Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a13136-7919-7602-861a-66b3f15cea21
--------
user
You are an Astra Blender worker for Forge. Build a PACK of six playable animal heroes for "Hop City", our browser game
in the Crossy Road class (three.js): a small city animal hops across roads, tram lines and canals, one grid cell (2 m)
per hop. The game camera is high behind the hero, about 55 degrees down, a little to the right; the hero is 50 to 90 px
tall on a phone. Look at city-look.png in this directory with your image tool first: that is the city these animals live
in (semi-realistic textured buildings, real cars, grey streets). The heroes are the stars: cute, chunky, instantly
readable, toy-like (think premium vinyl toys), never voxel, never realistic fur.

STOP TIME: 20:57 CET (18:57 UTC) (check `TZ=Europe/Paris date` between models). At the stop time, finish the model in
hand, write the lineup and NOTES.md, and end. Deliver each model as soon as it is done (I integrate them while you work on
the next). The raccoon first: it is the default hero.

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/<script>.py
(first `ssh gex44 mkdir -p /root/hop-critters`; scp scripts there, scp renders and GLBs back here, then LOOK at the renders
with your image tool). One Blender process from you at a time. Wrap every ssh/scp in `timeout`. Never touch other /root dirs.

HEROES (in this order; each fits a 1.0 x 1.0 m footprint and stands 0.8 to 1.1 m tall, all six at the SAME toy scale):
1. raccoon: grey body, black eye mask, white muzzle and brows, striped grey/black ringed tail, small round ears. Default hero.
2. pigeon: plump city pigeon, blue-grey body, iridescent green/purple neck band, dark wing bars, pink feet, orange eye ring.
3. tuxedo-cat: black-and-white cat, white chest, paws and muzzle, pink nose, upright tail with a slight curl.
4. corgi: orange-tan and white corgi, big upright ears, short legs, white chest and blaze, stubby tail.
5. duckling: bright yellow duckling, orange flat bill and webbed feet, tiny wing nubs, a little tuft on the head.
6. squirrel: red-brown squirrel, cream belly, huge bushy upright tail (the tail must not exceed the 1.0 m footprint).

LOOK
- Chunky rounded toy shapes: big head (about 40 percent of the height), short sturdy legs, clean silhouettes, bevelled,
  smooth shading. Simple faces: glossy dark bead eyes with a tiny white highlight, a nose/bill, no mouth line needed.
- Readable from above and behind: each hero has ONE strong identity read from 55 degrees up (mask + ringed tail, neck
  band, black/white split, orange/white, yellow, bushy tail). Different heroes are clearly different at 60 px.
- Materials: flat-colour PBR materials, NO textures (keeps the GLB tiny), at most 6 materials per hero, each named for its
  colour role (e.g. "Fur", "FurDark", "Belly", "Eye", "Nose"). Roughness 0.45 to 0.7 (soft vinyl sheen), metallic 0.
  Eyes may be glossier (roughness 0.15).
- Original designs. No text, no logos, no copies of any game's characters.

GAME CONTRACT (hard, every hero)
- One GLB per hero: <slug>.glb, glTF binary, +Y up, metres, origin at the CENTRE OF THE FOOTPRINT ON THE GROUND (y = 0 at
  the lowest point, the feet), facing +Z (the nose/beak points +Z). Apply all transforms and modifiers. Join everything into
  ONE mesh object (several material slots are fine). No armature, no animation: the game squashes, stretches and tilts the
  whole hero for its hop.
- Triangles at most 3000 per hero. GLB at most 250 KB. No cameras, lights or empties in the GLB.

DELIVER in this directory, per hero: <slug>.glb, <slug>.png (800x800 Cycles render, the GAME view: camera 55 degrees down,
behind and a little to the right, soft daylight, grey asphalt ground with a painted white road line, a 2 m grid square
outlined faintly on the ground for scale), <slug>-front.png (800x800, front three-quarter view). Also build_critters.py (ONE
script that builds every hero from an empty scene and exports them; the GLBs must come from a clean run of it), lineup.png
(1600x800, all heroes in a row, same game view), critters.json ([{slug, glb, size_m:[w,d,h], tris, materials:[...],
colors:{role:"#rrggbb"}}]), NOTES.md (per hero one line: what, tris, colours; then what still looks weak).
Before delivering each GLB, re-import it in a fresh Blender scene and check: origin on the ground centre, footprint within
1.0 x 1.0 m, height 0.8 to 1.1 m, facing +Z, triangle count. Fix and re-export if anything is off.
Stop when every hero is delivered or at the stop time.

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 city reference and Forge rules, then build and validate the raccoon first so it’s ready to integrate while I work through the pack. I’m using the Blender game assets skill for export and render checks.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/AGENTS.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 3.8 Flash (LiteLLM proxy alias `forge:build-gemini-38flash`) | `geminix` | `--model <proxy alias>` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

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

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

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

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No 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
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/hop-critters-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 "TZ=Europe/Paris date; pwd; rg --files -g AGENTS.md -g '*coord*' ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 exited 1 in 0ms:
Mon Oct 12 19:43:47 CEST 2026
/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'TZ=Europe/Paris date; for p in /home/claude-agent/forge-build /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build/forge-assets/jobs /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1; do if test -f "$p/AGENTS.md"; then cat "$p/AGENTS.md"; fi; done; cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
Mon Oct 12 19:43:52 CEST 2026
---
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
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/skills_get started
hook: PreToolUse Completed
mcp: forge/coord_check started
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/skills_get (completed)
mcp: forge/coord_check (completed)
mcp: forge/coord_check (completed)
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-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.

codex
The reference has muted grey streets and warm buildings, so I’m giving the heroes broad colour blocks and rounded silhouettes that stand out at phone size. The raccoon’s ringed tail will carry its identity from behind; its mask and white brows will carry the front view.

hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "/home/claude-agent/.claude/coord/coord claim local:/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/ --note 'Hop City six hero GLBs and renders'; /home/claude-agent/.claude/coord/coord claim gex44:/root/hop-critters/ --note 'Hop City headless Blender scripts and outputs'; timeout 30 ssh gex44 mkdir -p /root/hop-critters; ls -la" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 714ms:
claim local:/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/ [exclusive] ttl=1800s
claim gex44:/root/hop-critters/ [exclusive] ttl=1800s
total 916
drwxrwxr-x   2 claude-agent claude-agent   4096 Oct 12 17:43 .
drwxrwxr-x 104 claude-agent claude-agent   4096 Oct 12 17:42 ..
-rw-rw-r--   1 claude-agent claude-agent   4613 Oct 12 17:43 PROMPT.txt
-rw-rw-r--   1 claude-agent claude-agent 113930 Oct 12 17:44 astra.log
-rw-rw-r--   1 claude-agent claude-agent 800713 Oct 12 17:42 city-look.png
-rw-rw-r--   1 claude-agent claude-agent     21 Oct 12 17:43 started.txt

