=node(nt,'ShaderNodeTexImage');target.image=img;nt.nodes.active=target
  S.cycles.samples=8;S.render.bake.margin=4;S.render.bake.use_selected_to_active=False
  if kind=='normal':
   link(nt,p.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL')
  else:
   if kind=='base':
    incoming=p.inputs['Base Color'].links
    if incoming:link(nt,incoming[0].from_socket,emit.inputs[0])
    else:emit.inputs[0].default_value=(*base,1)
   else:
    c=node(nt,'ShaderNodeCombineColor');c.inputs[0].default_value=1;c.inputs[1].default_value=rough;c.inputs[2].default_value=metal
    if ao:
     r=node(nt,'ShaderNodeMapRange');r.inputs['To Min'].default_value=.8;r.inputs['To Max'].default_value=1;link(nt,ao,r.inputs['Value']);link(nt,r.outputs[0],c.inputs[0])
    if p.inputs['Roughness'].is_linked:link(nt,p.inputs['Roughness'].links[0].from_socket,c.inputs[1])
    link(nt,c.outputs[0],emit.inputs[0])
   link(nt,emit.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='EMIT')
  img.filepath_raw=str(TEX/(name+'_'+kind+'.png'));img.file_format='PNG';img.save();maps[kind]=img
  nt.nodes.remove(target)
 bpy.data.objects.remove(plane,do_unlink=True)
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;p=nt.nodes.get('Principled BSDF')
 for kind in maps:
  n=node(nt,'ShaderNodeTexImage');n.image=maps[kind];n.extension='REPEAT';n.name=kind
  if kind=='base':
   if name=='Paint':
    mix=node(nt,'ShaderNodeMixRGB');mix.name='Faction tint';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;mix.inputs[2].default_value=(.85,.85,.83,1);link(nt,n.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],p.inputs['Base Color'])
   else:link(nt,n.outputs[0],p.inputs['Base Color'])
  elif kind=='normal':
   nm=node(nt,'ShaderNodeNormalMap');link(nt,n.outputs[0],nm.inputs[0 if False else 'Color']);link(nt,nm.outputs[0],p.inputs['Normal'])
  else:
   sep=node(nt,'ShaderNodeSeparateColor');link(nt,n.outputs[0],sep.inputs[0]);link(nt,sep.outputs[1],p.inputs['Roughness']);link(nt,sep.outputs[2],p.inputs['Metallic'])
   if 'glTF Material Output' not in bpy.data.node_groups:
    g=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');g.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
   gnode=node(nt,'ShaderNodeGroup');gnode.node_tree=bpy.data.node_groups['glTF Material Output'];link(nt,sep.outputs[0],gnode.inputs['Occlusion'])
 p.inputs['Alpha'].default_value=alpha
 if name=='Glass':
  m.surface_render_method='BLENDED';p.inputs['Transmission Weight'].default_value=.15;p.inputs['Coat Weight'].default_value=.6;p.inputs['IOR'].default_value=1.46
 if emission:
  p.inputs['Emission Color'].default_value=(*emission,1);p.inputs['Emission Strength'].default_value=2.2
 m.diffuse_color=(*base,alpha);MATS[name]=m;BAKES[name]=maps;return m

def mesh(name,verts,faces,mat='Paint',smooth=True,keep=True):
 me=bpy.data.meshes.new(name);me.from_pydata(verts,[],faces);me.update();o=bpy.data.objects.new(name,me);S.collection.objects.link(o)
 if mat:me.materials.append(MATS[mat])
 for p in me.polygons:p.use_smooth=smooth
 if keep:STATIC.append(o)
 return o

def bevel(o,w=.04,seg=3):
 active(o);m=o.modifiers.new('Manufactured edge radii','BEVEL');m.width=w;m.segments=seg
 bpy.ops.object.modifier_apply(modifier=m.name)

def normals(o):
 active(o)
 try:
  m=o.modifiers.new('Weighted face normals','WEIGHTED_NORMAL');m.keep_sharp=True;m.weight=35;bpy.ops.object.modifier_apply(modifier=m.name)
 except:pass

def cube(name,loc,dim,mat='Paint',bev=.04,rot=None):
 bpy.ops.mesh.primitive_cube_add(size=1,location=loc);o=bpy.context.object;o.name=name;o.scale=dim
 bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)
 if rot:o.rotation_euler=rot
 o.data.materials.append(MATS[mat]);bevel(o,bev);normals(o);STATIC.append(o);return o

def tube(name,pts,r,mat='Alloy',sides=8,closed=False):
 pts=[Vector(p) for p in pts];v=[];f=[];N=len(pts)
 for i,p in enumerate(pts):
  t=(pts[(i+1)%N]-pts[(i-1)%N]).normalized() if closed else (pts[min(i+1,N-1)]-pts[max(i-1,0)]).normalized()
  a=t.cross(Vector((0,0,1)))
  if a.length<.01:a=t.cross(Vector((0,1,0)))
  a.normalize();b=t.cross(a).normalized()
  for j in range(sides):v.append(p+r*(a*cos(2*pi*j/sides)+b*sin(2*pi*j/sides)))
 for i in range(N if closed else N-1):
  for j in range(sides):f.append((i*sides+j,i*sides+(j+1)%sides,((i+1)%N)*sides+(j+1)%sides,((i+1)%N)*sides+j))
 if not closed:f.extend([tuple(reversed(range(sides))),tuple((N-1)*sides+j for j in range(sides))])
 return mesh(name,v,f,mat)

def cylinder(name,loc,r,depth,mat='Alloy',axis=(0,0,1),vertices=24,bev=.014):
 bpy.ops.mesh.primitive_cylinder_add(vertices=vertices,radius=r,depth=depth,location=loc);o=bpy.context.object;o.name=name
 o.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler();o.data.materials.append(MATS[mat]);bevel(o,bev,2);normals(o);STATIC.append(o);return o

def sphere(name,loc,scale,mat='Paint',seg=32,rings=16):
 bpy.ops.mesh.primitive_uv_sphere_add(segments=seg,ring_count=rings,radius=1,location=loc);o=bpy.context.object;o.name=name;o.scale=scale;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);o.data.materials.append(MATS[mat]);STATIC.append(o)
 for p in o.data.polygons:p.use_smooth=True
 return o

# Registered source textures are used for physical micro-detail, rebaked as shared tiling sets.
Paint=bake_material('Paint',(.8,.8,.8),.48,.12,'metal_plate_02',True)
Thermal=bake_material('Thermal',(.023,.026,.03),.77,.06,'rubber_tiles',False,1024,.18)
Alloy=bake_material('Alloy',(.26,.285,.30),.36,.83,'metal_plate_02',False,512,.3)
Mechanisms=bake_material('Mechanisms',(.065,.074,.083),.48,.75,'metal_plate_02',False,512,.35)
Cabin=bake_material('Cabin',(.042,.052,.06),.69,.1,'rubber_tiles',False,512,.1)
Glass=bake_material('Glass',(.055,.13,.19),.15,.28,None,False,64,alpha=.31)
Engines=bake_material('Engines',(.30,.16,.065),.4,.3,None,False,64,emission=(.65,.25,.055))
Lamps=bake_material('Lamps',(.4,.65,.8),.3,.1,None,False,64,emission=(.5,.75,1.0))
log('MATERIAL_BAKES_COMPLETE')

# Longitudinal loft controls. The nose is a softened wedge, the fuselage has a broad parallel pressure cabin.
ST=[(-13,.05,-.72,-.88),(-12.75,.85,-.28,-1.35),(-12,2.10,.32,-1.98),(-10.5,3.35,1.3,-2.43),(-8.5,4.42,2.75,-2.68),(-6.2,5.12,3.52,-2.77),(-3,5.59,3.66,-2.8),(1,5.76,3.66,-2.8),(5,5.74,3.5,-2.72),(8.5,5.45,3.2,-2.52),(10.5,4.98,2.87,-2.25),(11.35,4.72,2.67,-2.05)]
def section(y):
 i=next((i for i in range(len(ST)-1) if y<=ST[i+1][0]),len(ST)-2);a=ST[i];b=ST[i+1];t=max(0,min(1,(y-a[0])/(b[0]-a[0])))
 vals=[]
 for k in [1,2,3]:
  m0=(b[k]-ST[max(0,i-1)][k])/(b[0]-ST[max(0,i-1)][0]);m1=(ST[min(len(ST)-1,i+2)][k]-a[k])/(ST[min(len(ST)-1,i+2)][0]-a[0]);d=b[0]-a[0]
  vals.append((2*t**3-3*t*t+1)*a[k]+(t**3-2*t*t+t)*d*m0+(-2*t**3+3*t*t)*b[k]+(t**3-t*t)*d*m1)
 return vals
EXP=.88
CZ=-.38
def surf(y,t,off=0):
 w,top,bot=section(y);cz=min(CZ,(top+bot)/2);s=sin(t);c=cos(t);z=cz+(top-cz if c>=0 else cz-bot)*(abs(c)**EXP)*(1 if c>=0 else -1)
 v=Vector((w*(abs(s)**EXP)*(1 if s>=0 else -1),y,z))
 n=Vector((sin(t),-.08,cos(t))).normalized();return v+n*off

def side_x(y,z):
 w,t,b=section(y);cz=min(CZ,(t+b)/2);q=(z-cz)/(t-cz if z>=cz else cz-b);c=min(.999,abs(q))**(1/EXP);return w*(sqrt(max(0,1-c*c))**EXP)
WIN=[(-1.08,-.59),(-.54,-.065),(.065,.54),(.59,1.08)]
ys=sorted(set([round(-13+i*24.35/84,6) for i in range(85)]+[-9.6,-7.25,11.35]))
ts=sorted(set([round(-pi+i*2*pi/96,7) for i in range(96)]+[a for win in WIN for a in win]))
verts=[surf(y,t) for y in ys for t in ts];faces=[];midx=[];N=len(ts)
for i in range(len(ys)-1):
 for j,t in enumerate(ts):
  tj=ts[(j+1)%N];tm=(t+tj)/2 if j<N-1 else pi;ym=(ys[i]+ys[i+1])/2
  if -9.6<ym<-7.25 and any(a<tm<b for a,b in WIN):continue
  faces.append((i*N+j,i*N+(j+1)%N,(i+1)*N+(j+1)%N,(i+1)*N+j))
  midx.append(1 if abs(tm)>1.79 or ym<-11.95 else 0)
faces.append(tuple(reversed(range(N))));midx.append(1)
body=mesh('Pressure shell',verts,faces)
body.data.materials.append(Thermal)
for p,i in zip(body.data.polygons,midx):p.material_index=i
bm=bmesh.new();bm.from_mesh(body.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(body.data);bm.free()
log('HULL before solidify '+str(len(body.data.polygons)))
active(body);solid=body.modifiers.new('Pressure shell thickness','SOLIDIFY');solid.thickness=.095;solid.offset=-1;bpy.ops.object.modifier_apply(modifier=solid.name)
# Cylindrical side-hatch opening through the real pressure shell.
bpy.ops.mesh.primitive_cylinder_add(vertices=80,radius=1.29,depth=2.6,location=(5.6,-.7,.52),rotation=(0,pi/2,0));cut=bpy.context.object
active(body);mod=body.modifiers.new('Crew hatch aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
log('HULL after aperture '+str(len(body.data.polygons)))

# Four optically separate forward panes and inset double gaskets; the surrounding shell has matching holes.
for wi,(a,b) in enumerate(WIN):
 y0,y1=-9.6,-7.25
 edge=[surf(y0,a+(b-a)*j/16,.025) for j in range(17)]+[surf(y0+(y1-y0)*j/12,b,.025) for j in range(1,13)]+[surf(y1,b-(b-a)*j/16,.025) for j in range(1,17)]+[surf(y1-(y1-y0)*j/12,a,.025) for j in range(1,12)]
 tube('Window pressure gasket',edge,.095,'Mechanisms',10,True);tube('Window titanium trim',[p+Vector((0,0,.015)) for p in edge],.032,'Alloy',8,True)
 v=[surf(y0+(y1-y0)*i/10,a+(b-a)*j/10,-.014) for i in range(11) for j in range(11)]
 f=[(i*11+j,i*11+j+1,(i+1)*11+j+1,(i+1)*11+j) for i in range(10) for j in range(10)]
 pane=mesh('Forward glazing '+str(wi+1),v,f,'Glass');active(pane);sol=pane.modifiers.new('Laminated pane','SOLIDIFY');sol.thickness=.018;bpy.ops.object.modifier_apply(modifier=sol.name)
# Cockpit under the transparent panes: twin shock-mounted seats, coaming, consoles, sticks.
cube('Cockpit floor',(0,-7.65,-.48),(5.4,4.5,.16),'Cabin',.08)
cube('Instrument coaming',(0,-9.0,.68),(4.5,.8,.5),'Mechanisms',.16,(-.18,0,0))
for x in [-1.12,1.12]:
 cylinder('Seat pedestal',(x,-7.25,-.05),.19,.8,'Alloy')
 cube('Seat cushion',(x,-7.15,.34),(.92,.87,.26),'Cabin',.13)
 cube('Seat back',(x,-6.73,1.03),(.95,.24,1.28),'Cabin',.14,(-.15,0,0))
 cube('Head restraint',(x,-6.67,1.8),(.5,.25,.36),'Cabin',.1)
 for dx in [-.53,.53]:tube('Seat frame',[(x+dx,-7.65,.15),(x+dx,-6.65,.2),(x+dx,-6.52,1.55)],.055,'Alloy',8)
 cube('Multi-function display surround',(x,-8.88,1.04),(1.0,.36,.17),'Alloy',.07,(-.3,0,0))
 cube('Multi-function display',(x,-8.91,1.13),(.85,.27,.035),'Glass',.035,(-.3,0,0))
 tube('Flight stick',[(x+.25,-7.6,.48),(x+.25,-7.7,.95),(x+.25,-7.81,1.10)],.055,'Mechanisms',10)
 for k in range(5):cube('Console indicator',(x-.33+.15*k,-9.18,1.15),(.045,.025,.02),'Lamps',.008)
cube('Centre console',(0,-7.5,.19),(.4,2.0,.65),'Mechanisms',.1)
for z in [.9,1.2]:tube('Cabin roof rail',[(-2.2,-6.3,z),(2.2,-6.3,z)],.045,'Alloy',10)

