Reading prompt from stdin...
OpenAI Codex v0.161.0
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workdir: /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a12b8f-cfe3-7c13-a247-adf2cdbe9134
--------
user
Build modern German Leopard 2A6 style main battle tank: wedge-shaped add-on turret front armour (arrowhead), long 120 mm L/55 smoothbore gun with fume extractor, heavy front side skirts and lighter rear skirts, turret stowage bins and rear basket, smoke launchers on the turret sides, seven road wheels per side (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference
images in this directory with your image tool first: sheet.jpg. It must look like a real object from a modern
third-person game up close: never blocky, never toy-like, never flat colours.

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/leopard2-tank-v1`, scp scripts and any textures to gex44:/root/fal-author/leopard2-tank-v1/, scp renders back here, then
LOOK at them with your image tool). Iterate until the renders match the references: silhouette, proportions, every
named part, materials. Only one Blender job on the GPU box at a time from you.

Quality bar:
- Real dimensions in metres: 10.97 m long with the gun forward (hull 7.72 m), 3.75 m wide, 3.03 m high.
- Construction detail as geometry where it shapes the silhouette or catches light: bevelled edges everywhere (no razor
  box edges), real thickness, frames around openings, trims, rails, fittings, bolts, ropes, cables, small parts. No
  z-fighting, no gaps, nothing floating, smooth shading on round parts.
- Photographic materials: use CC0 Poly Haven textures (download 1k or 2k jpg maps from https://dl.polyhaven.org/file/
  ph-assets/Textures/jpg/<res>/<id>/<id>_<map>_<res>.jpg, maps diff, nor_gl, arm; pick ids by browsing
  https://api.polyhaven.com/assets?t=textures) mixed with node detail (rust streaks, grime, moss, edge wear, salt), then
  BAKE each material's result with Cycles to image textures (base colour, normal, ORM) so it survives glTF export.
  List every Poly Haven id you used in NOTES.md (licence evidence). No other image sources.
- Budget: 80k to 140k triangles, at most 10 materials, texture images at most 2048 px, GLB at most 12 MB.

Export contract (glTF binary .glb, Y up, metres): Gun forward toward +Z, up = +Y, +X = the tank's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane at the centre of the hull footprint. Tracks touch y = 0. Turret straight ahead, gun level. Apply transforms and modifiers. No cameras, lights or
helpers in the GLB. GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. RIG. Separate named mesh nodes: Hull (everything fixed to the hull), Turret (origin ON the turret ring's vertical axis, turns about Y), Gun (child of Turret: the mantlet, origin on the trunnion axis, elevates about X), Barrel (child of Gun: the tube forward of the mantlet, origin on the bore axis where it leaves the mantlet: a game slides it back along the bore for recoil), empty Muzzle (barrel tip, child of Barrel), MG (roof machine gun, child of Turret, origin at its pivot) where the type has one, Track_L, Track_R (the track belts: their texture V coordinate runs ALONG the track, once round the loop, so a game scrolls or deforms it to animate; links modelled as geometry), every road wheel, sprocket, idler and return roller as its own node Wheel_L1..Wheel_Ln and Wheel_R1..Wheel_Rn (front to back, origin at its hub, spin about X). Crew hatches as their own nodes, origin on the hinge line, closed: Hatch_Commander, Hatch_Driver and Hatch_Loader where the type has them, with a dark crew space modelled just under each so an open hatch shows depth, not a hole to nowhere. Empty nodes (no mesh): Seat_Commander (head-out hatch point), Seat_Driver, Exhaust, Light_Head_L, Light_Head_R, Fx_Engine (centre of the engine deck: where a game puts fire and smoke), Fx_Ammo (inside the hull where the ammunition burns), Fx_Hatch (top of the commander hatch: flame jet). Lamps: material "Lamps". PAINT CONTRACT (how games get variants of one model): the main paint lives in ONE material named exactly "Paint". Its base colour TEXTURE holds only light neutral detail (near white, with grey grime, mud, dust, soot, rain streaks, panel lines, chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.09, 0.12, 0.07] (NATO green). A game changes that factor, so nothing else (rubber, metal, tracks, glass, lamps, weapons, interior) may use Paint. Matte military paint: no clearcoat. In nodes.json add "paints": six real paints for this model as linear RGB triples with names, the default first, chosen from: olive drab, NATO green, desert tan, field grey, winter white, dark green-black, sand, forest green, dark yellow, panzer grey, khaki brown; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. DESTRUCTIBLE TANK (library contract tank-damage/v1). Games show this tank healthy, hit, stripped of its panels, immobilised, gun knocked out, and as a burnt wreck, only by showing and hiding named nodes. So deliver TWO GLBs in the same frame, origin and scale. FILE A, leopard2-tank.glb = the healthy tank with the rig above. In it every bolt-on item is its OWN mesh node named Part_<Name>, never merged into Hull or Turret, with its origin at its own centre (a game hides it, or throws it as debris): side skirt / armour plates one node per plate (Part_Skirt_L1.. front to back, Part_Skirt_R1..), fenders and mudguards (Part_Fender_FL, _FR, _RL, _RR), stowage boxes, tool sets, fuel drums or jerrycans, exhaust mufflers and shrouds, engine deck grilles, lamp guards, spare track links, tow cable, unditching beam, antennas, smoke launchers; turret items are children of Turret (Part_Turret_<Name>: bins, bustle rack, cupola ring, sights, extra plates). Use what this type really carries: at least 14 Part_ nodes, spread over all four sides and the turret, big enough that removing them clearly changes the silhouette. UNDER every Part the Hull / Turret surface is complete and detailed (mounting brackets, bolt bosses, weld seams, unfaded paint patch; behind skirts the return rollers and upper track run): hiding a Part must never show a hole, a missing face or empty space. FILE B, leopard2-tank-damage.glb = ONLY the damage pieces (a game keeps them hidden until needed). Exactly four top-level nodes: (1) Hull_Damage, an empty at the origin, with children: Dmg_<Name> for at least 8 of the hull Parts (the SAME part in place but battle-damaged: bent, torn open, shot through with curled edges, half hanging, scorched; same origin as its Part, so a game swaps Part_X for Dmg_X); Scar_Hull_Front, Scar_Hull_L, Scar_Hull_R, Scar_Hull_Rear (hit marks for that armour face: 3 to 5 impacts each, real geometry hugging the armour 2 to 4 mm proud, no z-fighting: gouges of bright bare steel, ricochet furrows, one penetration hole with a petalled raised rim and a black inside, a soot fan around them); Track_L_Broken and Track_R_Broken (that track thrown: snapped at the front, the upper run fallen off the wheels, the loose end lying flat on the ground at y = 0 ahead of or behind the tank; a game shows it instead of Track_L / Track_R). (2) Turret_Damage, an empty exactly at the Turret origin, with children: Dmg_Turret_<Name> twins (at least 3), Scar_Turret_Front, Scar_Turret_L, Scar_Turret_R, Scar_Turret_Rear, and Gun_Broken (origin exactly at the Gun origin: the mantlet with the barrel burst and peeled open at mid length, or bent down; shown instead of Gun). (3) Wreck_Hull, at the origin: the whole hull knocked out and burnt out as ONE mesh, wheels and tracks included: paint burnt off to grey scale, rust and soot (material "Burnt", never Paint), engine deck ruptured upward, hatches blown open, several plates missing or hanging, rubber burnt off the road wheels, suspension sagged about 5 cm, tracks slack and one broken; the open turret ring well is modelled, with a dark burnt interior. (4) Wreck_Turret, origin exactly at the Turret origin (a game leaves it in place, sets it askew, or blows it off beside the hull): the burnt turret with its gun drooped to full depression and hatches open; its underside is closed, with the turret ring and basket stub modelled, because it may lie upside down. Build the damage from copies of your healthy meshes (deform, cut, boolean, decimate) so everything lines up. Budget of file B: at most 110k triangles (the wreck about 40 percent of the healthy count); materials Paint (same texture and factor as file A: the recolour must follow), Burnt, Scars (bare steel and soot), TrackSteel, Rubber; its textures at most 512 px except Paint. PROOF: render states.png, a 3x2 grid of the same 3/4 front view, built by importing BOTH exported GLBs into an empty scene: 1 healthy; 2 hit (every Scar_ node shown, six Parts swapped for their Dmg_ twins); 3 stripped (every Part_ hidden, no twins: the bare tank must still look finished); 4 immobilised (Track_L_Broken instead of Track_L, Gun_Broken instead of Gun); 5 wreck (only Wreck_Hull + Wreck_Turret); 6 wreck with Wreck_Turret blown off, lying beside the hull. LOOK at it with your image tool and fix what reads badly. In nodes.json add "damage": {"parts": [{"part", "twin" or null}], "scars": [...], "broken": {...}, "wreck": [...]} and list the nodes of both files. No national insignia, crosses, stars, roundels, flags, unit badges, serial numbers or any text: games give these to their own factions. No manufacturer logos. MOVING PARTS: never apply transforms to a moving node: each turret, gun, barrel, wheel and hatch keeps its object origin ON its own pivot (turret ring axis, gun trunnion, bore axis, wheel centre, hinge line). Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete healthy GLB within about 30 minutes, the damage file by about 60 minutes, then use what is left of about 75 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. 
Deliver in this directory: leopard2-tank.glb; build_leopard2-tank.py (ONE script that builds the whole asset from an empty scene,
downloads/loads its textures, bakes and exports: the GLB you deliver must come from a clean run of it); final.png
(1920x1080 Cycles render, 3/4 front view, soft daylight); side.png (orthographic side); clay.png (same view as final,
plain grey material); nodes.json (every node name with world position + overall bounding box); NOTES.md (6 lines:
what you made, triangle count, materials, texture sizes, Poly Haven ids, what still differs from the references).
Stop when you judge it matches the references and would not look out of place in a modern realistic game.

warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
codex
I’ll inspect the reference and Forge rules, then build and validate the healthy tank, damage variants, and exported rig. I’m using the Blender game-assets skill for the modeling 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/leopard2-tank-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No MCP, no resume yet. The Codex CLI itself: `--harness
codex-cli`, any `--jail` run (Unreal has no jail), or `FORGE_CODEX_VIA=codex-cli`. Unchanged: the
interactive `astra`/`sol`/`luna` CLIs and the Engine's few Codex judge calls.
Memory `reference_unreal_agent_harness_assessment_2026_09_22.md`.

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

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

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

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

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

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

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

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

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

## Personal substrate skills

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

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 9. Traps

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

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

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

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

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

## Attribution

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

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

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/home/claude-agent/forge-build/forge-assets/browse/kits/medieval-church/kit.glb
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/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/city-aerial.png
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/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/after/town-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/church.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/city-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/village-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/street.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/before/yard.png
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/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/interaction-probe.py
/home/claude-agent/forge-build/forge-assets/browse/kits/modern/kit.glb
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/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/market-counter.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6-EVIDENCE/close/village-orchard.png
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/home/claude-agent/forge-build/forge-assets/browse/kits/medieval-trades/kit.glb
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/home/claude-agent/forge-build/forge-assets/omg/kit/building/test/town-grass-gpu.py
/home/claude-agent/forge-build/forge-assets/browse/kits/medieval-town-v2/kit.glb
/home/claude-agent/forge-build/forge-assets/omg/factory/test_ohmygames_library.py
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/home/claude-agent/forge-build/forge-assets/W-ROADS6b-final-evidence/town-hill-1-real-junction.png
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/home/claude-agent/forge-build/forge-assets/W-LIFE6b-EVIDENCE/after/city-aerial.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6b-EVIDENCE/after/town-shop.png
/home/claude-agent/forge-build/forge-assets/W-LIFE6b-EVIDENCE/after/town-aerial.png
/home/claude-agent/forge-build/forge-assets/tools/gpu/compare_probe.py

hook: PreToolUse
hook: PreToolUse
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hook: PreToolUse Completed
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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 9. Traps

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

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

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

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

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

## Attribution

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

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

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exec
/bin/bash -lc 'for p in /home/claude-agent/forge-build/AGENTS.md /home/claude-agent/forge-build/forge-assets/AGENTS.md /home/claude-agent/forge-build/forge-assets/jobs/AGENTS.md; do if test -f "$p"; then cat "$p"; fi; done
cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md
ls -la
ssh gex44 '"'pgrep -af blender || true'
date -u" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 604ms:
<!-- 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.
total 808
drwxrwxr-x  2 claude-agent claude-agent   4096 Oct 11 15:23 .
drwxrwxr-x 94 claude-agent claude-agent   4096 Oct 11 15:20 ..
-rw-rw-r--  1 claude-agent claude-agent  11199 Oct 11 15:23 PROMPT.txt
-rw-rw-r--  1 claude-agent claude-agent 109769 Oct 11 15:23 astra.log
-rw-rw-r--  1 claude-agent claude-agent   8887 Oct 11 15:20 job.json
-rw-rw-r--  1 claude-agent claude-agent 671472 Oct 11 15:21 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent     48 Oct 11 15:21 sheet.log
-rw-rw-r--  1 claude-agent claude-agent    901 Oct 11 15:20 sheet_prompt.txt
-rw-rw-r--  1 claude-agent claude-agent     21 Oct 11 15:23 started.txt
18867 python3 /opt/astra-blender/blender_exec_server.py
18880 python3 /opt/astra-blender/blender_exec_server.py
40540 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 5; done; echo BLENDER_DONE; cat optimize_run7.log
87189 bash -c cd /root/room-fit-pack/prop-lane && while pgrep -f blender >/dev/null 2>&1; do sleep 4; done; echo BLENDER_DONE; cat optimize_run8.log
989925 bash -c pgrep -af blender || true
2433489 bash -c while pgrep -f "blender.real -b --factory-startup --python-exit-code 1 --python /root/tideglass-fps-weapons-20260917/build_fps_weapons.py -- RENDER" >/dev/null; do sleep 5; done; echo render-complete; stat -c "%n %s %y" /root/tideglass-fps-weapons-20260917/renders/rifle_beauty_stock.png /root/tideglass-fps-weapons-20260917/renders/pistol_beauty_hero.png
3939376 python3 /opt/astra-blender/blender_exec_server.py
Sun Oct 11 15:23:53 UTC 2026

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exec
/bin/bash -lc "ssh gex44 mkdir -p /root/fal-author/leopard2-tank-v1
python3 - <<'PY'
import requests
j=requests.get('https://api.polyhaven.com/assets?t=textures').json()
print([(k,v.get('name')) for k,v in j.items() if any(s in k for s in ['metal','paint','rubber'])][:80])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 930ms:
[('black_painted_planks', 'Black Painted Planks'), ('blue_metal_plate', 'Blue Metal Plate'), ('blue_painted_planks', 'Blue Painted Planks'), ('box_profile_metal_sheet', 'Box Profile Metal Sheet'), ('concrete_floor_painted', 'Concrete Floor Painted'), ('distressed_painted_planks', 'Distressed Painted Planks'), ('green_metal_rust', 'Green Metal Rust'), ('metal_grate_rusty', 'Metal Grate Rusty'), ('metal_plate', 'Metal Plate'), ('metal_plate_02', 'Metal Plate 02'), ('painted_brick', 'Painted Brick'), ('painted_concrete', 'Painted Concrete'), ('painted_concrete_02', 'Painted Concrete 02'), ('painted_metal_shutter', 'Painted Metal Shutter'), ('painted_plaster_wall', 'Painted Plaster Wall'), ('painted_worn_brick', 'Painted Worn Brick'), ('peeling_painted_wall', 'Peeling Painted Wall'), ('rubber_tiles', 'Rubber Tiles'), ('rubberized_track', 'Rubberized Track'), ('rusty_metal', 'Rusty Metal'), ('rusty_metal_02', 'Rusty Metal 02'), ('rusty_metal_03', 'Rusty Metal 03'), ('rusty_metal_04', 'Rusty Metal 04'), ('rusty_metal_05', 'Rusty Metal 05'), ('rusty_metal_grid', 'Rusty Metal Grid'), ('rusty_metal_sheet', 'Rusty Metal Sheet'), ('rusty_metal_shutter', 'Rusty Metal Shutter'), ('rusty_painted_metal', 'Rusty Painted Metal'), ('wood_peeling_paint_weathered', 'Wood Peeling Paint Weathered')]

codex
The reference’s defining features are the long, low hull, seven exposed road wheels, broad arrowhead turret cheeks, and extended L/55 barrel. I’ll build the complete hull and suspension beneath the removable panels so the stripped state remains convincing.