hook: PreToolUse
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exec
/bin/bash -lc "cat > build_critters.py <<'PY'
\"\"\"Hop City original vinyl heroes. Blender 5.2; no external assets.
Run: blender -b --python-exit-code 1 --python build_critters.py
Optional after --: raccoon | pigeon | tuxedo-cat | corgi | duckling | squirrel | lineup
Author coordinates: X right, F forward, H up; stored in Blender as (X,-F,H).
GLB conversion is (X,H,F), so +Y up and +Z forward. All output is beside script.
\"\"\"
import bpy, math, json, sys, os, struct
from pathlib import Path
from mathutils import Vector
OUT=Path(__file__).resolve().parent
SLUGS=['raccoon','pigeon','tuxedo-cat','corgi','duckling','squirrel']
PARTS=[]; M={}; COLORS={}; FACE=[]
def reset():
    bpy.ops.wm.read_factory_settings(use_empty=True)
    global PARTS,M,COLORS,FACE
    PARTS=[]; M={}; COLORS={}; FACE=[]
def linear(v): return v/12.92 if v<=.04045 else ((v+.055)/1.055)**2.4
def mat(role,col,rough=.55):
    m=bpy.data.materials.new(role);m.use_nodes=True
    rgb=[linear(int(col[i:i+2],16)/255) for i in (1,3,5)]
    p=m.node_tree.nodes.get('Principled BSDF');p.inputs['Base Color'].default_value=(*rgb,1)
    p.inputs['Roughness'].default_value=rough;p.inputs['Metallic'].default_value=0
    m.diffuse_color=(*rgb,1); M[role]=m;COLORS[role]=col
    return m
def xyz(p): return (p[0],-p[1],p[2])
def mesh(name,verts,faces,role):
    me=bpy.data.meshes.new(name);me.from_pydata(verts,[],faces);me.update()
    ob=bpy.data.objects.new(name,me);bpy.context.collection.objects.link(ob)
    me.materials.append(M[role])
    for p in me.polygons:p.use_smooth=True
    PARTS.append(ob);return ob
def sphere(name,c,r,role,n=12,k=8,power=1,tilt=0):
    # Shared poles and seam, closed mesh, no zero-area pole triangles.
    def signed(x):return math.copysign(abs(x)**power,x)
    def point(x,y,z):
        x,y,z=x*r[0],y*r[1],z*r[2]
        x,z=x*math.cos(tilt)+z*math.sin(tilt),-x*math.sin(tilt)+z*math.cos(tilt)
        return xyz((x+c[0],y+c[1],z+c[2]))
    vs=[point(0,0,-1)]
    for j in range(1,k):
        a=-math.pi/2+math.pi*j/k
        for i in range(n):
            b=2*math.pi*i/n
            vs.append(point(signed(math.cos(a))*signed(math.cos(b)),signed(math.cos(a))*signed(math.sin(b)),signed(math.sin(a))))
    vs.append(point(0,0,1));top=len(vs)-1;fs=[]
    # semantic frame has negative determinant; reverse standard winding
    for i in range(n):fs.append((0,1+i,1+(i+1)%n))
    for j in range(k-2):
        a=1+j*n;b=a+n
        for i in range(n):q=(i+1)%n;fs.append((a+i,b+i,b+q,a+q))
    a=1+(k-2)*n
    for i in range(n):fs.append((a+i,top,a+(i+1)%n))
    return mesh(name,vs,fs,role)
def tube(name,path,role,n=12,roles=None,band=None):
    # path = x,f,h,radius; continuous rounded tail with material rings.
    vs=[];fs=[]
    for j,p in enumerate(path):
        c=Vector(xyz(p[:3]));t=Vector(xyz(path[min(j+1,len(path)-1)][:3]))-Vector(xyz(path[max(0,j-1)][:3]))
        t.normalize();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 i in range(n):
            ang=2*math.pi*i/n;vs.append(tuple(c+p[3]*(a*math.cos(ang)+b*math.sin(ang))))
    fs.append(tuple(reversed(range(n))))
    for j in range(len(path)-1):
        for i in range(n):q=(i+1)%n;fs.append((j*n+i,j*n+q,(j+1)*n+q,(j+1)*n+i))
    fs.append(tuple((len(path)-1)*n+i for i in range(n)))
    ob=mesh(name,vs,fs,role)
    if roles:
        for r in roles:ob.data.materials.append(M[r])
        for p in ob.data.polygons:
            if 0<p.index<len(fs)-1:p.material_index=band[(p.index-1)//n]
    return ob
def eye(x,f,h,white='Belly',size=.037):
    ob=sphere('BeadEye',(x,f,h),(size,.025,size),'Eye',12,8)
    if white:sphere('EyeGlint',(x-.009,f+.023,h+.011),(.010,.006,.010),white,8,6)
    return ob
def nose(c,r=(.045,.038,.031),role='Eye'):
    ob=sphere('ForwardNose',c,r,role,12,8);FACE.append(ob);return ob
def paws(role='FurDark',f=.11):
    for x in [-.14,.14]:sphere('GroundPaw',(x,f,.075),(.115,.145,.075),role,12,8,power=.86)
def body(role='Fur',r=(.245,.215,.29),c=(0,-.035,.365)):
    sphere('PearBody',c,r,role,16,10,power=.92)
def head(role='Fur',c=(0,.055,.715),r=(.315,.255,.235)):
    sphere('BigHead',c,r,role,20,12,power=.87)
def arm(x,role='Fur'):
    sphere('LittleArm',(x,.10,.355),(.075,.09,.16),role,12,8,tilt=-math.copysign(.20,x))
def roundear(x,role='Fur',inner='FurDark'):
    sphere('RoundEar',(x,.01,.916),(.097,.065,.105),role,12,8)
    sphere('EarInset',(x,.065,.928),(.059,.023,.066),inner,10,6)
def pointedear(x,role,inner,height=.22,width=.115):
    # Rounded taper, its volume overlaps head; tips lean slightly outward.
    sg=1 if x>0 else -1
    tube('UprightEar',[(x,.015,.83,width),(x+sg*.012,.017,.91,width*.88),(x+sg*.025,.014,.83+height*.80,width*.45),(x+sg*.029,.01,.83+height,.015)],role,10)
    sphere('EarInset',(x+sg*.012,.092,.91),(width*.48,.022,height*.29),inner,10,8,tilt=sg*.13)
def raccoon():
    mat('Fur','#89949f');mat('FurDark','#30343d');mat('Belly','#f4efe1');mat('Eye','#101722',.15)
    body();paws();sphere('CreamBib',(0,.154,.40),(.17,.079,.18),'Belly',12,8)
    for x in [-.25,.25]:arm(x)
    head()
    for x in [-.235,.235]:roundear(x)
    for x in [-.142,.142]:
        sphere('Mask',(x,.275,.737),(.157,.048,.101),'FurDark',14,8,tilt=math.copysign(.12,x))
        sphere('WhiteBrow',(x,.248,.829),(.126,.039,.031),'Belly',12,6)
        eye(x,.319,.755)
    sphere('WhiteMuzzle',(0,.292,.644),(.17,.107,.098),'Belly',14,8)
    nose((0,.389,.674))
    tube('RingedTail',[(0,-.18,.22,.07),(.045,-.25,.23,.104),(.09,-.33,.25,.12),(.145,-.405,.28,.13),(.205,-.463,.33,.132),(.257,-.49,.39,.124),(.286,-.477,.451,.105),(.294,-.444,.499,.066),(.288,-.419,.52,.016)],'FurDark',12,['Fur'],[0,1,0,1,0,1,0,1])
def pigeon():
    mat('Feather','#8195b0');mat('Eye','#202935',.15);mat('NeckGreen','#368d77');mat('NeckPurple','#73509c');mat('Feet','#e991a6');mat('Beak','#f9a545')
    for x in [-.125,.125]:
        sphere('PinkFoot',(x,.09,.055),(.105,.145,.055),'Feet',12,8)
    body('Feather',(.27,.235,.31),(0,-.025,.38))
    sphere('NeckCollar',(0,.075,.64),(.224,.19,.175),'NeckPurple',16,10)
    sphere('GreenNeck',(0,.075,.698),(.214,.185,.135),'NeckGreen',16,8)
    head('Feather',(0,.105,.818),(.255,.22,.205))
    for x in [-1,1]:
        sphere('FoldedWing',(x*.214,-.07,.418),(.083,.225,.233),'Feather',14,10,tilt=x*-.18)
        for f,z in [(-.115,.43),(-.20,.355)]:
            sphere('WingBar',(x*.276,f,z),(.028,.045,.17),'Eye',10,6,tilt=x*-.18)
        sphere('OrangeEyeRing',(x*.204,.243,.848),(.063,.032,.066),'Beak',12,8)
        eye(x*.213,.267,.852,None,.039)
        # White catchlight geometry uses pale blue body role, keeping six materials.
        sphere('EyeGlint',(x*.213-.01,.291,.865),(.010,.006,.010),'Feather',8,6)
    nose((0,.334,.801),(.086,.105,.044),'Beak')
    sphere('TailFan',(0,-.25,.30),(.16,.23,.075),'Eye',12,8)
def tuxedo_cat():
    mat('Fur','#242933');mat('Belly','#f6f0df');mat('Eye','#0b121b',.15);mat('Nose','#efa0ae')
    body();paws('Belly');sphere('TuxedoBib',(0,.155,.41),(.17,.075,.225),'Belly',14,10)
    for x in [-.25,.25]:
        arm(x);sphere('WhiteMitten',(x,.116,.242),(.071,.078,.071),'Belly',10,6)
    head()
    for x in [-.224,.224]:pointedear(x,'Fur','Nose',.22,.096)
    for x in [-.143,.143]:eye(x,.294,.755)
    for x in [-.069,.069]:sphere('Muzzle',(x,.285,.661),(.095,.074,.073),'Belly',12,8)
    nose((0,.361,.69),(.036,.025,.024),'Nose')
    tube('CurledUprightTail',[(.03,-.185,.20,.062),(.10,-.28,.32,.065),(.155,-.325,.48,.061),(.19,-.33,.66,.057),(.185,-.32,.80,.057),(.145,-.30,.865,.055),(.08,-.28,.865,.05),(.053,-.267,.824,.037)],'Fur',10)
def corgi():
    mat('Fur','#d79043');mat('Belly','#fff2d5');mat('Eye','#1c212a',.15);mat('Ear','#b96048')
    body('Fur',(.26,.235,.24),(0,-.025,.31));paws('Belly')
    sphere('WhiteChest',(0,.155,.37),(.184,.11,.205),'Belly',14,8)
    for x in [-.23,.23]:sphere('ShortForeleg',(x,.095,.18),(.087,.108,.12),'Fur',12,8)
    head('Fur',(0,.047,.646),(.327,.263,.238))
    for x in [-.229,.229]:pointedear(x,'Fur','Ear',.25,.112)
    # Broad raised white blaze bridges nose to crown and reads from above.
    sphere('Blaze',(0,.269,.73),(.060,.046,.149),'Belly',12,10)
    sphere('CrownBlaze',(0,.11,.865),(.058,.155,.025),'Belly',12,8)
    for x in [-.151,.151]:eye(x,.298,.701)
    sphere('Muzzle',(0,.30,.567),(.178,.123,.091),'Belly',14,8)
    nose((0,.41,.594),(.053,.035,.038))
    sphere('StubTail',(0,-.263,.345),(.10,.115,.10),'Belly',12,8)
def duckling():
    mat('Down','#ffd33d');mat('Bill','#f3932c');mat('Eye','#17232e',.15);mat('Highlight','#fff7d6')
    for x in [-.139,.139]:sphere('WebbedFoot',(x,.105,.05),(.133,.16,.05),'Bill',12,8,power=.77)
    body('Down',(.275,.23,.29),(0,-.035,.35))
    head('Down',(0,.065,.71),(.309,.254,.253))
    for x in [-1,1]:
        sphere('WingNub',(x*.25,-.005,.406),(.096,.155,.13),'Down',12,8,tilt=x*-.3)
        eye(x*.167,.284,.747,'Highlight',.041)
    nose((0,.328,.649),(.162,.135,.047),'Bill')
    sphere('TailNub',(0,-.256,.365),(.104,.115,.09),'Down',12,8)
    sphere('HeadTuft',(-.046,.015,.958),(.045,.055,.075),'Down',10,8,tilt=-.35)
    sphere('SmallTuft',(.035,.016,.95),(.035,.045,.059),'Down',10,8,tilt=.25)
def squirrel():
    mat('Fur','#b9673e');mat('Tail','#994726');mat('Belly','#f7dfb5');mat('Eye','#201923',.15)
    body('Fur',(.22,.195,.285),(0,.015,.36));paws('Fur',.15)
    sphere('CreamBelly',(0,.174,.41),(.156,.065,.191),'Belly',12,8)
    for x in [-.224,.224]:arm(x)
    head('Fur',(0,.10,.709),(.281,.229,.218))
    for x in [-.194,.194]:
        sphere('LittleEar',(x,.10,.914),(.066,.058,.111),'Fur',12,8)
        sphere('EarInner',(x,.147,.926),(.035,.021,.063),'Belly',10,6)
    for x in [-.137,.137]:eye(x,.313,.754)
    sphere('CreamMuzzle',(0,.297,.644),(.13,.085,.077),'Belly',12,8)
    nose((0,.375,.674),(.039,.029,.027))
    tube('HugePlume',[(.04,-.16,.21,.065),(.14,-.25,.26,.13),(.215,-.305,.40,.183),(.255,-.31,.58,.202),(.25,-.295,.77,.192),(.21,-.26,.905,.147),(.152,-.208,.946,.088),(.112,-.17,.913,.035)],'Tail',16)
BUILDERS={'raccoon':raccoon,'pigeon':pigeon,'tuxedo-cat':tuxedo_cat,'corgi':corgi,'duckling':duckling,'squirrel':squirrel}
def bounds(ob):
    vs=[ob.matrix_world@v.co for v in ob.data.vertices]
    return Vector(tuple(min(v[i] for v in vs) for i in range(3))),Vector(tuple(max(v[i] for v in vs) for i in range(3)))
def finish(slug):
    nose_centers=[sum((v.co for v in o.data.vertices),Vector())/len(o.data.vertices) for o in FACE]
    bpy.ops.object.select_all(action='DESELECT')
    for o in PARTS:o.select_set(True)
    bpy.context.view_layer.objects.active=PARTS[0];bpy.ops.object.join();ob=bpy.context.object;ob.name=slug
    lo,hi=bounds(ob);shift=Vector((-(lo.x+hi.x)/2,-(lo.y+hi.y)/2,-lo.z))
    for v in ob.data.vertices:v.co+=shift
    # Applied identity object transform; exact ground-centred local geometry.
    ob.location=(0,0,0);ob.rotation_euler=(0,0,0);ob.scale=(1,1,1)
    mod=ob.modifiers.new('FinalTriangles','TRIANGULATE');bpy.ops.object.modifier_apply(modifier=mod.name)
    assert len(ob.data.polygons)<=3000,(slug,len(ob.data.polygons))
    forward=nose_centers[0]+shift
    assert forward.y<-.1,(slug,'nose must be forward')
    ob['forward_axis']='+Z';ob['units']='metres';ob['design']='Original Hop City vinyl hero'
    bpy.ops.export_scene.gltf(filepath=str(OUT/f'{slug}.glb'),export_format='GLB',use_selection=True,export_apply=True,export_yup=True,export_texcoords=False,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_animations=False,export_extras=True)
    palette=dict(COLORS)
    return validate(slug,palette,tuple(forward))
def validate(slug,palette,forward):
    reset();bpy.ops.import_scene.gltf(filepath=str(OUT/f'{slug}.glb'))
    obs=list(bpy.context.scene.objects);assert len(obs)==1 and obs[0].type=='MESH'
    ob=obs[0];lo,hi=bounds(ob);dim=hi-lo
    ob.data.calc_loop_triangles();tris=len(ob.data.loop_triangles)
    assert abs(lo.z)<1e-5 and abs(lo.x+hi.x)<1e-5 and abs(lo.y+hi.y)<1e-5
    assert dim.x<=1.00001 and dim.y<=1.00001 and .8<=dim.z<=1.1,(slug,list(dim))
    assert ob.location.length<1e-5 and max(abs(s-1) for s in ob.scale)<1e-5
    assert len(ob.modifiers)==0 and tris<=3000 and len(ob.data.materials)<=6
    raw=(OUT/f'{slug}.glb').read_bytes();assert len(raw)<=250000
    length,typ=struct.unpack_from('<II',raw,12);doc=json.loads(raw[20:20+length]);assert len(doc['nodes'])==1 and len(doc['meshes'])==1
    assert not doc.get('images') and not doc.get('textures') and not doc.get('animations') and not doc.get('skins')
    assert not any(k in doc['nodes'][0] for k in ['translation','rotation','scale','matrix'])
    # glTF direct POSITION accessors are in actual exported Y-up space.
    pos=[doc['accessors'][p['attributes']['POSITION']] for p in doc['meshes'][0]['primitives']]
    gmin=[min(a['min'][i] for a in pos) for i in range(3)];gmax=[max(a['max'][i] for a in pos) for i in range(3)]
    assert abs(gmin[1])<1e-5
    mats=[m.name for m in ob.data.materials]
    record={'slug':slug,'glb':f'{slug}.glb','size_m':[round(dim.x,5),round(dim.y,5),round(dim.z,5)],'tris':tris,'materials':mats,'colors':palette}
    (OUT/f'{slug}-validation.json').write_text(json.dumps({'passed':True,'record':record,'bytes':len(raw),'bounds_gltf':[gmin,gmax],'origin':[0,0,0],'forward_nose_gltf':[forward[0],forward[2],-forward[1]],'mesh_objects':1,'textures':0,'fresh_scene_reimport':True},indent=2))
    (OUT/f'{slug}-record.json').write_text(json.dumps(record,indent=2))
    print('VALIDATED',json.dumps(record),flush=True)
    return ob,record