# Airframe panel breaks: gently recessed seams and visible captive fasteners.
for y in [-10.8,-6.4,-3.7,.2,4.3,7.6,9.6]:
 for aa,bb in [(-1.74,-.15),(.15,1.74)]:
  # Leave the hatch flange a clean interruption in the seam pattern.
  pts=[surf(y,aa+(bb-aa)*i/48,.016) for i in range(49)]
  tube('Pressure panel seam',pts,.012,'Mechanisms',5)
  for t in np.linspace(aa+.10,bb-.10,7):
   if abs(y+.7)<1.6 and t>1.1:continue
   p=surf(y+.09,t,.024);cylinder('Captive panel fastener',p,.034,.018,'Alloy',axis=(sin(t),-.05,cos(t)),vertices=10,bev=.004)
for t in [-1.69,-1.19,-.42,.42,1.19,1.69]:
 for ya,yb in [(-6.2,-2.1),(1.1,10.8)]:tube('Longitudinal panel seam',[surf(y,t,.016) for y in np.linspace(ya,yb,55)],.012,'Mechanisms',5)
# Heat shield ceramic tile field: staggered restrained fine seams on the underside.
for y in np.arange(-10.3,10.9,.83):
 tube('Belly tile course',[surf(y,t,.019) for t in np.linspace(1.82,4.46,48)],.009,'Mechanisms',4)
for t in np.linspace(1.86,4.42,16):tube('Belly tile joints',[surf(y,t,.022) for y in np.linspace(-10.2,10.9,38)],.008,'Mechanisms',4)

# Broad, short blended lifting shoulders. Section thickness and swept leading edge carry the form.
for sign in [-1,1]:
 stations=[(4.1,-3.3,10.85,.85),(4.7,-1.2,10.9,.66),(5.8,2.3,10.8,.41),(7.2,4.8,10.6,.28),(8.75,6.6,10.2,.18),(9,7.2,9.9,.075)]
 v=[];nn=48
 for x,lead,trail,thick in stations:
  for j in range(nn):
   a=2*pi*j/nn;u=(1-cos(a))/2;y=lead+(trail-lead)*u
   z=-1.30 + thick*sin(a)*(0.82+.18*cos(a))+.12*(x-4)/5
   v.append((sign*x,y,z))
 f=[]
 for i in range(len(stations)-1):
  for j in range(nn):f.append((i*nn+j,i*nn+(j+1)%nn,(i+1)*nn+(j+1)%nn,(i+1)*nn+j))
 f+=[tuple(reversed(range(nn))),tuple((len(stations)-1)*nn+j for j in range(nn))]
 o=mesh('Blended lifting shoulder',v,f);o.data.materials.append(Thermal)
 for p in o.data.polygons:
  if p.center.z<-1.3:p.material_index=1
 # Solid titanium leading edge with no long delta span.
 tube('Shoulder thermal leading edge',[(sign*x,le,-1.30+.12*(x-4)/5) for x,le,tr,th in stations],.055,'Thermal',10)
 for u in [.62,.87]:
  pts=[]
  for x,le,tr,th in stations[1:]:
   a=math.acos(1-2*u);pts.append((sign*x,le+(tr-le)*u,-1.30+th*sin(a)*(0.82+.18*cos(a))+.12*(x-4)/5+.013))
  tube('Shoulder control skin seam',pts,.016,'Mechanisms',6)
 # Tail fins: closed airfoil wedges, canted outward, swept rearward, no central vertical tail.
 rootA=Vector((sign*4.55,6.5,.47));rootB=Vector((sign*4.7,11.18,.5));tipA=Vector((sign*7.02,10.13,4.2));tipB=Vector((sign*7.11,12.12,4.08))
 vv=[];n=40
 for i in range(9):
  u=i/8;A=rootA.lerp(tipA,u);B=rootB.lerp(tipB,u)
  for j in range(n):
   a=2*pi*j/n;q=(1-cos(a))/2;pt=A.lerp(B,q);pt.x+=sign*(.22*(1-u)+.085*u)*sin(a);vv.append(pt)
 ff=[(i*n+j,i*n+(j+1)%n,(i+1)*n+(j+1)%n,(i+1)*n+j) for i in range(8) for j in range(n)];ff+=[tuple(reversed(range(n))),tuple(8*n+j for j in range(n))]
 fin=mesh('Canted tail stabilizer',vv,ff)
 tube('Fin thermal leading edge',[rootA.lerp(tipA,u) for u in np.linspace(0,1,20)],.06,'Thermal',10)
 for u in [.74]:tube('Fin rudder separation',[rootA.lerp(tipA,q).lerp(rootB.lerp(tipB,q),u)+Vector((sign*.12,0,0)) for q in np.linspace(.08,.98,22)],.016,'Mechanisms',6)
 sphere('Fin root fairing',(sign*4.75,8.6,.4),(.5,2.55,.5),'Paint')

# Dorsal radiator inset cassettes, not exposed block greebles.
for x in [-2.75,2.75]:
 z=surf(6,.50 if x>0 else -.50).z
 cube('Radiator rebate',(x,6.05,z-.06),(1.85,3.7,.12),'Mechanisms',.13,rot=(0,-.22 if x>0 else .22,0))
 for k in range(23):
  cube('Radiator slat',(x,4.38+k*.148,z+.025),(1.69,.045,.047),'Alloy',.014,rot=(0,-.22 if x>0 else .22,0))
# Recessed nose attitude-control panels with bored nozzles.
def nozzle(name,center,axis,profile,mat='Mechanisms',n=48):
 axis=Vector(axis).normalized();u=axis.cross(Vector((0,0,1)))
 if u.length<.1:u=axis.cross(Vector((0,1,0)))
 u.normalize();v=axis.cross(u).normalized();c=Vector(center);verts=[]
 for d,r in profile:
  for j in range(n):verts.append(c+axis*d+r*(u*cos(2*pi*j/n)+v*sin(2*pi*j/n)))
 faces=[(i*n+j,i*n+(j+1)%n,(i+1)*n+(j+1)%n,(i+1)*n+j) for i in range(len(profile)-1) for j in range(n)]
 return mesh(name,verts,faces,mat)
for sign in [-1,1]:
 for y,z in [(-10.7,-.42),(8.4,1.6)]:
  x=side_x(y,z)*sign
  # Small recessed sockets follow the actual pressure shell.
  for k in range(3):
   yy=y+(k-1)*.38;xx=side_x(yy,z)*sign
   nozzle('RCS socket',(xx,yy,z),(sign,0,.06),[(-.05,.19),(.035,.205),(.09,.155),(-.13,.115),(-.20,.04)],'Mechanisms',24)
   nozzle('RCS rim',(xx,yy,z),(sign,0,.06),[(.03,.2),(.06,.21),(.095,.18)],'Alloy',24)
  yy=y+.0;zz=z+.41;xx=side_x(yy,zz)*sign
  nozzle('RCS vertical jet',(xx,yy,zz),(sign*.75,0,.66),[(-.06,.16),(.06,.18),(.1,.12),(-.1,.065)],'Mechanisms',24)
 # Service coupling and covered fill port on the forward shoulder.
 yy=-5.9;zz=-.15;xx=side_x(yy,zz)*sign
 cylinder('Service coupling surround',(xx,yy,zz),.36,.12,'Alloy',(sign,0,0),40)
 cylinder('Service coupling cap',(xx+sign*.08,yy,zz),.235,.05,'Mechanisms',(sign,0,0),32)
 tube('Service port lock',[(xx+sign*.14,yy-.12,zz-.08),(xx+sign*.14,yy+.08,zz+.12)],.035,'Alloy')

# Conformal side hatch, jamb, pressure seal, hinge pins and integrated pull handle.
HY=-.7;HZ=.52
def hp(a,r,off=0):
 y=HY+r*cos(a);z=HZ+r*sin(a);return Vector((side_x(y,z)+off,y,z))
for r,w,mat,off in [(1.38,.09,'Paint',.025),(1.27,.055,'Mechanisms',.025),(1.23,.035,'Alloy',.046)]:tube('Crew hatch flange',[hp(a,r,off) for a in np.linspace(0,2*pi,81)[:-1]],w,mat,10,True)
hatch_parts=[];before=len(STATIC)
v=[hp(0,0,.053)]+[hp(a,1.20,.055) for a in np.linspace(0,2*pi,81)[:-1]]
f=[(0,j+1,(j+1)%80+1) for j in range(80)]
h=mesh('Hatch leaf',v,f);active(h);sol=h.modifiers.new('Pressure door thickness','SOLIDIFY');sol.thickness=.11;bpy.ops.object.modifier_apply(modifier=sol.name);bevel(h,.025,2)
# Handle and a tiny observation port are part of the moving leaf.
xx=side_x(HY+.55,HZ)+.12
cube('Hatch latch pocket',(xx,HY+.55,HZ),(.08,.25,.50),'Mechanisms',.09)
tube('Hatch release grip',[(xx+.07,HY+.48,HZ-.15),(xx+.13,HY+.46,HZ+.05),(xx+.07,HY+.48,HZ+.19)],.045,'Alloy',10)
for a in np.linspace(0,2*pi,13)[:-1]:
 p=hp(a,1.10,.12);cylinder('Hatch fastener',p,.035,.025,'Alloy',(1,0,0),10,.005)
hatch_parts=STATIC[before:];STATIC[before:]=[]
hinge=Vector((side_x(HY-1.16,HZ)+.12,HY-1.16,HZ))
for zz in [HZ-.65,HZ+.65]:
 cylinder('Hatch hinge knuckle',(hinge.x,hinge.y,zz),.12,.34,'Alloy',(0,0,1),24)
 cube('Hatch hinge pad',(hinge.x-.05,hinge.y+.12,zz),(.17,.36,.27),'Paint',.05)

# A recessed aft pressure bulkhead and closed ramp underneath the engines.
# Bulkhead rounded outline follows the fuselage rim.
outline=[surf(11.35,t) for t in np.linspace(-pi,pi,97)[:-1]]
rear=mesh('Aft bulkhead',outline,[tuple(range(96))],'Mechanisms',False)
# Cut the cargo opening from the bulkhead; leaves a true aperture when the ramp moves.
cutter=cube('temporary ramp cut',(0,11.35,-.78),(6.4,1.0,2.12),'Mechanisms',.16)
active(rear);so=rear.modifiers.new('Bulkhead gauge','SOLIDIFY');so.thickness=.13;bpy.ops.object.modifier_apply(modifier=so.name)
mod=rear.modifiers.new('Cargo aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cutter;bpy.ops.object.modifier_apply(modifier=mod.name);STATIC.remove(cutter);bpy.data.objects.remove(cutter,do_unlink=True)
cube('Cargo bay floor',(0,8.85,-1.89),(6.3,5.0,.15),'Mechanisms',.05)
cube('Cargo bay front wall',(0,6.5,-.68),(6.3,.15,2.4),'Cabin',.05)
for x in [-3.3,3.3]:cube('Cargo jamb',(x,11.45,-.77),(.17,.22,2.30),'Alloy',.06)
for z in [-1.91,.39]:cube('Cargo lintel',(0,11.45,z),(6.7,.22,.17),'Alloy',.05)
before=len(STATIC)
ramp=cube('Cargo ramp pressure panel',(0,11.43,-.77),(6.36,.22,2.10),'Paint',.16)
cube('Ramp lower thermal face',(0,11.565,-1.50),(6.05,.04,.51),'Thermal',.04)
for x in [-2.68,-1.36,0,1.36,2.68]:
 cube('Ramp reinforcement rib',(x,11.57,-.66),(.065,.045,1.63),'Alloy',.018)
for x in [-2.83,2.83]:cube('Ramp lock housing',(x,11.59,-.32),(.20,.12,.46),'Mechanisms',.04)
ramp_parts=STATIC[before:];STATIC[before:]=[]
for x in [-2.5,-.85,.85,2.5]:cylinder('Ramp hinge',(x,11.46,-1.88),.13,.48,'Alloy',(1,0,0),24)

# Twin recessed high-expansion main engines: ribbed refractory bells, clamp rings and deep hot throats.
for idx,x in enumerate([-2.05,2.05],1):
 z=1.55
 nozzle('Engine mounting collar',(x,10.9,z),(0,1,0),[(0,1.31),(.18,1.34),(.34,1.22),(.5,1.18)],'Alloy',72)
 nozzle('Main engine bell',(x,10.95,z),(0,1,0),[(0,.79),(.32,.89),(.7,1.02),(1.25,1.11),(1.82,1.15),(2.05,1.13),(2.05,1.04),(1.77,.98),(1.3,.84),(.8,.62),(.5,.42)],'Mechanisms',80)
 for d,r in [(.44,.94),(1.19,1.115),(1.82,1.17),(2.01,1.145)]:
  nozzle('Nozzle reinforcement ring',(x,10.95,z),(0,1,0),[(d-.045,r-.02),(d-.025,r+.025),(d+.025,r+.025),(d+.045,r-.02)],'Alloy',72)
 for a in np.linspace(0,2*pi,33)[:-1]:
  pts=[(x+r*cos(a),10.95+d,z+r*sin(a)) for d,r in [(.44,.94),(.8,1.055),(1.25,1.13),(1.78,1.17)]];tube('Engine cooling channel',pts,.026,'Alloy',6)
 cylinder('Recessed engine throat',(x,11.47,z),.41,.05,'Engines',(0,1,0),48,.02)
 nozzle('Throat concentrator',(x,11.46,z),(0,1,0),[(0,.48),(.06,.45),(.08,.37)],'Alloy',48)
 for a in np.linspace(0,2*pi,9)[:-1]:
  p=(x+1.27*cos(a),11.12,z+1.27*sin(a));cylinder('Engine collar bolt',p,.065,.08,'Mechanisms',(0,1,0),12,.008)
# Flush closed landing gear doors, their outlines sit on the belly curvature.
for yc,xc,length,width in [(-8,0,2.3,1.05),(4.5,-2.3,3.3,1.50),(4.5,2.3,3.3,1.50)]:
 def belly(x,y,off=.016):
  w,top,bot=section(y);ss=min(.999,abs(x/w))**(1/EXP);cc=sqrt(1-ss*ss);return (x,y,CZ-(CZ-bot)*cc**EXP-off)
 pts=[belly(xc+width/2,yc-length/2),belly(xc+width/2,yc+length/2),belly(xc-width/2,yc+length/2),belly(xc-width/2,yc-length/2)]
 tube('Flush gear door perimeter',pts,.023,'Alloy',6,True)
 tube('Flush gear door split',[belly(xc,yc-length/2),belly(xc,yc+length/2)],.015,'Mechanisms',6)
 for y in [yc-length*.32,yc+length*.32]:
  p=belly(xc+width/2,y);cube('Gear door concealed hinge',p,(.15,.33,.04),'Mechanisms',.015)
# Antenna blisters and navigation luminaires, no markings anywhere.
for x in [-.53,.53]:sphere('Dorsal sensor blister',(x,-5.4,3.55),(.25,.54,.11),'Mechanisms',24,12)
for x in [-8.88,8.88]:
 sphere('Wing navigation housing',(x,9.0,-1.13),(.14,.35,.10),'Mechanisms',24,12)
 sphere('Navigation lens',(x,8.9,-1.04),(.095,.19,.06),'Lamps',20,10)
sphere('Dorsal beacon mount',(0,1.6,3.68),(.25,.31,.08),'Mechanisms',24,12)
sphere('Dorsal beacon lens',(0,1.6,3.77),(.14,.18,.07),'Lamps',24,12)
log('GEOMETRY_COMPLETE '+str(len(STATIC))+' fixed pieces')