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/bin/bash -lc "cat > /tmp/leopard-preflight.py <<'PY'
import bpy
bpy.ops.wm.read_factory_settings(use_empty=True)
s=bpy.context.scene;s.render.engine='CYCLES';s.cycles.samples=1
p=bpy.context.preferences.addons['cycles'].preferences
p.compute_device_type='OPTIX';p.get_devices()
for d in p.devices:d.use=d.type"'!='"'CPU'
s.cycles.device='GPU'
bpy.ops.mesh.primitive_plane_add();o=bpy.context.object
m=bpy.data.materials.new('probe');m.use_nodes=True;o.data.materials.append(m)
i=bpy.data.images.new('probe',32,32);n=m.node_tree.nodes.new('ShaderNodeTexImage');n.image=i;m.node_tree.nodes.active=n
bpy.ops.object.bake(type='DIFFUSE',pass_filter={'COLOR'})
bpy.ops.export_scene.gltf(filepath='/tmp/leopard-probe.glb',export_format='GLB')
bpy.ops.object.delete();bpy.ops.import_scene.gltf(filepath='/tmp/leopard-probe.glb')
print('PREFLIGHT_OK',[(d.name,d.use) for d in p.devices])
PY
scp /tmp/leopard-preflight.py gex44:/root/fal-author/leopard2-tank-v1/preflight.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/preflight.py' > /tmp/leopard-preflight.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 2366ms:
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/bin/bash -lc "cat > build_leopard2-tank.py <<'PY'
\"\"\"Leopard 2A6 style tank / tank-damage/v1. Blender 5.2; metres.
Run with Blender -b --python-exit-code 1 --python this_file.py.
All geometry is authored afresh. Photographic sources: Poly Haven CC0.
\"\"\"
import bpy, bmesh, math, os, json, random, struct, urllib.request, sys
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin, cos, pi
import numpy as np
ROOT=Path(__file__).resolve().parent
CACHE=ROOT/'textures';CACHE.mkdir(exist_ok=True)
random.seed(26)
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene;SC.render.engine='CYCLES';SC.cycles.samples=24;SC.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type"'!='"'CPU'
SC.cycles.device='GPU';SC.unit_settings.system='METRIC'
SC.render.image_settings.file_format='PNG';SC.view_settings.view_transform='AgX'
# Build coordinates are (left, forward, up); Blender stores (left, -forward, up).
def V(p):return Vector((p[0],-p[1],p[2]))
def vp(p):return list(V(p))
MATS={};TEX={};DEFAULT=(.09,.12,.07)
PAINTS=[('NATO green',DEFAULT),('desert tan',(.46,.35,.20)),('field grey',(.20,.23,.19)),('winter white',(.76,.78,.73)),('dark green-black',(.025,.035,.026)),('olive drab',(.16,.17,.075))]
def node(nt,t):return nt.nodes.new(t)
def link(nt,a,b):nt.links.new(a,b)
def download(id,map):
    f=CACHE/f'{id}_{map}_1k.jpg'
    if not f.exists():
        u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
        urllib.request.urlretrieve(u,f)
    return bpy.data.images.load(str(f),check_existing=True)
def source_mat(name,id,color,metal,rough,neutral=False):
    m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
    out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs['BSDF'],out.inputs['Surface'])
    uv=node(nt,'ShaderNodeTexCoord');tex=node(nt,'ShaderNodeTexImage');tex.image=download(id,'diff');link(nt,uv.outputs['UV'],tex.inputs['Vector'])
    gray=node(nt,'ShaderNodeRGBToBW');link(nt,tex.outputs['Color'],gray.inputs[0])
    rem=node(nt,'ShaderNodeMapRange');rem.inputs['From Min'].default_value=0;rem.inputs['From Max'].default_value=1;rem.inputs['To Min'].default_value=.54 if neutral else .45;rem.inputs['To Max'].default_value=.96 if neutral else 1.25;link(nt,gray.outputs[0],rem.inputs[0])
    noise=node(nt,'ShaderNodeTexNoise');noise.inputs['Scale'].default_value=7;noise.inputs['Detail'].default_value=4;link(nt,uv.outputs['UV'],noise.inputs['Vector'])
    ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.2;ramp.color_ramp.elements[0].color=(.38,.38,.38,1);ramp.color_ramp.elements[1].position=.65;ramp.color_ramp.elements[1].color=(1,1,1,1);link(nt,noise.outputs['Fac'],ramp.inputs[0])
    mul=node(nt,'ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.35;link(nt,rem.outputs[0],mul.inputs[1]);link(nt,ramp.outputs[0],mul.inputs[2])
    tint=node(nt,'ShaderNodeMixRGB');tint.blend_type='MULTIPLY';tint.inputs[0].default_value=1;link(nt,mul.outputs[0],tint.inputs[1]);tint.inputs[2].default_value=(*color,1);link(nt,tint.outputs[0],p.inputs['Base Color'])
    arm=node(nt,'ShaderNodeTexImage');arm.image=download(id,'arm');arm.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],arm.inputs['Vector'])
    sep=node(nt,'ShaderNodeSeparateColor');link(nt,arm.outputs[0],sep.inputs[0]);rm=node(nt,'ShaderNodeMapRange');rm.inputs['To Min'].default_value=rough-.12;rm.inputs['To Max'].default_value=min(1,rough+.12);link(nt,sep.outputs['Green'],rm.inputs[0]);link(nt,rm.outputs[0],p.inputs['Roughness']);p.inputs['Metallic'].default_value=metal
    nor=node(nt,'ShaderNodeTexImage');nor.image=download(id,'nor_gl');nor.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],nor.inputs[0]);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.18 if neutral else .4;link(nt,nor.outputs[0],nm.inputs['Color']);link(nt,nm.outputs[0],p.inputs['Normal'])
    return m,p,tint.outputs[0],rm.outputs[0],nm.outputs[0]
def bake_material(name,id,color,metal,rough,size=512,neutral=False):
    print('BAKE',name,flush=True)
    m,p,base,roughsock,normsock=source_mat(name,id,color,metal,rough,neutral)
    bpy.ops.mesh.primitive_plane_add(size=2);o=bpy.context.object;o.name='BakeFixture';o.data.materials.append(m)
    nt=m.node_tree;out=next(n for n in nt.nodes if n.type=='OUTPUT_MATERIAL');bsdf=p.outputs[0]
    result={}
    for kind,sz in [('base',size),('normal',size),('orm',512)]:
        im=bpy.data.images.new(name+'_'+kind,width=sz,height=sz,alpha=False)
        if kind"'!='"'base':im.colorspace_settings.name='Non-Color'
        target=node(nt,'ShaderNodeTexImage');target.image=im;nt.nodes.active=target
        if kind=='normal':
            link(nt,bsdf,out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL',margin=8)
        else:
            em=node(nt,'ShaderNodeEmission')
            if kind=='base':link(nt,base,em.inputs[0])
            else:
                comb=node(nt,'ShaderNodeCombineColor');comb.inputs['Red'].default_value=1;comb.inputs['Blue'].default_value=metal;link(nt,roughsock,comb.inputs['Green']);link(nt,comb.outputs[0],em.inputs[0])
            link(nt,em.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='EMIT',margin=8)
        im.filepath_raw=str(CACHE/(name+'_'+kind+'.png'));im.file_format='PNG';im.save();result[kind]=im
    bpy.data.objects.remove(o,do_unlink=True)
    nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs[0],out.inputs[0]);p.inputs['Metallic'].default_value=metal;p.inputs['Roughness'].default_value=rough
    for kind,im in result.items():
        t=node(nt,'ShaderNodeTexImage');t.image=im
        if kind=='base':link(nt,t.outputs[0],p.inputs['Base Color'])
        elif kind=='normal':
            n=node(nt,'ShaderNodeNormalMap');link(nt,t.outputs[0],n.inputs['Color']);link(nt,n.outputs[0],p.inputs['Normal'])
        else:
            sp=node(nt,'ShaderNodeSeparateColor');link(nt,t.outputs[0],sp.inputs[0]);link(nt,sp.outputs['Green'],p.inputs['Roughness']);link(nt,sp.outputs['Blue'],p.inputs['Metallic'])
            group=bpy.data.node_groups.get('glTF Material Output')
            if not group:
                group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
            gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;link(nt,sp.outputs['Red'],gn.inputs['Occlusion'])
    if name=='Lamps':p.inputs['Emission Color'].default_value=(.5,.39,.22,1);p.inputs['Emission Strength'].default_value=.35
    MATS[name]=m;TEX[name]=result
for args in [
    ('Paint','metal_plate', (1,1,1),.08,.8,1024,True),
    ('Rubber','rubberized_track',(.06,.066,.058),0,.88),
    ('TrackSteel','rusty_metal_02',(.20,.18,.145),.7,.66),
    ('Steel','metal_plate',(.23,.25,.24),.8,.42),
    ('Glass','metal_plate',(.022,.055,.062),.6,.22),
    ('Lamps','metal_plate',(.8,.74,.53),.15,.26),
    ('Burnt','rusty_metal_02',(.095,.081,.068),.35,.92),
    ('Scars','metal_plate',(.30,.30,.29),.8,.57)]:bake_material(*args)
# Geometry assembler: faces share vertices within each primitive, then bevel physical edges.
class Geo:
    def __init__(self):self.v=[];self.f=[];self.mi=[];self.uv=[]
    def mesh(self,vs,fs,mat='Paint',uv=None):
        n=len(self.v);self.v += [vp(v) for v in vs];self.f += [tuple(n+i for i in f) for f in fs];self.mi += [list(MATS).index(mat)]*len(fs)
        for f in fs:
            if uv is not None:self.uv.append([uv[i] for i in f])
            else:
                a,b,c=[Vector(vs[i]) for i in f[:3]];norm=(b-a).cross(c-a);axis=max(range(3),key=lambda i:abs(norm[i]));inds=[i for i in range(3) if i"'!=axis]
                self.uv.append([(vs[i][inds[0]]*.65,vs[i][inds[1]]*.65) for i in f])
    def box(self,c,s,mat='"'Paint',rot=None):
        vs=[Vector((a*s[0]/2,b*s[1]/2,d*s[2]/2)) for a,b,d in [(-1,-1,-1),(-1,-1,1),(-1,1,-1),(-1,1,1),(1,-1,-1),(1,-1,1),(1,1,-1),(1,1,1)]]
        if rot:vs=[rot@v for v in vs]
        vs=[tuple(v+Vector(c)) for v in vs]
        self.mesh(vs,[(0,4,6,2),(1,3,7,5),(0,1,5,4),(2,6,7,3),(0,2,3,1),(4,5,7,6)],mat)
    def rod(self,a,b,r,mat='Paint',n=12,r2=None,caps=True):
        a,b=Vector(a),Vector(b);d=(b-a).normalized();u=d.cross(Vector((0,0,1)))
        if u.length<.1:u=d.cross(Vector((0,1,0)))
        u.normalize();v=d.cross(u);r2=r if r2 is None else r2
        vs=[tuple(p+(u*cos(2*pi*i/n)+v*sin(2*pi*i/n))*rr) for p,rr in [(a,r),(b,r2)] for i in range(n)]
        fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
        if caps:fs += [tuple(reversed(range(n))),tuple(range(n,2*n))]
        self.mesh(vs,fs,mat)
    def lathe(self,c,profile,mat='Paint',n=48,axis='X'):
        # profile ordered along outer and inner rim, pairs axial offset/radius
        vs=[]
        for d,r in profile:
            for i in range(n):
                a=2*pi*i/n
                q=(d,r*cos(a),r*sin(a)) if axis=='X' else ((r*cos(a),d,r*sin(a)) if axis=='Y' else (r*cos(a),r*sin(a),d))
                vs.append(tuple(Vector(c)+Vector(q)))
        fs=[]
        for j in range(len(profile)-1):
            for i in range(n):fs.append((j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i))
        self.mesh(vs,fs,mat)
    def poly(self,outline,z0,z1,mat='Paint'):
        vs=[(x,y,z0) for x,y in outline]+[(x,y,z1) for x,y in outline];n=len(outline)
        fs=[tuple(reversed(range(n))),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
        self.mesh(vs,fs,mat)
    def bolt(self,p,axis=(0,0,1),r=.021,mat='Steel'):
        a=Vector(p);d=Vector(axis);self.rod(a-d*.006,a+d*.013,r,mat,6)
    def tube(self,points,r=.016,mat='Steel',n=8):
        for a,b in zip(points,points[1:]):self.rod(a,b,r,mat,n)
    def obj(self,name,pivot=(0,0,0),parent=None,bevel=.004,segments=1):
        me=bpy.data.meshes.new(name);me.from_pydata(self.v,[],self.f);me.update()
        for m in MATS.values():me.materials.append(m)
        for p,m in zip(me.polygons,self.mi):p.material_index=m
        uv=me.uv_layers.new(name='UVMap')
        for p,coords in zip(me.polygons,self.uv):
            for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
        ob=bpy.data.objects.new(name,me);SC.collection.objects.link(ob)
        bpy.context.view_layer.objects.active=ob;ob.select_set(True)
        # V flips handedness: recalculate normals of closed primitives consistently.
        bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free()
        if bevel:
            mod=ob.modifiers.new('Manufactured edge radii','BEVEL');mod.width=bevel;mod.segments=segments;mod.limit_method='ANGLE';mod.angle_limit=.55
            bpy.ops.object.modifier_apply(modifier=mod.name)
        # Smooth cylindrical faces, preserve planar armor normals.
        for p in me.polygons:p.use_smooth=False
        if name.startswith('Wheel') or name in ['Barrel']:
            for p in me.polygons:p.use_smooth=True
            mod=ob.modifiers.new('Weighted normals','WEIGHTED_NORMAL');mod.keep_sharp=True
            try:bpy.ops.object.modifier_apply(modifier=mod.name)
            except:pass
        shift=V(pivot);me.transform(Matrix.Translation(-shift));ob.location=shift
        if parent:
            ob.parent=parent;ob.matrix_parent_inverse=Matrix.Identity(4);ob.location=shift-parent.matrix_world.translation
        ob.select_set(False);bpy.context.view_layer.update();return ob