def rectangle(name,c,s,material):
    bpy.ops.mesh.primitive_cube_add(size=1,location=c);o=bpy.context.object;o.name=name;o.scale=s;o.data.materials.append(material);return o

def stage(lineup=False):
    sc=bpy.context.scene;sc.render.engine='CYCLES';sc.cycles.samples=48;sc.cycles.use_denoising=True
    # Use CUDA when available; leave a valid CPU fallback for portable script.
    prefs=bpy.context.preferences.addons['cycles'].preferences
    try:
        prefs.compute_device_type='CUDA';prefs.get_devices()
        for d in prefs.devices:d.use=d.type=='CUDA'
        if any(d.type=='CUDA' for d in prefs.devices):sc.cycles.device='GPU'
    except Exception:pass
    sc.render.resolution_x=1600 if lineup else 800;sc.render.resolution_y=800;sc.render.resolution_percentage=100
    sc.render.image_settings.file_format='PNG';sc.render.film_transparent=False
    sc.view_settings.view_transform='AgX';sc.view_settings.look='AgX - Medium High Contrast';sc.view_settings.exposure=.35
    world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
    world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.75,.9,1);world.node_tree.nodes['Background'].inputs[1].default_value=.55
    asphalt=mat('Stage_Asphalt','#616772',.88)
    # Fine asphalt only in the render stage, never in GLBs.
    nt=asphalt.node_tree;p=nt.nodes.get('Principled BSDF');noise=nt.nodes.new('ShaderNodeTexNoise');noise.inputs['Scale'].default_value=145
    bump=nt.nodes.new('ShaderNodeBump');bump.inputs['Strength'].default_value=.18;bump.inputs['Distance'].default_value=.008
    nt.links.new(noise.outputs['Fac'],bump.inputs['Height']);nt.links.new(bump.outputs['Normal'],p.inputs['Normal'])
    rectangle('Asphalt',(0,0,-.035),(200,200,.06),asphalt)
    paint=mat('Stage_RoadPaint','#e6e5db',.85);grid=mat('Stage_Grid','#777e87',.9)
    rectangle('WhiteRoadLine',(0,-1.16,-.0008),(30,.10,.002),paint)
    centers=[(i-2.5)*1.28 for i in range(6)] if lineup else [0]
    if not lineup:
        for x in [-1,1]:rectangle('TwoMetreGrid',(x,0,0),(0.009,2,.0015),grid)
        for y in [-1,1]:rectangle('TwoMetreGrid',(0,y,0),(2,.009,.0015),grid)
    for name,loc,power,size in [('DaylightKey',(-3,4,7),800,5),('FrontFill',(1,-4,4),270,4)]:
        data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size
        ob=bpy.data.objects.new(name,data);sc.collection.objects.link(ob);ob.location=loc;ob.rotation_euler=(-ob.location).to_track_quat('-Z','Y').to_euler()
    data=bpy.data.cameras.new('PresentationCamera');cam=bpy.data.objects.new('PresentationCamera',data);sc.collection.objects.link(cam);sc.camera=cam;data.type='ORTHO';data.lens=50
    return cam

def camera(cam,front=False,lineup=False):
    target=Vector((0,0,.38 if not lineup else .35))
    if front:direction=Vector((.48,-.77,.63)).normalized()
    else:
        az=math.radians(18);el=math.radians(55)
        direction=Vector((math.sin(az)*math.cos(el),math.cos(az)*math.cos(el),math.sin(el)))
    cam.location=target+direction*(12 if lineup else 6)
    cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=8.9 if lineup else 2.45

def render(slug):
    cam=stage();camera(cam);sc=bpy.context.scene
    sc.render.filepath=str(OUT/f'{slug}.png');bpy.ops.render.render(write_still=True)
    camera(cam,front=True);sc.render.filepath=str(OUT/f'{slug}-front.png');bpy.ops.render.render(write_still=True)

def manifest():
    records=[json.loads((OUT/f'{s}-record.json').read_text()) for s in SLUGS if (OUT/f'{s}-record.json').exists()]
    (OUT/'critters.json').write_text(json.dumps(records,indent=2)+'\\n')
    return records

def lineup():
    reset();records=manifest()
    # Match the game azimuth: a row perpendicular to the viewing direction.
    az=math.radians(18)
    for i,r in enumerate(records):
        bpy.ops.import_scene.gltf(filepath=str(OUT/r['glb']))
        t=(i-(len(records)-1)/2)*1.28
        for o in bpy.context.selected_objects:o.location=(t*math.cos(az),-t*math.sin(az),0)
    cam=stage(True);camera(cam,lineup=True);bpy.context.scene.render.filepath=str(OUT/'lineup.png');bpy.ops.render.render(write_still=True)

def main():
    args=sys.argv[sys.argv.index('--')+1:] if '--' in sys.argv else []
    targets=args or SLUGS
    if targets==['lineup']:lineup();return
    for slug in targets:
        reset();BUILDERS[slug]();ob,record=finish(slug);render(slug);manifest();print('DELIVERABLE_READY',slug,flush=True)
    if not args:lineup()
if __name__=='__main__':main()
PY
cat > WORK_SCOPE.txt <<'EOF'
Hop City original vinyl hero pack. Started 12 Oct 2026, 19:44 CEST.
Deadline: 20:57 CEST (18:57 UTC), finish current hero then lineup and notes.
Deliver raccoon, pigeon, tuxedo-cat, corgi, duckling, squirrel in order.
Each: one untextured GLB mesh, <=3000 triangles, <=250000 bytes, <=6 materials.
Origin ground footprint centre, Y-up, +Z facing, metres, <=1m footprint, .8-1.1m height.
800x800 Cycles game camera 55deg down, 18deg right of rear; front three-quarter.
1600x800 lineup. JSON manifest and NOTES.md. Independent strict GLB audit.
Same script builds each from factory-empty scene, exports, fresh-scene imports and validates.
No runtime integration in this worker scope; integrating root owns game frames/fps.
Visual revision cap: three per hero. No bakes/textures in hero assets.
EOF
python3 -m py_compile build_critters.py
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- raccoon > raccoon-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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/bin/bash -lc 'tail -n 12 raccoon-build.log; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
    assert len(ob.data.polygons)<=3000,(slug,len(ob.data.polygons))
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^
AssertionError: ('raccoon', 3808)
[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.

Error: script failed, file: '/root/hop-critters/build_critters.py', exiting.
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Mon Oct 12 19:47:13 CEST 2026

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/bin/bash -lc "python3 - <<'PY'
p='build_critters.py'
s=open(p).read().replace('    # Shared poles and seam, closed mesh, no zero-area pole triangles.','    # Reserve subdivisions for primary silhouette; small details stay economical.\\n    if n < 16: k=max(4,k-2)\\n    # Shared poles and seam, closed mesh, no zero-area pole triangles.')
open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- raccoon > raccoon-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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 succeeded in 0ms:
    assert dim.x<=1.00001 and dim.y<=1.00001 and .8<=dim.z<=1.1,(slug,list(dim))
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AssertionError: ('raccoon', [0.7177897691726685, 1.0391883850097656, 1.0210000276565552])

Error: script failed, file: '/root/hop-critters/build_critters.py', exiting.
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codex
The first export checks caught two issues: too many triangles in the small facial pieces and a tail slightly beyond the footprint limit. I’ve reduced those subdivisions and am bringing the tail closer to the body before checking the renders.

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p='build_critters.py';s=open(p).read().replace(\"def pigeon():\",\"    for v in PARTS[-1].data.vertices:v.co.y *= .86\\ndef pigeon():\");open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- raccoon > raccoon-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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 succeeded in 0ms:
  world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
00:04.542  render           | Saved: '/root/hop-critters/raccoon.png'
00:08.242  render           | Saved: '/root/hop-critters/raccoon-front.png'
DELIVERABLE_READY raccoon
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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/raccoon*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/raccoon.glb" --strict > raccoon-audit.json; cat raccoon-validation.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2311ms:
{
  "passed": true,
  "record": {
    "slug": "raccoon",
    "glb": "raccoon.glb",
    "size_m": [
      0.71779,
      0.95348,
      1.021
    ],
    "tris": 2920,
    "materials": [
      "Fur",
      "FurDark",
      "Belly",
      "Eye"
    ],
    "colors": {
      "Fur": "#89949f",
      "FurDark": "#30343d",
      "Belly": "#f4efe1",
      "Eye": "#101722"
    }
  },
  "bytes": 59452,
  "bounds_gltf": [
    [
      -0.35889488458633423,
      0,
      -0.4767409861087799
    ],
    [
      0.35889488458633423,
      1.0210000276565552,
      0.4767409861087799
    ]
  ],
  "origin": [
    0,
    0,
    0
  ],
  "forward_nose_gltf": [
    -0.02689489722251892,
    0.6740002632141113,
    0.43874096870422363
  ],
  "mesh_objects": 1,
  "textures": 0,
  "fresh_scene_reimport": true
}
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/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read().replace(\"if 0<p.index<len(fs)-1:p.material_index=band[(p.index-1)//n]\",\"if 0<p.index<len(fs)-1:p.material_index=band[(p.index-1)//n]\\n            elif p.index==len(fs)-1:p.material_index=band[-1]\")
s=s.replace(\"'FurDark',14,8,tilt=math.copysign(.12,x)\",\"'FurDark',16,6,tilt=math.copysign(.12,x)\")
open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- raccoon > raccoon-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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/bin/bash -lc 'tail -n 4 raccoon-build.log; cat raccoon-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
DELIVERABLE_READY raccoon
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{
  "file": "raccoon.glb",
  "sha256": "5d32d9785fac737a7d14cb17603e0fff4c096baed7a5e5b021b616836d4a96a2",
  "bytes": 59452,
  "primitive_count": 4,
  "material_count": 4,
  "embedded_images": 0,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "PearBody",
      "primitive": 0,
      "triangles": 1304,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PearBody",
      "primitive": 1,
      "triangles": 756,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PearBody",
      "primitive": 2,
      "triangles": 500,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PearBody",
      "primitive": 3,
      "triangles": 360,
      "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": 2920,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/raccoon*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/raccoon.glb" --strict > raccoon-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2304ms:
Mon Oct 12 19:49:01 CEST 2026

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/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- pigeon > pigeon-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
codex
[Raccoon GLB](raccoon.glb) is ready, with both renders in this directory. It passed fresh-scene re-import and the strict GLB audit: 2,960 triangles, four materials, and a 0.718 × 0.953 m footprint at 1.021 m tall. I’ve checked the renders; the ringed tail reads clearly from the game camera. Pigeon is running next.