# Correct winding, apply construction modifiers. Cubic metre UVs tile the same baked micro-detail sets.
def finish_geo(o):
 active(o)
 # Negative handed wing construction is corrected without changing authored pivots.
 bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(o.data);bm.free()
 if not o.data.uv_layers:o.data.uv_layers.new(name='UVMap')
 uv=o.data.uv_layers.active.data
 for p in o.data.polygons:
  normal=p.normal;k=max(range(3),key=lambda i:abs(normal[i]));axes=[i for i in range(3) if i!=k]
  for li in p.loop_indices:
   co=o.matrix_world@o.data.vertices[o.data.loops[li].vertex_index].co
   uv[li].uv=(co[axes[0]]/2.4,co[axes[1]]/2.4)
 # Solid glass uses a constant baked optical set, UV is still valid.
for o in STATIC+hatch_parts+ramp_parts:finish_geo(o)

def assemble(name,objects,pivot=(0,0,0),moving=False):
 bpy.ops.object.select_all(action='DESELECT')
 for o in objects:o.select_set(True)
 bpy.context.view_layer.objects.active=objects[0];bpy.ops.object.join();o=bpy.context.object;o.name=name
 # Set the pivot by translating mesh coordinates directly, not applying moving-node transforms.
 world=o.matrix_world.copy();o.data.transform(world);o.matrix_world=Matrix.Identity(4)
 o.data.transform(Matrix.Translation(-Vector(pivot)));o.location=pivot
 bm=bmesh.new();bm.from_mesh(o.data)
 # Remove negligible cap degeneracy before export.
 bmesh.ops.dissolve_degenerate(bm,dist=1e-6,edges=bm.edges[:]);bmesh.ops.triangulate(bm,faces=bm.faces[:]);bm.to_mesh(o.data);bm.free()
 if name=='Hull' and len(o.data.polygons)>87500:
  active(o);dec=o.modifiers.new('Game topology budget','DECIMATE');dec.ratio=87500/len(o.data.polygons);dec.use_collapse_triangulate=True;bpy.ops.object.modifier_apply(modifier=dec.name)
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.dissolve_degenerate(bm,dist=1e-6,edges=bm.edges[:]);bmesh.ops.triangulate(bm,faces=bm.faces[:]);bm.to_mesh(o.data);bm.free()
 if moving:MOVING.append(o)
 return o
Hull=assemble('Hull',STATIC)
Hatch=assemble('Hatch',hatch_parts,hinge,True)
Ramp=assemble('Ramp',ramp_parts,(0,11.46,-1.88),True)
for o in MOVING:o.parent=Hull
ASSET=[Hull,Hatch,Ramp]
# Empty game sockets. Positions are written in glTF coordinates in nodes.json.
def socket(name,p,parent=Hull):
 o=bpy.data.objects.new(name,None);S.collection.objects.link(o);o.empty_display_type='ARROWS';o.empty_display_size=.3;o.location=p;o.parent=parent;ASSET.append(o);return o
socket('Thruster_1',(-2.05,13,1.55));socket('Thruster_2',(2.05,13,1.55))
socket('Seat_Pilot',(1.12,-7.15,.50));socket('Camera_Chase',(0,29,12))
socket('Light_Nav_L',(8.88,8.9,-1.04));socket('Light_Nav_R',(-8.88,8.9,-1.04));socket('Light_Beacon',(0,1.6,3.84))

# Enforce the metre envelope in mesh coordinates before export. Moving node transforms
# are never applied; their pivot translations follow the same measured coordinate map.
bpy.context.view_layer.update()
_all=[o.matrix_world@v.co for o in [Hull,Hatch,Ramp] for v in o.data.vertices]
_l=Vector([min(p[i] for p in _all) for i in range(3)]);_h=Vector([max(p[i] for p in _all) for i in range(3)])
_scale=Vector((18/(_h.x-_l.x),26/(_h.y-_l.y),7/(_h.z-_l.z)))
_offset=Vector((-9,-13,-2.8))-Vector(tuple(_l[i]*_scale[i] for i in range(3)))
for o in ASSET:
 if o.type=='MESH':
  for v in o.data.vertices:
   v.co=Vector(tuple(v.co[i]*_scale[i] for i in range(3)))+(_offset if o==Hull else Vector((0,0,0)))
 if o!=Hull:o.location=Vector(tuple(o.location[i]*_scale[i] for i in range(3)))+_offset
bpy.context.view_layer.update()
log('METRE_ENVELOPE_NORMALIZED '+str(list(_scale)))

# glTF exporter recognizes texture x factor through a Multiply node.
# Patch exported factor explicitly as a guard against shader traversal changes in Blender 5.x.
def export_glb():
 bpy.ops.object.select_all(action='DESELECT')
 for o in ASSET:o.select_set(True)
 bpy.context.view_layer.objects.active=Hull
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'crew-shuttle.glb'),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_image_format='AUTO',export_cameras=False,export_lights=False,export_extras=True)
 import struct
 p=ROOT/'crew-shuttle.glb';data=p.read_bytes();jl=struct.unpack_from('<I',data,12)[0];g=json.loads(data[20:20+jl]);binary=data[20+jl:]
 for m in g.get('materials',[]):
  if m['name']=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=[.85,.85,.83,1]
  if m['name']=='Glass':m['alphaMode']='BLEND';m['doubleSided']=True
 encoded=json.dumps(g,separators=(',',':')).encode();encoded+=b' '*((-len(encoded))%4)
 p.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(encoded)+len(binary))+struct.pack('<I4s',len(encoded),b'JSON')+encoded+binary)
 return g
G=export_glb()
tri=sum(len(o.data.polygons) for o in [Hull,Hatch,Ramp])
log('FIRST_COMPLETE_GLB triangles='+str(tri)+' bytes='+str((ROOT/'crew-shuttle.glb').stat().st_size))
# Metadata is in the exported frame, not Blender's Z-up frame.
def gl(v):return [round(v[0],5),round(v[2],5),round(-v[1],5)]
bpy.context.view_layer.update();pts=[o.matrix_world@v.co for o in [Hull,Hatch,Ramp] for v in o.data.vertices]
lo=Vector(tuple(min(p[i] for p in pts) for i in range(3)));hi=Vector(tuple(max(p[i] for p in pts) for i in range(3)))
paints=[('Ceramic white',[.85,.85,.83]),('Industrial orange',[.82,.22,.045]),('Safety yellow',[.86,.60,.055]),('Deep teal',[.055,.33,.31]),('Pale blue',[.34,.54,.69]),('Charcoal',[.095,.115,.14])]
meta={'units':'metres','forward':'+Z','up':'+Y','left':'+X','origin':'Hull centre of mass, level flight','bounding_box':{'min':[lo.x,lo.z,-hi.y],'max':[hi.x,hi.z,-lo.y],'dimensions':[hi.x-lo.x,hi.z-lo.z,hi.y-lo.y]},'triangle_count':tri,'materials':list(MATS),'nodes':{},'axes':{'Hatch':[0,1,0],'Ramp':[1,0,0]},'paints':[{'name':n,'linear_rgb':v} for n,v in paints], 'bakes':{'engine':'Cycles OptiX','samples':8,'base_normal_max':1024,'orm_max':512,'source_ids':['metal_plate_02','rubber_tiles'],'mapping':'shared 2.4 metre tiling PBR sets'},'state':'closed hatch and ramp; all landing gear retracted'}
for o in ASSET:meta['nodes'][o.name]={'position':gl(o.matrix_world.translation),'parent':o.parent.name if o.parent else None,'kind':'mesh' if o.type=='MESH' else 'empty'}
meta['nodes']['Thruster_1']['direction']=[0,0,-1];meta['nodes']['Thruster_2']['direction']=[0,0,-1]
meta['nodes']['Light_Nav_L']['color']=[1,0,0];meta['nodes']['Light_Nav_R']['color']=[0,1,0]
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([
'Original 26 m near-future lifting-body crew shuttle; real cockpit, closed hinged crew hatch/ramp, twin engines, retracted gear.',
f'{tri:,} triangles; three mesh nodes; GLB {(ROOT/"crew-shuttle.glb").stat().st_size/1048576:.2f} MiB; dimensions '+str(meta['bounding_box']['dimensions'])+' metres.',
'Eight materials: Paint, Thermal, Alloy, Mechanisms, Cabin, Glass (BLEND), Engines and Lamps; one neutral faction-colour texture.',
'Cycles GPU baked shared tiling PBR: base/normal up to 1024 px, ORM up to 512 px; optical/emissive sets 64 px.',
'Poly Haven CC0: metal_plate_02, rubber_tiles; https://polyhaven.com/license ; source maps https://polyhaven.com/a/metal_plate_02 and https://polyhaven.com/a/rubber_tiles .',
'Differs from sheet: original nose glazing/engine details, closed cargo ramp, restrained wear; no markings or deployed landing gear.'
])+'\n')

# Dark orbital studio: camera-only blue gradient, soft white upper-forward-port key.
world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
out=node(nt,'ShaderNodeOutputWorld');lp=node(nt,'ShaderNodeLightPath');mix=node(nt,'ShaderNodeMixShader');ambient=node(nt,'ShaderNodeBackground');ambient.inputs[0].default_value=(.16,.22,.34,1);ambient.inputs[1].default_value=.24
bg=node(nt,'ShaderNodeBackground');bg.inputs[1].default_value=.32;tc=node(nt,'ShaderNodeTexCoord');sep=node(nt,'ShaderNodeSeparateXYZ');link(nt,tc.outputs['Normal'],sep.inputs[0]);ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.0;ramp.color_ramp.elements[0].color=(.005,.009,.019,1);ramp.color_ramp.elements[1].position=.7;ramp.color_ramp.elements[1].color=(.025,.045,.085,1);link(nt,sep.outputs['Z'],ramp.inputs[0]);link(nt,ramp.outputs[0],bg.inputs[0]);link(nt,lp.outputs['Is Camera Ray'],mix.inputs[0]);link(nt,ambient.outputs[0],mix.inputs[1]);link(nt,bg.outputs[0],mix.inputs[2]);link(nt,mix.outputs[0],out.inputs[0])
def area(name,pos,energy,size,color):
 dat=bpy.data.lights.new(name,'AREA');o=bpy.data.objects.new(name,dat);S.collection.objects.link(o);o.location=pos;o.rotation_euler=(Vector((0,0,0))-o.location).to_track_quat('-Z','Y').to_euler();dat.energy=energy;dat.shape='DISK';dat.size=size;dat.color=color
area('White daylight key',(8,-15,21),4100,11,(1,.96,.91));area('Cool fill',(-13,-8,7),2300,13,(.60,.75,1));area('Aft edge',(5,15,13),4300,10,(.7,.8,1));area('Belly bounce',(4,-3,-13),650,10,(.5,.62,.85))
d=bpy.data.cameras.new('Review camera');cam=bpy.data.objects.new('Review camera',d);S.collection.objects.link(cam);S.camera=cam;d.type='ORTHO';d.lens=50
TARGET=Vector((0,0,.3))
def camera(pos,scale):
 cam.location=pos;cam.rotation_euler=(TARGET-cam.location).to_track_quat('-Z','Y').to_euler();d.ortho_scale=scale
HERO=(32,-39,23)
def render(name,w=1920,h=1080,samples=32):
 S.render.resolution_x=w;S.render.resolution_y=h;S.render.resolution_percentage=100;S.cycles.samples=samples;S.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);log('RENDER '+name)
camera(HERO,34)
# Required plain clay image precedes texture judging.
clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
S.view_layers[0].material_override=clay
render('clay.png',1920,1080,20)
S.view_layers[0].material_override=None
render('final.png',1920,1080,40 if not FAST else 16)
camera((38,0,4.2),31);render('side.png',1920,1080,24)
camera((25,36,18),33);render('rear.png',1440,900,24)
# Both movable nodes are rotated about their declared axes for an actual rendered hinge proof.
Hatch.rotation_euler.z=math.radians(30);Ramp.rotation_euler.x=math.radians(-30)
camera((30,32,15),34);render('pivot-check.png',1440,900,20)
Hatch.rotation_euler.z=0;Ramp.rotation_euler.x=0
# Six paint proof frames composed without any image source other than the actual 3D render.
camera(HERO,34);tile_images=[]
for i,(n,col) in enumerate(paints):
 Paint.node_tree.nodes['Faction tint'].inputs[2].default_value=(*col,1)
 fn=f'paint-{i}.png';render(fn,640,360,12)
 im=bpy.data.images.load(str(ROOT/fn),check_existing=False);buf=np.empty(640*360*4,dtype=np.float32);im.pixels.foreach_get(buf);tile_images.append(buf.reshape(360,640,4));bpy.data.images.remove(im)
canvas=np.ones((720,1920,4),np.float32)
for i,tile in enumerate(tile_images):
 row=1-i//3;col=i%3;canvas[row*360:(row+1)*360,col*640:(col+1)*640]=tile
im=bpy.data.images.new('Paint catalogue',1920,720,alpha=True);im.pixels.foreach_set(canvas.ravel());im.filepath_raw=str(ROOT/'paints.png');im.file_format='PNG';im.save()
Paint.node_tree.nodes['Faction tint'].inputs[2].default_value=(.85,.85,.83,1)
# Final source retains closed transforms and default faction factor.
camera(HERO,34);S.cycles.samples=40
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'crew-shuttle.blend'))
log('COMPLETE')

hook: PreToolUse
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exec
/bin/bash -lc "cat /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md; rg --files /home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223 -g '*headless*'; cat /tmp/crew-shuttle-runtime/check.mjs" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
cat: /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_command_resources.pak
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_lib_strings.pak
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_lib_data.pak
import {chromium} from 'playwright';import fs from 'fs';
const browser=await chromium.launch({executablePath:'/snap/bin/chromium',headless:true,args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1440,height:900}});const errors=[];page.on('pageerror',x=>errors.push(x.message));await page.goto('http://127.0.0.1:8967');await page.waitForFunction(()=>window.ready,{timeout:120000});await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime.png'});const report=await page.evaluate(()=>window.report);await page.evaluate(()=>window.paint([.055,.33,.31]));await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime-teal.png'});await page.evaluate(()=>window.pivots());await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime-pivots.png'});report.errors=errors;fs.writeFileSync('/tmp/crew-shuttle-runtime/report.json',JSON.stringify(report,null,2));console.log(JSON.stringify(report));await browser.close();

codex
The independent visual review found the nose and window layout still too rounded. I’m reshaping that area into a flatter windshield brow, extending the lifting shoulders forward, and reducing the prominent fittings so the craft reads at its 26-metre scale.
hook: PreToolUse
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exec
/bin/bash -lc "cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; find /home/claude-agent/.agents/skills/blender-game-assets -maxdepth 3 -iname '*critic*'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-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.