def empty(name,pos,parent=None):
    o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(pos)
    if parent:o.parent=parent;o.location=V(pos)-parent.matrix_world.translation
    bpy.context.view_layer.update();return o
PARTS={};HEALTH=[]
def part(name,g,pivot=None,parent=None,bev=.004):
    if pivot is None:
        vv=np.array(g.v);c=(vv.min(0)+vv.max(0))/2;pivot=(c[0],-c[1],c[2])
    o=g.obj(name,pivot,parent,bev);PARTS[name]=o;return o
# Low welded hull, chamfered glacis and full inner side walls.
g=Geo()
sections=[(-3.86,1.57,.62,1.78),(-3.40,1.68,.49,1.82),(2.55,1.66,.48,1.66),(3.86,1.47,.78,1.40)]
vs=[]
for f,w,lo,hi in sections:vs += [(-w,f,lo),(w,f,lo),(w,f,hi),(-w,f,hi)]
g.mesh(vs,[(0,3,2,1),(12,13,14,15)]+[(j*4+i,j*4+(i+1)%4,(j+1)*4+(i+1)%4,(j+1)*4+i) for j in range(3) for i in range(4)])
# Continuous fender shelves, ring race and rear bulkhead detailing.
for s in [-1,1]:
    g.box((s*1.57,0,1.61),(.28,7.44,.16))
    for f in np.linspace(-3.4,3.35,11):
        g.box((s*1.686,f,1.48),(.09,.13,.24));g.bolt((s*1.74,f,1.48),(s,0,0))
    g.tube([(s*1.65,-3.5,1.84),(s*1.65,2.7,1.67),(s*1.55,3.53,1.50)],.017,'Paint')
    for f in [2.52,1.65,.78,-.09,-.96,-1.83,-2.70]:
        g.rod((s*1.22,f+.16,.86),(s*1.54,f,.49),.067,'Steel',12)
    # Recovery shackle mounts and front lamps base
    g.box((s*1.03,3.72,1.10),(.22,.15,.16));g.rod((s*1.03,3.80,1.10),(s*1.03,3.89,1.10),.078,'Steel',16)
    g.box((s*1.32,3.51,1.45),(.27,.16,.14),'Steel')
# Driver hatch well physically recessed into separate deck patch; main hull roof is below well.
g.lathe((.64,2.42,1.64),[(0,.31),(.15,.31),(.15,.37),(.02,.38),(0,.31)],'Paint',40,'Z')
g.lathe((.64,2.42,1.61),[(0,.0),(0,.29),(.15,.29)],'Rubber',32,'Z')
# Turret bearing and dark closed ring interior
g.lathe((0,.18,1.82),[(0,1.08),(.13,1.08),(.13,1.18),(0,1.18),(0,1.08)],'Steel',64,'Z')
# Rear access panels, tow eyes, small bolts
for x in [-1.23,0,1.23]:
    g.box((x,-3.871,1.05),(.53,.025,.39),'Paint')
    for dx in [-.20,.20]:g.bolt((x+dx,-3.89,1.05),(0,-1,0))
for x in [-.55,.55]:g.lathe((x,-3.91,.83),[(0,.10),(.035,.10),(.035,.065),(0,.065),(0,.10)],'Steel',16,'Y')
Hull=g.obj('Hull',bevel=.012,segments=2)
# Track/wheel arrangement. All wheel nodes numbered front to back; seven road wheels.
WHEELS=[]
for side,s in [('L',1),('R',-1)]:
    wheeldefs=[('idler',3.19,.94,.40)]+[('road',f,.50,.395) for f in [2.51,1.66,.81,-.04,-.89,-1.74,-2.59]]+[('sprocket',-3.24,1.00,.42)]+[('return',f,1.24,.155) for f in [2.25,.78,-.73,-2.23]]
    wheeldefs.sort(key=lambda z:-z[1])
    for idx,(typ,f,z,r) in enumerate(wheeldefs,1):
        g=Geo();x=s*1.52
        # twin dished wheel shells with rubber shoulders, recessed concentric hubs
        for off in [-.14,.14]:
            xx=x+off
            if typ in ['road','idler','return']:
                g.lathe((xx,f,z),[(-.078,r*.86),(-.070,r),(.060,r),(.079,r*.88)],'Rubber',40)
                g.lathe((xx,f,z),[(-.068,0),(-.068,r*.84),(-.045,r*.89),(.066,r*.89),(.083,r*.78),(.053,r*.68),(.050,r*.30),(.09,r*.26),(.09,0)],'Paint',40)
            else:
                g.lathe((xx,f,z),[(-.055,0),(-.055,r*.83),(.055,r*.83),(.055,0)],'TrackSteel',40)
                for t in range(16):
                    a=2*pi*t/16;g.box((xx,f+r*.90*cos(a),z+r*.90*sin(a)),(.13,.105,.105),'TrackSteel',Matrix.Rotation(a,3,'X'))
        outer=x+s*.225
        g.rod((outer-s*.035,f,z),(outer+s*.024,f,z),r*.24,'Steel',24)
        for t in range(10 if typ"'!='"'return' else 6):
            a=2*pi*t/(10 if typ"'!='"'return' else 6);g.bolt((outer,f+r*.41*cos(a),z+r*.41*sin(a)),(s,0,0),.018)
        if typ=='sprocket':
            for t in range(10):
                a=2*pi*t/10;g.rod((outer-s*.014,f+.245*cos(a),z+.245*sin(a)),(outer+s*.008,f+.245*cos(a),z+.245*sin(a)),.047,'Rubber',12)
        o=g.obj(f'Wheel_{side}{idx}',(x,f,z),bevel=.002);o['role']=typ;WHEELS.append(o)
# Capsule path follows raised idler/sprocket, flat lower run; link V = loop distance.
PATH=[(3.18+ .48*cos(t),.59+.48*sin(t)) for t in np.linspace(-pi/2,pi/2,19)]
PATH += [(f,1.07) for f in np.linspace(3.18,-3.20,35)[1:]]
PATH += [(-3.20+.48*cos(t),.59+.48*sin(t)) for t in np.linspace(pi/2,3*pi/2,19)[1:]]
PATH += [(f,.11) for f in np.linspace(-3.20,3.18,35)[1:]]
# Raise forward/back corners to match wheel wrap and upper run. Capsule radius .56 for clearance.
PATH=[(3.15+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(-pi/2,pi/2,23)] + [(f,1.24) for f in np.linspace(3.15,-3.18,35)[1:]] + [(-3.18+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(pi/2,3*pi/2,23)[1:]] + [(f,.08) for f in np.linspace(-3.18,3.15,35)[1:]]
D=[0]
for a,b in zip(PATH,PATH[1:]+PATH[:1]):D.append(D[-1]+math.dist(a,b))
LOOP=D[-1];LINKS=96
def point_on(t):
    d=(t%1)*LOOP
    for i in range(len(PATH)):
        if D[i+1]>=d:
            u=(d-D[i])/(D[i+1]-D[i]);a=Vector(PATH[i]);b=Vector(PATH[(i+1)%len(PATH)]);p=a.lerp(b,u);v=(b-a).normalized();return p,v

def track_geo(s,broken=False):
    g=Geo()
    for i in range(LINKS):
        t=i/LINKS;p,d=point_on(t);f,z=p
        if broken:
            # Fall upper run down over suspension, split front arc and spill in front.
            if z>1.12:z=.91-.30*sin(pi*max(0,min(1,(f+3.18)/6.36)))
            if f>3.15 and z>.38:
                f=3.30+(z-.38)*1.55;z=.078;d=Vector((1,0))
        a=math.atan2(d[1],d[0]);rot=Matrix.Rotation(a,3,'X')
        start=len(g.uv)
        g.box((s*1.53,f,z),(.63,LOOP/LINKS*.86,.070),'TrackSteel',rot)
        # two replaceable rubber pads, exposed metal hinge crossbars, guide horn inside
        outward=Vector((0,-sin(a),cos(a)))
        # lower run outer pad is below; path tangent gives outer right normal
        outward=-outward
        for xx in [-.151,.151]:
            c=Vector((s*1.53+xx,f,z))+outward*.047;g.box(c,(.25,LOOP/LINKS*.61,.034),'Rubber',rot)
        c=Vector((s*1.53,f,z))-outward*.065;g.box(c,(.063,.071,.098),'TrackSteel',rot)
        # pin heads are visible down both belt margins
        g.rod((s*1.53-.347,f,z),(s*1.53+.347,f,z),.023,'TrackSteel',8)
        for j in range(start,len(g.uv)):
            g.uv[j]=[(u%1,(t+(v%1-.5)/LINKS)%1) for u,v in g.uv[j]]
    return g
TRACKS=[]
for side,s in [('L',1),('R',-1)]:TRACKS.append(track_geo(s).obj('Track_'+side,bevel=.003))
# Individually detachable skirt armor. Seven plates on each side, four thick forward panels.
for side,s in [('L',1),('R',-1)]:
    for i in range(7):
        f=3.14-i*1.00;g=Geo();x=s*1.815
        zbottom=1.06 if i<4 else 1.13
        # true bevelled plate solid, rear plates lighter and shallower
        g.box((x,f,(1.67+zbottom)/2),(.115 if i<4 else .050,.975,1.67-zbottom))
        for ff in [f-.39,f+.39]:
            g.box((x+s*.063,ff,1.60),(.035,.083,.087));g.bolt((x+s*.087,ff,1.60),(s,0,0),.018)
            g.bolt((x+s*.071,ff,zbottom+.075),(s,0,0),.015)
        if i<4:g.tube([(x+s*.08,f-.30,zbottom+.03),(x+s*.08,f-.18,zbottom-.09),(x+s*.08,f+.18,zbottom-.09),(x+s*.08,f+.30,zbottom+.03)],.013)
        part(f'Part_Skirt_{side}{i+1}',g)
    for end,f in [('F',3.50),('R',-3.51)]:
        g=Geo();g.box((s*1.54,f,1.48),(.65,.66,.13))
        g.box((s*1.55,f+(.24 if end=='F' else -.28),1.29),(.64,.075,.29),'Rubber',Matrix.Rotation(-.20 if end=='F' else .1,3,'X'))
        for xx in [-.22,.22]:g.bolt((s*1.54+xx,f,1.56))
        part(f'Part_Fender_{end}{side}',g)
    # lamp and protective steel cage
    g=Geo();g.rod((s*1.30,3.61,1.48),(s*1.30,3.69,1.48),.094,'Steel',24);g.rod((s*1.30,3.69,1.48),(s*1.30,3.698,1.48),.075,'Lamps',24)
    part(f'Part_Headlamp_{side}',g)
    g=Geo();g.tube([(s*1.46,3.72,1.43),(s*1.46,3.72,1.62),(s*1.15,3.72,1.62),(s*1.15,3.72,1.43)],.017);part(f'Part_LampGuard_{side}',g)
    # rear brake light assembly, accessible exhaust grilles and armored shroud
    g=Geo();g.box((s*1.24,-3.90,1.47),(.37,.09,.16),'Rubber');g.box((s*1.24,-3.952,1.47),(.25,.013,.08),'Lamps');part(f'Part_TailLight_{side}',g)
    g=Geo();g.box((s*.94,-3.913,1.66),(1.05,.11,.24),'Rubber')
    for zz in np.linspace(1.57,1.77,8):g.box((s*.94,-3.98,zz),(1.04,.055,.014),'Paint')
    for xx in [s*.94-.53,s*.94+.53]:g.box((xx,-3.965,1.67),(.045,.065,.29))
    part(f'Part_ExhaustShroud_{side}',g)
# Engine deck with two visible fan grilles, lattice made of steel bars.
for s in [-1,1]:
    g=Geo();cx=s*.76;f=-2.74
    g.box((cx,f,1.844),(1.32,1.48,.032),'Rubber')
    g.lathe((cx,f,1.865),[(0,.52),(.018,.52),(.018,.56),(0,.56),(0,.52)],'Steel',48,'Z')
    for t in range(10):
        a=2*pi*t/10;g.rod((cx+.12*cos(a),f+.12*sin(a),1.869),(cx+.49*cos(a+.38),f+.49*sin(a+.38),1.869),.048,'Rubber',8)
    for xx in np.linspace(cx-.63,cx+.63,25):g.box((xx,f,1.897),(.013,1.42,.018),'Paint')
    for ff in np.linspace(f-.70,f+.70,19):g.box((cx,ff,1.911),(1.27,.012,.014),'Steel')
    for ff in [f-.74,f+.74]:g.box((cx,ff,1.9),(1.34,.04,.035))
    for xx in [cx-.67,cx+.67]:g.box((xx,f,1.9),(.04,1.50,.035))
    part('Part_EngineGrille_'+('L' if s>0 else 'R'),g)
# Tow cables along deck with forged eyes, long brackets; front spare track bundle.
for s in [-1,1]:
    g=Geo();pts=[(s*1.44,-3.40,1.91),(s*1.58,-3.16,1.94),(s*1.58,-1.6,1.85),(s*1.53,.95,1.78),(s*1.42,1.8,1.70)]
    for k in range(3):g.tube([(x+.012*cos(k*2*pi/3),y,z+.012*sin(k*2*pi/3)) for x,y,z in pts],.009,'Steel',8)
    for x,y,z in [pts[0],pts[-1]]:g.lathe((x,y,z),[(0,.07),(.024,.07),(.024,.045),(0,.045),(0,.07)],'Steel',16,'Z')
    part('Part_TowCable_'+('L' if s>0 else 'R'),g)
    g=Geo()
    for i in range(3):
        x=s*(.30+i*.22);g.box((x,3.53,1.47),(.18,.26,.074),'TrackSteel',Matrix.Rotation(.21,3,'X'));g.box((x,3.53,1.518),(.13,.14,.03),'Rubber')
    part('Part_SpareTrack_'+('L' if s>0 else 'R'),g)
# Tools strapped on front deck, short pry bar/shovel/axe with mounting clips.
g=Geo()
for x in [-.48,-.18,.12]:
    g.rod((x,2.84,1.625),(x,3.35,1.53),.022,'Steel',10);g.box((x,3.36,1.53),(.14,.19,.035),'Steel',Matrix.Rotation(.18,3,'X'))
    for f,z in [(2.91,1.63),(3.20,1.57)]:g.box((x,f,z),(.09,.036,.035),'Paint')
part('Part_ToolSet_Front',g)
# Complete turret base; outline deliberately broad and low, with a rear bustle.
TURRET_P=(0,.18,1.91)
g=Geo()
outline=[(-.53,2.10),(.53,2.10),(1.35,1.30),(1.52,.42),(1.47,-1.75),(1.12,-2.03),(-1.12,-2.03),(-1.47,-1.75),(-1.52,.42),(-1.35,1.30)]
# loft sloped sides rather than rectangular turret
bottom=[(x*.90,f,1.94) for x,f in outline];top=[(x*.91,f-.08,2.64) for x,f in outline]
g.mesh(bottom+top,[tuple(reversed(range(10))),tuple(range(10,20))]+[(i,(i+1)%10,(i+1)%10+10,i+10) for i in range(10)])
# roof welds and mounting fixtures on underlying armor
for s in [-1,1]:
    g.tube([(s*1.17,1.16,2.65),(s*1.34,.35,2.65),(s*1.30,-1.53,2.65)],.009,'Steel')
    for f in [-1.43,-.85,-.25,.36,1.03]:g.bolt((s*1.38,f,2.27),(s,0,0),.020)
    for f in [-1.38,-.61]:g.box((s*1.42,f,2.31),(.085,.11,.14))
    # lifting eyes and mounting strip
    g.tube([(s*1.03,.41,2.65),(s*1.03,.41,2.72),(s*1.03,.19,2.72),(s*1.03,.19,2.65)],.021,'Steel')
Turret=g.obj('Turret',TURRET_P,bevel=.014,segments=2)
# Arrowhead modules: pointed front at mid-height, faceted sloped upper/lower faces.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    # nested front edge, shoulder, rear cut; front face drops toward the gun
    pts=[(.28,2.31,2.29),(1.20,2.07,2.23),(1.59,1.19,2.24),(1.53,.60,2.25),(.35,.75,2.24),
         (.32,1.91,2.64),(1.07,1.72,2.63),(1.47,1.06,2.64),(1.38,.59,2.64),(.35,.75,2.64),
         (.31,1.93,1.99),(1.09,1.76,1.99),(1.47,1.08,1.99),(1.39,.60,2.01),(.35,.75,2.01)]
    pts=[(s*x,f,z) for x,f,z in pts]
    fs=[]
    for i in range(5):j=(i+1)%5;fs += [(i,j,5+j,5+i),(i,10+i,10+j,j)]
    fs += [(5,6,7,8,9),(14,13,12,11,10)]
    g.mesh(pts,fs)
    # edge trim, fasteners, hinges are module-owned
    g.tube([(s*.37,1.925,2.646),(s*1.06,1.735,2.646),(s*1.48,1.06,2.652)],.009,'Steel')
    for xx,ff in [(.41,1.89),(.65,1.83),(.95,1.76),(1.24,1.48),(1.39,1.20)]:g.bolt((s*xx,ff,2.65),r=.014)
    for f in [.88,1.04]:g.box((s*1.53,f,2.32),(.025,.14,.035),'Steel')
    part('Part_Turret_Arrowhead_'+side,g,parent=Turret,bev=.008)
# Turret rear stowage bins and wire bustle basket.
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.box((s*1.40,-1.60,2.36),(.39,.85,.44))
    g.box((s*1.405,-1.60,2.596),(.43,.90,.045));g.box((s*1.619,-1.60,2.35),(.025,.75,.32),'Rubber')
    for ff in np.linspace(-1.94,-1.25,10):g.rod((s*1.638,ff,2.21),(s*1.638,ff,2.49),.006,'Steel',6)
    for zz in np.linspace(2.21,2.49,6):g.rod((s*1.638,-1.96,zz),(s*1.638,-1.23,zz),.006,'Steel',6)
    g.box((s*1.42,-1.60,2.625),(.14,.16,.014),'Steel')
    part('Part_Turret_Bin_'+side,g,parent=Turret)
g=Geo()
for zz in [2.02,2.44]:g.tube([(-1.22,-2.03,zz),(-1.19,-2.40,zz),(1.19,-2.40,zz),(1.22,-2.03,zz)],.022,'Paint')
for x in np.linspace(-1.18,1.18,15):g.tube([(x,-2.04,2.02),(x,-2.39,2.02),(x,-2.39,2.44)],.008,'Steel')
for zz in [2.12,2.23,2.34]:g.rod((-1.18,-2.40,zz),(1.18,-2.40,zz),.007,'Steel',6)
part('Part_Turret_BustleRack',g,parent=Turret)
# Smoke dispensers: two banks of four at each side, canted upward and outward.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    for row in range(2):
        for k in range(4):
            f=-.21-k*.21-row*.06;z=2.19+row*.27;x=s*(1.45+row*.01)
            a=(x,f,z);b=(x+s*.20,f+.10,z+.18)
            g.rod(a,b,.052,'Paint',16);g.rod(b,tuple(Vector(b)+Vector((s*.015,.007,.012))),.045,'Steel',16);g.rod(tuple(Vector(b)+Vector((s*.016,.008,.013))),tuple(Vector(b)+Vector((s*.019,.009,.015))),.031,'Rubber',16)
    for z in [2.16,2.43]:g.box((s*1.47,-.55,z),(.10,.97,.054),'Steel')
    part('Part_Turret_Smoke_'+side,g,parent=Turret)
# Gun group at trunnions; barrel child has separate recoil pivot.
g=Geo();g.rod((-.31,1.67,2.29),(.31,1.67,2.29),.265,'Paint',40)
g.box((0,1.76,2.29),(.56,.59,.38));g.rod((0,1.89,2.29),(0,2.26,2.29),.214,'Rubber',40)
for ff in [1.94,2.02,2.10,2.18]:g.lathe((0,ff,2.29),[(0,.21),(.018,.22),(.035,.21)],'Rubber',40,'Y')
Gun=g.obj('Gun',(0,1.68,2.29),Turret,bevel=.009)
g=Geo()
# L/55 smoothbore thermal sleeve, fume extractor and open muzzle bore.
profile=[(0,.15),(.13,.155),(.18,.137),(1.15,.137),(1.20,.177),(1.29,.185),(1.72,.185),(1.83,.148),(1.92,.132),(3.90,.112),(4.07,.112),(4.11,.126),(4.17,.126),(4.20,.108),(4.84,.103),(4.85,.103),(4.85,.062),(4.67,.062)]
# Starts at 2.26, ends at 7.11
# extractor slightly aft of middle as reference; uninterrupted taper to muzzle
g.lathe((0,2.26,2.29),profile,'Paint',48,'Y')
for ff,r in [(2.48,.140),(3.42,.178),(3.92,.183),(4.15,.134),(6.21,.115),(7.04,.109)]:g.lathe((0,ff,2.29),[(0,r),(.024,r),(.024,r+.009),(.045,r+.009),(.045,r)],'Steel',48,'Y')
g.lathe((0,7.104,2.29),[(0,.107),(.006,.107),(.006,.062),(-.25,.062),(-.25,0)],'Steel',48,'Y')
Barrel=g.obj('Barrel',(0,2.26,2.29),Gun,bevel=.001)
Muzzle=empty('Muzzle',(0,7.11,2.29),Barrel)
# Optical head, armored sights with inset dark lenses and sun shields.
for name,c,size in [('MainSight',(.63,1.13,2.77),(.52,.45,.25)),('PanoramicSight',(-.62,-.12,2.86),(.36,.36,.34))]:
    g=Geo();x,f,z=c;g.box(c,size);g.box((x,f+size[1]/2+.009,z),(.75*size[0],.023,.60*size[2]),'Glass')
    g.box((x,f+.025,z+size[2]/2+.018),(size[0]+.05,size[1]+.10,.035));
    for dx in [-size[0]/2,size[0]/2]:g.box((x+dx,f+size[1]/2,z),(.027,.08,size[2]))
    part('Part_Turret_'+name,g,parent=Turret)
# Hatches and enclosed black crew wells; pivots placed at hinge lines.
for name,x,f,r,parent,z in [('Commander',-.67,-.42,.33,Turret,2.66),('Loader',.65,-.46,.34,Turret,2.66),('Driver',.64,2.42,.30,None,1.79)]:
    g=Geo();g.lathe((x,f,z-.07),[(0,0),(0,r*.92),(.075,r*.92),(.075,r+.035),(.02,r+.035)],'Rubber',40,'Z')
    # ring and hinge hardware are fixed (part owned for cupolas)
    g.lathe((x,f,z),[(0,r),(.055,r),(.055,r+.055),(0,r+.055),(0,r)],'Paint',40,'Z')
    for dx in [-.18,.18]:g.rod((x+dx-.045,f-r,z+.052),(x+dx+.045,f-r,z+.052),.038,'Steel',12)
    if parent:part('Part_Turret_Cupola_'+name,g,parent=parent)
    else:
        fixed=g.obj('Driver_Well',bevel=.003)
        # join fixed driver well into Hull later
    g=Geo();g.lathe((x,f,z+.05),[(0,0),(0,r),(.028,r),(.050,r*.95),(.05,0)],'Paint',48,'Z')
    g.tube([(x-.11,f+.09,z+.11),(x-.11,f+.09,z+.16),(x+.11,f+.09,z+.16),(x+.11,f+.09,z+.11)],.015,'Steel')
    for t in range(8):
        a=t*pi/4;g.bolt((x+r*.83*cos(a),f+r*.83*sin(a),z+.105),r=.012)
    o=g.obj('Hatch_'+name,(x,f-r,z+.05),parent,bevel=.003)
    if name=='Commander':empty('Seat_Commander',(x,f,z+.12),Turret);empty('Fx_Hatch',(x,f,z+.15),Turret)
    if name=='Driver':empty('Seat_Driver',(x,f,z+.10))
# Roof MG3 on a pintle, detailed perforated heat shield, stock, receiver, belt box.
g=Geo();g.rod((.71,-.76,2.74),(.71,-.76,2.92),.035,'Steel',16)
g.box((.71,-.53,2.93),(.115,.40,.13),'Steel');g.box((.70,-.88,2.91),(.09,.30,.13),'Rubber',Matrix.Rotation(.10,3,'X'))
g.rod((.71,-.34,2.94),(.71,.54,2.94),.032,'Steel',16)
for f in np.linspace(-.29,.35,14):g.lathe((.71,f,2.94),[(0,.033),(.025,.033),(.025,.046),(0,.046),(0,.033)],'Steel',12,'Y')
g.rod((.71,.40,2.94),(.71,.60,2.94),.018,'Steel',16)
g.box((.89,-.48,2.87),(.22,.25,.21),'Rubber')
g.tube([(.68,-.58,2.89),(.68,-.61,2.80),(.76,-.61,2.80),(.76,-.58,2.89)],.012,'Steel')
g.box((.71,.31,3.005),(.016,.037,.05),'Steel')
MG=g.obj('MG',(.71,-.76,2.80),Turret,bevel=.002)
# Whip antennas and mounting bases (reference whips extend beyond nominal roof height).
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.rod((s*1.16,-1.45,2.65),(s*1.16,-1.45,2.78),.041,'Rubber',12);g.rod((s*1.16,-1.45,2.78),(s*1.19,-1.56,3.86),.008,'Steel',8,r2=.0035)
    part('Part_Turret_Antenna_'+side,g,parent=Turret,bev=0)
for name,pos in [('Exhaust',(0,-3.90,1.63)),('Light_Head_L',(1.30,3.70,1.48)),('Light_Head_R',(-1.30,3.70,1.48)),('Fx_Engine',(0,-2.70,1.91)),('Fx_Ammo',(-.72,1.60,1.01))]:empty(name,pos)
# Join only fixed under-hatch wall to Hull, preserving Hull origin.
def join_objects(obs,name,pivot=None):
    bpy.ops.object.select_all(action='DESELECT')
    for o in obs:o.select_set(True)
    bpy.context.view_layer.objects.active=obs[0];bpy.ops.object.join();o=obs[0];o.name=name
    if pivot is not None:
        new=V(pivot);old=o.matrix_world.translation.copy();o.data.transform(Matrix.Translation(old-new));o.location=new
    bpy.ops.object.select_all(action='DESELECT');return o
join_objects([Hull,bpy.data.objects['Driver_Well']],'Hull')
HEALTH=[o for o in SC.objects if o.type in ['MESH','EMPTY']]
# Utilities: validated triangle counts, export and GLB JSON paint-factor correction.
def tris(obs):
    n=0
    for o in obs:
        if o.type=='MESH':o.data.calc_loop_triangles();n+=len(o.data.loop_triangles)
    return n