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/bin/bash -lc 'tail -n 10 pigeon-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
VALIDATED {"slug": "pigeon", "glb": "pigeon.glb", "size_m": [0.634, 0.919, 1.023], "tris": 2928, "materials": ["Feet", "Feather", "NeckPurple", "NeckGreen", "Eye", "Beak"], "colors": {"Feather": "#8195b0", "Eye": "#202935", "NeckGreen": "#368d77", "NeckPurple": "#73509c", "Feet": "#e991a6", "Beak": "#f9a545"}}
00:01.307  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
/root/hop-critters/build_critters.py:241: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
00:07.281  render           | Saved: '/root/hop-critters/pigeon.png'
00:12.793  render           | Saved: '/root/hop-critters/pigeon-front.png'
DELIVERABLE_READY pigeon
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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/pigeon*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/pigeon.glb" --strict > pigeon-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2294ms:
Mon Oct 12 19:49:25 CEST 2026

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/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read()
s=s.replace(\"mat('Feather','#8195b0');mat('Eye','#202935',.15)\",\"mat('Feather','#8195b0');mat('Eye','#202935',.45)\")
s=s.replace(\"(.214,.185,.135),'NeckGreen'\",\"(.229,.205,.135),'NeckGreen'\")
a=\"\"\"        sphere('FoldedWing',(x*.214,-.07,.418),(.083,.225,.233),'Feather',14,10,tilt=x*-.18)
        for f,z in [(-.115,.43),(-.20,.355)]:
            sphere('WingBar',(x*.276,f,z),(.028,.045,.17),'Eye',10,6,tilt=x*-.18)
        sphere('OrangeEyeRing',(x*.204,.243,.848),(.063,.032,.066),'Beak',12,8)\"\"\"
b=\"\"\"        sphere('FoldedWing',(x*.214,-.07,.418),(.083,.225,.233),'Feather',16,10)
        for ta,tb in [(-.76,-.53),(-.17,.055)]:
            vs=[];fs=[]
            for t in [ta,tb]:
                for j in range(9):
                    phi=-1.12+2.24*j/8
                    rr=math.sqrt(1-t*t)
                    vs.append(xyz((x*(.214+.085*rr*math.cos(phi)),-.07+.227*t,.418+.235*rr*math.sin(phi))))
            for j in range(8):
                face=(j,j+1,9+j+1,9+j)
                fs.append(face if x>0 else tuple(reversed(face)))
            mesh('FlushWingBar',vs,fs,'Eye')
        sphere('OrangeEyeRing',(x*.204,.243,.848),(.052,.029,.055),'Beak',12,8)\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- pigeon > pigeon-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
codex
The pigeon passed the size and export checks. Its first render showed wing bars protruding too far, so I’ve made them follow the wing surface and reduced their gloss. The green-and-purple collar is visible from behind.

 succeeded in 11143ms:
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/bin/bash -lc "tail -n 4 pigeon-build.log; timeout 30 scp 'gex44:/root/hop-critters/pigeon*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/pigeon.glb" --strict > pigeon-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2249ms:
DELIVERABLE_READY pigeon
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/bin/bash -lc 'TZ=Europe/Paris date; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- tuxedo-cat > tuxedo-cat-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 10429ms:
Mon Oct 12 19:50:38 CEST 2026

codex
[Pigeon GLB](/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/pigeon.glb) and both renders are ready. The revised wing bars sit flush, and the model passed re-import validation and the strict audit. The cat is next.

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/bin/bash -lc 'tail -n 8 tuxedo-cat-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
/root/hop-critters/build_critters.py:250: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
00:05.177  render           | Saved: '/root/hop-critters/tuxedo-cat.png'
00:09.510  render           | Saved: '/root/hop-critters/tuxedo-cat-front.png'
DELIVERABLE_READY tuxedo-cat
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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/tuxedo-cat*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/tuxedo-cat.glb" --strict > tuxedo-cat-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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/bin/bash -lc 'cat tuxedo-cat-record.json; cat pigeon-record.json; command -v forge-agent; forge-agent run --help' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
{
  "slug": "tuxedo-cat",
  "glb": "tuxedo-cat.glb",
  "size_m": [
    0.6591,
    0.77222,
    1.05182
  ],
  "tris": 2728,
  "materials": [
    "Fur",
    "Belly",
    "Nose",
    "Eye"
  ],
  "colors": {
    "Fur": "#242933",
    "Belly": "#f6f0df",
    "Eye": "#0b121b",
    "Nose": "#efa0ae"
  }
}{
  "slug": "pigeon",
  "glb": "pigeon.glb",
  "size_m": [
    0.59774,
    0.919,
    1.023
  ],
  "tris": 2936,
  "materials": [
    "Feet",
    "Feather",
    "NeckPurple",
    "NeckGreen",
    "Eye",
    "Beak"
  ],
  "colors": {
    "Feather": "#8195b0",
    "Eye": "#202935",
    "NeckGreen": "#368d77",
    "NeckPurple": "#73509c",
    "Feet": "#e991a6",
    "Beak": "#f9a545"
  }
}/home/claude-agent/bin/forge-agent
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

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read()
s=s.replace(\"    vs=[];fs=[]\\n    for j,p in enumerate(path):\", \"    vs=[];fs=[];prev=None\\n    for j,p in enumerate(path):\")
s=s.replace(\"        t.normalize();a=t.cross(Vector((0,0,1)))\\n        if a.length<.01:a=t.cross(Vector((0,1,0)))\", \"        t.normalize();a=t.cross(Vector((0,0,1)))\\n        if name in ['CurledUprightTail','HugePlume']:\\n            a=(prev-t*prev.dot(t)) if prev is not None else t.cross(Vector((1,0,0)))\\n        if a.length<.01:a=t.cross(Vector((0,1,0)))\")
s=s.replace(\"        a.normalize();b=t.cross(a).normalized()\", \"        a.normalize();prev=a.copy();b=t.cross(a).normalized()\")
a=\"\"\"    tube('CurledUprightTail',[(.03,-.185,.20,.062),(.10,-.28,.32,.065),(.155,-.325,.48,.061),(.19,-.33,.66,.057),(.185,-.32,.80,.057),(.145,-.30,.865,.055),(.08,-.28,.865,.05),(.053,-.267,.824,.037)],'Fur',10)\"\"\"
b=\"\"\"    sphere('WhiteNape',(0,-.055,.535),(.239,.23,.075),'Belly',12,6)
    ctrl=[(.03,-.185,.20,.062),(.18,-.31,.32,.065),(.285,-.36,.48,.061),(.31,-.375,.66,.057),(.305,-.365,.80,.057),(.265,-.35,.865,.055),(.20,-.33,.865,.048),(.176,-.317,.827,.015)]
    path=[]
    for j in range(len(ctrl)-1):
        a,b,c,d=[Vector(ctrl[q]) for q in [max(0,j-1),j,j+1,min(len(ctrl)-1,j+2)]]
        for t in [0,.5]:path.append(tuple(.5*((2*b)+(-a+c)*t+(2*a-5*b+4*c-d)*t*t+(-a+3*b-3*c+d)*t*t*t)))
    path.append(ctrl[-1])
    tube('CurledUprightTail',path,'Fur',10,['Belly'],[0]*10+[1]*4)\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- tuxedo-cat > tuxedo-cat-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 10548ms:
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exec
/bin/bash -lc "tail -n 4 tuxedo-cat-build.log; timeout 30 scp 'gex44:/root/hop-critters/tuxedo-cat*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/tuxedo-cat.glb" --strict > tuxedo-cat-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2253ms:
DELIVERABLE_READY tuxedo-cat
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

Blender quit

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exec
/bin/bash -lc 'TZ=Europe/Paris date; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- corgi > corgi-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
codex
[Tuxedo-cat GLB](/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/tuxedo-cat.glb) is ready and audited. I added a white nape and tail tip so its black-and-white markings remain visible from behind, and smoothed the upright tail’s curl. Corgi is rendering now.

 succeeded in 8975ms:
Mon Oct 12 19:52:10 CEST 2026

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exec
/bin/bash -lc "tail -n 8 corgi-build.log; timeout 30 scp 'gex44:/root/hop-critters/corgi*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/corgi.glb" --strict > corgi-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2260ms:
/root/hop-critters/build_critters.py:259: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
00:04.291  render           | Saved: '/root/hop-critters/corgi.png'
00:07.897  render           | Saved: '/root/hop-critters/corgi-front.png'
DELIVERABLE_READY corgi
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

Blender quit

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read()
a=\"\"\"    # Broad raised white blaze bridges nose to crown and reads from above.
    sphere('Blaze',(0,.269,.73),(.060,.046,.149),'Belly',12,10)
    sphere('CrownBlaze',(0,.11,.865),(.058,.155,.025),'Belly',12,8)\"\"\"
b=\"\"\"    # One continuous paint-like stripe follows the superellipsoid head surface.
    vs=[];fs=[];power=.87
    for j in range(21):
        a=-.30+2.18*j/20
        width=.057*(1-.65*(max(0,j/20-.7)/.3))
        for u in [-1,0,1]:
            x=u*width;sh=(1-abs(x/.327)**(2/power))**(power/2)
            f=.047+.265*sh*math.copysign(abs(math.cos(a))**power,math.cos(a))
            z=.646+.240*sh*math.copysign(abs(math.sin(a))**power,math.sin(a))
            vs.append(xyz((x,f,z)))
    for j in range(20):
        for k in range(2):a=j*3+k;fs.append((a,a+1,a+4,a+3))
    mesh('ContinuousWhiteBlaze',vs,fs,'Belly')\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- corgi > corgi-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 12315ms:
codex
The corgi has the intended short legs, large ears and warm orange colour. I’m refining its white blaze into one continuous strip over the forehead and crown; the first version looked like two separate patches.

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exec
/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/corgi*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/corgi.glb" --strict > corgi-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2265ms:
Mon Oct 12 19:53:33 CEST 2026

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exec
/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- duckling > duckling-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 5666ms:
codex
[Corgi GLB](/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/corgi.glb) and both renders are ready and audited. The continuous white blaze now reads from both cameras. Duckling is rendering next.

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exec
/bin/bash -lc "tail -n 4 duckling-build.log; timeout 30 scp 'gex44:/root/hop-critters/duckling*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/duckling.glb" --strict > duckling-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2369ms:
DELIVERABLE_READY duckling
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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exec
/bin/bash -lc 'cat duckling-record.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
{
  "slug": "duckling",
  "glb": "duckling.glb",
  "size_m": [
    0.69727,
    0.834,
    1.02845
  ],
  "tris": 1984,
  "materials": [
    "Bill",
    "Down",
    "Eye",
    "Highlight"
  ],
  "colors": {
    "Down": "#ffd33d",
    "Bill": "#f3932c",
    "Eye": "#17232e",
    "Highlight": "#fff7d6"
  }
}
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read()
s=s.replace(\"mat('Down','#ffd33d')\",\"mat('Down','#ffcf26')\")
a=\"\"\"    for x in [-.139,.139]:sphere('WebbedFoot',(x,.105,.05),(.133,.16,.05),'Bill',12,8,power=.77)
    body('Down',(.275,.23,.29),(0,-.035,.35))
    head('Down',(0,.065,.71),(.309,.254,.253))\"\"\"
b=\"\"\"    for x in [-.139,.139]:
        ob=sphere('WebbedFoot',(x,.105,.05),(.133,.16,.05),'Bill',20,8,power=.77)
        for v in ob.data.vertices:
            f=-v.co.y-.105
            if f>0:v.co.y=-.105-f*(1+.10*math.cos(3*math.pi*(v.co.x-x)/.133))
    sphere('PearBody',(0,-.035,.35),(.275,.23,.29),'Down',20,12,power=.92)
    sphere('BigHead',(0,.065,.71),(.309,.254,.253),'Down',28,16,power=.87)\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- duckling > duckling-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 9996ms:
codex
Duckling’s first render is readable, and it has enough triangle budget left to smooth the head and body further. I’m using that room for the silhouette and a subtle webbed-foot shape before delivering it.