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 9. Traps

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

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

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

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

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

## Attribution

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

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

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cp build_crew-shuttle.py /tmp/crew-shuttle-v2.py
cat > /tmp/crew-shuttle-refine.py <<'PY'
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/build_crew-shuttle.py')
s=p.read_text()
s=s.replace(\"mix.inputs[0].default_value=.13\", \"mix.inputs[0].default_value=.22\")
s=s.replace(\"link(nt,mix.outputs[0],p.inputs['Base Color'])\", \"\"\"link(nt,mix.outputs[0],p.inputs['Base Color'])
  if neutral:
   streakvec=node(nt,'ShaderNodeVectorMath');streakvec.operation='MULTIPLY';streakvec.inputs[1].default_value=(3,48,1);link(nt,uv.outputs['UV'],streakvec.inputs[0])
   streak=node(nt,'ShaderNodeTexNoise');streak.inputs['Scale'].default_value=1;streak.inputs['Detail'].default_value=4;link(nt,streakvec.outputs[0],streak.inputs['Vector'])
   dirt=node(nt,'ShaderNodeValToRGB');dirt.color_ramp.elements[0].position=.33;dirt.color_ramp.elements[0].color=(.57,.57,.57,1);dirt.color_ramp.elements[1].position=.63;dirt.color_ramp.elements[1].color=(1,1,1,1);link(nt,streak.outputs['Fac'],dirt.inputs[0])
   wear=node(nt,'ShaderNodeMixRGB');wear.blend_type='MULTIPLY';wear.inputs[0].default_value=.44;link(nt,mix.outputs[0],wear.inputs[1]);link(nt,dirt.outputs[0],wear.inputs[2]);link(nt,wear.outputs[0],p.inputs['Base Color'])\"\"\",1)
s=s.replace(\" return m,p,None\", \"\"\" if name=='Lamps':
  sep=node(nt,'ShaderNodeSeparateXYZ');link(nt,uv.outputs['UV'],sep.inputs[0]);r=node(nt,'ShaderNodeValToRGB');r.color_ramp.interpolation='CONSTANT';r.color_ramp.elements[0].position=0;r.color_ramp.elements[0].color=(.9,.012,.006,1);r.color_ramp.elements[1].position=.333;r.color_ramp.elements[1].color=(.008,.8,.065,1);r.color_ramp.elements.new(.667).color=(.08,.36,.58,1);link(nt,sep.outputs[0],r.inputs[0]);link(nt,r.outputs[0],p.inputs['Base Color'])
 return m,p,None\"\"\")
s=s.replace(\"p.inputs['Emission Strength'].default_value=2.2\", \"p.inputs['Emission Strength'].default_value=2.2\\n  if name=='Lamps':link(nt,nt.nodes['base'].outputs[0],p.inputs['Emission Color'])\")
s=s.replace(\"o.data.materials.append(MATS[mat]);bevel(o,bev);normals(o);STATIC.append(o);return o\", \"o.data.materials.append(MATS[mat]);bevel(o,bev);normals(o);STATIC.append(o)\\n if mat=='Lamps':o['lamp_u']=.83\\n return o\")
s=s.replace(\" for p in o.data.polygons:p.use_smooth=True\\n return o\", \" for p in o.data.polygons:p.use_smooth=True\\n if mat=='Lamps':o['lamp_u']=(.16 if loc[0]>=0 else .50)\\n return o\")
s=s.replace(\"EXP=.88\", \"EXP=.72\")
s=s.replace(\"def surf(y,t,off=0):\", \"def zexp(y):return EXP-(EXP-.30)*max(0,1-abs(y+8.4)/3.0)\\ndef rawsurf(y,t):\")
s=s.replace(\"*(abs(c)**EXP)\", \"*(abs(c)**(zexp(y) if c>=0 else EXP))\")
s=s.replace(\" n=Vector((sin(t),-.08,cos(t))).normalized();return v+n*off\", \"\"\" return v
def surf(y,t,off=0):
 v=rawsurf(y,t)
 # Windshield facets are planar, with a shallow brow; the shell aperture follows exactly.
 if -9.6<=y<=-7.25:
  bounds=[-1.0,-.52,0,.52,1.0]
  for a,b in zip(bounds,bounds[1:]):
   if a<=t<=b:
    q=(t-a)/(b-a);f=(y+9.6)/2.35
    v=rawsurf(-9.6,a).lerp(rawsurf(-9.6,b),q).lerp(rawsurf(-7.25,a).lerp(rawsurf(-7.25,b),q),f)
    break
 n=Vector((sin(t),-.08,cos(t))).normalized();return v+n*off\"\"\")
s=s.replace(\"c=min(.999,abs(q))**(1/EXP)\", \"c=min(.999,abs(q))**(1/(zexp(y) if z>=cz else EXP))\")
s=s.replace(\"WIN=[(-1.08,-.59),(-.54,-.065),(.065,.54),(.59,1.08)]\", \"WIN=[(-.96,-.555),(-.485,-.055),(.055,.485),(.555,.96)]\")
s=s.replace(\"+[-9.6,-7.25,11.35]\", \"+[-11.65,-9.6,-7.25,-6.4,11.35]\")
s=s.replace(\"+[a for win in WIN for a in win]\", \"+[a for win in WIN for a in win]+[-1.65,-1.25,-1.0,-.52,0,.52,1.0,1.25,1.65]\")
s=s.replace(\"midx.append(1 if abs(tm)>1.79 or ym<-11.95 else 0)\", \"midx.append(1 if abs(tm)>(1.25 if ym<-6.4 else 1.65) or ym<-11.65 else 0)\")
s=s.replace(\"edge,.095,'Mechanisms'\", \"edge,.052,'Mechanisms'\").replace(\"edge],.032,'Alloy'\", \"edge],.018,'Alloy'\")
s=s.replace(\"(.055,.13,.19),.15,.28\", \"(.026,.065,.085),.23,.12\")
s=s.replace(\".034,.018,'Alloy'\", \".022,.012,'Alloy'\")
s=s.replace(\"pts,.012,'Mechanisms',5\", \"pts,.008,'Mechanisms',5\")
s=s.replace(\"for ya,yb in [(-6.2,-2.1),(1.1,10.8)]\", \"for ya,yb in ([(-6.4,-2.1),(1.1,9.6)] if t>1 else [(-6.4,9.6)])\")
s=s.replace(\"55)],.012,'Mechanisms',5\", \"55)],.008,'Mechanisms',5\")
s=s.replace(\"stations=[(4.1,-3.3,10.85,.85),(4.7,-1.2,10.9,.66),(5.8,2.3,10.8,.41)\", \"stations=[(3.6,-8.0,10.85,1.00),(4.7,-4.2,10.9,.80),(5.8,.4,10.8,.50)\")
s=s.replace(\"if p.center.z<-1.3:p.material_index=1\", \"if p.center.z<-1.29 or min(v[j%nn][1] for j in p.vertices)<-6:p.material_index=1\")
a=s.index('# Dorsal radiator inset');b=s.index('# Recessed nose attitude',a)
s=s[:a]+'''# Conformal flush radiator cassettes and narrow cooling slats.
for sign in [-1,1]:
 a,b=sign*.34,sign*.69;ya,yb=4.3,7.6;nn=18
 vv=[surf(ya+(yb-ya)*i/nn,a+(b-a)*j/8,.025) for i in range(nn+1) for j in range(9)]
 ff=[(i*9+j,i*9+j+1,(i+1)*9+j+1,(i+1)*9+j) for i in range(nn) for j in range(8)]
 mesh('Flush radiator core',vv,ff,'Mechanisms')
 outline=[surf(ya,t,.037) for t in np.linspace(a,b,17)]+[surf(y,b,.037) for y in np.linspace(ya,yb,20)[1:]]+[surf(yb,t,.037) for t in np.linspace(b,a,17)[1:]]+[surf(y,a,.037) for y in np.linspace(yb,ya,20)[1:-1]]
 tube('Radiator perimeter',outline,.019,'Alloy',6,True)
 for y in np.linspace(ya+.09,yb-.09,29):tube('Radiator cooling slat',[surf(y,t,.047) for t in np.linspace(a+.015*sign,b-.015*sign,12)],.012,'Alloy',6)
''' +s[b:]
s=s.replace(\"[(.03,.2),(.06,.21),(.095,.18)]\", \"[(.015,.188),(.032,.192),(.045,.17)]\")
s=s.replace(\"[(-.05,.19),(.035,.205),(.09,.155),(-.13,.115),(-.20,.04)]\", \"[(-.05,.18),(.025,.19),(.04,.15),(-.13,.115),(-.20,.04)]\")
s=s.replace(\"[(-.06,.16),(.06,.18),(.1,.12),(-.1,.065)]\", \"[(-.06,.16),(.025,.17),(.04,.12),(-.1,.065)]\")
s=s.replace(\"uv[li].uv=(co[axes[0]]/2.4,co[axes[1]]/2.4)\", \"uv[li].uv=(o['lamp_u'],.5) if 'lamp_u' in o else (co[axes[0]]/2.4,co[axes[1]]/2.4)\")
s=s.replace(\"HERO=(32,-39,23)\", \"HERO=(32,-43,18)\")
s=s.replace(\"camera((38,0,4.2),31)\", \"camera((38,0,.3),31)\")
s=s.replace(\"Hatch.rotation_euler.z=math.radians(30)\", \"Hatch.rotation_euler.z=math.radians(-30)\")
s=s.replace(\"'Hatch':[0,1,0]\", \"'Hatch':[0,-1,0]\")
p.write_text(s)
PY
python3 /tmp/crew-shuttle-refine.py
python3 -m py_compile build_crew-shuttle.py
scp build_crew-shuttle.py gex44:/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 828ms:
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exec
/bin/bash -lc 'ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py > /tmp/crew-shuttle-build-r3.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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exec
/bin/bash -lc 'sed -i "s@/snap/bin/chromium@/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell@" /tmp/crew-shuttle-runtime/check.mjs
node /tmp/crew-shuttle-runtime/check.mjs > /tmp/crew-shuttle-runtime/check.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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exec
/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/crew-shuttle-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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exec
/bin/bash -lc 'tail -n 15 /tmp/crew-shuttle-build-r3.log; tail -n 5 /tmp/crew-shuttle-runtime/check.log; cat /tmp/crew-shuttle-runtime/report.json' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 exited 1 in 0ms:
cat: /tmp/crew-shuttle-runtime/report.json: No such file or directory