def export_file(name,obs):
    bpy.ops.object.select_all(action='DESELECT')
    for o in obs:o.hide_set(False);o.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/name),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_image_format='AUTO',export_extras=True)
    data=(ROOT/name).read_bytes();jl=struct.unpack_from('<I',data,12)[0];doc=json.loads(data[20:20+jl]);tail=data[20+jl:]
    for m in doc.get('materials',[]):
        if m['name']=='Paint':m.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[*DEFAULT,1]
    js=json.dumps(doc,separators=(',',':')).encode();js+=b' '*((-len(js))%4)
    out=struct.pack('<4sII',b'glTF',2,20+len(js)+len(tail))+struct.pack('<I4s',len(js),b'JSON')+js+tail;(ROOT/name).write_bytes(out)
    print('EXPORTED',name,tris(obs),len(out),flush=True)
    return doc
healthy_doc=export_file('leopard2-tank.glb',HEALTH)
print('HEALTHY_COMPLETE',flush=True)
# Damage assembly, all built from healthy geometry with identical pivots.
HullD=empty('Hull_Damage',(0,0,0));TurretD=empty('Turret_Damage',TURRET_P)
DAMAGE=[HullD,TurretD];TWINS={}
def copy_object(src,name,parent=None):
    o=src.copy();o.data=src.data.copy();SC.collection.objects.link(o);o.name=name;world=src.matrix_world.copy();o.parent=parent;o.matrix_world=world;return o
# Bent armored skirts/fenders and scorched turret attachments; actual breach cuts follow.
selected=['Part_Skirt_L1','Part_Skirt_L2','Part_Skirt_L3','Part_Skirt_L5','Part_Skirt_R1','Part_Skirt_R3','Part_Fender_FL','Part_Fender_RR','Part_EngineGrille_L','Part_ExhaustShroud_R','Part_Turret_Arrowhead_L','Part_Turret_Bin_R','Part_Turret_BustleRack','Part_Turret_Smoke_L']
for idx,name in enumerate(selected):
    src=PARTS[name];dn='Dmg_'+name[5:];o=copy_object(src,dn,TurretD if name.startswith('Part_Turret') else HullD)
    random.seed(400+idx)
    # local vertices move coherently with a broad bent edge, small torn facets.
    for v in o.data.vertices:
        p=v.co;u=max(0,min(1,(p.y+.32)/.65));w=u*u
        p.x += (.11+.035*(idx%3))*w*(1 if o.location.x>=0 else -1)
        p.z -= .12*w
        p.y += .025*sin(p.z*21+p.x*13)*w
    if 'Skirt' in name or 'Arrowhead' in name:
        # Boolean pierce a real hole through plate, cutter aligned to lateral armor.
        center=o.matrix_world.translation.copy();center.z-=.07
        bpy.ops.mesh.primitive_cylinder_add(vertices=12,radius=.085,depth=.75,location=center,rotation=(0,pi/2,0));cut=bpy.context.object
        bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Penetrated armor','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
        try:bpy.ops.object.modifier_apply(modifier=mod.name)
        except:pass
        bpy.data.objects.remove(cut,do_unlink=True)
    # scorch part edges by material index; preserves recolorable undamaged paint
    burnidx=list(MATS).index('Burnt')
    for p in o.data.polygons:
        if p.center.z<-.06 or random.random()<.10:p.material_index=burnidx
    DAMAGE.append(o);TWINS[name]=dn
# Surface-conforming impact groups: irregular black soot footprints with steel petalled rims.
def impact(g,center,u,v,r=.10,seed=1):
    rng=random.Random(seed);c=Vector(center);u=Vector(u);v=Vector(v);n=u.cross(v).normalized()
    # two irregular low-profile rings: soot skirt and shiny folded torn lip
    rings=[]
    for rr,depth in [(r*2.0,.0025),(r*1.22,.003),(r,.004),(r*.69,.035),(r*.45,.004)]:
        rings.append([tuple(c+u*cos(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+v*sin(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+n*depth) for i in range(14)])
    for k in range(4):
        vs=rings[k]+rings[k+1];fs=[(i,(i+1)%14,(i+1)%14+14,i+14) for i in range(14)];g.mesh(vs,fs,'Burnt' if k<2 else 'Scars')
    g.mesh([tuple(c+n*.002)]+rings[-1],[(0,i+1,(i+1)%14+1) for i in range(14)],'Burnt')
    # tapered ricochet furrow across surface
    a=c+u*r*1.1-v*.07;b=a+u*r*2.6+v*.13
    g.mesh([tuple(a-v*.017+n*.004),tuple(b+n*.003),tuple(a+v*.017+n*.004)],[(0,1,2)],'Scars')
for group,parent in [('Hull',HullD),('Turret',TurretD)]:
    for face in ['Front','L','R','Rear']:
        g=Geo()
        for j in range(4):
            if group=='Hull':
                if face=='Front':c=(-.88+j*.54,3.86,1.15);u=(1,0,0);v=(0,0,1)
                elif face=='Rear':c=(-.93+j*.60,-3.877,1.05);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*1.690,2.10-j*1.24,1.30);u=(0,-s,0);v=(0,0,1)
            else:
                if face=='Front':c=(-.38+j*.25,2.104,2.24);u=(1,0,0);v=(0,0,1)
                elif face=='Rear':c=(-.80+j*.52,-2.038,2.30);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*1.424,.11-j*.40,2.33);u=(0,-s,0);v=(0,0,1)
            # normal points to exterior (u x v)
            impact(g,c,u,v,.075+(j%2)*.022,30+j)
        o=g.obj('Scar_'+group+'_'+face, (0,0,0) if group=='Hull' else TURRET_P,parent,bevel=0);DAMAGE.append(o)
for side,s in [('L',1),('R',-1)]:DAMAGE.append(track_geo(s,True).obj('Track_'+side+'_Broken',parent=HullD,bevel=.003))
# Burst barrel assembled from the healthy gun and a shortened/drooped barrel copy.
gunbroken=copy_object(Gun,'Gun_Broken',TurretD)
bb=copy_object(Barrel,'BurstTube')
for v in bb.data.vertices:
    # original local Y points aft: forward is negative
    f=-v.co.y
    if f>2.5:
        v.co.z -= (f-2.5)*.36
        if f>4.45:v.co.x += .055*sin(v.co.z*42+v.co.x*32)
# Whole Gun_Broken one mesh, pivot at healthy gun trunnions.
gunbroken=join_objects([gunbroken,bb],'Gun_Broken')
# Add peeled petals at mid-length rupture.
g=Geo()
for j in range(7):
    a=2*pi*j/7;x=.13*cos(a);z=2.29+.13*sin(a);xx=.24*cos(a);zz=2.29+.24*sin(a)
    g.mesh([(x,4.80,z),(x+.035,4.83,z+.02),(xx+.02,5.11,zz),(xx,5.19,zz-.02)],[(0,1,2,3)],'Scars')
pet=g.obj('BurstPetals',bevel=.003);gunbroken=join_objects([gunbroken,pet],'Gun_Broken');DAMAGE.append(gunbroken)
# Burnt wreck from copies: wheel tires removed, suspension sag, missing skirts, burst deck.
WRECK_H=[];WRECK_T=[]
turret_set={Turret, Gun, Barrel,MG}|set(Turret.children_recursive)
for src in HEALTH:
    if src.type"'!='"'MESH':continue
    if src.name.startswith('Part_Skirt_') and src.name[-1] in ['1','3','6']:continue
    if src.name in ['Part_EngineGrille_L','Track_L','Part_Turret_Bin_L','Part_Turret_Smoke_R']:continue
    is_tur=src in turret_set
    o=copy_object(src,'W_'+src.name)
    o.parent=None;o.matrix_world=src.matrix_world.copy()
    if src.name.startswith('Wheel'):
        bm=bmesh.new();bm.from_mesh(o.data);bad=[f for f in bm.faces if o.data.materials[f.material_index].name=='Rubber'];bmesh.ops.delete(bm,geom=bad,context='FACES');bm.to_mesh(o.data);bm.free();o.location.z-=.05
    if src.name.startswith('Hatch_'):
        o.rotation_euler.x=math.radians(75)
    if src.name.startswith('Part_Skirt'):
        for vert in o.data.vertices:vert.co.x += .08*sin(vert.co.y*3);vert.co.z-=.08*(vert.co.y+.4)
    if src.name in ['Gun','Barrel']:
        # rotate around actual gun trunnion; consistent full depression
        pivot=V((0,1.68,2.29));r=Matrix.Rotation(math.radians(12),4,'X');o.matrix_world=Matrix.Translation(pivot)@r@Matrix.Translation(-pivot)@o.matrix_world
    for p in o.data.polygons:p.material_index=list(MATS).index('Burnt')
    (WRECK_T if is_tur else WRECK_H).append(o)
# Open engine bay with torn plates and charred turbine detail under missing grate.
g=Geo();g.box((.76,-2.74,1.78),(1.20,1.30,.055),'Burnt')
for i in range(6):
    f=-3.28+i*.21;g.rod((.23,f,1.79),(1.20,f,1.87),.065,'Burnt',12)
for i in range(5):
    f=-3.35+i*.29;g.mesh([(.08,f,1.82),(1.35,f,1.82),(1.18,f+.18,2.10+random.random()*.18),(.15,f+.18,2.04)],[(0,1,2,3)],'Burnt')
# visible deep ring well and stepped rim (roof opening cut below)
g.lathe((0,.18,1.22),[(0,0),(0,1.04),(.63,1.04),(.67,1.16),(.59,1.18)],'Burnt',64,'Z')
whdetail=g.obj('WreckDetails',bevel=.006);WRECK_H.append(whdetail)
WRECK_H.append(track_geo(1,True).obj('WreckBrokenTrack',bevel=.002))
for p in WRECK_H[-1].data.polygons:p.material_index=list(MATS).index('Burnt')
# Bore an actual open well through the original wreck hull roof, preserving side/bottom.
wh=next(o for o in WRECK_H if o.name=='W_Hull')
bpy.ops.mesh.primitive_cylinder_add(vertices=64,radius=1.04,depth=1.05,location=V((0,.18,1.94)));cut=bpy.context.object
bpy.context.view_layer.objects.active=wh;mod=wh.modifiers.new('Open turret ring','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
try:bpy.ops.object.modifier_apply(modifier=mod.name)
except:pass
bpy.data.objects.remove(cut,do_unlink=True)
# Burnt turret closed underside and basket stub, visible when tossed.
g=Geo();g.lathe((0,.18,1.85),[(0,0),(0,1.09),(-.11,1.09),(-.11,.94),(-.56,.72),(-.60,0)],'Burnt',48,'Z')
for a in np.linspace(0,2*pi,9)[:-1]:g.rod((.83*cos(a),.18+.83*sin(a),1.77),(.65*cos(a),.18+.65*sin(a),1.20),.035,'Burnt',10)
WRECK_T.append(g.obj('WreckBasket',bevel=.006))
WreckHull=join_objects(WRECK_H,'Wreck_Hull',(0,0,0));WreckTurret=join_objects(WRECK_T,'Wreck_Turret',TURRET_P)
for ob in [WreckHull,WreckTurret]:
    # game-weight wreck decimation, smooth small parts retained as silhouette
    bpy.context.view_layer.objects.active=ob;mod=ob.modifiers.new('Wreck game budget','DECIMATE');mod.ratio=.37;bpy.ops.object.modifier_apply(modifier=mod.name)
DAMAGE += [WreckHull,WreckTurret]
# Damage material allow-list. Convert healthy Steel, Glass, Lamps to scorch steel.
for o in DAMAGE:
    if o.type"'!='"'MESH':continue
    for p in o.data.polygons:
        if o.data.materials[p.material_index].name in ['Steel','Glass','Lamps']:p.material_index=list(MATS).index('Scars')
damage_doc=export_file('leopard2-tank-damage.glb',DAMAGE)
# Manifest world coordinates are exported convention (X left,Y up,Z forward).
def manifest(obs):
    out=[]
    for o in obs:
        p=o.matrix_world.translation
        out.append({'name':o.name,'parent':o.parent.name if o.parent else None,'position':[round(p.x,6),round(p.z,6),round(-p.y,6)],'type':o.type,'triangles':tris([o])})
    return out
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
lo=[min(p[i] for p in pts) for i in range(3)];hi=[max(p[i] for p in pts) for i in range(3)]
meta={'schema':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','nodes':{'leopard2-tank.glb':manifest(HEALTH),'leopard2-tank-damage.glb':manifest(DAMAGE)},'bounds':{'min':[lo[0],lo[2],-hi[1]],'max':[hi[0],hi[2],-lo[1]]},'triangles':{'healthy':tris(HEALTH),'damage':tris(DAMAGE)},'paints':[{'name':n,'linearRGB':c} for n,c in PAINTS],'damage':{'parts':[{'part':n,'twin':TWINS.get(n)} for n in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']}}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\\n'.join([
'Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.',
f'Triangles: healthy {tris(HEALTH):,}; damage {tris(DAMAGE):,}; wreck {tris([WreckHull,WreckTurret]):,}.',
'Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].',
'Textures: Cycles baked shared tiling base/normal 1024px Paint, 512px others; packed ORM 512px; neutral Paint allows six variants.',
'Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.',
'Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.'
])+'\\n')
print('GEOMETRY_AND_EXPORT_DONE',meta['triangles'],flush=True)
# Proof scenes are rebuilt from BOTH delivered GLBs, never source-only geometry.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank-damage.glb'));B=[o for o in SC.objects if o not in A]
# Import suffixes on materials are harmless; proof uses actual exported factor and textures.
def hide(obs,flag):
    for o in obs:o.hide_render=flag
hide(B,True)
# Ground and natural broad soft daylight.
groundmat=bpy.data.materials.new('Studio ground');groundmat.diffuse_color=(.17,.19,.205,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.89
bpy.ops.mesh.primitive_plane_add(size=200);ground=bpy.context.object;ground.name='RenderGround';ground.data.materials.append(groundmat);ground.location.z=-.012
world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
ld=bpy.data.lights.new('Key','AREA');ld.energy=2100;ld.shape='DISK';ld.size=7;lamp=bpy.data.objects.new('Key',ld);SC.collection.objects.link(lamp);lamp.location=(5,-6,11)
ld=bpy.data.lights.new('Rim','AREA');ld.energy=1700;ld.size=6;lamp=bpy.data.objects.new('Rim',ld);SC.collection.objects.link(lamp);lamp.location=(-5,2,7);lamp.rotation_euler=(Vector((0,0,1.3))-lamp.location).to_track_quat('-Z','Y').to_euler()
ld=bpy.data.lights.new('Sun','SUN');ld.energy=1.5;ld.angle=.28;lamp=bpy.data.objects.new('Sun',ld);SC.collection.objects.link(lamp);lamp.rotation_euler=(.35,-.5,-.4)
camdata=bpy.data.cameras.new('Camera');cam=bpy.data.objects.new('Camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO'
def camera(hero=True,wide=False):
    target=Vector((0,-1.2,1.30));cam.location=target+Vector((11,-15,9.0)) if hero else Vector((13,-1.45,2.2));cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=13.7 if not wide else 16.3
    if not hero:camdata.ortho_scale=13.0
camera()
def render(name,w=1920,h=1080,samples=32):
    SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);print('RENDERED',name,flush=True)
render('final.png')
camera(False);render('side.png');camera()
# grey clay overrides the imported materials, confirms contour and real detailing.
clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png');SC.view_layers[0].material_override=None
# Rig test: all pivoted roles 30 degrees together, source matrices restored afterward.
poses={}
for o in A:
    if o.name=='Turret' or o.name.startswith('Wheel_') or o.name.startswith('Hatch_') or o.name in ['Gun','Barrel','MG']:
        poses[o]=o.matrix_basis.copy()
        if o.name=='Turret':o.rotation_euler.z+=pi/6
        elif o.name=='Barrel':o.location.y+=.22
        else:o.rotation_euler.x+=pi/6
render('rig-test.png',1280,720,16)
for o,m in poses.items():o.matrix_basis=m
# Contact sheets composited from actual saved render pixels; no external tools needed.
def sheet(files,name):
    ims=[bpy.data.images.load(str(ROOT/f),check_existing=False) for f in files];w,h=ims[0].size;canvas=np.zeros((h*2,w*3,4),dtype=np.float32)
    for i,im in enumerate(ims):
        a=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-i//3;col=i%3;canvas[row*h:(row+1)*h,col*w:(col+1)*w]=a
    out=bpy.data.images.new(name,w*3,h*2,alpha=True);out.pixels.foreach_set(canvas.ravel());out.filepath_raw=str(ROOT/name);out.file_format='PNG';out.save()
    for im in ims:bpy.data.images.remove(im)
# Imported glTF paints store the multiply factor in a Mix node. Change by finding it.
pm=next(m for m in bpy.data.materials if m.name.startswith('Paint') and m.users>0 and m.node_tree and any(n.type=='BSDF_PRINCIPLED' for n in m.node_tree.nodes) and m not in list(MATS.values()))
def setpaint(rgb):
    nt=pm.node_tree;p=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');inp=p.inputs['Base Color']
    # glTF importer uses Mix node multiplication; replacing with explicit texture multiply is deterministic.
    tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and 'base' in (n.image.name.lower() if n.image else '')) if any(n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower() for n in nt.nodes) else next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image.colorspace_settings.name"'!='"'Non-Color')
    mix=nt.nodes.get('PaintPreviewFactor')
    if not mix:mix=node(nt,'ShaderNodeMixRGB');mix.name='PaintPreviewFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;link(nt,tex.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],inp)
    mix.inputs[2].default_value=(*rgb,1)
files=[]
for i,(name,col) in enumerate(PAINTS):setpaint(col);fn=f'paint-{i}.png';render(fn,640,360,12);files.append(fn)
sheet(files,'paints.png');setpaint(DEFAULT)
# Six requested switch-only gameplay states. All imported export nodes are toggled explicitly.
def reset():hide(A,False);hide(B,True)
def show_name(name,flag=True):
    o=next((o for o in A+B if o.name==name),None)
    if o:o.hide_render=not flag
    return o
statefiles=[]
for i in range(6):
    reset()
    if i==1:
        for o in B:
            if o.name.startswith('Scar_'):o.hide_render=False
        for n in list(TWINS)[:6]:show_name(n,False);show_name(TWINS[n])
    elif i==2:
        for o in A:
            if o.name.startswith('Part_'):o.hide_render=True
    elif i==3:
        show_name('Track_L',False);show_name('Track_L_Broken');o=show_name('Gun',False)
        if o:
            for c in o.children_recursive:c.hide_render=True
        show_name('Gun_Broken')
    elif i in [4,5]:
        hide(A,True);show_name('Wreck_Hull');wt=show_name('Wreck_Turret')
        if i==5:
            wt.location=Vector((3.75,-.45,.89));wt.rotation_euler=(.35,2.25,.42);camera(wide=True)
    fn=f'state-{i}.png';render(fn,640,360,16);statefiles.append(fn)
sheet(statefiles,'states.png')
reset();camera()
# Save final source-independent proof scene for reproducible view QA, optional artifact.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof.blend'))
print('BUILD_COMPLETE',flush=True)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
cat /tmp/leopard-preflight.log | tail -8" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 993ms:
17:24:41 | INFO: Finished glTF 2.0 export in 0.0051233768463134766 s

