root agent idle; waiting up to 30m0s for 1 background task(s)
Running the first full build, texture bake, GLB export, and Cycles render pass on `gex44` now. Waiting for the Blender job to finish so I can inspect the renders.
Running the second build pass on `gex44` with proud 3D front grille, headlights, lower intakes, pull door handles, sculpted mirrors, deeper tyre rubber, and wider 3/4 camera framing. Waiting for completion.
Running the third build and render pass on `gex44` now to verify the flush front headlights, lower bumper intakes, rear taillights, and exact 4.80m length. Waiting for completion.
Copying the third-pass renders and GLB from `gex44` now. Waiting for transfer to finish.
Running the fourth build and render pass on `gex44` now. Waiting for completion.
Copying the fourth-pass renders and GLB from `gex44` now. Waiting for transfer to finish.
Launched Pass 5 of [build_family-sedan-g4.py](file:///tmp/agy-author/family-sedan-g4-v1/build_family-sedan-g4.py) on `gex44` to rebuild and render the updated front bumper corner taper and headlight wraparound. Waiting for the background build to finish.
Launched Pass 6 of [build_family-sedan-g4.py](file:///tmp/agy-author/family-sedan-g4-v1/build_family-sedan-g4.py) on `gex44` with the updated front bumper taper and `z_nose_surf` offset. Waiting for the build and renders to complete.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 3D mid-size four-door family sedan game asset ([family-sedan-g4.glb](file:///tmp/agy-author/family-sedan-g4-v1/family-sedan-g4.glb), 8.40 MB, 90,202 triangles) from a single reproducible Blender 5.2 script ([build_family-sedan-g4.py](file:///tmp/agy-author/family-sedan-g4-v1/build_family-sedan-g4.py)) with baked CC0 Poly Haven textures, recolourable clearcoat paint, full interior, steerable/rotatable wheels, and all required attachment points, finished at 18:12 CET.
2. **How you know it works**: Ran a clean headless build on `gex44` (`exit code 0`), verified the exported GLB binary headers and [nodes.json](file:///tmp/agy-author/family-sedan-g4-v1/nodes.json) (dimensions 1.86 m x 1.45 m x 4.82 m, 6 mesh nodes, 8 empty nodes, 6 materials, 1024 px base/normal maps and 512 px ORM maps), and visually inspected [final.png](file:///tmp/agy-author/family-sedan-g4-v1/final.png), [side.png](file:///tmp/agy-author/family-sedan-g4-v1/side.png), [clay.png](file:///tmp/agy-author/family-sedan-g4-v1/clay.png), [paints.png](file:///tmp/agy-author/family-sedan-g4-v1/paints.png), and [NOTES.md](file:///tmp/agy-author/family-sedan-g4-v1/NOTES.md) against [sheet.jpg](file:///tmp/agy-author/family-sedan-g4-v1/sheet.jpg).
3. **What would break if you were wrong**: If a game engine ignores `KHR_materials_clearcoat` or `baseColorFactor` on the `Paint` material, the car body would look less glossy or render in its neutral near-white grime texture; re-running [build_family-sedan-g4.py](file:///tmp/agy-author/family-sedan-g4-v1/build_family-sedan-g4.py) regenerates all textures, the GLB, and the renders from scratch.
4. **What you did NOT do**: Did not model hidden under-bonnet engine parts or underbody suspension linkages that are not visible from outside or through the cabin glass, and did not test the GLB inside a live game engine runtime.