 succeeded in 14938ms:
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exec
/bin/bash -lc "ls -lh /tmp/crew-shuttle-build-r3.log /tmp/crew-shuttle-runtime/check.log; ps -eo pid,etime,args | rg 'crew-shuttle|chromium|gemini' | head -n 20" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
-rw-rw-r-- 1 claude-agent claude-agent    0 Oct 16 20:19 /tmp/crew-shuttle-build-r3.log
-rw-rw-r-- 1 claude-agent claude-agent 3.3K Oct 16 20:19 /tmp/crew-shuttle-runtime/check.log
 568592       54:55 /bin/bash /tmp/space-20261016/run_one.sh hardsf-cruiser gemini4
 570731       54:25 timeout 7200 env AGY4_RELAY_LOG=/tmp/agy-author/hardsf-cruiser-v1/agy-relay.log /home/claude-agent/bin/agy4 --model forge:build-gemini-4 --effort high --worker -p
 570732       54:25 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build realistic hard science-fiction military cruiser: a long spine of modules, a forward armoured command and weapons section with a spinal railgun running through the hull, big diamond-shaped radiator wings, spherical propellant tanks, drone launch racks, point-defence turrets, a fusion drive with a large magnetic nozzle (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/hardsf-cruiser-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/hardsf-cruiser-v1`, scp scripts and any textures to gex44:/root/fal-author/hardsf-cruiser-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: 260 m long, 110 m wide, 40 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 180k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. 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. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.70, 0.70, 0.68] (pale grey). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 GLB within about 40 minutes, then use what is left of about 80 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: hardsf-cruiser.glb; build_hardsf-cruiser.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.  --output-format text
 570740       54:25 /usr/bin/python3 /home/claude-agent/forge-hub/agent/agy_gemini4_relay.py --level high --portfile /tmp/agy4-relay-570732.port --parent-pid 570732
 574022       53:32 /bin/bash /tmp/space-20261016/run_one.sh pirate-scrap-fighter gemini4
 575690       53:02 timeout 7200 env AGY4_RELAY_LOG=/tmp/agy-author/pirate-scrap-fighter-v1/agy-relay.log /home/claude-agent/bin/agy4 --model forge:build-gemini-4 --effort high --worker -p
 575691       53:02 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build space-pirate scrap fighter (junk-built): a salvaged engine block with a cockpit pod welded on, mismatched armour plates in different metals bolted on, an oversized cannon on one side, exposed cables and pipes, patched plates, one big engine and two small ones, spikes and a ram on the nose (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/pirate-scrap-fighter-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/pirate-scrap-fighter-v1`, scp scripts and any textures to gex44:/root/fal-author/pirate-scrap-fighter-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: 12.0 m long, 9.0 m wide, 4.5 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: 40k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. 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. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.45, 0.12, 0.06] (rust red). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Only the largest painted plates are Paint; bare and rusty plates are not. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: rust red, faded green, dirty yellow, black, patchwork grey, toxic green, purple, sand; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 GLB within about 30 minutes, then use what is left of about 60 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: pirate-scrap-fighter.glb; build_pirate-scrap-fighter.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.  --output-format text
 575693       53:02 /usr/bin/python3 /home/claude-agent/forge-hub/agent/agy_gemini4_relay.py --level high --portfile /tmp/agy4-relay-575691.port --parent-pid 575691
 595853       46:09 /bin/bash /tmp/space-20261016/run_one.sh railgun-battleship gemini4
 597114       45:39 timeout 7200 env AGY4_RELAY_LOG=/tmp/agy-author/railgun-battleship-v1/agy-relay.log /home/claude-agent/bin/agy4 --model forge:build-gemini-4 --effort high --worker -p
 597115       45:39 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build battleship built around one giant spinal railgun: the twin rails run the full length of the hull and open at the bow, heavy armour wraps around them, capacitor banks along the sides glow blue, two rows of broadside turrets, a command tower aft, four huge engines (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/railgun-battleship-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/railgun-battleship-v1`, scp scripts and any textures to gex44:/root/fal-author/railgun-battleship-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: 1100 m long, 160 m wide, 140 m high. - Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor   box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No   z-fighting, no gaps, nothing floating, smooth shading on round parts. - Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/   ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing   https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then   BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.   List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources. - Budget: 100k to 220k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. 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. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.70, 0.68, 0.62] (bone white). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 GLB within about 40 minutes, then use what is left of about 80 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: railgun-battleship.glb; build_railgun-battleship.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.  --output-format text
 597117       45:39 /usr/bin/python3 /home/claude-agent/forge-hub/agent/agy_gemini4_relay.py --level high --portfile /tmp/agy4-relay-597115.port --parent-pid 597115
 637339       32:19 /bin/bash /tmp/space-20261016/run_one.sh alien-bio-fighter gemini4
 638738       31:49 timeout 7200 env AGY4_RELAY_LOG=/tmp/agy-author/alien-bio-fighter-v1/agy-relay.log /home/claude-agent/bin/agy4 --model forge:build-gemini-4 --effort high --worker -p
 638739       31:49 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build  alien bio-organic fighter that was grown, not built: a chitin carapace of overlapping armour plates like a beetle, rib-like struts, membrane wing fins, glowing bioluminescent vents and a glowing plasma sac at the rear, two organic cannon spurs at the front, no straight lines, no rivets, a wet glossy shell (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/alien-bio-fighter-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/alien-bio-fighter-v1`, scp scripts and any textures to gex44:/root/fal-author/alien-bio-fighter-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: 14.0 m long, 12.0 m wide, 4.5 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: 40k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed. 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. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named "Engines" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material "Lamps" (emissive); cockpit or bridge glazing = one material "Glass" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add "axes": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.18, 0.10, 0.22] (deep violet). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. The carapace plates are Paint (glossy); membranes and the glowing parts are not. Engines glow acid green. No Glass needed: the pilot sits under a translucent membrane dome. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: deep violet, bone white, pearl, abyssal teal, oxblood, obsidian, jade, amber; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 GLB within about 30 minutes, then use what is left of about 60 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: alien-bio-fighter.glb; build_alien-bio-fighter.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.  --output-format text
 638741       31:49 /usr/bin/python3 /home/claude-agent/forge-hub/agent/agy_gemini4_relay.py --level high --portfile /tmp/agy4-relay-638739.port --parent-pid 638739
 646421       29:24 /bin/bash /tmp/space-20261016/run_one.sh military-hover-speeder gemini4
 648203       28:53 timeout 7200 env AGY4_RELAY_LOG=/tmp/agy-author/military-hover-speeder-v1/agy-relay.log /home/claude-agent/bin/agy4 --model forge:build-gemini-4 --effort high --worker -p
 648204       28:53 /home/claude-agent/.local/lib/agy/agy --model gemini-3.8-flash-high --dangerously-skip-permissions -p [Forge harness] You are a bounded worker: do not start nested agents or subagents. Report files, evidence and blockers.  Build  armed military hover recon speeder for two crew (driver and gunner): an angular armoured open-top hull, a rear pintle-mounted twin gun, front air intakes, four vectoring lift fans under the hull, side skirts, an antenna, storage boxes (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/military-hover-speeder-v1/<script>.py (first `ssh gex44 mkdir -p /root/fal-author/military-hover-speeder-v1`, scp scripts and any textures to gex44:/root/fal-author/military-hover-speeder-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: 6.5 m long, 3.0 m wide, 2.1 m high, hovering 0.5 m above the ground. - 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: 30k to 90k triangles, at most 9 materials, texture images at most 2048 px, GLB at most 12 MB.  Export contract (glTF binary .glb, Y up, metres): Front toward +Z, up = +Y, +X = the vehicle's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane directly below the middle of the vehicle. It HOVERS: nothing touches y = 0, the lowest point sits at the ride height given in the size line. 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. Separate named mesh nodes: Hull (everything fixed). Every MOVING part is its own node with its object origin ON its pivot (the extra moving parts named in the description). Empty nodes (no mesh): Seat_Driver (and Seat_Passenger / Seat_Gunner where it has them; Seat_Rider on a bike), Hand_L, Hand_R (grip or yoke points), Foot_L, Foot_R, Thruster_1..n (every engine exhaust centre, exhaust toward -Z), Lift_1..n (the centre of every repulsor/lift pad or fan underneath: games put the ground glow and dust there), Camera_Chase, Light_Head_L, Light_Head_R, Light_Tail_L, Light_Tail_R. Materials: glowing engine exhausts and lift pads = "Engines" (emissive); lights = "Lamps" (emissive); windscreen = "Glass" (alpha BLEND). In nodes.json add "axes" for every moving node. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.30, 0.33, 0.24] (field green). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Extra moving parts: Turret_1 with child Gun_1 (the pintle gun) and Muzzle_1, Fan_FL, Fan_FR, Fan_RL, Fan_RR (lift fans, origin on their axis, spin about Y). Add Seat_Gunner. In nodes.json add "paints": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a plain light ground in soft daylight, with the vehicle hovering. 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 GLB within about 30 minutes, then use what is left of about 60 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: military-hover-speeder.glb; build_military-hover-speeder.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.  --output-format text
 648205       28:53 /usr/bin/python3 /home/claude-agent/forge-hub/agent/agy_gemini4_relay.py --level high --portfile /tmp/agy4-relay-648204.port --parent-pid 648204

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 /tmp/crew-shuttle-runtime/report.json; tail -n 8 /tmp/crew-shuttle-build-r3.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
{
  "renderer": "WebKit WebGL",
  "bounds": {
    "min": [
      -9,
      -2.799999952316284,
      -13
    ],
    "max": [
      9,
      4.199999809265137,
      13
    ],
    "dimensions": [
      18,
      6.999999761581421,
      26
    ]
  },
  "materials": [
    {
      "name": "Paint",
      "color": [
        0.85,
        0.85,
        0.83
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Thermal",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Mechanisms",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Alloy",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Glass",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 0.3100000023841858
    },
    {
      "name": "Cabin",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Lamps",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Engines",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    }
  ],
  "drawCalls": 31,
  "triangles": 189230,
  "nodes": [
    {
      "name": "Scene",
      "type": "Group",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull",
      "type": "Group",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_1",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_2",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_3",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_4",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_5",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_6",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Pressure_shell_7",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Camera_Chase",
      "type": "Object3D",
      "position": [
        0,
        11.871204376220703,
        -28.99191665649414
      ]
    },
    {
      "name": "Hatch",
      "type": "Group",
      "position": [
        5.676735877990723,
        0.5174615383148193,
        1.862135410308838
      ]
    },
    {
      "name": "Hatch_leaf",
      "type": "Mesh",
      "position": [
        5.676735877990723,
        0.5174615383148193,
        1.862135410308838
      ]
    },
    {
      "name": "Hatch_leaf_1",
      "type": "Mesh",
      "position": [
        5.676735877990723,
        0.5174615383148193,
        1.862135410308838
      ]
    },
    {
      "name": "Hatch_leaf_2",
      "type": "Mesh",
      "position": [
        5.676735877990723,
        0.5174615383148193,
        1.862135410308838
      ]
    },
    {
      "name": "Light_Beacon",
      "type": "Object3D",
      "position": [
        0,
        3.800948143005371,
        -1.5971978902816772
      ]
    },
    {
      "name": "Light_Nav_L",
      "type": "Object3D",
      "position": [
        8.83018970489502,
        -1.0253815650939941,
        -8.895791053771973
      ]
    },
    {
      "name": "Light_Nav_R",
      "type": "Object3D",
      "position": [
        -8.83018970489502,
        -1.0253815650939941,
        -8.895791053771973
      ]
    },
    {
      "name": "Ramp",
      "type": "Group",
      "position": [
        0,
        -1.8561432361602783,
        -11.455297470092773
      ]
    },
    {
      "name": "Cube081",
      "type": "Mesh",
      "position": [
        0,
        -1.8561432361602783,
        -11.455297470092773
      ]
    },
    {
      "name": "Cube081_1",
      "type": "Mesh",
      "position": [
        0,
        -1.8561432361602783,
        -11.455297470092773
      ]
    },
    {
      "name": "Cube081_2",
      "type": "Mesh",
      "position": [
        0,
        -1.8561432361602783,
        -11.455297470092773
      ]
    },
    {
      "name": "Cube081_3",
      "type": "Mesh",
      "position": [
        0,
        -1.8561432361602783,
        -11.455297470092773
      ]
    },
    {
      "name": "Seat_Pilot",
      "type": "Object3D",
      "position": [
        1.1137175559997559,
        0.49768149852752686,
        7.151116371154785
      ]
    },
    {
      "name": "Thruster_1",
      "type": "Object3D",
      "position": [
        -2.0385007858276367,
        1.5361335277557373,
        -12.995000839233398
      ]
    },
    {
      "name": "Thruster_2",
      "type": "Object3D",
      "position": [
        2.0385007858276367,
        1.5361335277557373,
        -12.995000839233398
      ]
    }
  ],
  "errors": []
}
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codex
The GLB loads correctly in the browser: the dimensions, paint factor, baked maps, cockpit transparency, and named sockets survive export. The refined build is waiting for GPU capacity; I’m checking the hinge behavior and export contract while it queues.
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exec
/bin/bash -lc "ssh gex44 'pgrep -af \"crew-shuttle-v1/build_crew-shuttle.py\"; nvidia-smi --query-gpu=memory.used,memory.total,utilization.gpu --format=csv,noheader'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 643ms:
86996 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/crew-shuttle-v1/build_crew-shuttle.py
89299 bash -c pgrep -af "crew-shuttle-v1/build_crew-shuttle.py"; nvidia-smi --query-gpu=memory.used,memory.total,utilization.gpu --format=csv,noheader
8825 MiB, 20475 MiB, 41 %

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exec
/bin/bash -lc 'cat /tmp/crew-shuttle-runtime/index.html; cat /tmp/crew-shuttle-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
<!doctype html><meta charset="utf-8"><style>html,body{margin:0;background:#040711}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';
import {RoomEnvironment} from 'three/addons/environments/RoomEnvironment.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1440,900);renderer.setPixelRatio(1);renderer.toneMapping=THREE.AgXToneMapping;renderer.toneMappingExposure=1.1;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(.005,.009,.018);const pmrem=new THREE.PMREMGenerator(renderer);scene.environment=pmrem.fromScene(new RoomEnvironment(),.04).texture;scene.environmentIntensity=.6;
const camera=new THREE.OrthographicCamera(-17,17,10.625,-10.625,.1,200);camera.position.set(32,23,39);camera.lookAt(0,.3,0);
for(const [pos,power,color] of [[[8,21,15],3.2,0xfff8ed],[[-13,7,8],1,0x99bfff],[[5,13,-15],2,0xb2ccff]]){const l=new THREE.DirectionalLight(color,power);l.position.set(...pos);scene.add(l)}
const gltf=await new GLTFLoader().loadAsync('/asset/crew-shuttle.glb');scene.add(gltf.scene);scene.updateMatrixWorld(true);const box=new THREE.Box3().setFromObject(gltf.scene);const mats=new Map();gltf.scene.traverse(o=>{if(o.isMesh){(Array.isArray(o.material)?o.material:[o.material]).forEach(m=>mats.set(m.name,m))}});
window.paint=(rgb)=>{mats.get('Paint').color.setRGB(...rgb,THREE.LinearSRGBColorSpace);renderer.render(scene,camera)};
window.pivots=()=>{gltf.scene.getObjectByName('Hatch').rotation.y=Math.PI/6;gltf.scene.getObjectByName('Ramp').rotation.x=-Math.PI/6;camera.position.set(30,15,-32);camera.lookAt(0,.3,0);renderer.render(scene,camera)};
renderer.render(scene,camera);
window.report={renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),bounds:{min:box.min.toArray(),max:box.max.toArray(),dimensions:box.getSize(new THREE.Vector3()).toArray()},materials:[...mats.values()].map(m=>({name:m.name,color:m.color.toArray(),map:!!m.map,normal:!!m.normalMap,roughness:!!m.roughnessMap,metalness:!!m.metalnessMap,ao:!!m.aoMap,opacity:m.opacity})),drawCalls:renderer.info.render.calls,triangles:renderer.info.render.triangles,nodes:[]};gltf.scene.traverse(o=>{if(!o.name)return;window.report.nodes.push({name:o.name,type:o.type,position:o.getWorldPosition(new THREE.Vector3()).toArray()})});window.ready=true;
</script>
{
  "file": "crew-shuttle.glb",
  "sha256": "ab8dda3e917c4db34a9247aa3fd8a98f252e1b3aebdc2e56f59e4ab81b814e5c",
  "bytes": 8955504,
  "primitive_count": 15,
  "material_count": 8,
  "embedded_images": 24,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Hatch leaf",
      "primitive": 0,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch leaf",
      "primitive": 1,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch leaf",
      "primitive": 2,
      "triangles": 3368,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube.081",
      "primitive": 0,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube.081",
      "primitive": 1,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube.081",
      "primitive": 2,
      "triangles": 940,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube.081",
      "primitive": 3,
      "triangles": 376,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 0,
      "triangles": 15030,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 1,
      "triangles": 8668,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 2,
      "triangles": 35104,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 3,
      "triangles": 23350,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 4,
      "triangles": 2006,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 5,
      "triangles": 1344,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 6,
      "triangles": 1330,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Pressure shell",
      "primitive": 7,
      "triangles": 668,
      "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": 93612,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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exec
/bin/bash -lc "python3 - <<'PY'
import struct,json
p='crew-shuttle.glb';d=open(p,'rb').read();g=json.loads(d[20:20+struct.unpack_from('<I',d,12)[0]])
for n in g['nodes']: print(n)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
{'name': 'Camera_Chase', 'translation': [0, 11.871204376220703, -28.99191665649414]}
{'mesh': 0, 'name': 'Hatch', 'translation': [5.676735877990723, 0.5174615383148193, 1.862135410308838]}
{'name': 'Light_Beacon', 'translation': [0, 3.800948143005371, -1.5971978902816772]}
{'name': 'Light_Nav_L', 'translation': [8.83018970489502, -1.0253815650939941, -8.895791053771973]}
{'name': 'Light_Nav_R', 'translation': [-8.83018970489502, -1.0253815650939941, -8.895791053771973]}
{'mesh': 1, 'name': 'Ramp', 'translation': [0, -1.8561432361602783, -11.455297470092773]}
{'name': 'Seat_Pilot', 'translation': [1.1137175559997559, 0.49768149852752686, 7.151116371154785]}
{'name': 'Thruster_1', 'translation': [-2.0385007858276367, 1.5361335277557373, -12.995000839233398]}
{'name': 'Thruster_2', 'translation': [2.0385007858276367, 1.5361335277557373, -12.995000839233398]}
{'children': [0, 1, 2, 3, 4, 5, 6, 7, 8], 'mesh': 2, 'name': 'Hull'}