17:24:41 | INFO: Data are loaded, start creating Blender stuff
17:24:41 | INFO: Blender create Mesh node Plane
17:24:41 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK [('NVIDIA RTX 4000 SFF Ada Generation', True), ('13th Gen Intel Core i5-13500', False), ('NVIDIA RTX 4000 SFF Ada Generation', True)]

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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'date -u' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
Sun Oct 11 15:33:10 UTC 2026

codex
The GPU bake/export preflight passed. The first full build is running with separate pivots for the turret, gun, recoil barrel, wheels, and hatches, plus removable armor and fittings. The proof images will use re-imported GLBs to check what the exported files actually contain.

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/bin/bash -lc "ssh gex44 'tail -18 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 498ms:
Info: Baking map saved to internal image, save it externally or pack it
BAKE Rubber
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE TrackSteel
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Steel
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Glass
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Lamps

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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

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/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 1 in 21290ms:
 succeeded in 495ms:
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_glt... truncated
Error: script failed, file: '/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py', exiting.

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/bin/bash -lc 'git status --short . 2>/dev/null | head -10
command -v geminix
command -v forge-agent' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
?? ./
/home/claude-agent/bin/geminix
/home/claude-agent/bin/forge-agent

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/bin/bash -lc "ssh gex44 'tail -100 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 577ms:
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 48, in _create
    BlenderScene.create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/scene.py", line 39, in create
    BlenderNode.create_vnode(gltf, 'root')
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 47, in create_vnode
    BlenderNode.create_vnode(gltf, child)
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 33, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 54, in create_object
    obj = BlenderNode.create_mesh_object(gltf, vnode)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 314, in create_mesh_object
    mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 26, in create
    return create_mesh(gltf, mesh_idx, skin_idx)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 52, in create_mesh
    do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 540, in do_primitives
    BlenderMaterial.create(gltf, prim.material, vertex_color)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/material.py", line 68, in create
    pbr_metallic_roughness(mh)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py", line 162, in pbr_metallic_roughness
    iridescence_factor_socket=mh.settings_node.inputs['Iridescence Factor'] if mh.settings_node else None,
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
00:20.572  bpy.rna          | ERROR Python script error in IMPORT_SCENE_OT_gltf.execute
Traceback (most recent call last):
  File "/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py", line 609, in <module>
    bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)
    ~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2105, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 48, in _create
    BlenderScene.create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/scene.py", line 39, in create
    BlenderNode.create_vnode(gltf, 'root')
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 47, in create_vnode
    BlenderNode.create_vnode(gltf, child)
    ~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 33, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 54, in create_object
    obj = BlenderNode.create_mesh_object(gltf, vnode)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/node.py", line 314, in create_mesh_object
    mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 26, in create
    return create_mesh(gltf, mesh_idx, skin_idx)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 52, in create_mesh
    do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/mesh.py", line 540, in do_primitives
    BlenderMaterial.create(gltf, prim.material, vertex_color)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/material.py", line 68, in create
    pbr_metallic_roughness(mh)
    ~~~~~~~~~~~~~~~~~~~~~~^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/pbrMetallicRoughness.py", line 162, in pbr_metallic_roughness
    iridescence_factor_socket=mh.settings_node.inputs['Iridescence Factor'] if mh.settings_node else None,
                              ~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Iridescence Factor" not found'
Location: /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:609

Error: Python: Traceback (most recent call last):
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2073, in execute
    return self.import_gltf2(context)
           ~~~~~~~~~~~~~~~~~^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2105, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/__init__.py", line 2120, in unit_import
    BlenderGlTF.create(gltf_importer)
    ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/imp/blender_gltf.py", line 41, in create
    BlenderGlTF._create(gltf)
    ~~~~~~~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_glt... truncated
Error: script failed, file: '/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py', exiting.