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/duckling*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/duckling.glb" --strict > duckling-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2905ms:
Mon Oct 12 19:55:08 CEST 2026

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exec
/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- squirrel > squirrel-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 9470ms:
codex
[Duckling GLB](/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/duckling.glb) is ready and audited, with smoother main shapes, a flat orange bill, webbed feet and a small tuft. Squirrel is the last model, then I’ll check the complete lineup.

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exec
/bin/bash -lc "tail -n 8 squirrel-build.log; timeout 30 scp 'gex44:/root/hop-critters/squirrel*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/squirrel.glb" --strict > squirrel-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2313ms:
/root/hop-critters/build_critters.py:273: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('SoftDaylight');sc.world=world;world.use_nodes=True
00:04.817  render           | Saved: '/root/hop-critters/squirrel.png'
00:08.547  render           | Saved: '/root/hop-critters/squirrel-front.png'
DELIVERABLE_READY squirrel
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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exec
/bin/bash -lc 'cat squirrel-record.json; TZ=Europe/Paris date; command -v claude-lean; df -h /' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
{
  "slug": "squirrel",
  "glb": "squirrel.glb",
  "size_m": [
    0.75905,
    0.91536,
    1.03224
  ],
  "tris": 2516,
  "materials": [
    "Fur",
    "Belly",
    "Eye",
    "Tail"
  ],
  "colors": {
    "Fur": "#b9673e",
    "Tail": "#994726",
    "Belly": "#f7dfb5",
    "Eye": "#201923"
  }
}Mon Oct 12 19:55:34 CEST 2026
/home/claude-agent/bin/claude-lean
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  135G  9.1G  94% /

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/bin/bash -lc "python3 - <<'PY'
p='build_critters.py';s=open(p).read()
s=s.replace(\"def tube(name,path,role,n=12,roles=None,band=None):\", \"\"\"def soften_path(ctrl):
    path=[]
    for j in range(len(ctrl)-1):
        a,b,c,d=[Vector(ctrl[q]) for q in [max(0,j-1),j,j+1,min(len(ctrl)-1,j+2)]]
        for t in [0,.5]:path.append(tuple(.5*((2*b)+(-a+c)*t+(2*a-5*b+4*c-d)*t*t+(-a+3*b-3*c+d)*t*t*t)))
    return path+[ctrl[-1]]
def tube(name,path,role,n=12,roles=None,band=None):\"\"\")
s=s.replace(\"    head('Fur',(0,.10,.709),(.281,.229,.218))\", \"    sphere('BigHead',(0,.10,.709),(.281,.229,.218),'Fur',24,12,power=.87)\")
a=\"\"\"    tube('HugePlume',[(.04,-.16,.21,.065),(.14,-.25,.26,.13),(.215,-.305,.40,.183),(.255,-.31,.58,.202),(.25,-.295,.77,.192),(.21,-.26,.905,.147),(.152,-.208,.946,.088),(.112,-.17,.913,.035)],'Tail',16)\"\"\"
b=\"\"\"    tube('HugePlume',soften_path([(.04,-.16,.21,.065),(.14,-.25,.26,.13),(.215,-.305,.40,.183),(.255,-.31,.58,.202),(.25,-.295,.77,.192),(.21,-.26,.905,.147),(.152,-.208,.946,.088),(.112,-.17,.913,.01)]),'Tail',16)\"\"\"
assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py -- squirrel > squirrel-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 9901ms:
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exec
/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/squirrel*' .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py \""'$PWD/squirrel.glb" --strict > squirrel-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 2615ms:
Mon Oct 12 19:56:27 CEST 2026

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exec
/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py > pack-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
codex
[Squirrel GLB](/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/squirrel.glb) is ready and audited. Its large upright tail stays within the footprint limit. All six are delivered individually; I’m now running the final script across the whole pack, generating the lineup, and checking readability at phone size.

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exec
/bin/bash -lc "python3 - <<'PY'
from PIL import Image,ImageDraw
from pathlib import Path
slugs=['raccoon','pigeon','tuxedo-cat','corgi','duckling','squirrel']
front=Image.new('RGB',(1200,800))
phone=Image.new('RGB',(960,190),'#969da9');d=ImageDraw.Draw(phone)
for i,s in enumerate(slugs):
 im=Image.open(s+'-front.png').convert('RGB').resize((400,400),Image.Resampling.LANCZOS);front.paste(im,((i%3)*400,(i//3)*400))
 im=Image.open(s+'.png').convert('RGB').resize((160,160),Image.Resampling.LANCZOS);phone.paste(im,(i*160,0));d.text((i*160+20,170),s,fill='black')
front.save('front-contact.png');phone.save('phone-scale.png')
PY
timeout 180 claude-lean -p --model sonnet --effort low --tools Read --strict-mcp-config --mcp-config '{\"mcpServers\":{}}' 'You are the independent visual critic for an original Hop City vinyl animal hero pack. Read these actual PNGs using Read: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/front-contact.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/phone-scale.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/city-look.png. First sheet order: raccoon pigeon tuxedo-cat / corgi duckling squirrel. Second sheet same order across. The phone sheet shows real renders reduced to about 60-80px character height, rear camera 55deg down and 18deg to right. Scope: original cute chunky smooth vinyl heroes, no fur/textures/voxel, city contrast, distinct silhouettes and identities especially from behind, same toy scale. Runtime technical metrics separately validated <=3000tris <=250KB <=6mats one mesh. No need to critique game UI or produce unrelated additions. At most 5 concrete findings with image evidence and measurable acceptance condition. Verdict PASS/REVISE/BLOCKED with evidence limits. You must read images; if unable, BLOCKED. Do not edit any files or spawn agents. Keep under 350 words. Work must end by 20:57 CEST today; this review bounded to 3min.' > visual-critic.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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/bin/bash -lc 'tail -n 6 pack-build.log; tail -n 12 visual-critic.txt' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:

19:56:58 | INFO: Data are loaded, start creating Blender stuff
19:56:58 | INFO: Blender create Mesh node PearBody
19:56:58 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "corgi", "glb": "corgi.glb", "size_m": [0.67713, 0.823, 1.0816], "tris": 2496, "materials": ["Fur", "Belly", "Ear", "Eye"], "colors": {"Fur": "#d79043", "Belly": "#fff2d5", "Eye": "#1c212a", "Ear": "#b96048"}}
00:31.823  render           | Saved: '/root/hop-critters/corgi.png'
Error: Invalid MCP configuration:
MCP config file not found: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/You are the independent visual critic for an original Hop City vinyl animal hero pack. Read these actual PNGs using Read: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/front-contact.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/phone-scale.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/city-look.png. First sheet order: raccoon pigeon tuxedo-cat / corgi duckling squirrel. Second sheet same order across. The phone sheet shows real renders reduced to about 60-80px character height, rear camera 55deg down and 18deg to right. Scope: original cute chunky smooth vinyl heroes, no fur/textures/voxel, city contrast, distinct silhouettes and identities especially from behind, same toy scale. Runtime technical metrics separately validated <=3000tris <=250KB <=6mats one mesh. No need to critique game UI or produce unrelated additions. At most 5 concrete findings with image evidence and measurable acceptance condition. Verdict PASS/REVISE/BLOCKED with evidence limits. You must read images; if unable, BLOCKED. Do not edit any files or spawn agents. Keep under 350 words. Work must end by 20:57 CEST today; this review bounded to 3min.

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/bin/bash -lc "cat > critic-prompt.txt <<'EOF'
You are the independent visual critic for an original Hop City vinyl animal hero pack. Read these actual PNGs using Read: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/front-contact.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/phone-scale.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/city-look.png. First sheet order: raccoon pigeon tuxedo-cat / corgi duckling squirrel. Second sheet same order across. Phone sheet shows real renders reduced to about 60-80px character height, rear camera 55deg down and 18deg to right. Scope: original cute chunky smooth vinyl heroes, no fur/textures/voxel, city contrast, distinct silhouettes and identities especially from behind, same toy scale. Technical metrics separately validated <=3000tris <=250KB <=6mats one mesh. No need to critique game UI or propose unrelated additions. At most 5 concrete findings with image evidence and measurable acceptance condition. Verdict PASS/REVISE/BLOCKED with evidence limits. You must read images; if unable, BLOCKED. Do not edit files or spawn agents. Keep under 350 words. Deadline 20:57 CEST today, this review bounded to 3min.
EOF
timeout 180 claude-lean -p \""'$(cat critic-prompt.txt)" --model sonnet --effort low --tools Read --strict-mcp-config --mcp-config '"'{\"mcpServers\":{}}' > visual-critic.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 56743ms:
 succeeded in 13474ms:
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exec
/bin/bash -lc 'tail -n 5 pack-build.log; tail -n 20 visual-critic.txt; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
19:57:14 | INFO: glTF import finished in 0.01s
00:55.748  render           | Saved: '/root/hop-critters/lineup.png'
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

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1. **Raccoon, pigeon and corgi are weak against the ground.** Evidence: in `phone-scale.png` the raccoon (grey-blue), the pigeon (blue-grey) and the grey-ish corgi shadow all sit close to the grey-blue street.
   - Fix: raise each one's luminance or hue contrast against the ground, with ΔL ≥ 25 (CIELAB) between body and street on the phone sheet.
   - Or add a darker or lighter outline or accent.

2. **The tuxedo-cat and raccoon are hard to tell apart from behind.** Evidence: in the phone sheet the cat is a dark blob with only a faint white patch. The raccoon is a round grey blob, and its ringed tail is the only cue.
   - Fix: give the cat a rear cue that reads at 60px, such as a tall curved tail with a white tip, or a white tail tip plus ear shapes.
   - Acceptance: a blind test at 60px where 5 of 6 rear views are named correctly.

3. **Several rears are generic round lumps.** Evidence: the duckling, corgi and pigeon backs read as rounded blobs.
   - Duckling: the tail and wing tuft are barely visible.
   - Corgi: the white tail dot is tiny.
   - Fix: exaggerate one rear identifier each, such as a duck tail flick, a bigger corgi butt-fluff or the pigeon's wing bars. Each should cover at least 8% of the silhouette's bounding width at 60px.

4. **Small features are lost at phone size.** Evidence: the pigeon's purple neck ring, the ear pinks and the eye dots vanish at phone scale.
   - Fix: any identity cue meant to be seen from behind must be at least 4px at 60px height.

5. **The squirrel's tail and the raccoon's pose are uneven.** Evidence: the squirrel's tail is oversized and reads as the whole animal from behind, which puts it out of scale with the others. The raccoon's tail is raised sideways in the front sheet.
   - Fix: the silhouette area of any single animal should stay within ±35% of the pack median.
   - Fix: use a neutral tail pose on all six.
Mon Oct 12 19:57:34 CEST 2026

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exec
/bin/bash -lc "cat visual-critic.txt; timeout 30 scp 'gex44:/root/hop-critters/*.glb' 'gex44:/root/hop-critters/*.png' 'gex44:/root/hop-critters/*-record.json' 'gex44:/root/hop-critters/*-validation.json' 'gex44:/root/hop-critters/critters.json' ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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 succeeded in 12276ms:
**Verdict: REVISE**

**Evidence limits:**
- `city-look.png` is a Gulp City promo image with no critters in it. City contrast can't be judged from it. The only contrast evidence is the grey-blue ground in the other two sheets.
- The phone sheet shows one angle, and each animal is only about 50-60px tall.

**Good:** the front sheet is cute, chunky, smooth vinyl with no fur or textures. The six animals have clearly different front silhouettes, and the scale looks consistent.