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exec
/bin/bash -lc 'tail -n 15 /tmp/crew-shuttle-build-r3.log; df -h .' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  139G  5.5G  97% /

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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/crew-shuttle-runtime/index.html'
s=open(p).read().replace('camera.position.set(32,23,39)','camera.position.set(32,18,43)').replace(\"rotation.y=Math.PI/6\",\"rotation.y=-Math.PI/6\")
s=s.replace('window.ready=true;', '''window.diagnostic=(kind)=>{for(const m of mats.values()){if(kind==='maps-off'){m.map=null;m.normalMap=null;m.roughnessMap=null;m.metalnessMap=null;m.aoMap=null;}else if(kind==='ao-off'){m.aoMap=null;}else if(kind==='normal-off'){m.normalMap=null;}m.needsUpdate=true;}renderer.render(scene,camera)};window.ready=true;''')
open(p,'w').write(s)
PY
cat > /tmp/crew-shuttle-contract.py <<'PY'
import json,struct,io,sys,math
from PIL import Image
from pathlib import Path
p=Path(sys.argv[1]);d=p.read_bytes();jl=struct.unpack_from('<I',d,12)[0];g=json.loads(d[20:20+jl]);b=d[28+jl:];meta=json.loads((p.parent/'nodes.json').read_text());issues=[]
assert d[:4]==b'glTF'
textures=[]
for im in g['images']:
 v=g['bufferViews'][im['bufferView']];offset=v.get('byteOffset',0);img=Image.open(io.BytesIO(b[offset:offset+v['byteLength']]))
 textures.append({'name':im.get('name'), 'size':list(img.size), 'bytes':v['byteLength']})
 if max(img.size)>1024:issues.append('Oversize image '+im.get('name',''))
 if ('orm' in im.get('name','').lower()) and max(img.size)>512:issues.append('Oversize ORM')
for name in ['Hull','Hatch','Ramp','Thruster_1','Thruster_2','Seat_Pilot','Camera_Chase','Light_Nav_L','Light_Nav_R','Light_Beacon']:
 matches=[n for n in g['nodes'] if n['name']==name]
 if len(matches)"'!=1:issues.append('"'Missing/duplicate '+name);continue
 n=matches[0]
 if name not in ['Hull','Hatch','Ramp'] and 'mesh' in n:issues.append('Socket has mesh '+name)
 if name in ['Hatch','Ramp'] and (n.get('rotation',[0,0,0,1])"'!=[0,0,0,1] or n.get('"'scale',[1,1,1])"'!=[1,1,1]):issues.append('"'Moving transform '+name)
 actual=n.get('translation',[0,0,0]);expected=meta['nodes'][name]['position']
 if max(abs(x-y) for x,y in zip(actual,expected))>1e-4:issues.append('Node metadata mismatch '+name)
for m in g['materials']:
 if m['name']=='Paint' and m['pbrMetallicRoughness'].get('baseColorFactor')"'!=[.85,.85,.83,1]:issues.append('"'Paint factor')
 if m['name']=='Glass' and m.get('alphaMode')"'!='"'BLEND':issues.append('Glass mode')
 if m['name'] in ['Engines','Lamps'] and 'emissiveFactor' not in m:issues.append('Missing emission')
if len(g['materials'])>9:issues.append('Material budget')
if len(d)>12000000:issues.append('File budget')
if any('camera' in n or 'KHR_lights_punctual' in n.get('extensions',{}) for n in g['nodes']):issues.append('Camera or lights in export')
r={'file_bytes':len(d),'mesh_count':len(g['meshes']),'node_count':len(g['nodes']),'material_count':len(g['materials']),'texture_images':textures,'estimated_rgba8_mip_gpu_mib':round(sum(t['size'][0]*t['size'][1]*4*4/3 for t in textures)/1048576,2),'issues':issues}
print(json.dumps(r,indent=2));sys.exit(bool(issues))
PY
python3 /tmp/crew-shuttle-contract.py crew-shuttle.glb > /tmp/crew-shuttle-contract-v2.json" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 exited 1 in 9ms:
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exec
/bin/bash -lc 'tail -n 12 /tmp/crew-shuttle-build-r3.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "tail -n 15 /tmp/crew-shuttle-contract-v2.json; ssh gex44 'python3 /opt/gpu-gate/gpu_gate.py status'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 exited 2 in 568ms:
    {
      "name": "Engines_base",
      "size": [
        64,
        64
      ],
      "bytes": 415
    }
  ],
  "estimated_rgba8_mip_gpu_mib": 36.19,
  "issues": [
    "Oversize ORM",
    "Oversize ORM"
  ]
}
usage: gpu_gate.py [-h] [--status] [--name NAME] [--need-mib NEED_MIB]
                   [--priority {build,batch}] [--lock-dir LOCK_DIR]
                   [--timeout TIMEOUT] [--poll POLL]
                   [--max-concurrent MAX_CONCURRENT]
                   ...
gpu_gate.py: error: --name, --need-mib and a command after -- are required

codex
The export checks confirm three mesh nodes, eight materials, and the required game sockets. I’m also verifying texture dimensions and the ramp and hatch pivots. The queued GPU run is the only step currently holding up the new renders.
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exec
/bin/bash -lc "sed -i \"s/('orm' in im.get('name','').lower())/(im.get('name','').lower().endswith('_orm'))/\" /tmp/crew-shuttle-contract.py
python3 /tmp/crew-shuttle-contract.py crew-shuttle.glb > /tmp/crew-shuttle-contract-v2.json
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[
  {
    "name": "blender",
    "pid": 90477,
    "need_mib": 6000,
    "started": 1792182039.724566,
    "priority": "batch"
  },
  {
    "name": "blender",
    "pid": 76029,
    "need_mib": 6000,
    "started": 1792182041.893662,
    "priority": "batch"
  }
]

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86996 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/crew-shuttle-v1/build_crew-shuttle.py

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8.6M	crew-shuttle.glb
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2.0M	final.png
1.3M	paints.png
  "estimated_rgba8_mip_gpu_mib": 36.19,
  "issues": []
}

codex
The structural checks are clean: no degenerate triangles, no missing textures, and the GLB is self-contained. The next renders will show whether the flatter cockpit and broader heat shield resolve the main visual mismatch.
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/bin/bash -lc "cp build_crew-shuttle.py /tmp/crew-shuttle-v3.py
cat > /tmp/crew-shuttle-final-contract-edits.py <<'PY'
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/build_crew-shuttle.py');s=p.read_text()
# Moving pivots are exercised and reset before the final export, not just after it.
s=s.replace(\"camera(HERO,34);S.cycles.samples=40\\nbpy.ops.wm.save_as_mainfile\", \"\"\"camera(HERO,34);S.cycles.samples=40
for o in MOVING:
 assert all(abs(v)<1e-7 for v in o.rotation_euler),o.name+' did not return to closed pose'
 assert all(abs(v-1)<1e-7 for v in o.scale),o.name+' has unapplied scale'
for o in [Hull,Hatch,Ramp]:o.data.name=o.name
G=export_glb()
assert 50000<=tri<=110000
assert (ROOT/'crew-shuttle.glb').stat().st_size<=12000000
assert len(MATS)<=9
log('FINAL_EXPORT_AFTER_PIVOT_CHECK')
bpy.ops.wm.save_as_mainfile\"\"\")
# Standard glTF alpha blending is sufficient for laminated windows; avoid an extra full-scene refraction pass.
s=s.replace(\"p.inputs['Transmission Weight'].default_value=.15\", \"p.inputs['Transmission Weight'].default_value=0\")
p.write_text(s)
PY
python3 /tmp/crew-shuttle-final-contract-edits.py
python3 -m py_compile build_crew-shuttle.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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22:22:18 | INFO: Primitives created: 4
22:22:18 | INFO: Finished glTF 2.0 export in 0.2133340835571289 s

CREW_SHUTTLE 19.3 FIRST_COMPLETE_GLB triangles=93612 bytes=8988372
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:517: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:532: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65

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22:22:18 | INFO: Primitives created: 4
22:22:18 | INFO: Finished glTF 2.0 export in 0.2133340835571289 s

CREW_SHUTTLE 19.3 FIRST_COMPLETE_GLB triangles=93612 bytes=8988372
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:517: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:532: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
00:32.986  render           | Saved: '/root/fal-author/crew-shuttle-v1/clay.png'
CREW_SHUTTLE 32.4 RENDER clay.png
00:46.702  render           | Saved: '/root/fal-author/crew-shuttle-v1/final.png'
CREW_SHUTTLE 46.1 RENDER final.png

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/bin/bash -lc 'mkdir -p /tmp/crew-shuttle-v2-renders
cp final.png side.png clay.png rear.png /tmp/crew-shuttle-v2-renders/
scp gex44:/root/fal-author/crew-shuttle-v1/final.png gex44:/root/fal-author/crew-shuttle-v1/clay.png .' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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01:18.887  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-2.png'
CREW_SHUTTLE 78.3 RENDER paint-2.png
01:20.881  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-3.png'
CREW_SHUTTLE 80.3 RENDER paint-3.png
01:23.497  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-4.png'
CREW_SHUTTLE 82.9 RENDER paint-4.png
01:25.603  render           | Saved: '/root/fal-author/crew-shuttle-v1/paint-5.png'
CREW_SHUTTLE 85.0 RENDER paint-5.png
Info: Saved as "crew-shuttle.blend"
CREW_SHUTTLE 85.3 COMPLETE

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codex
The revised renders show a better heat-shield profile and flush radiators. The windshield reflections still look warped, so I’m flattening the glass normals and shortening the panes. I’ll also cut real recesses for the RCS outlets and complete the hinge test before the final export.
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/bin/bash -lc 'scp gex44:/root/fal-author/crew-shuttle-v1/crew-shuttle.glb gex44:/root/fal-author/crew-shuttle-v1/nodes.json gex44:/root/fal-author/crew-shuttle-v1/side.png gex44:/root/fal-author/crew-shuttle-v1/rear.png gex44:/root/fal-author/crew-shuttle-v1/pivot-check.png gex44:/root/fal-author/crew-shuttle-v1/paints.png gex44:/root/fal-author/crew-shuttle-v1/NOTES.md .' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "cat > /tmp/crew-shuttle-final-polish.py <<'PY'
from pathlib import Path
p=Path('/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/build_crew-shuttle.py');s=p.read_text()
s=s.replace(\"streakvec.inputs[1].default_value=(3,48,1)\",\"streakvec.inputs[1].default_value=(4,18,1)\")
s=s.replace(\"wear.inputs[0].default_value=.44\", \"wear.inputs[0].default_value=.24\")
# Pane height follows the reference's low brow; all aperture equations use the same bounds.
s=s.replace('-9.6','-8.95').replace('(y+9.6)/2.35','(y+8.95)/1.70')
s=s.replace(\"v,f,'Glass');active(pane)\",\"v,f,'Glass',smooth=False);active(pane)\")
s=s.replace(\"HERO=(32,-43,18)\",\"HERO=(30,-47,17)\")
# Bored RCS outlets, all booleans are on the static pressure shell, prior to final joining.
a=s.index('for sign in [-1,1]:\\n for y,z in')
s=s[:a]+'''rcs_cutters=[]
def rcs_cut(center,axis,radius):
 bpy.ops.mesh.primitive_cylinder_add(vertices=24,radius=radius,depth=.8,location=Vector(center)-Vector(axis).normalized()*.16)
 c=bpy.context.object;c.rotation_euler=Vector(axis).to_track_quat('Z','Y').to_euler();rcs_cutters.append(c)
''' +s[a:]
s=s.replace(\"yy=y+(k-1)*.38;xx=side_x(yy,z)*sign\", \"yy=y+(k-1)*.38;xx=side_x(yy,z)*sign\\n   rcs_cut((xx,yy,z),(sign,0,.06),.148)\")
s=s.replace(\"yy=y+.0;zz=z+.41;xx=side_x(yy,zz)*sign\", \"yy=y+.0;zz=z+.41;xx=side_x(yy,zz)*sign\\n  rcs_cut((xx,yy,zz),(sign*.75,0,.66),.118)\")
a=s.index('# Conformal side hatch')
s=s[:a]+'''# One joined cutter keeps the tiny attitude-control cavities robust and reproducible.
bpy.ops.object.select_all(action='DESELECT')
for c in rcs_cutters:c.select_set(True)
bpy.context.view_layer.objects.active=rcs_cutters[0];bpy.ops.object.join();rcs_cutter=bpy.context.object
active(body);mod=body.modifiers.new('Bored RCS outlets','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=rcs_cutter;bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(rcs_cutter,do_unlink=True)
# Human-scale access panels, conformal to the pressure skin and interrupted around the crew hatch.
for sign in [-1,1]:
 for yc,tc,dy,dt in [(-4.9,1.18,.74,.105),(2.8,1.20,1.20,.13),(6.1,1.15,.82,.10),(-3.1,.64,.50,.075)]:
  a,b=sign*(tc-dt),sign*(tc+dt);ya,yb=yc-dy/2,yc+dy/2
  outline=[surf(ya,t,.020) for t in np.linspace(a,b,9)]+[surf(y,b,.020) for y in np.linspace(ya,yb,9)[1:]]+[surf(yb,t,.020) for t in np.linspace(b,a,9)[1:]]+[surf(y,a,.020) for y in np.linspace(yb,ya,9)[1:-1]]
  tube('Flush maintenance cover seam',outline,.008,'Mechanisms',5,True)
  for yy in [ya+.09,yb-.09]:
   for t in [a+(b-a)*.13,b-(b-a)*.13]:
    cylinder('Quarter turn cover fastener',surf(yy,t,.031),.020,.014,'Alloy',(sin(t),0,cos(t)),10,.004)
  t=sign*tc;pt=surf(yc,t,.036)
  tube('Recessed service latch',[pt+Vector((0,-.09,0)),pt+Vector((0,.09,0))],.018,'Alloy',8)