Blender quit

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py'
s=open(p).read().replace(\"bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)\",\"bpy.data.node_groups.remove(bpy.data.node_groups['glTF Material Output'],do_unlink=True)\\nbpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)\")
open(p,'w').write(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
ssh gex44 \"rg 'EXPORTED|GEOMETRY|HEALTHY' /root/fal-author/leopard2-tank-v1/build.log\"
scp gex44:/root/fal-author/leopard2-tank-v1/nodes.json /tmp/leopard-nodes-first.json
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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exec
/bin/bash -lc "python3 - <<'PY'
import json,os
p='/tmp/leopard-nodes-first.json'
if os.path.exists(p):
 j=json.load(open(p));print(j['triangles'],j['bounds']);print(len(j['nodes']['leopard2-tank.glb']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
{'healthy': 229576, 'damage': 154811} {'min': [-1.9149999618530273, 0.012682413682341576, -4.007500171661377], 'max': [1.9149999618530273, 3.8603672981262207, 7.1100006103515625]}
91

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exec
/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('/tmp/leopard-nodes-first.json'))
for k in j['nodes']:
 a=j['nodes'][k];print(k);print([(x['name'],x['triangles']) for x in sorted(a,key=lambda x:-x['triangles'])[:20]])
PY
ssh gex44 'tail -5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 618ms:
leopard2-tank.glb
[('Track_L', 25728), ('Track_R', 25728), ('Hull', 15592), ('Barrel', 6720), ('Turret', 4516), ('Wheel_L1', 4068), ('Wheel_L2', 4068), ('Wheel_L4', 4068), ('Wheel_L5', 4068), ('Wheel_L7', 4068), ('Wheel_L9', 4068), ('Wheel_L10', 4068), ('Wheel_L12', 4068), ('Wheel_R1', 4068), ('Wheel_R2', 4068), ('Wheel_R4', 4068), ('Wheel_R5', 4068), ('Wheel_R7', 4068), ('Wheel_R9', 4068), ('Wheel_R10', 4068)]
leopard2-tank-damage.glb
[('Wreck_Hull', 61826), ('Track_L_Broken', 25728), ('Track_R_Broken', 25728), ('Wreck_Turret', 12294), ('Gun_Broken', 8370), ('Dmg_EngineGrille_L', 3748), ('Dmg_Turret_BustleRack', 3516), ('Dmg_Turret_Smoke_L', 3064), ('Dmg_Turret_Bin_R', 1264), ('Dmg_Turret_Arrowhead_L', 721), ('Dmg_Skirt_R1', 664), ('Dmg_Skirt_L2', 620), ('Dmg_Skirt_L3', 620), ('Dmg_Skirt_R3', 620), ('Dmg_Skirt_L1', 576), ('Scar_Hull_Front', 508), ('Scar_Hull_L', 508), ('Scar_Hull_R', 508), ('Scar_Hull_Rear', 508), ('Scar_Turret_Front', 508)]

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exec
/bin/bash -lc "ssh gex44 'ls -lh /root/fal-author/leopard2-tank-v1/*.glb; tail -8 /root/fal-author/leopard2-tank-v1/build.log; pgrep -af \"blender.*leopard\"'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 631ms:
-rw-r--r-- 1 root root 14M Oct 11 17:33 /root/fal-author/leopard2-tank-v1/leopard2-tank-damage.glb
-rw-r--r-- 1 root root 17M Oct 11 17:33 /root/fal-author/leopard2-tank-v1/leopard2-tank.glb
1029711 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1
1029712 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py

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/bin/bash -lc "ssh gex44 'nvidia-smi --query-compute-apps=pid,process_name,used_gpu_memory --format=csv,noheader; ps -eo pid,etime,args | grep blender.real | head -8'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 624ms:
2225, /home/ubuntu/speaches/.venv/bin/python, 172 MiB
558160, python3.10, 4142 MiB
3432349, /opt/conda/bin/python3.11, 580 MiB
1026349       01:05 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
1026352       01:05 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/merkava-tank-v1/build_merkava-tank.py
1027739       00:50 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/panther-tank-v1/build_panther-tank.py
1028235       00:45 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
1028240       00:45 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/merkava-tank-v1/build_merkava-tank.py
1029712       00:30 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
1032185       00:00 bash -c nvidia-smi --query-compute-apps=pid,process_name,used_gpu_memory --format=csv,noheader; ps -eo pid,etime,args | grep blender.real | head -8
1032192       00:00 grep blender.real

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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 561ms:
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/bin/bash -lc 'date -u' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
Sun Oct 11 15:35:19 UTC 2026

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();s=s.replace(\"HEALTH=[o for o in SC.objects if o.type in ['MESH','EMPTY']]\",'''# Real hatch apertures and permanent enclosed crew spaces.
for hatch,x,f,z,r,body in [('Commander',-.67,-.42,2.66,.30,Turret),('Loader',.65,-.46,2.66,.31,Turret),('Driver',.64,2.42,1.79,.27,Hull)]:
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=r,depth=.50,location=V((x,f,z-.10)));cut=bpy.context.object
    bpy.context.view_layer.objects.active=body;mod=body.modifiers.new('Crew hatch aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
    well=Geo();well.lathe((x,f,z-.34),[(0,0),(0,r),(.34,r)],'Rubber',40,'Z')
    wo=well.obj('Permanent crew well',bevel=0);join_objects([body,wo],body.name)
HEALTH=[o for o in SC.objects if o.type in ['MESH','EMPTY']]
# Reduce redundant bevel/cylinder facets without changing pivot coordinates.
for o in HEALTH:
    if o.type=='MESH' and sum(len(p.vertices)-2 for p in o.data.polygons)>600:
        bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Game mesh budget','DECIMATE');mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name)
''')
s=s.replace(\"n=u.cross(v).normalized()\",\"n=v.cross(u).normalized()\")
s=s.replace(\"c=(s*1.690,2.10-j*1.24,1.30)\",\"c=(s*1.875,2.10-j*1.24,1.30)\")
s=s.replace(\"for side,s in [('L',1),('R',-1)]:DAMAGE.append(track_geo(s,True).obj('Track_'+side+'_Broken',parent=HullD,bevel=.003))\",'''for side,s in [('L',1),('R',-1)]:
    o=track_geo(s,True).obj('Track_'+side+'_Broken',parent=HullD,bevel=.003)
    bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Broken track budget','DECIMATE');mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name);DAMAGE.append(o)''')
s=s.replace(\"damage_doc=export_file('leopard2-tank-damage.glb',DAMAGE)\",'''# Exact outer dimensions and ground contact, including detachable fittings.
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
xmax=max(abs(p.x) for p in pts);rear=max(p.y for p in pts);groundz=min(p.z for p in pts)
def normalized(p):return Vector((p.x*1.875/xmax,p.y*(3.86/rear if p.y>0 else 1),p.z-groundz))
allobs=HEALTH+DAMAGE;old={o:o.matrix_world.copy() for o in allobs};new={}
for o in allobs:
    new[o]=old[o].copy()
    if o.name not in ['Hull','Hull_Damage','Wreck_Hull','Track_L','Track_R','Track_L_Broken','Track_R_Broken']:
        new[o].translation=normalized(old[o].translation)
    else:new[o].translation=Vector((0,0,0))
    if o.type=='MESH':
        inv=new[o].inverted()
        for v in o.data.vertices:v.co=inv@normalized(old[o]@v.co)
for o in sorted(allobs,key=lambda x:len(x.parent_recursive) if hasattr(x,'parent_recursive') else (3 if x.parent and x.parent.parent else (1 if x.parent else 0))):o.matrix_world=new[o]
bpy.context.view_layer.update()
healthy_doc=export_file('leopard2-tank.glb',HEALTH)
damage_doc=export_file('leopard2-tank-damage.glb',DAMAGE)''')
# Self-contained quality scope in script rather than another deliverable.
s=s.replace('All geometry is authored afresh. Photographic sources: Poly Haven CC0.','All geometry is authored afresh. Photographic sources: Poly Haven CC0.\\nScope: 80-140k healthy triangles, <=110k damage; 12 MB GLB; 1024/512px maps.\\nViews: daylight front three-quarter, orthographic side, clay, six states and paints.\\nRevision cap: 3 visual revisions, at most 2 independent critic passes per revision.')
open(p,'w').write(s)
PY
python3 -m py_compile build_leopard2-tank.py
ssh gex44 'tail -5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 638ms:
codex
The first export revealed two issues: excess geometry in repeated wheel and track details, and a Blender 5.2 material-node conflict during re-import. I’ve fixed the import conflict and prepared a lower-weight mesh pass. I’m also cutting real hatch openings with enclosed interiors for the articulation checks.

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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log; ls -l /root/fal-author/leopard2-tank-v1/final.png 2>/dev/null'
scp gex44:/root/fal-author/leopard2-tank-v1/textures/Paint_base.png /tmp/leopard-Paint.png" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1735ms:
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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();s=s.replace(\"for o in sorted(allobs,key=lambda x:len(x.parent_recursive) if hasattr(x,'parent_recursive') else (3 if x.parent and x.parent.parent else (1 if x.parent else 0))):o.matrix_world=new[o]\", \"def hierarchy_depth(o):\\n    n=0\\n    while o.parent:n+=1;o=o.parent\\n    return n\\nfor o in sorted(allobs,key=hierarchy_depth):o.matrix_world=new[o]\")
open(p,'w').write(s)
PY
ssh gex44 'tail -5 /root/fal-author/leopard2-tank-v1/build.log; ps -eo etime,args | grep -E \"blender.real -b.*(leopard|t34|merkava|panther)\" | head -10'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 538ms:
      03:26 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
      00:53 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
      00:11 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/merkava-tank-v1/build_merkava-tank.py
      00:02 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
      00:00 bash -c tail -5 /root/fal-author/leopard2-tank-v1/build.log; ps -eo etime,args | grep -E "blender.real -b.*(leopard|t34|merkava|panther)" | head -10
      00:00 grep -E blender.real -b.*(leopard|t34|merkava|panther)

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/bin/bash -lc "scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
python3 - <<'PY'
from PIL import Image
im=Image.open('/tmp/leopard-Paint.png');print(im.size)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 927ms:
(1024, 1024)

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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log; ls -lh /root/fal-author/leopard2-tank-v1/final.png 2>/dev/null'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 2 in 587ms:
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep \"blender.real -b\" | head -12; ls /run/gpu-gate /tmp/gpu-gate /var/lib/gpu-gate 2>/dev/null'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 2 in 584ms:
1029712       04:35 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
1042628       02:02 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
1043226       01:55 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/panzer-iv-tank-v1/build_panzer-iv-tank.py
1046450       01:11 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
1048870       00:43 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py
1049709       00:28 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py
1051668       00:06 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/mark-iv-tank-v1/build_mark-iv-tank.py
1052126       00:00 bash -c ps -eo pid,etime,args | grep "blender.real -b" | head -12; ls /run/gpu-gate /tmp/gpu-gate /var/lib/gpu-gate 2>/dev/null
1052128       00:00 grep blender.real -b
2433489 24-09:10:13 bash -c while pgrep -f "blender.real -b --factory-startup --python-exit-code 1 --python /root/tideglass-fps-weapons-20260917/build_fps_weapons.py -- RENDER" >/dev/null; do sleep 5; done; echo render-complete; stat -c "%n %s %y" /root/tideglass-fps-weapons-20260917/renders/rifle_beauty_stock.png /root/tideglass-fps-weapons-20260917/renders/pistol_beauty_hero.png

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();s=s.replace(\"tint=node(nt,'ShaderNodeMixRGB');tint.blend_type='MULTIPLY'\",'''# Neutral paint trim: photographic detail, fine rain streaks and worn panel margins.
    paint_detail=mul.outputs[0]
    if neutral:
        sepUV=node(nt,'ShaderNodeSeparateXYZ');link(nt,uv.outputs['UV'],sepUV.inputs[0])
        distances=[]
        for ax in ['X','Y']:
            inv=node(nt,'ShaderNodeMath');inv.operation='SUBTRACT';inv.inputs[0].default_value=1;link(nt,sepUV.outputs[ax],inv.inputs[1])
            mn=node(nt,'ShaderNodeMath');mn.operation='MINIMUM';link(nt,sepUV.outputs[ax],mn.inputs[0]);link(nt,inv.outputs[0],mn.inputs[1]);distances.append(mn.outputs[0])
        edge=node(nt,'ShaderNodeMath');edge.operation='MINIMUM';link(nt,distances[0],edge.inputs[0]);link(nt,distances[1],edge.inputs[1])
        er=node(nt,'ShaderNodeValToRGB');cr=er.color_ramp;cr.elements.remove(cr.elements[1]);cr.elements[0].position=0;cr.elements[0].color=(.98,.98,.98,1)
        for pos,c in [(.006,.92),(.016,.38),(.037,.72),(.10,1.0)]:e=cr.elements.new(pos);e.color=(c,c,c,1)
        link(nt,edge.outputs[0],er.inputs[0])
        mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';mapping.inputs[1].default_value=(36,2.5,1);link(nt,uv.outputs['UV'],mapping.inputs[0])
        streak=node(nt,'ShaderNodeTexNoise');streak.inputs['Scale'].default_value=5;streak.inputs['Detail'].default_value=3;link(nt,mapping.outputs[0],streak.inputs[0])
        sr=node(nt,'ShaderNodeMapRange');sr.inputs['To Min'].default_value=.68;sr.inputs['To Max'].default_value=1.07;link(nt,streak.outputs['Fac'],sr.inputs[0])
        for detail,factor in [(er.outputs[0],.75),(sr.outputs[0],.72)]:
            mm=node(nt,'ShaderNodeMixRGB');mm.blend_type='MULTIPLY';mm.inputs[0].default_value=factor;link(nt,paint_detail,mm.inputs[1]);link(nt,detail,mm.inputs[2]);paint_detail=mm.outputs[0]
    tint=node(nt,'ShaderNodeMixRGB');tint.blend_type='MULTIPLY' ''')
s=s.replace(\"link(nt,mul.outputs[0],tint.inputs[1])\",\"link(nt,paint_detail,tint.inputs[1])\")
s=s.replace(\"self.uv.append([(vs[i][inds[0]]*.65,vs[i][inds[1]]*.65) for i in f])\",'''coords=[(vs[i][inds[0]]*.65,vs[i][inds[1]]*.65) for i in f]
                if mat=='Paint':
                    lows=[min(c[k] for c in coords) for k in range(2)];spans=[max(c[k] for c in coords)-lows[k] for k in range(2)]
                    if min(spans)>.12:coords=[(.001+.998*(c[0]-lows[0])/spans[0],.001+.998*(c[1]-lows[1])/spans[1]) for c in coords]
                self.uv.append(coords)''')
open(p,'w').write(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1669ms:
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exec
/bin/bash -lc "ssh gex44 'head -100 /opt/gpu-gate/gpu_gate.py'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 478ms:
"""Cross-process GPU gate for the gex44 inference box.

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

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

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

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

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

from __future__ import annotations

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

LOG = logging.getLogger("gpu_gate")

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

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


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


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

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


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


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

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


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


def _pid_alive(pid) -> bool:
    if not isinstance(pid, int) or isinstance(pid, bool) or pid <= 0:
        return False
    try:
        os.kill(pid, 0)
    except ProcessLookupError:

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();s=s.replace(\"new=V(pivot);old=o.matrix_world.translation.copy();o.data.transform(Matrix.Translation(old-new));o.location=new\", \"new=Matrix.Translation(V(pivot));old=o.matrix_world.copy();o.data.transform(new.inverted()@old);o.matrix_world=new\")
open(p,'w').write(s)
PY
ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 593ms:
codex
The paint maps now include neutral wear, grime, and rain streaks for recoloring through the required NATO-green factor. The next Blender pass is waiting in the shared GPU queue; I’m using that time to check damage-part alignment and the dimension constraints.