**Findings:**

1. **Raccoon, pigeon and corgi are weak against the ground.** Evidence: in `phone-scale.png` the raccoon (grey-blue), the pigeon (blue-grey) and the grey-ish corgi shadow all sit close to the grey-blue street.
   - Fix: raise each one's luminance or hue contrast against the ground, with ΔL ≥ 25 (CIELAB) between body and street on the phone sheet.
   - Or add a darker or lighter outline or accent.

2. **The tuxedo-cat and raccoon are hard to tell apart from behind.** Evidence: in the phone sheet the cat is a dark blob with only a faint white patch. The raccoon is a round grey blob, and its ringed tail is the only cue.
   - Fix: give the cat a rear cue that reads at 60px, such as a tall curved tail with a white tip, or a white tail tip plus ear shapes.
   - Acceptance: a blind test at 60px where 5 of 6 rear views are named correctly.

3. **Several rears are generic round lumps.** Evidence: the duckling, corgi and pigeon backs read as rounded blobs.
   - Duckling: the tail and wing tuft are barely visible.
   - Corgi: the white tail dot is tiny.
   - Fix: exaggerate one rear identifier each, such as a duck tail flick, a bigger corgi butt-fluff or the pigeon's wing bars. Each should cover at least 8% of the silhouette's bounding width at 60px.

4. **Small features are lost at phone size.** Evidence: the pigeon's purple neck ring, the ear pinks and the eye dots vanish at phone scale.
   - Fix: any identity cue meant to be seen from behind must be at least 4px at 60px height.

5. **The squirrel's tail and the raccoon's pose are uneven.** Evidence: the squirrel's tail is oversized and reads as the whole animal from behind, which puts it out of scale with the others. The raccoon's tail is raised sideways in the front sheet.
   - Fix: the silhouette area of any single animal should stay within ±35% of the pack median.
   - Fix: use a neutral tail pose on all six.

codex
The lineup is complete. The small-scale review highlighted two useful improvements: a broader pigeon collar and a cat tail that sits farther outside the body silhouette. I’m making those final adjustments, then rerunning their checks and the lineup.

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exec
/bin/bash -lc "cp phone-scale.png phone-scale-before.png; cp front-contact.png front-contact-before.png; python3 - <<'PY'
p='build_critters.py';s=open(p).read()
s=s.replace(\"    sphere('NeckCollar',(0,.075,.64),(.224,.19,.175),'NeckPurple',16,10)\\n    sphere('GreenNeck',(0,.075,.698),(.229,.205,.135),'NeckGreen',16,8)\",\"    tube('TwoToneNeck',[(0,.04,.555,.175),(0,.04,.60,.225),(0,.04,.635,.238),(0,.04,.675,.24),(0,.04,.72,.219),(0,.04,.76,.185)],'NeckPurple',16,['NeckGreen'],[0,0,1,1,1])\")
s=s.replace(\"(.285,-.36,.48,.061),(.31,-.375,.66,.057),(.305,-.365,.80,.057),(.265,-.35,.865,.055),(.20,-.33,.865,.048),(.176,-.317,.827,.015)\",\"(.315,-.36,.48,.061),(.40,-.375,.66,.057),(.43,-.365,.80,.057),(.465,-.35,.865,.055),(.52,-.33,.865,.048),(.535,-.317,.827,.015)\")
s=s.replace(\"t=(i-(len(records)-1)/2)*1.28\",\"t=((len(records)-1)/2-i)*1.28\")
open(p,'w').write(s)
PY
timeout 30 scp build_critters.py gex44:/root/hop-critters/build_critters.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-critters/build_critters.py > pack-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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exec
/bin/bash -lc 'tail -n 8 pack-build.log; TZ=Europe/Paris date; cat critters.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
19:59:32 | INFO: Extracting primitive: WebbedFoot
19:59:32 | INFO: Primitives created: 4
19:59:32 | INFO: Finished glTF 2.0 export in 0.006258487701416016 s

19:59:33 | INFO: Data are loaded, start creating Blender stuff
19:59:33 | INFO: Blender create Mesh node WebbedFoot
19:59:33 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "duckling", "glb": "duckling.glb", "size_m": [0.69727, 0.834, 1.02845], "tris": 2856, "materials": ["Bill", "Down", "Eye", "Highlight"], "colors": {"Down": "#ffcf26", "Bill": "#f3932c", "Eye": "#17232e", "Highlight": "#fff7d6"}}
Mon Oct 12 19:59:35 CEST 2026
[
  {
    "slug": "raccoon",
    "glb": "raccoon.glb",
    "size_m": [
      0.71779,
      0.95348,
      1.021
    ],
    "tris": 2960,
    "materials": [
      "Fur",
      "FurDark",
      "Belly",
      "Eye"
    ],
    "colors": {
      "Fur": "#89949f",
      "FurDark": "#30343d",
      "Belly": "#f4efe1",
      "Eye": "#101722"
    }
  },
  {
    "slug": "pigeon",
    "glb": "pigeon.glb",
    "size_m": [
      0.59774,
      0.919,
      1.023
    ],
    "tris": 2936,
    "materials": [
      "Feet",
      "Feather",
      "NeckPurple",
      "NeckGreen",
      "Eye",
      "Beak"
    ],
    "colors": {
      "Feather": "#8195b0",
      "Eye": "#202935",
      "NeckGreen": "#368d77",
      "NeckPurple": "#73509c",
      "Feet": "#e991a6",
      "Beak": "#f9a545"
    }
  },
  {
    "slug": "tuxedo-cat",
    "glb": "tuxedo-cat.glb",
    "size_m": [
      0.69776,
      0.81649,
      1.05182
    ],
    "tris": 2940,
    "materials": [
      "Fur",
      "Belly",
      "Nose",
      "Eye"
    ],
    "colors": {
      "Fur": "#242933",
      "Belly": "#f6f0df",
      "Eye": "#0b121b",
      "Nose": "#efa0ae"
    }
  },
  {
    "slug": "corgi",
    "glb": "corgi.glb",
    "size_m": [
      0.67713,
      0.823,
      1.0816
    ],
    "tris": 2496,
    "materials": [
      "Fur",
      "Belly",
      "Ear",
      "Eye"
    ],
    "colors": {
      "Fur": "#d79043",
      "Belly": "#fff2d5",
      "Eye": "#1c212a",
      "Ear": "#b96048"
    }
  },
  {
    "slug": "duckling",
    "glb": "duckling.glb",
    "size_m": [
      0.69727,
      0.834,
      1.02845
    ],
    "tris": 2856,
    "materials": [
      "Bill",
      "Down",
      "Eye",
      "Highlight"
    ],
    "colors": {
      "Down": "#ffcf26",
      "Bill": "#f3932c",
      "Eye": "#17232e",
      "Highlight": "#fff7d6"
    }
  },
  {
    "slug": "squirrel",
    "glb": "squirrel.glb",
    "size_m": [
      0.75876,
      0.9126,
      1.04101
    ],
    "tris": 2828,
    "materials": [
      "Fur",
      "Belly",
      "Eye",
      "Tail"
    ],
    "colors": {
      "Fur": "#b9673e",
      "Tail": "#994726",
      "Belly": "#f7dfb5",
      "Eye": "#201923"
    }
  }
]

 succeeded in 36374ms:
context compacted
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exec
/bin/bash -lc 'tail -n 8 pack-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
19:59:42 | INFO: glTF import finished in 0.01s
19:59:42 | INFO: Data are loaded, start creating Blender stuff
19:59:42 | INFO: Blender create Mesh node PearBody
19:59:42 | INFO: glTF import finished in 0.01s
00:34.437  render           | Saved: '/root/hop-critters/lineup.png'
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)

Blender quit

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-critters/*.glb' 'gex44:/root/hop-critters/*.png' 'gex44:/root/hop-critters/*-record.json' 'gex44:/root/hop-critters/*-validation.json' 'gex44:/root/hop-critters/critters.json' ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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exec
/bin/bash -lc 'cat WORK_SCOPE.txt; cat critic-prompt.txt; /home/claude-agent/.claude/coord/coord --help' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
Hop City original vinyl hero pack. Started 12 Oct 2026, 19:44 CEST.
Deadline: 20:57 CEST (18:57 UTC), finish current hero then lineup and notes.
Deliver raccoon, pigeon, tuxedo-cat, corgi, duckling, squirrel in order.
Each: one untextured GLB mesh, <=3000 triangles, <=250000 bytes, <=6 materials.
Origin ground footprint centre, Y-up, +Z facing, metres, <=1m footprint, .8-1.1m height.
800x800 Cycles game camera 55deg down, 18deg right of rear; front three-quarter.
1600x800 lineup. JSON manifest and NOTES.md. Independent strict GLB audit.
Same script builds each from factory-empty scene, exports, fresh-scene imports and validates.
No runtime integration in this worker scope; integrating root owns game frames/fps.
Visual revision cap: three per hero. No bakes/textures in hero assets.
You are the independent visual critic for an original Hop City vinyl animal hero pack. Read these actual PNGs using Read: /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/front-contact.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/phone-scale.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/city-look.png. First sheet order: raccoon pigeon tuxedo-cat / corgi duckling squirrel. Second sheet same order across. Phone sheet shows real renders reduced to about 60-80px character height, rear camera 55deg down and 18deg to right. Scope: original cute chunky smooth vinyl heroes, no fur/textures/voxel, city contrast, distinct silhouettes and identities especially from behind, same toy scale. Technical metrics separately validated <=3000tris <=250KB <=6mats one mesh. No need to critique game UI or propose unrelated additions. At most 5 concrete findings with image evidence and measurable acceptance condition. Verdict PASS/REVISE/BLOCKED with evidence limits. You must read images; if unable, BLOCKED. Do not edit files or spawn agents. Keep under 350 words. Deadline 20:57 CEST today, this review bounded to 3min.
coord <verb> [args] — multi-session coordination (advisory)
  whoami | register "<task>" [--host gex44|ax42|local]
  check <host:path> [more...]            (exit 3 on conflict)
  claim <host:path> [--ttl 30m] [--note "..."] [--expect-md5 <sha>] [--owner <tag>]
  heartbeat
  release <host:path>... [--owner <tag>] [--force]
  release --all [--owner <tag>] [--force]
  note "<milestone>" | status | gc
Resources: EXACT file 'gex44:apps/x/f.py' or EXACT dir 'gex44:apps/x/'. No globs.

--owner <tag>       Tags a claim with a sub-identity (e.g. a subagent name or
                    a forge-agent task id) when several actors share one coord
                    token (sibling Claude subagents share ONE coord identity —
                    the ancestor-pid walk can't tell them apart). ALWAYS pass
                    it when you are one of several agents on the same session.
                    `release --owner <tag>` releases ONLY that tag's claims on
                    this token, leaving every other owner's claims (and every
                    other token's claims) untouched.
                    `whoami` lists the owner tags this token currently holds;
                    `status` shows the tag on every claim.

Owner-safety (2026-09-05, sibling-subagent hardening):
  - `release --all` with NO `--owner` REFUSES (exit 6) if this token holds
    ANY tagged claim — one foreign owner is already not yours to release, and
    that is exactly the bug (P2/P3, 09-03/04): a subagent's `release --all`
    silently dropped a SIBLING subagent's live claim. `--all --force` overrides
    and releases everyone's, with a warning naming the owners — a deliberate,
    named exception, never a default.
  - `release <path>...` with NO `--owner` REFUSES (exit 6) if any targeted
    claim carries an owner tag — name your own tag, or pass `--force` to
    release it anonymously by path.
  - `claim` with no `--owner`, on a token that already holds tagged claims,
    prints a one-line hint (never blocks) — you may be a second agent on a
    session that forgot to tag itself.
  LAW: an agent forked from a multi-agent task MUST claim --owner <task-tag>
  and release --owner <task-tag> — never `release --all` unless it is
  genuinely the only agent on the session.