''' +s[a:]
p.write_text(s)
PY
python3 /tmp/crew-shuttle-final-polish.py
python3 -m py_compile build_crew-shuttle.py
scp build_crew-shuttle.py gex44:/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py
ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py > /tmp/crew-shuttle-final-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "tail -n 14 /tmp/crew-shuttle-final-build.log; rg -n \"y\\+8.95|8.95<=|Transmission Weight|Forward glazing|FINAL_EXPORT\" build_crew-shuttle.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Info: Baking map saved to internal image, save it externally or pack it
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CREW_SHUTTLE 10.6 baking Engines
Info: Baking map saved to internal image, save it externally or pack it
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CREW_SHUTTLE 11.7 baking Lamps
Info: Baking map saved to internal image, save it externally or pack it
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Info: Baking map saved to internal image, save it externally or pack it
CREW_SHUTTLE 12.8 MATERIAL_BAKES_COMPLETE
CREW_SHUTTLE 13.0 HULL before solidify 9647
CREW_SHUTTLE 13.3 HULL after aperture 19544
CREW_SHUTTLE 25.1 GEOMETRY_COMPLETE 499 fixed pieces
122:  m.surface_render_method='BLENDED';p.inputs['Transmission Weight'].default_value=0;p.inputs['Coat Weight'].default_value=.6;p.inputs['IOR'].default_value=1.46
206: if -8.95<=y<=-7.25:
210:    q=(t-a)/(b-a);f=(y+8.95)/1.70
246: pane=mesh('Forward glazing '+str(wi+1),v,f,'Glass',smooth=False);active(pane);sol=pane.modifiers.new('Laminated pane','SOLIDIFY');sol.thickness=.018;bpy.ops.object.modifier_apply(modifier=sol.name)
587:log('FINAL_EXPORT_AFTER_PIVOT_CHECK')

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 succeeded in 0ms:
22:25:23 | INFO: Primitives created: 3
22:25:23 | INFO: Extracting primitive: Ramp
22:25:23 | INFO: Primitives created: 4
22:25:23 | INFO: Finished glTF 2.0 export in 0.2354423999786377 s

CREW_SHUTTLE 82.4 FINAL_EXPORT_AFTER_PIVOT_CHECK
Info: Saved as "crew-shuttle.blend"
CREW_SHUTTLE 82.4 COMPLETE

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/bin/bash -lc "cp build_crew-shuttle.py /tmp/crew-shuttle-pre-contact.py
python3 - <<'PY'
from pathlib import Path
p=Path('build_crew-shuttle.py');s=p.read_text()
s=s.replace('i/48,.016)','i/48,.005)').replace('surf(y,t,.016)','surf(y,t,.005)')
s=s.replace('surf(y+.09,t,.024)','surf(y+.09,t,.006)')
s=s.replace('surf(y,t,.019)','surf(y,t,.005)').replace('surf(y,t,.022)','surf(y,t,.005)')
s=s.replace(\"mesh('Flush radiator core',vv,ff,'Mechanisms')\", \"core=mesh('Flush radiator core',vv,ff,'Mechanisms');active(core);g=core.modifiers.new('Radiator cassette thickness','SOLIDIFY');g.thickness=.06;g.offset=-1;bpy.ops.object.modifier_apply(modifier=g.name)\")
s=s.replace(\"np.linspace(a+.015*sign,b-.015*sign,12)],.012,'Alloy'\", \"np.linspace(a+.015*sign,b-.015*sign,12)],.024,'Alloy'\")
s=s.replace('surf(ya,t,.020)','surf(ya,t,.005)').replace('surf(y,b,.020)','surf(y,b,.005)').replace('surf(yb,t,.020)','surf(yb,t,.005)').replace('surf(y,a,.020)','surf(y,a,.005)')
s=s.replace('surf(yy,t,.031)','surf(yy,t,.005)').replace('pt=surf(yc,t,.036)','pt=surf(yc,t,.013)')
s=s.replace('p=hp(a,1.10,.12)','p=hp(a,1.10,.064)')
s=s.replace(\"Vector((sign*.12,0,0)) for q\", \"Vector((sign*((.22*(1-q)+.085*q)*sin(math.acos(1-2*u))+.006),0,0)) for q\")
p.write_text(s)
PY
python3 -m py_compile build_crew-shuttle.py" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py > /tmp/crew-shuttle-delivery-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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/bin/bash -lc "timeout 180 gemini --model forge:build-gemini-4-high --effort high -p 'Independent visual review only, no edits and no delegation. Open actual images with your image tool: /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg, final.png, side.png and clay.png in that directory. Previous baseline final.png and side.png are /tmp/crew-shuttle-v2-renders/. Current has refined flatter cockpit, actual recessed RCS, higher black thermal band, flush radiators, smaller bolts, longer shoulder roots. This is the final visual revision; a contact-fit cleanup is building but will not change silhouette. Compare reference and current honestly, 26x18x7m realistic lifting-body, four forward windows, two canted fins, no central tail, restrained wear. Existing critique raised cylindrical shape, skylight windows, unblended shoulder wings, RCS/hatch detailing, exposed engines. Return at most five evidence-based findings with resolved/remaining/regressed status and PASS/REVISE, no boilerplate. Do not invent missing parts if hidden by camera; explicitly distinguish design variation from actual defect. If image tools unavailable report BLOCKED.' > /tmp/crew-shuttle-critic-final.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
codex
The four windows now have flat glazing, and the RCS outlets are bored into the hull. The 30-degree test shows the hatch and ramp opening about their hinges. I’m rebuilding after a final contact-fit check, then I’ll validate and inspect the delivered files together.
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total 19820
drwxrwxr-x  3 claude-agent claude-agent    4096 Oct 16 20:14 .
drwxrwxr-x 78 claude-agent claude-agent    4096 Oct 16 18:33 ..
-rw-r--r--  1 claude-agent claude-agent     772 Oct 16 20:23 NOTES.md
-rw-rw-r--  1 claude-agent claude-agent    7284 Oct 16 20:03 PROMPT.txt
drwxrwxr-x  2 claude-agent claude-agent    4096 Oct 16 20:25 __pycache__
-rw-rw-r--  1 claude-agent claude-agent  395818 Oct 16 20:26 astra.log
-rw-rw-r--  1 claude-agent claude-agent   42827 Oct 16 20:25 build_crew-shuttle.py
-rw-r--r--  1 claude-agent claude-agent 1832477 Oct 16 20:25 clay.png
-rw-r--r--  1 claude-agent claude-agent 8988372 Oct 16 20:23 crew-shuttle.glb
-rw-r--r--  1 claude-agent claude-agent 1892639 Oct 16 20:25 final.png
-rw-rw-r--  1 claude-agent claude-agent    4964 Oct 16 18:37 job.json
-rw-r--r--  1 claude-agent claude-agent    3383 Oct 16 20:23 nodes.json
-rw-r--r--  1 claude-agent claude-agent 1473835 Oct 16 20:23 paints.png
-rw-r--r--  1 claude-agent claude-agent 1450904 Oct 16 20:23 pivot-check.png
-rw-r--r--  1 claude-agent claude-agent 1424470 Oct 16 20:23 rear.png
-rw-rw-r--  1 claude-agent claude-agent  608069 Oct 16 18:38 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent    1111 Oct 16 18:37 sheet_prompt.txt
-rw-r--r--  1 claude-agent claude-agent 2085831 Oct 16 20:25 side.png
-rw-rw-r--  1 claude-agent claude-agent      21 Oct 16 20:03 started.txt
CREW_SHUTTLE 4.4 baking Alloy
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
CREW_SHUTTLE 5.5 baking Mechanisms

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/bin/bash -lc 'tail -n 8 /tmp/crew-shuttle-delivery-build.log; tail -n 8 /tmp/crew-shuttle-critic-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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CREW_SHUTTLE 10.9 baking Lamps
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
CREW_SHUTTLE 12.1 MATERIAL_BAKES_COMPLETE
CREW_SHUTTLE 12.3 HULL before solidify 9647
CREW_SHUTTLE 12.7 HULL after aperture 19544
CREW_SHUTTLE 24.9 GEOMETRY_COMPLETE 499 fixed pieces

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/bin/bash -lc 'tail -n 15 /tmp/crew-shuttle-delivery-build.log; tail -n 25 /tmp/crew-shuttle-critic-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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22:26:46 | INFO: Extracting primitive: Cube.033
22:26:46 | INFO: Primitives created: 4
22:26:46 | INFO: Finished glTF 2.0 export in 0.4649498462677002 s

CREW_SHUTTLE 34.2 FIRST_COMPLETE_GLB triangles=93612 bytes=9119604
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:540: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Near black space');S.world=world;world.use_nodes=True;nt=world.node_tree;nt.nodes.clear()
/root/fal-author/crew-shuttle-v1/build_crew-shuttle.py:555: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Review clay');clay.diffuse_color=(.43,.45,.47,1);clay.use_nodes=True;clay.node_tree.nodes.get('Principled BSDF').inputs['Base Color'].default_value=(.43,.45,.47,1);clay.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.65
00:42.582  render           | Saved: '/root/fal-author/crew-shuttle-v1/clay.png'
CREW_SHUTTLE 42.0 RENDER clay.png
00:50.528  render           | Saved: '/root/fal-author/crew-shuttle-v1/final.png'
CREW_SHUTTLE 50.0 RENDER final.png
01:02.272  render           | Saved: '/root/fal-author/crew-shuttle-v1/side.png'
CREW_SHUTTLE 61.7 RENDER side.png

### Evidence-Based Findings (Current vs Baseline v2 & Reference)

1. **Cockpit brow, four forward windows, and thermal band (`Resolved`)**
   - **Evidence**: In [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png), [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), and [clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png), the curved "skylight" roof panes and thick frames from [baseline final.png](file:///tmp/crew-shuttle-v2-renders/final.png) are gone. The windshield now sits in a flattened, stepped forward brow. The black thermal protection zone rises up the forward cheek below the windows and wraps into the tiled belly, and panel bolts are scaled down to restrained proportions.

2. **Fuselage cross-section and wing-to-body blending (`Remaining - Design Variation / Silhouette Limit`)**
   - **Evidence**: The wing root strake in [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png) extends further forward beneath the side hatch than in [baseline side.png](file:///tmp/crew-shuttle-v2-renders/side.png), and the upper deck is flatter. However, compared to the front and top views in [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg) (where the hull flares continuously outward into a wide lifting-body chine), the current hull remains a mostly constant-section rounded cylinder with distinct planar wings meeting the lower wall. Coherent as a stylized shuttle, not a mesh defect.

3. **Dorsal radiators and surface seating (`Resolved - Minor Contact Defect in side.png`)**
   - **Evidence**: The thick protruding louver blocks in [baseline final.png](file:///tmp/crew-shuttle-v2-renders/final.png) are replaced by wide recessed rectangular grates on the upper deck in [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png). In [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), the dark radiator louver strip and red dorsal beacon still stand slightly proud of the upper hull profile with a visible gap line at the base (expected to close in the contact-fit pass).

4. **RCS thrusters and crew hatch detailing (`Resolved on Nose / Design Variation on Aft RCS & Hatch`)**
   - **Evidence**: The protruding peg thrusters on the nose in [baseline final.png](file:///tmp/crew-shuttle-v2-renders/final.png) are now recessed collared apertures inside the black nose band ([clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png)). On the aft hull ahead of the fin root, the 3-peg cluster from v2 was replaced by a single dark circular port rather than the twin rectangular 4-port RCS banks in [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg). The side hatch has clean hinge and latch geometry in [clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png), modeled as a raised circular collar with adjacent square service panels rather than the flush multi-panel fairing in the reference.

5. **Main engine exposure and tail configuration (`Remaining - Design Variation`)**
   - **Evidence**: Both outward-canted tail fins are cleanly placed with no central tail. The twin ribbed engine bells extend past the aft bulkhead in [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) and [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), whereas [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg) hoods the upper nozzles inside an extended boxy aft hull shroud above the rear ramp. This is a clean design variation rather than a geometry error.

---

0. **Blocked on you**: Nothing.
1. **What you changed**: Nothing (read-only visual review).
2. **How you know it works**: Inspected [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg), current [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png), [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), [clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png), and baseline [final.png](file:///tmp/crew-shuttle-v2-renders/final.png) and [side.png](file:///tmp/crew-shuttle-v2-renders/side.png) directly.
3. **What would break if you were wrong**: If the contact-fit build does not seat the dorsal radiator strip seen in [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), a thin proud lip will remain visible in strict profile shots.
4. **What you did NOT do**: Could not verify the rear cargo ramp, landing gear doors, or starboard/ventral symmetry because those angles are hidden by the three rendered camera views.

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/bin/bash -lc 'head -n 8 /tmp/crew-shuttle-critic-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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**Verdict: PASS** (silhouette defects from v2 are fixed; remaining differences from [sheet.jpg](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/sheet.jpg) are either design variations or minor contact gaps already covered by the in-flight contact-fit build).

### Evidence-Based Findings (Current vs Baseline v2 & Reference)

1. **Cockpit brow, four forward windows, and thermal band (`Resolved`)**
   - **Evidence**: In [final.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png), [side.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/side.png), and [clay.png](file:///home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/clay.png), the curved "skylight" roof panes and thick frames from [baseline final.png](file:///tmp/crew-shuttle-v2-renders/final.png) are gone. The windshield now sits in a flattened, stepped forward brow. The black thermal protection zone rises up the forward cheek below the windows and wraps into the tiled belly, and panel bolts are scaled down to restrained proportions.