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exec
/bin/bash -lc "scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
ssh gex44 'tail -5 /root/fal-author/leopard2-tank-v1/build.log'
date -u" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1630ms:
Sun Oct 11 15:40:22 UTC 2026

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();s=s.replace(\"bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals\", \"bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-7);bmesh.ops.recalc_face_normals\")
s=s.replace(\"xmax=max(abs(p.x) for p in pts);rear=max(p.y for p in pts);groundz=min(p.z for p in pts)\",\"xmax=max(abs(p.x) for p in pts);rear=max(p.y for p in pts);groundz=min(p.z for p in pts)\\nroof=max((o.matrix_world@Vector(p)).z for o in HEALTH if o.type=='MESH' and 'Antenna' not in o.name for p in o.bound_box)\")
s=s.replace(\"p.z-groundz))\",\"(p.z-groundz)*3.03/(roof-groundz)))\")
s=s.replace(\"else Vector((13,-1.45,2.2))\",\"else Vector((13,-1.2,1.30))\")
open(p,'w').write(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log'
date -u" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1715ms:
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:677: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
00:36.413  render           | Saved: '/root/fal-author/leopard2-tank-v1/final.png'
RENDERED final.png
00:47.778  render           | Saved: '/root/fal-author/leopard2-tank-v1/side.png'
RENDERED side.png
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:691: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
Sun Oct 11 15:41:23 UTC 2026

 succeeded in 489475ms:
bash: line 1: rg: command not found

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/bin/bash -lc "cat > /tmp/check-leopard-contract.py <<'PY'
import json, struct, sys, numpy as np, io
from PIL import Image
from pathlib import Path
root=Path(sys.argv[1])
def load(p):
 b=p.read_bytes();ln=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+ln]);return j,b[28+ln:]
def mat(n):
 if 'matrix' in n:return np.array(n['matrix']).reshape(4,4).T
 t=n.get('translation',[0,0,0]);s=n.get('scale',[1,1,1]);x,y,z,w=n.get('rotation',[0,0,0,1]);m=np.eye(4)
 m[:3,:3]=np.array([[1-2*y*y-2*z*z,2*x*y-2*z*w,2*x*z+2*y*w],[2*x*y+2*z*w,1-2*x*x-2*z*z,2*y*z-2*x*w],[2*x*z-2*y*w,2*y*z+2*x*w,1-2*x*x-2*y*y]])@np.diag(s);m[:3,3]=t;return m
allpos={};reports={}
for fn in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 j,b=load(root/fn);parents={c:i for i,n in enumerate(j['nodes']) for c in n.get('children',[])}
 def world(i):return world(parents[i])@mat(j['nodes'][i]) if i in parents else mat(j['nodes'][i])
 def acc(i):
  a=j['accessors'][i];v=j['bufferViews'][a['bufferView']];d={5126:'<f4',5125:'<u4',5123:'<u2',5121:'u1'}[a['componentType']];nc={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']];return np.frombuffer(b,d,count=a['count']*nc,offset=v.get('byteOffset',0)+a.get('byteOffset',0)).reshape(-1,nc)
 ns={n['name']:i for i,n in enumerate(j['nodes'])};allpos[fn]={n:world(i)[:3,3].tolist() for n,i in ns.items()};pts=[];tri=0;prims=0
 for i,n in enumerate(j['nodes']):
  if 'mesh' not in n:continue
  for p in j['meshes'][n['mesh']]['primitives']:
   a=acc(p['attributes']['POSITION']);assert np.isfinite(a).all();pts.append((world(i)@np.c_[a,np.ones(len(a))].T).T[:,:3]);tri+=j['accessors'][p['indices']]['count']//3;prims+=1
 ims=[]
 for im in j.get('images',[]):
  v=j['bufferViews'][im['bufferView']];im=Image.open(io.BytesIO(b[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']]));ims.append(im.size);assert max(im.size)<=1024
 pts=np.concatenate(pts);paint=next(m for m in j['materials'] if m['name']=='Paint');assert paint['pbrMetallicRoughness']['baseColorFactor']==[.09,.12,.07,1]
 report={'triangles':tri,'bytes':(root/fn).stat().st_size,'nodes':len(ns),'primitives':prims,'materials':[m['name'] for m in j['materials']],'images':ims,'bounds':[pts.min(0).tolist(),pts.max(0).tolist()]}
 if fn.endswith('-damage.glb'):
  tops={j['nodes'][i]['name'] for i in j['scenes'][j.get('scene',0)]['nodes']};assert tops=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'},tops
  assert tri<=110000;assert set(report['materials'])<=set(['Paint','Burnt','Scars','TrackSteel','Rubber'])
 else:
  for name in ['Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Driver','Hatch_Loader','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch']:assert name in ns,name
  assert parents[ns['Gun']]==ns['Turret'];assert parents[ns['Barrel']]==ns['Gun'];assert parents[ns['Muzzle']]==ns['Barrel']
  assert 80000<=tri<=140000;assert report['bytes']<=12000000
 reports[fn]=report
meta=json.load(open(root/'nodes.json'))
for x in meta['damage']['parts']:
 if x['twin']:assert np.allclose(allpos['leopard2-tank.glb'][x['part']],allpos['leopard2-tank-damage.glb'][x['twin']],atol=1e-5),x
assert np.allclose(allpos['leopard2-tank.glb']['Gun'],allpos['leopard2-tank-damage.glb']['Gun_Broken'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Turret_Damage'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Wreck_Turret'])
print(json.dumps(reports,indent=2));print('CONTRACT_PASS')
PY
ssh gex44 'tail -8 /root/fal-author/leopard2-tank-v1/build.log'
date -u" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 496ms:
01:22.041  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-4.png'
RENDERED state-4.png
01:23.152  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-5.png'
RENDERED state-5.png
Info: Saved as "proof.blend"
BUILD_COMPLETE

Blender quit
Sun Oct 11 15:42:11 UTC 2026

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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/{final.png,side.png,clay.png,paints.png,states.png,rig-test.png,leopard2-tank.glb,leopard2-tank-damage.glb,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'ls -lh *.png *.glb nodes.json 2>/dev/null' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 2 in 0ms:
-rw-r--r-- 1 claude-agent claude-agent 2.2M Oct 11 15:42 clay.png
-rw-r--r-- 1 claude-agent claude-agent 2.3M Oct 11 15:42 final.png
-rw-r--r-- 1 claude-agent claude-agent 1.7M Oct 11 15:42 paints.png
-rw-r--r-- 1 claude-agent claude-agent 2.1M Oct 11 15:42 side.png

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 succeeded in 12446ms:
codex
The first renders show the main forms, but the track loop is too rectangular and the turret’s upper front edge overhangs the wedge armor. I’m correcting both silhouettes, deepening the wheel dishes, and adding restrained roof detail before the next visual check.

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exec
/bin/bash -lc "cat > /tmp/leopard-critic-brief.txt <<'TXT'
Read-only visual review. Open the actual images with your image-capable tool: /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1/sheet.jpg (reference), final.png, side.png, states.png and paints.png in same directory. First revision. Asset brief is modern Leopard2A6 realistic game tank. Return at most five prioritized visible findings with measurable corrections and verdict PASS/REVISE/BLOCKED. Do not edit anything. Known author fixes already planned: conform tracks to wheel tangent envelope, remove turret-core roof overhang and extend upper arrowhead slopes, deepen wheel dishes, lower driver hatch plinth, expose headlamps, refine roof optics. Focus additional issues and damage states. Deadline 5 minutes. If you cannot actually view images, state BLOCKED instead of guessing.
TXT
gemini --model forge:build-gemini-38flash --effort high -p \""'$(cat /tmp/leopard-critic-brief.txt)" > /tmp/leopard-critic.txt 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'python3 /tmp/check-leopard-contract.py .' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 1 in 277ms:
Traceback (most recent call last):
  File "/tmp/check-leopard-contract.py", line 33, in <module>
    assert 80000<=tri<=140000;assert report['bytes']<=12000000
                                     ^^^^^^^^^^^^^^^^^^^^^^^^^
AssertionError

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exec
/bin/bash -lc 'cat NOTES.md
ls -lh *.glb
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/leopard2-tank.glb" --strict > /tmp/leopard-audit-a.txt
head -70 /tmp/leopard-audit-a.txt' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 123ms:
Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.
Triangles: healthy 124,073; damage 89,757; wreck 44,553.
Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].
Textures: Cycles baked shared tiling base/normal 1024px Paint, 512px others; packed ORM 512px; neutral Paint allows six variants.
Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.
Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.
-rw-r--r-- 1 claude-agent claude-agent 9.8M Oct 11 15:42 leopard2-tank-damage.glb
-rw-r--r-- 1 claude-agent claude-agent  12M Oct 11 15:42 leopard2-tank.glb
{
  "file": "leopard2-tank.glb",
  "sha256": "389cb247a838777b8c8a502c53f45225e24468d3ec5fa7009a3ce0471a0e772a",
  "bytes": 12444396,
  "primitive_count": 200,
  "material_count": 6,
  "embedded_images": 18,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Hatch_Driver",
      "primitive": 0,
      "triangles": 506,
      "zero_area_triangles": 96,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch_Driver",
      "primitive": 1,
      "triangles": 268,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 3034,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 722,
      "zero_area_triangles": 40,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 4658,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_L",
      "primitive": 0,
      "triangles": 696,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_L",
      "primitive": 1,
      "triangles": 458,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_L",
      "primitive": 2,
      "triangles": 794,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_R",
      "primitive": 0,
      "triangles": 696,
      "zero_area_triangles": 0,

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read()
s=s.replace(\"im.filepath_raw=str(CACHE/(name+'_'+kind+'.png'));im.file_format='PNG';im.save();result[kind]=im\", \"im.filepath_raw=str(CACHE/(name+'_'+kind+('.jpg' if kind=='base' else '.png')));im.file_format='JPEG' if kind=='base' else 'PNG';im.save();result[kind]=im\")
s=s.replace(\"('Burnt','rusty_metal_02',(.095,.081,.068),.35,.92)\",\"('Burnt','rusty_metal_02',(.025,.023,.021),.28,.95)\")
s=s.replace(\"g.mesh(vs,[(0,3,2,1),(12,13,14,15)]\", \"vs[12]=(-1.47,3.49,.78);vs[13]=(1.47,3.49,.78)\\ng.mesh(vs,[(0,3,2,1),(12,13,14,15)]\")
s=s.replace(\"g.rod((s*1.03,3.80,1.10),(s*1.03,3.89,1.10),.078,'Steel',16)\",\"g.lathe((s*1.03,3.80,1.10),[(0,.079),(.065,.079),(.065,.045),(0,.045),(0,.079)],'Steel',20,'Y')\")
s=s.replace(\"(x,f,lo),(w,f,lo)\",\"(x,f,lo),(w,f,lo)\") # no-op marker
s=s.replace(\"(.64,2.42,1.64)\",\"(.64,2.42,1.51)\").replace(\"(.64,2.42,1.61)\",\"(.64,2.42,1.48)\")
s=s.replace(\"(.083,r*.78),(.053,r*.68),(.050,r*.30),(.09,r*.26)\",\"(.083,r*.78),(.038,r*.67),(.014,r*.36),(.09,r*.26)\")
s=s.replace(\"outer=x+s*.225\",\"outer=x+s*.186\")
s=s.replace(\"r*.24,'Steel',24\",\"r*.24,'Paint',24\")
s=s.replace(\"(s,0,0),.018)\\n        if typ=='sprocket'\", \"(s,0,0),.013,'Paint')\\n        if typ=='sprocket'\")
start=s.index('D=[0]\\nfor a,b in zip(PATH')
s=s[:start]+'''# Convex tangent envelope of actual front idler, road wheels and rear drive.
cloud=[]
for f,z,r in [(3.19,.94,.45),(2.51,.50,.455),(-2.59,.50,.455),(-3.24,1.00,.48)]:
    cloud += [(f+r*cos(a),z+r*sin(a)) for a in np.linspace(0,2*pi,65)[:-1]]
def cross2(o,a,b):return (a[0]-o[0])*(b[1]-o[1])-(a[1]-o[1])*(b[0]-o[0])
cloud=sorted(set(cloud));lower=[];upper=[]
for p in cloud:
    while len(lower)>=2 and cross2(lower[-2],lower[-1],p)<=0:lower.pop()
    lower.append(p)
for p in reversed(cloud):
    while len(upper)>=2 and cross2(upper[-2],upper[-1],p)<=0:upper.pop()
    upper.append(p)
PATH=lower[:-1]+upper[:-1]
''' + s[start:]
s=s.replace('LOOP=D[-1];LINKS=96','LOOP=D[-1];LINKS=84')
s=s.replace(\"g=Geo();g.rod((s*1.30,3.61,1.48),(s*1.30,3.69,1.48),.094,'Steel',24);g.rod((s*1.30,3.69,1.48),(s*1.30,3.698,1.48),.075,'Lamps',24)\",\"g=Geo();g.rod((s*1.30,3.83,1.49),(s*1.30,3.94,1.49),.094,'Steel',24);g.rod((s*1.30,3.94,1.49),(s*1.30,3.948,1.49),.075,'Lamps',24)\")
s=s.replace('3.72,1.43','3.96,1.40').replace('3.72,1.62','3.96,1.65')
s=s.replace(\"(1.30,3.70,1.48)\",\"(1.30,3.95,1.49)\").replace(\"(-1.30,3.70,1.48)\",\"(-1.30,3.95,1.49)\")
s=s.replace(\"outline=[(-.53,2.10),(.53,2.10),(1.35,1.30)\",\"outline=[(-.53,1.82),(.53,1.82),(1.35,1.06)\").replace(\"(-1.35,1.30)]\",\"(-1.35,1.06)]\")
s=s.replace(\"pts=[(.28,2.31,2.29),(1.20,2.07,2.23)\",\"pts=[(.28,2.69,2.29),(1.20,2.45,2.23)\")
s=s.replace(\"(.32,1.91,2.64),(1.07,1.72,2.63)\",\"(.32,1.76,2.64),(1.07,1.60,2.63)\")
s=s.replace(\"(.31,1.93,1.99),(1.09,1.76,1.99)\",\"(.31,2.21,1.99),(1.09,2.04,1.99)\")
s=s.replace(\"[(s*.37,1.925,2.646),(s*1.06,1.735,2.646)\",\"[(s*.37,1.76,2.646),(s*1.06,1.60,2.646)\")
s=s.replace(\"[(.41,1.89),(.65,1.83),(.95,1.76),(1.24,1.48),(1.39,1.20)]\", \"[(.41,1.735),(.65,1.69),(.95,1.63),(1.24,1.38),(1.39,1.18)]\")
s=s.replace(\"('MainSight',(.63,1.13,2.77),(.52,.45,.25)),('PanoramicSight',(-.62,-.12,2.86),(.36,.36,.34))\", \"('MainSight',(.63,1.13,2.75),(.48,.40,.21)),('PanoramicSight',(-.62,-.12,2.86),(.30,.27,.26))\")
s=s.replace(\"g=Geo();x,f,z=c;g.box(c,size);\", \"g=Geo();x,f,z=c\\n    if name=='PanoramicSight':g.rod((x,f,2.65),(x,f,2.77),.18,'Paint',32)\\n    g.box(c,size);\")
s=s.replace(\"part('Part_Turret_'+name,g,parent=Turret)\",\"g.box((x,f+size[1]/2+.024,z),(.023,.014,.60*size[2]),'Paint')\\n    part('Part_Turret_'+name,g,parent=Turret,bev=.009)\")
s=s.replace(\"('Driver',.64,2.42,.30,None,1.79)\",\"('Driver',.64,2.42,.30,None,1.69)\").replace(\"('Driver',.64,2.42,1.79,.27,Hull)\",\"('Driver',.64,2.42,1.69,.27,Hull)\")
s=s.replace(\"Turret=g.obj('Turret',TURRET_P\",'''# Roof maintenance covers, fastener rows and weld lines.
for x,f,w,l in [(0,-1.33,.70,.73),(-.98,.51,.34,.62),(.99,.45,.25,.52)]:
    g.box((x,f,2.645),(w,l,.014),'Paint')
    for xx in [x-w/2+.04,x+w/2-.04]:
        for ff in [f-l/2+.045,f+l/2-.045]:g.bolt((xx,ff,2.660),r=.012,mat='Paint')
    g.tube([(x-w/2,f-l/2,2.654),(x+w/2,f-l/2,2.654),(x+w/2,f+l/2,2.654)],.005,'Steel')
for s in [-1,1]:
    for ff in np.linspace(-1.67,.80,12):g.bolt((s*1.24,ff,2.650),r=.011,mat='Paint')
Turret=g.obj('Turret',TURRET_P''')
# Dark wreck all the way through, including boolean-generated cut faces.
s=s.replace(\"for ob in [WreckHull,WreckTurret]:\\n\", \"for ob in [WreckHull,WreckTurret]:\\n    for p in ob.data.polygons:p.material_index=list(MATS).index('Burnt')\\n\")
# Irregular scar spacing and corrected surface contact.
s=s.replace(\"if face=='Front':c=(-.88+j*.54,3.86,1.15);u=(1,0,0);v=(0,0,1)\",\"if face=='Front':\\n                    zz=[1.14,1.25,1.02,1.18][j];c=(-.94+j*.57,3.49+(zz-.78)*.37/.62+.002,zz);u=(1,0,0);v=(0,.512,.859)\")
s=s.replace(\"if face=='Front':c=(-.38+j*.25,2.104,2.24);u=(1,0,0);v=(0,0,1)\",\"if face=='Front':\\n                    xx=[-.58,-1.02,.53,.95][j];zz=2.46;ff=2.69-(abs(xx)-.28)*.261-(zz-2.29)*2.657;c=(xx,ff+.003,zz);u=(1,-.261*(1 if xx>0 else -1),0);v=(0,-.936,.352)\")
s=s.replace(\"c=(s*1.424,.11-j*.40,2.33)\",\"c=(s*(1.52+((.11-j*.4)-.42)/(-2.17)*(-.05))*.906+s*.003,.11-j*.40,2.33)\")
s=s.replace(\"impact(g,c,u,v,.075+(j%2)*.022,30+j)\",\"impact(g,c,u,v,[.073,.092,.057,.067][j],30+j)\")
# Nonpenetrating impacts alternate with one full raised petal rim.
s=s.replace(\"for rr,depth in [(r*2.0,.0025),(r*1.22,.003),(r,.004),(r*.69,.035),(r*.45,.004)]:\", \"for rr,depth in [(r*2.0,.0025),(r*1.22,.003),(r,.004),(r*.69,.016 if seed%4==3 else .004),(r*.45,.004)]:\")
s=s.replace(\"g.mesh([tuple(c+n*.002)]+rings[-1],[(0,i+1,(i+1)%14+1) for i in range(14)],'Burnt')\", \"g.mesh([tuple(c+n*.003)]+rings[-1],[(0,i+1,(i+1)%14+1) for i in range(14)],'Burnt' if seed%4==3 else 'Scars')\")
open(p,'w').write(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'tail -n 8 /root/fal-author/leopard2-tank-v1/build.log 2>/dev/null || ssh gex44 tail -n 8 /root/fal-author/leopard2-tank-v1/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 585ms:
01:30.084  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-0.png'
RENDERED paint-0.png
01:33.327  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-1.png'
RENDERED paint-1.png
01:36.687  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-2.png'
RENDERED paint-2.png
01:39.878  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-3.png'
RENDERED paint-3.png