--expect-md5 <sha>  Refuse the claim unless the file still matches the bytes
                    you read. A claim locks a FILE; it does NOT stop you
                    overwriting someone's work with a buffer you read an hour
                    ago. Pass the md5 of your copy and a stale base is caught
                    BEFORE you write. Exit 5 = stale base, 4 = could not verify
                    (fails closed — omit the flag to claim unchecked).
                      md5=$(ssh root@5.9.32.176 md5sum /home/claude-agent/\
                            forge-monorepo/apps/x/f.py | cut -d' ' -f1)
                      coord claim ax42:apps/x/f.py --expect-md5 "$md5"

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exec
/bin/bash -lc 'TZ=Europe/Paris date; cat critters.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
Mon Oct 12 20:01:48 CEST 2026
[
  {
    "slug": "raccoon",
    "glb": "raccoon.glb",
    "size_m": [
      0.71779,
      0.95348,
      1.021
    ],
    "tris": 2960,
    "materials": [
      "Fur",
      "FurDark",
      "Belly",
      "Eye"
    ],
    "colors": {
      "Fur": "#89949f",
      "FurDark": "#30343d",
      "Belly": "#f4efe1",
      "Eye": "#101722"
    }
  },
  {
    "slug": "pigeon",
    "glb": "pigeon.glb",
    "size_m": [
      0.59774,
      0.919,
      1.023
    ],
    "tris": 2936,
    "materials": [
      "Feet",
      "Feather",
      "NeckPurple",
      "NeckGreen",
      "Eye",
      "Beak"
    ],
    "colors": {
      "Feather": "#8195b0",
      "Eye": "#202935",
      "NeckGreen": "#368d77",
      "NeckPurple": "#73509c",
      "Feet": "#e991a6",
      "Beak": "#f9a545"
    }
  },
  {
    "slug": "tuxedo-cat",
    "glb": "tuxedo-cat.glb",
    "size_m": [
      0.69776,
      0.81649,
      1.05182
    ],
    "tris": 2940,
    "materials": [
      "Fur",
      "Belly",
      "Nose",
      "Eye"
    ],
    "colors": {
      "Fur": "#242933",
      "Belly": "#f6f0df",
      "Eye": "#0b121b",
      "Nose": "#efa0ae"
    }
  },
  {
    "slug": "corgi",
    "glb": "corgi.glb",
    "size_m": [
      0.67713,
      0.823,
      1.0816
    ],
    "tris": 2496,
    "materials": [
      "Fur",
      "Belly",
      "Ear",
      "Eye"
    ],
    "colors": {
      "Fur": "#d79043",
      "Belly": "#fff2d5",
      "Eye": "#1c212a",
      "Ear": "#b96048"
    }
  },
  {
    "slug": "duckling",
    "glb": "duckling.glb",
    "size_m": [
      0.69727,
      0.834,
      1.02845
    ],
    "tris": 2856,
    "materials": [
      "Bill",
      "Down",
      "Eye",
      "Highlight"
    ],
    "colors": {
      "Down": "#ffcf26",
      "Bill": "#f3932c",
      "Eye": "#17232e",
      "Highlight": "#fff7d6"
    }
  },
  {
    "slug": "squirrel",
    "glb": "squirrel.glb",
    "size_m": [
      0.75876,
      0.9126,
      1.04101
    ],
    "tris": 2828,
    "materials": [
      "Fur",
      "Belly",
      "Eye",
      "Tail"
    ],
    "colors": {
      "Fur": "#b9673e",
      "Tail": "#994726",
      "Belly": "#f7dfb5",
      "Eye": "#201923"
    }
  }
]

 succeeded in 12159ms:
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exec
/bin/bash -lc "python3 - <<'PY'
from PIL import Image,ImageDraw
import json,subprocess
s=json.load(open('critters.json'))
f=Image.new('RGB',(1200,800)); p=Image.new('RGB',(960,190),'#969da9'); d=ImageDraw.Draw(p)
for i,r in enumerate(s):
 slug=r['slug']; f.paste(Image.open(slug+'-front.png').resize((400,400)),((i%3)*400,(i//3)*400)); p.paste(Image.open(slug+'.png').resize((160,160)),(i*160,0)); d.text((i*160+8,170),slug,fill='black')
 with open(slug+'-audit.json','w') as out: subprocess.run(['python3','/home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py',slug+'.glb','--strict'],stdout=out,check=True)
f.save('front-contact.png'); p.save('phone-scale.png')
print([(r['slug'],r['tris'],r['size_m']) for r in s])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 1525ms:
[('raccoon', 2960, [0.71779, 0.95348, 1.021]), ('pigeon', 2612, [0.59774, 0.919, 1.023]), ('tuxedo-cat', 2940, [0.88943, 0.81761, 1.05182]), ('corgi', 2496, [0.67713, 0.823, 1.0816]), ('duckling', 2856, [0.69727, 0.834, 1.02845]), ('squirrel', 2828, [0.75876, 0.9126, 1.04101])]

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codex
All six final GLBs pass the geometry and file checks. The revised pigeon collar and cat tail read more clearly from the game camera. I’m checking the final package and recording the remaining visual limitations in `NOTES.md`.


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exec
/bin/bash -lc "timeout 180 claude-lean -p 'Read the final images /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/front-contact.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/phone-scale.png using Read. Independently assess six original chunky vinyl animal heroes, order raccoon pigeon tuxedo-cat corgi duckling squirrel, for species identity and rear-camera phone readability. Final revision broadened pigeon green/purple collar and moved cat upright white-tipped tail outward. Huge squirrel tail is an explicit requirement; faces need not be visible from behind. Hard technical gates separately pass. Give PASS or REVISE or BLOCKED with no more than three specific remaining visual findings; distinguish essential issues from optional refinements. Do not edit or delegate. 200 words maximum.' --model sonnet --effort low --tools Read --strict-mcp-config --mcp-config '{\"mcpServers\":{}}' > visual-critic-final.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
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exec
/bin/bash -lc 'cat pigeon-validation.json; cat pigeon-audit.json; tail -n 24 build_critters.py; /home/claude-agent/.claude/coord/coord whoami' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
{
  "passed": true,
  "record": {
    "slug": "pigeon",
    "glb": "pigeon.glb",
    "size_m": [
      0.59774,
      0.919,
      1.023
    ],
    "tris": 2612,
    "materials": [
      "Feet",
      "Feather",
      "NeckPurple",
      "NeckGreen",
      "Eye",
      "Beak"
    ],
    "colors": {
      "Feather": "#8195b0",
      "Eye": "#202935",
      "NeckGreen": "#368d77",
      "NeckPurple": "#73509c",
      "Feet": "#e991a6",
      "Beak": "#f9a545"
    }
  },
  "bytes": 54180,
  "bounds_gltf": [
    [
      -0.29887133836746216,
      0,
      -0.4595000147819519
    ],
    [
      0.29887133836746216,
      1.0230000019073486,
      0.4595000147819519
    ]
  ],
  "origin": [
    0,
    0,
    0
  ],
  "forward_nose_gltf": [
    -6.609385816425117e-10,
    0.8009999990463257,
    0.35450005531311035
  ],
  "mesh_objects": 1,
  "textures": 0,
  "fresh_scene_reimport": true
}{
  "file": "pigeon.glb",
  "sha256": "67318969cf960676667b56f93e07c369d8197ac5f7b257a6da821222b267a91c",
  "bytes": 54180,
  "primitive_count": 6,
  "material_count": 6,
  "embedded_images": 0,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "PinkFoot",
      "primitive": 0,
      "triangles": 240,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PinkFoot",
      "primitive": 1,
      "triangles": 1400,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PinkFoot",
      "primitive": 2,
      "triangles": 78,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PinkFoot",
      "primitive": 3,
      "triangles": 110,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PinkFoot",
      "primitive": 4,
      "triangles": 424,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "PinkFoot",
      "primitive": 5,
      "triangles": 360,
      "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": 2612,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

def manifest():
    records=[json.loads((OUT/f'{s}-record.json').read_text()) for s in SLUGS if (OUT/f'{s}-record.json').exists()]
    (OUT/'critters.json').write_text(json.dumps(records,indent=2)+'\n')
    return records

def lineup():
    reset();records=manifest()
    # Match the game azimuth: a row perpendicular to the viewing direction.
    az=math.radians(18)
    for i,r in enumerate(records):
        bpy.ops.import_scene.gltf(filepath=str(OUT/r['glb']))
        t=((len(records)-1)/2-i)*1.28
        for o in bpy.context.selected_objects:o.location=(t*math.cos(az),-t*math.sin(az),0)
    cam=stage(True);camera(cam,lineup=True);bpy.context.scene.render.filepath=str(OUT/'lineup.png');bpy.ops.render.render(write_still=True)

def main():
    args=sys.argv[sys.argv.index('--')+1:] if '--' in sys.argv else []
    targets=args or SLUGS
    if targets==['lineup']:lineup();return
    for slug in targets:
        reset();BUILDERS[slug]();ob,record=finish(slug);render(slug);manifest();print('DELIVERABLE_READY',slug,flush=True)
    if not args:lineup()
if __name__=='__main__':main()
2993091:1738068998
owners held: (none)

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exec
/bin/bash -lc "python3 - <<'PY'
import json, pathlib, hashlib
from PIL import Image
p=pathlib.Path('.'); records=json.load(open('critters.json')); reports=[]
assert len(records)==6
for r in records:
 s=r['slug']; v=json.load(open(s+'-validation.json')); a=json.load(open(s+'-audit.json')); data=(p/r['glb']).read_bytes()
 assert v['passed'] and v['record']==r and a['findings']==[]
 assert a['triangles']==r['tris']<=3000 and len(data)<=250000 and len(r['materials'])<=6
 assert a['sha256']==hashlib.sha256(data).hexdigest() and v['bytes']==len(data)
 assert max(r['size_m'][:2])<=1 and .8<=r['size_m'][2]<=1.1
 for suffix in ['.png','-front.png']: assert Image.open(s+suffix).size==(800,800)
 reports.append({'slug':s,'bytes':len(data),'triangles':r['tris'],'sha256':a['sha256'],'passed':True})
assert Image.open('lineup.png').size==(1600,800)
summary={'passed':True,'source_sha256':hashlib.sha256((p/'build_critters.py').read_bytes()).hexdigest(),'clean_run_log':'pack-build.log','heroes':reports}
(p/'delivery-check.json').write_text(json.dumps(summary,indent=2)+'\\n')
print(json.dumps(reports,indent=2))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
[
  {
    "slug": "raccoon",
    "bytes": 59884,
    "triangles": 2960,
    "sha256": "6615854ceafe9762b30cb7f17f5c3d65ada40baf0b684cfc2de35951d372ca3a",
    "passed": true
  },
  {
    "slug": "pigeon",
    "bytes": 54180,
    "triangles": 2612,
    "sha256": "67318969cf960676667b56f93e07c369d8197ac5f7b257a6da821222b267a91c",
    "passed": true
  },
  {
    "slug": "tuxedo-cat",
    "bytes": 57748,
    "triangles": 2940,
    "sha256": "e381a8e3ab87edc5c7e6ff33597d41abce2dffaccdb996f176a59193e90a1fa3",
    "passed": true
  },
  {
    "slug": "corgi",
    "bytes": 49852,
    "triangles": 2496,
    "sha256": "14378358682be65e55ba27af9deaa66b5651772c800154bbf83bff73d7a7b770",
    "passed": true
  },
  {
    "slug": "duckling",
    "bytes": 55572,
    "triangles": 2856,
    "sha256": "7cb908b81cbd78dd3ee4e151b32f02b473d897257d4f1ac9ff25d4e2f7e8a9a3",
    "passed": true
  },
  {
    "slug": "squirrel",
    "bytes": 55308,
    "triangles": 2828,
    "sha256": "58f65af3b394c43cc5291df4302aecc064a3aa4eb69ae8e4cad233c42c91d3cb",
    "passed": true
  }
]