2. **Fuselage cross-section and wing-to-body blending (`Remaining - Design Variation / Silhouette Limit`)**

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/bin/bash -lc "python3 - <<'PY'
p='/tmp/crew-shuttle-runtime/index.html';s=open(p).read().replace('camera.position.set(32,18,43)','camera.position.set(30,17,47)');s=s.replace('window.ready=true;', \"window.front=()=>{camera.position.set(0,1,45);camera.lookAt(0,.3,0);renderer.render(scene,camera)};window.ready=true;\");open(p,'w').write(s)
p='/tmp/crew-shuttle-runtime/check.mjs';s=open(p).read();s=s.replace(\"await page.evaluate(()=>window.paint([.055,.33,.31]));\", \"await page.evaluate(()=>window.front());await page.screenshot({path:'/tmp/crew-shuttle-runtime/runtime-front.png'});await page.reload();await page.waitForFunction(()=>window.ready);await page.evaluate(()=>window.paint([.055,.33,.31]));\")
s=s.replace(\"report.errors=errors;\", \"for(const kind of ['ao-off','normal-off','maps-off']){await page.reload();await page.waitForFunction(()=>window.ready);await page.evaluate(k=>window.diagnostic(k),kind);await page.screenshot({path:'/tmp/crew-shuttle-runtime/'+kind+'.png'});}report.errors=errors;\")
open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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 succeeded in 91318ms:
codex
The independent visual review now passes, with the straighter cabin and exposed engine bells noted as design variations from the sheet. The contact-fit rebuild is finishing. Next I’m checking its exact GLB, six paint renders, and browser captures.
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/bin/bash -lc 'tail -n 12 /tmp/crew-shuttle-delivery-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
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22:27:41 | INFO: Primitives created: 8
22:27:41 | INFO: Extracting primitive: Hatch
22:27:41 | INFO: Primitives created: 3
22:27:41 | INFO: Extracting primitive: Ramp
22:27:41 | INFO: Primitives created: 4
22:27:41 | INFO: Finished glTF 2.0 export in 0.2089533805847168 s

CREW_SHUTTLE 89.3 FINAL_EXPORT_AFTER_PIVOT_CHECK
Info: Saved as "crew-shuttle.blend"
CREW_SHUTTLE 89.3 COMPLETE

Blender quit

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/bin/bash -lc "scp gex44:/root/fal-author/crew-shuttle-v1/crew-shuttle.glb gex44:/root/fal-author/crew-shuttle-v1/final.png gex44:/root/fal-author/crew-shuttle-v1/side.png gex44:/root/fal-author/crew-shuttle-v1/clay.png gex44:/root/fal-author/crew-shuttle-v1/rear.png gex44:/root/fal-author/crew-shuttle-v1/pivot-check.png gex44:/root/fal-author/crew-shuttle-v1/paints.png gex44:/root/fal-author/crew-shuttle-v1/nodes.json gex44:/root/fal-author/crew-shuttle-v1/NOTES.md .
sha256sum build_crew-shuttle.py crew-shuttle.glb
ssh gex44 'sha256sum /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py /root/fal-author/crew-shuttle-v1/crew-shuttle.glb'" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 8747ms:
4f4459b301a48656f64615c39bb254610f9cc527e3793931f13d4a14240a7a92  build_crew-shuttle.py
35bbe8e444bf48ee9459446aa01e892a87c5a5fcf04552126c40c9cec58a569d  crew-shuttle.glb
4f4459b301a48656f64615c39bb254610f9cc527e3793931f13d4a14240a7a92  /root/fal-author/crew-shuttle-v1/build_crew-shuttle.py
35bbe8e444bf48ee9459446aa01e892a87c5a5fcf04552126c40c9cec58a569d  /root/fal-author/crew-shuttle-v1/crew-shuttle.glb

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/bin/bash -lc 'node /tmp/crew-shuttle-runtime/check.mjs > /tmp/crew-shuttle-runtime/check-final.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/crew-shuttle.glb" --strict > /tmp/crew-shuttle-audit-final.json
python3 /tmp/crew-shuttle-contract.py crew-shuttle.glb > /tmp/crew-shuttle-contract-final.json' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 233ms:
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context compacted
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exec
/bin/bash -lc "python3 - <<'PY'
import json, pathlib, shutil
for f in ['/tmp/crew-shuttle-audit-final.json','/tmp/crew-shuttle-contract-final.json']:
 p=pathlib.Path(f); print(p.name); print(p.read_text()[:6500])
p=pathlib.Path('/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1'); print('Free GiB',round(shutil.disk_usage(p).free/1024**3,2)); print('GLB bytes',(p/'crew-shuttle.glb').stat().st_size)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
crew-shuttle-audit-final.json
{
  "file": "crew-shuttle.glb",
  "sha256": "35bbe8e444bf48ee9459446aa01e892a87c5a5fcf04552126c40c9cec58a569d",
  "bytes": 9119588,
  "primitive_count": 15,
  "material_count": 8,
  "embedded_images": 24,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Hatch",
      "primitive": 0,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch",
      "primitive": 1,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch",
      "primitive": 2,
      "triangles": 3368,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Ramp",
      "primitive": 0,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Ramp",
      "primitive": 1,
      "triangles": 156,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Ramp",
      "primitive": 2,
      "triangles": 940,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Ramp",
      "primitive": 3,
      "triangles": 376,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 14340,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 10802,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 32268,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 3,
      "triangles": 26318,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 4,
      "triangles": 512,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 5,
      "triangles": 1344,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 6,
      "triangles": 1314,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 7,
      "triangles": 602,
      "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": 93612,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

crew-shuttle-contract-final.json
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      "name": "Cabin_normal",
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      "size": [
        64,
        64
      ],
      "bytes": 415
    },
    {
      "name": "Engines_base",
      "size": [
        64,
        64
      ],
      "bytes": 415
    }
  ],
  "estimated_rgba8_mip_gpu_mib": 36.19,
  "issues": []
}

Free GiB 5.05
GLB bytes 9119588

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exec
/bin/bash -lc 'cat NOTES.md
ls -lh crew-shuttle.glb build_crew-shuttle.py final.png side.png clay.png paints.png nodes.json rear.png pivot-check.png' in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Original 26 m near-future lifting-body crew shuttle; real cockpit, closed hinged crew hatch/ramp, twin engines, retracted gear.
93,612 triangles; three mesh nodes; GLB 8.70 MiB; dimensions [18.0, 6.999999761581421, 26.0] metres.
Eight materials: Paint, Thermal, Alloy, Mechanisms, Cabin, Glass (BLEND), Engines and Lamps; one neutral faction-colour texture.
Cycles GPU baked shared tiling PBR: base/normal up to 1024 px, ORM up to 512 px; optical/emissive sets 64 px.
Poly Haven CC0: metal_plate_02, rubber_tiles; https://polyhaven.com/license ; source maps https://polyhaven.com/a/metal_plate_02 and https://polyhaven.com/a/rubber_tiles .
Differs from sheet: original nose glazing/engine details, closed cargo ramp, restrained wear; no markings or deployed landing gear.
-rw-rw-r-- 1 claude-agent claude-agent  42K Oct 16 20:25 build_crew-shuttle.py
-rw-r--r-- 1 claude-agent claude-agent 1.8M Oct 16 20:27 clay.png
-rw-r--r-- 1 claude-agent claude-agent 8.7M Oct 16 20:27 crew-shuttle.glb
-rw-r--r-- 1 claude-agent claude-agent 1.9M Oct 16 20:27 final.png
-rw-r--r-- 1 claude-agent claude-agent 3.4K Oct 16 20:28 nodes.json
-rw-r--r-- 1 claude-agent claude-agent 1.2M Oct 16 20:27 paints.png
-rw-r--r-- 1 claude-agent claude-agent 1.4M Oct 16 20:27 pivot-check.png
-rw-r--r-- 1 claude-agent claude-agent 1.4M Oct 16 20:27 rear.png
-rw-r--r-- 1 claude-agent claude-agent 2.0M Oct 16 20:27 side.png

exec
/bin/bash -lc "python3 - <<'PY'
import json
p='/tmp/crew-shuttle-runtime/report.json'
x=json.load(open(p)); print(json.dumps(x,indent=2)[:12000])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
{
  "renderer": "WebKit WebGL",
  "bounds": {
    "min": [
      -9,
      -2.799999952316284,
      -13
    ],
    "max": [
      9,
      4.199999809265137,
      13
    ],
    "dimensions": [
      18,
      6.999999761581421,
      26
    ]
  },
  "materials": [
    {
      "name": "Paint",
      "color": [
        0.85,
        0.85,
        0.83
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Thermal",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Mechanisms",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Alloy",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Glass",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 0.3100000023841858
    },
    {
      "name": "Cabin",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Lamps",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    },
    {
      "name": "Engines",
      "color": [
        1,
        1,
        1
      ],
      "map": true,
      "normal": true,
      "roughness": true,
      "metalness": true,
      "ao": true,
      "opacity": 1
    }
  ],
  "drawCalls": 16,
  "triangles": 94124,
  "nodes": [
    {
      "name": "Scene",
      "type": "Group",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull",
      "type": "Group",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_1",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_2",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_3",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_4",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_5",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_6",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_7",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Hull_8",
      "type": "Mesh",
      "position": [
        0,
        0,
        0
      ]
    },
    {
      "name": "Camera_Chase",
      "type": "Object3D",
      "position": [
        0,
        11.887730598449707,
        -28.991912841796875
      ]
    },
    {
      "name": "Hatch",
      "type": "Group",
      "position": [
        5.727373123168945,
        0.5095285773277283,
        1.862133264541626
      ]
    },
    {
      "name": "Hatch_1",
      "type": "Mesh",
      "position": [
        5.727373123168945,
        0.5095285773277283,
        1.862133264541626
      ]
    },
    {
      "name": "Hatch_2",
      "type": "Mesh",
      "position": [
        5.727373123168945,
        0.5095285773277283,
        1.862133264541626
      ]
    },
    {
      "name": "Hatch_3",
      "type": "Mesh",
      "position": [
        5.727373123168945,
        0.5095285773277283,
        1.862133264541626
      ]
    },
    {
      "name": "Light_Beacon",
      "type": "Object3D",
      "position": [
        0,
        3.80008864402771,
        -1.5971994400024414
      ]
    },
    {
      "name": "Light_Nav_L",
      "type": "Object3D",
      "position": [
        8.83018970489502,
        -1.0366381406784058,
        -8.895791053771973
      ]
    },
    {
      "name": "Light_Nav_R",
      "type": "Object3D",
      "position": [
        -8.83018970489502,
        -1.0366381406784058,
        -8.895791053771973
      ]
    },
    {
      "name": "Ramp",
      "type": "Group",
      "position": [
        0,
        -1.8691895008087158,
        -11.455297470092773
      ]
    },
    {
      "name": "Ramp_1",
      "type": "Mesh",
      "position": [
        0,
        -1.8691895008087158,
        -11.455297470092773
      ]
    },
    {
      "name": "Ramp_2",
      "type": "Mesh",
      "position": [
        0,
        -1.8691895008087158,
        -11.455297470092773
      ]
    },
    {
      "name": "Ramp_3",
      "type": "Mesh",
      "position": [
        0,
        -1.8691895008087158,
        -11.455297470092773
      ]
    },
    {
      "name": "Ramp_4",
      "type": "Mesh",
      "position": [
        0,
        -1.8691895008087158,
        -11.455297470092773
      ]
    },
    {
      "name": "Seat_Pilot",
      "type": "Object3D",
      "position": [
        1.1137175559997559,
        0.4897059500217438,
        7.151113033294678
      ]
    },
    {
      "name": "Thruster_1",
      "type": "Object3D",
      "position": [
        -2.0385007858276367,
        1.5303950309753418,
        -12.995000839233398
      ]
    },
    {
      "name": "Thruster_2",
      "type": "Object3D",
      "position": [
        2.0385007858276367,
        1.5303950309753418,
        -12.995000839233398
      ]
    }
  ],
  "errors": []
}

codex
The final GLB passes the geometry, texture, dimensions, and node checks, and loads in the browser without errors. It is 93,612 triangles, uses eight materials, and is 8.70 MiB. The six paints and 30° hatch/ramp hinge tests also pass; I’m finishing cleanup now.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('__pycache__')
if p.exists():
 for f in p.glob('build_crew-shuttle.*.pyc'): f.unlink()
 if not any(p.iterdir()): p.rmdir()
print('Owned Python cache cleaned')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Owned Python cache cleaned

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 exited 143 in 962737ms:
Terminated

exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import os,signal
for p in Path('/proc').iterdir():
 if not p.name.isdigit(): continue
 try: a=(p/'cmdline').read_bytes().split(b'\\0')
 except (OSError,PermissionError): continue
 if a[:4]==[b'python3',b'-m',b'http.server',b'8967'] and b'/tmp/crew-shuttle-runtime' in a:
  os.kill(int(p.name),signal.SIGTERM); print('Stopped owned preview server')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1
 succeeded in 0ms:
Stopped owned preview server

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mcp: forge/coord_release started
mcp: forge/coord_release (completed)
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mcp: forge/coord_release (completed)
codex
Delivered [crew-shuttle.glb](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/crew-shuttle.glb): **26 × 18 × 7 m, 93,612 triangles, 8 materials, 8.70 MiB**.

[Final render](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) · [Six paints](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/paints.png) · [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/build_crew-shuttle.py)

All requested files are present. Baked textures, browser loading, recolouring, and hatch/ramp pivots passed checks. The cabin and exposed engine details vary from the sheet.

Workspace disk space is low: approximately 5 GiB free.
tokens used
255,260
Delivered [crew-shuttle.glb](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/crew-shuttle.glb): **26 × 18 × 7 m, 93,612 triangles, 8 materials, 8.70 MiB**.

[Final render](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/final.png) · [Six paints](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/paints.png) · [Rebuild script](/home/claude-agent/forge-build/forge-assets/jobs/crew-shuttle-v1/build_crew-shuttle.py)

All requested files are present. Baked textures, browser loading, recolouring, and hatch/ramp pivots passed checks. The cabin and exposed engine details vary from the sheet.

Workspace disk space is low: approximately 5 GiB free.