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/bin/bash -lc "df -h /; rg --files -g '*pyc' -g 'NOTES.md'; /home/claude-agent/.claude/coord/coord status" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  135G  9.1G  94% /
=== sessions ===
  [alive] 1153004:1717757612  Claude Code session  ()
  [alive] 1208112:1658530799  Claude Code session  ()
  [alive] 1335028:1631140493  Claude Code session  ()
  [alive] 1558502:1617678053  Claude Code session  ()
  [alive] 1561985:1718503986  Claude Code session  ()
  [alive] 162504:1727381278  Claude Code session  ()
  [alive] 18278:1714399856  Claude Code session  ()
  [alive] 2055176:1719266109  Claude Code session  ()
  [alive] 223906:1684030292  Claude Code session  ()
  [alive] 2278966:1735022578  Claude Code session  ()
  [alive] 2314503:1565741435  Claude Code session  ()
  [alive] 3169652:1651719239  Claude Code session  ()
  [alive] 4013783:1625028676  Claude Code session  ()
  [alive] 4056350:1625091145  Claude Code session  ()
  [alive] 4146838:1714203358  Claude Code session  ()
  [alive] 4153283:1714217907  Claude Code session  ()
  [alive] 423987:1627206825  Claude Code session  ()
  [alive] 440828:1627296141  Claude Code session  ()
  [alive] 89945:1625518888  Claude Code session  ()
  [alive] claude-sonnet-2728807:1441793758  Claude Code session  ()
  [alive] claude-sonnet-2995797:1738080393  Claude Code session  ()
  [alive] claude-sonnet-4001920:1625012046  Claude Code session  ()
  [alive] claude-sonnet-4022476:1625038977  Claude Code session  ()
  [alive] codex-gpt-5.6-sol-3529165:1409276146  You are working in a git worktree of the forge-monorepo, branched from p2/codex-adapter. This repo is a WORKBENCH MIRROR of the real ax42 Engine host tree — you will NOT deploy, SSH anywhere, or touch  ()
  [alive] codex-gpt-6-astra-3677556:1557057246  You are the Astra AUTHOR seat of Forge's designated composite 3D recipe (V4.6 freezes Astra pen + DeepSeek exact-edit tail; NOT Engine tenant composite-auto). Build original convincing first-person ta  ()
  [alive] codex-gpt-6-astra-3884657:1557574497  You are the Astra author seat of user-requested COMPOSITE 3D lane. Build ONE Halcyon first-person hands proof with the supplied Cransh authored FBX. Work in your isolated worktree; do not deploy. No s  ()
  [alive] codex:gpt-5.6-luna:3296135:1788529417  Run 'sleep 60' in the shell then reply with the word DONE.  ()
  [alive] deepseek-deepseek-flash-1604500:1468734044  Claude Code session  ()
  [alive] deepseek-deepseek-flash-2206615:1518663408  Claude Code session  ()
  [alive] deepseek-deepseek-flash-3478594:1476172879  Claude Code session  ()
  [alive] deepseek-deepseek-flash-3574350:1476435900  Claude Code session  ()
  [alive] gemini-proxy-forge-build-gemini-38flash-3153991:1506259864  You are the pass 2 adversarial reviewer of an engineering blueprint (revised after pass 1). Context: OhMyUnicorn Forge builds and deploys web apps for regular users from a brief through an AI pipeline  ()
  [alive] gemini-proxy-forge-build-gemini-38flash-3168945:1506321383  You are the pass 2 adversarial reviewer of an engineering blueprint (revised after pass 1). Context: OhMyUnicorn Forge builds and deploys web apps for regular users from a brief through an AI pipeline  ()
  [alive] unreal-gpt-6-astra-2421694:1608656741  You are worker WM on MÖBELKRIG, Forge's flat-pack furniture store FPS (three.js, no build step). The end boss STORKUND is a 9 m furniture golem. In your worktree read briefs-rework/WM-model.md and do   ()
  [alive] unreal-gpt-6.1-sol-2862176:1708978510  You are W-GRASS7. Repo forge-assets (your worktree). The settlement renderer (omg/kit/building/settlement-render.mjs, the
page browse/settlement.html, its copy browse/building/) draws villages, towns   ()
=== claims ===
  gex44:/root/hop-critters/ [exclusive] by 2993091:1738068998 held 1083s exp 716s :: 
  gex44:/root/hop-street/ [exclusive] by 2993092:1738068998 held 1089s exp 6110s :: 
  local:/home/claude-agent/forge-build/fge-hop/ [exclusive] by 2055176:1719266109 held 1212s exp 587s :: Claude Code session
  local:/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/ [exclusive] by 2993091:1738068998 held 1083s exp 716s :: 
  local:/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/ [exclusive] by 2993092:1738068998 held 1090s exp 6109s :: 
=== recent milestones ===

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exec
/bin/bash -lc 'cat visual-critic-final.txt; ls -la __pycache__' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
**Verdict: PASS**

All six are distinct in silhouette and colour. In the phone-scale strip each is identifiable by its colour and one standout feature.

**Species identity (front contact):**
- The raccoon's mask and ringed tail read clearly.
- The tuxedo cat's black body, white chest and paws, and upright white-tipped tail read clearly.
- The squirrel's huge tail is obvious.
- The pigeon is acceptable.
- The corgi, duckling and raccoon all read.

**Phone rear view:**
- Squirrel: the big red tail is the strongest read.
- Raccoon: the ringed tail reads.
- Cat: the black body plus white tail tip reads.
- Duckling: a yellow blob that is clearly a duckling.

**Remaining findings, all optional:**
1. **Pigeon, rear:** the teal collar is the only cue, and the head/body split is faint. Darker wing bars or a more visible tail would help. This is the weakest of the six.
2. **Corgi, rear:** it is a generic orange blob, and only the white rump patch keeps it from looking like a fox or hamster. A slightly bigger white rump or a stubby tail would help.
3. **Cat, rear:** the tail is thin at phone size, and the white tip is only a few pixels. A slightly thicker tail or bigger tip would help.

None of these is essential. The squirrel tail requirement is met.
total 52
drwxrwxr-x 2 claude-agent claude-agent  4096 Oct 12 17:47 .
drwxrwxr-x 3 claude-agent claude-agent  4096 Oct 12 18:02 ..
-rw-rw-r-- 1 claude-agent claude-agent 42388 Oct 12 17:47 build_critters.cpython-312.pyc

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import json
records=json.load(open('critters.json'))
descriptions={'raccoon':'Default grey raccoon, black mask, white muzzle/brows and continuous ringed tail','pigeon':'Plump blue-grey pigeon, green/purple collar, dark wing bars, pink feet and orange eye rings','tuxedo-cat':'Black-and-white cat, white bib/paws/muzzle, pink nose and upright curled white-tipped tail','corgi':'Tan-and-white corgi, tall ears, short legs, continuous white blaze and stubby white tail','duckling':'Yellow duckling, orange flat bill/webbed feet, wing nubs and head tuft','squirrel':'Red-brown squirrel, cream belly and large upright curved plume within the footprint'}
lines=['# Hop City hero pack','','All six delivered from the final clean, no-argument run of "'`build_critters.py` on Blender 5.2, 12 October 2026.'"','']
for r in records:
 colors=', '.join(k+' '+v for k,v in r['colors'].items())
 lines.append('- **'+r['slug']+'** — '+descriptions[r['slug']]+f\"; {r['tris']:,} triangles; \"+colors+'.')
lines+=['','## Contract and verification','','Each GLB contains one joined mesh object with identity transforms, no armature, animation, cameras, lights, empties or textures. Multiple colour material primitives are intentional. Origin is the full footprint bounding-box centre at ground level; glTF +Y is up and +Z is forward. Dimensions in "'`critters.json` are [width, depth, height] in metres. All six share a roughly one-metre toy scale.'"','','Every exported GLB was re-imported into a fresh Blender scene and checked for object count, origin, bounds, height, facing, material count and triangles. An independent strict binary audit found no degenerate triangles, nonfinite attributes or other findings. See "'`*-validation.json`, `*-audit.json` and hash-bound `delivery-check.json`. All GLBs are 49,852–59,884 bytes, below the 250 KB limit.'"','','"'`<slug>.png` is the 800×800 Cycles game view (55° down, 18° to the right of rear); `<slug>-front.png` is the front three-quarter view. Individual views include asphalt, a white road line and a faint 2 m ground square. `lineup.png` is 1600×800, in requested hero order. Stage materials and lights are not exported. `phone-scale.png` shows the game renders reduced to phone character size.'"','','## What still looks weak','','- Pigeon: the green collar is its strongest rear cue; the blue-grey head/body separation and wing bars are subtler at 60 px. Iridescence is suggested with flat green/purple colours, not an angle-dependent shader.','- Corgi: the orange body, white crown blaze and white stub tail read clearly, but the rear silhouette is less species-specific than its front.','- Cat: the upright tail and white tip are visible from behind but thin at phone size.','- All: tiny eye highlights and ear interiors disappear at phone scale; slight silhouette faceting is possible in close-ups at this triangle budget.','- Final independent visual review passed, with the pigeon, corgi and cat observations above treated as optional refinements ("'`visual-critic-final.txt`). Actual three.js city frames and device frame rate were not tested by this asset worker; inspect final lighting and contrast during integration.'"','','## Rebuild','','Run from any empty output directory containing the script:','','"'```sh'"','blender -b --python-exit-code 1 --python build_critters.py','"'```'"','','The default command resets to an empty scene for each hero, exports, validates, renders both views, writes the manifest, then renders the lineup. Append "'`-- raccoon` (or another slug) to rebuild one hero, or `-- lineup` to render the lineup from existing GLBs. The script has no third-party Python dependencies. `pack-build.log` records the final complete run.'"','','Workspace disk at delivery: 9.1 GB free (94% used). No unrelated files were removed.','']
Path('NOTES.md').write_text('\\n'.join(lines))
cache=Path('__pycache__/build_critters.cpython-312.pyc')
if cache.exists(): cache.unlink()
try: Path('__pycache__').rmdir()
except OSError: pass
print('NOTES.md written; task bytecode cache removed.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
NOTES.md written; task bytecode cache removed.

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/bin/bash -lc "/home/claude-agent/.claude/coord/coord note 'Hop City six hero GLBs, 12 Cycles previews, lineup, generator, manifest and notes delivered in hop-critters-v1. Clean rebuild and fresh re-import validation pass; strict binary audits pass; final independent visual review PASS.'" in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
noted

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hook: PreToolUse Completed
exec
/bin/bash -lc '/home/claude-agent/.claude/coord/coord release local:/home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1/ gex44:/root/hop-critters/' in /home/claude-agent/forge-build/forge-assets/jobs/hop-critters-v1
 succeeded in 0ms:
released 2

codex
Delivered all six heroes, both previews each, and the lineup.

- [Lineup](lineup.png)
- [Manifest](critters.json)
- [Rebuild script](build_critters.py)
- [Notes and remaining weaknesses](NOTES.md)

All GLBs passed fresh-scene reimport checks and strict audits: **2,496–2,960 triangles**, **50–60 KB**, correct scale, origin and axes. Final independent visual review passed.

Actual game integration remains untested. Workspace disk: **9.1 GB free**.
tokens used
153,853
Delivered all six heroes, both previews each, and the lineup.

- [Lineup](lineup.png)
- [Manifest](critters.json)
- [Rebuild script](build_critters.py)
- [Notes and remaining weaknesses](NOTES.md)

All GLBs passed fresh-scene reimport checks and strict audits: **2,496–2,960 triangles**, **50–60 KB**, correct scale, origin and axes. Final independent visual review passed.

Actual game integration remains untested. Workspace disk: **9.1 GB free**.