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/bin/bash -lc 'tail -n 50 /tmp/leopard-critic.txt; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
0. **Blocked on you**: nothing.

### Visual Findings (Leopard 2A6 Tank v1)

| # | Priority | Issue Observed | Measurable Correction |
|---|---|---|---|
| 1 | **High** | **Side skirt profile & thickness:** All 7 panels are identical square slabs; missing the Leopard 2A6 heavy wavy-bottom front segments and cutouts over the drive sprocket/idler. | Replace panels 1–3 with heavy composite stepped skirts (wavy lower edge, ~80 mm thicker outward); cut rear skirt higher over the sprocket to match reference. |
| 2 | **High** | **Smoke discharger layout & mounting:** Dischargers are 2 stacked parallel rows of 4 tubes on a flat plate (4+4), which is incorrect for Leopard 2. | Reconfigure to standard 2-bank staggered cluster: 4 lower + 2 middle + 2 upper angled fan pattern welded directly to wedge armor cheek. |
| 3 | **Medium** | **Bustle basket / turret rear overhang:** Rear stowage rack is a bare shallow wire box with an oversized hollow air gap under the bustle, throwing off side silhouette height. | Extend turret bustle rear downward by ~15 cm to enclose lower bustle, integrate stowage basket flush to rear wall with sloped wire mesh. |
| 4 | **Medium** | **Damage states lack structural breakup:** `states.png` wreck/damaged variants only bend the barrel, pop the turret, and apply uniform gray tint without armor deformation, blown skirts, or exposed internal ring details. | On heavy damage/wreck state: displace at least 2 skirt panels, blow off the right-side wedge armor module to expose flat turret cheek, add burnt rim/deformed hull lip. |
| 5 | **Low** | **Glacis tool layout & front mudflaps:** Pioneer tools on the glacis sit flat and parallel without mounting brackets; front rubber mudflaps are rigid vertical box ends instead of angled flexible flaps. | Angle front mudflaps 30° forward over track horns; group tools into standard NATO clasp brackets with crossing tow-cable run. |

### Verdict
**REVISE**

1. **What changed:** Read-only visual inspection across reference sheet, hero renders, damage states, and paint variants.
2. **How I know it works:** Evaluated orthographic and hero views directly against Leopard 2A6 reference schematics in `sheet.jpg`.
3. **What would break if wrong:** Geometry revisions to side skirts and smoke dischargers require updating UV layouts for the paint schemes.
4. **What was not done:** No meshes or textures modified (strictly read-only review as requested).
15:50:14

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/bin/bash -lc "sed -n '1,160p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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"""Leopard 2A6 style tank / tank-damage/v1. Blender 5.2; metres.
Run with Blender -b --python-exit-code 1 --python this_file.py.
All geometry is authored afresh. Photographic sources: Poly Haven CC0.
Scope: 80-140k healthy triangles, <=110k damage; 12 MB GLB; 1024/512px maps.
Views: daylight front three-quarter, orthographic side, clay, six states and paints.
Revision cap: 3 visual revisions, at most 2 independent critic passes per revision.
"""
import bpy, bmesh, math, os, json, random, struct, urllib.request, sys
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin, cos, pi
import numpy as np
ROOT=Path(__file__).resolve().parent
CACHE=ROOT/'textures';CACHE.mkdir(exist_ok=True)
random.seed(26)
bpy.ops.wm.read_factory_settings(use_empty=True)
SC=bpy.context.scene;SC.render.engine='CYCLES';SC.cycles.samples=24;SC.cycles.use_denoising=True
prefs=bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type='OPTIX';prefs.get_devices()
for d in prefs.devices:d.use=d.type!='CPU'
SC.cycles.device='GPU';SC.unit_settings.system='METRIC'
SC.render.image_settings.file_format='PNG';SC.view_settings.view_transform='AgX'
# Build coordinates are (left, forward, up); Blender stores (left, -forward, up).
def V(p):return Vector((p[0],-p[1],p[2]))
def vp(p):return list(V(p))
MATS={};TEX={};DEFAULT=(.09,.12,.07)
PAINTS=[('NATO green',DEFAULT),('desert tan',(.46,.35,.20)),('field grey',(.20,.23,.19)),('winter white',(.76,.78,.73)),('dark green-black',(.025,.035,.026)),('olive drab',(.16,.17,.075))]
def node(nt,t):return nt.nodes.new(t)
def link(nt,a,b):nt.links.new(a,b)
def download(id,map):
    f=CACHE/f'{id}_{map}_1k.jpg'
    if not f.exists():
        u=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{id}/{id}_{map}_1k.jpg'
        urllib.request.urlretrieve(u,f)
    return bpy.data.images.load(str(f),check_existing=True)
def source_mat(name,id,color,metal,rough,neutral=False):
    m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
    out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs['BSDF'],out.inputs['Surface'])
    uv=node(nt,'ShaderNodeTexCoord');tex=node(nt,'ShaderNodeTexImage');tex.image=download(id,'diff');link(nt,uv.outputs['UV'],tex.inputs['Vector'])
    gray=node(nt,'ShaderNodeRGBToBW');link(nt,tex.outputs['Color'],gray.inputs[0])
    rem=node(nt,'ShaderNodeMapRange');rem.inputs['From Min'].default_value=0;rem.inputs['From Max'].default_value=1;rem.inputs['To Min'].default_value=.54 if neutral else .45;rem.inputs['To Max'].default_value=.96 if neutral else 1.25;link(nt,gray.outputs[0],rem.inputs[0])
    noise=node(nt,'ShaderNodeTexNoise');noise.inputs['Scale'].default_value=7;noise.inputs['Detail'].default_value=4;link(nt,uv.outputs['UV'],noise.inputs['Vector'])
    ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.2;ramp.color_ramp.elements[0].color=(.38,.38,.38,1);ramp.color_ramp.elements[1].position=.65;ramp.color_ramp.elements[1].color=(1,1,1,1);link(nt,noise.outputs['Fac'],ramp.inputs[0])
    mul=node(nt,'ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.35;link(nt,rem.outputs[0],mul.inputs[1]);link(nt,ramp.outputs[0],mul.inputs[2])
    # Neutral paint trim: photographic detail, fine rain streaks and worn panel margins.
    paint_detail=mul.outputs[0]
    if neutral:
        sepUV=node(nt,'ShaderNodeSeparateXYZ');link(nt,uv.outputs['UV'],sepUV.inputs[0])
        distances=[]
        for ax in ['X','Y']:
            inv=node(nt,'ShaderNodeMath');inv.operation='SUBTRACT';inv.inputs[0].default_value=1;link(nt,sepUV.outputs[ax],inv.inputs[1])
            mn=node(nt,'ShaderNodeMath');mn.operation='MINIMUM';link(nt,sepUV.outputs[ax],mn.inputs[0]);link(nt,inv.outputs[0],mn.inputs[1]);distances.append(mn.outputs[0])
        edge=node(nt,'ShaderNodeMath');edge.operation='MINIMUM';link(nt,distances[0],edge.inputs[0]);link(nt,distances[1],edge.inputs[1])
        er=node(nt,'ShaderNodeValToRGB');cr=er.color_ramp;cr.elements.remove(cr.elements[1]);cr.elements[0].position=0;cr.elements[0].color=(.98,.98,.98,1)
        for pos,c in [(.006,.92),(.016,.38),(.037,.72),(.10,1.0)]:e=cr.elements.new(pos);e.color=(c,c,c,1)
        link(nt,edge.outputs[0],er.inputs[0])
        mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';mapping.inputs[1].default_value=(36,2.5,1);link(nt,uv.outputs['UV'],mapping.inputs[0])
        streak=node(nt,'ShaderNodeTexNoise');streak.inputs['Scale'].default_value=5;streak.inputs['Detail'].default_value=3;link(nt,mapping.outputs[0],streak.inputs[0])
        sr=node(nt,'ShaderNodeMapRange');sr.inputs['To Min'].default_value=.68;sr.inputs['To Max'].default_value=1.07;link(nt,streak.outputs['Fac'],sr.inputs[0])
        for detail,factor in [(er.outputs[0],.75),(sr.outputs[0],.72)]:
            mm=node(nt,'ShaderNodeMixRGB');mm.blend_type='MULTIPLY';mm.inputs[0].default_value=factor;link(nt,paint_detail,mm.inputs[1]);link(nt,detail,mm.inputs[2]);paint_detail=mm.outputs[0]
    tint=node(nt,'ShaderNodeMixRGB');tint.blend_type='MULTIPLY' ;tint.inputs[0].default_value=1;link(nt,paint_detail,tint.inputs[1]);tint.inputs[2].default_value=(*color,1);link(nt,tint.outputs[0],p.inputs['Base Color'])
    arm=node(nt,'ShaderNodeTexImage');arm.image=download(id,'arm');arm.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],arm.inputs['Vector'])
    sep=node(nt,'ShaderNodeSeparateColor');link(nt,arm.outputs[0],sep.inputs[0]);rm=node(nt,'ShaderNodeMapRange');rm.inputs['To Min'].default_value=rough-.12;rm.inputs['To Max'].default_value=min(1,rough+.12);link(nt,sep.outputs['Green'],rm.inputs[0]);link(nt,rm.outputs[0],p.inputs['Roughness']);p.inputs['Metallic'].default_value=metal
    nor=node(nt,'ShaderNodeTexImage');nor.image=download(id,'nor_gl');nor.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],nor.inputs[0]);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.18 if neutral else .4;link(nt,nor.outputs[0],nm.inputs['Color']);link(nt,nm.outputs[0],p.inputs['Normal'])
    return m,p,tint.outputs[0],rm.outputs[0],nm.outputs[0]
def bake_material(name,id,color,metal,rough,size=512,neutral=False):
    print('BAKE',name,flush=True)
    m,p,base,roughsock,normsock=source_mat(name,id,color,metal,rough,neutral)
    bpy.ops.mesh.primitive_plane_add(size=2);o=bpy.context.object;o.name='BakeFixture';o.data.materials.append(m)
    nt=m.node_tree;out=next(n for n in nt.nodes if n.type=='OUTPUT_MATERIAL');bsdf=p.outputs[0]
    result={}
    for kind,sz in [('base',size),('normal',size),('orm',512)]:
        im=bpy.data.images.new(name+'_'+kind,width=sz,height=sz,alpha=False)
        if kind!='base':im.colorspace_settings.name='Non-Color'
        target=node(nt,'ShaderNodeTexImage');target.image=im;nt.nodes.active=target
        if kind=='normal':
            link(nt,bsdf,out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL',margin=8)
        else:
            em=node(nt,'ShaderNodeEmission')
            if kind=='base':link(nt,base,em.inputs[0])
            else:
                comb=node(nt,'ShaderNodeCombineColor');comb.inputs['Red'].default_value=1;comb.inputs['Blue'].default_value=metal;link(nt,roughsock,comb.inputs['Green']);link(nt,comb.outputs[0],em.inputs[0])
            link(nt,em.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='EMIT',margin=8)
        im.filepath_raw=str(CACHE/(name+'_'+kind+('.jpg' if kind=='base' else '.png')));im.file_format='JPEG' if kind=='base' else 'PNG';im.save();result[kind]=im
    bpy.data.objects.remove(o,do_unlink=True)
    nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs[0],out.inputs[0]);p.inputs['Metallic'].default_value=metal;p.inputs['Roughness'].default_value=rough
    for kind,im in result.items():
        t=node(nt,'ShaderNodeTexImage');t.image=im
        if kind=='base':link(nt,t.outputs[0],p.inputs['Base Color'])
        elif kind=='normal':
            n=node(nt,'ShaderNodeNormalMap');link(nt,t.outputs[0],n.inputs['Color']);link(nt,n.outputs[0],p.inputs['Normal'])
        else:
            sp=node(nt,'ShaderNodeSeparateColor');link(nt,t.outputs[0],sp.inputs[0]);link(nt,sp.outputs['Green'],p.inputs['Roughness']);link(nt,sp.outputs['Blue'],p.inputs['Metallic'])
            group=bpy.data.node_groups.get('glTF Material Output')
            if not group:
                group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
            gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;link(nt,sp.outputs['Red'],gn.inputs['Occlusion'])
    if name=='Lamps':p.inputs['Emission Color'].default_value=(.5,.39,.22,1);p.inputs['Emission Strength'].default_value=.35
    MATS[name]=m;TEX[name]=result
for args in [
    ('Paint','metal_plate', (1,1,1),.08,.8,1024,True),
    ('Rubber','rubberized_track',(.06,.066,.058),0,.88),
    ('TrackSteel','rusty_metal_02',(.20,.18,.145),.7,.66),
    ('Steel','metal_plate',(.23,.25,.24),.8,.42),
    ('Glass','metal_plate',(.022,.055,.062),.6,.22),
    ('Lamps','metal_plate',(.8,.74,.53),.15,.26),
    ('Burnt','rusty_metal_02',(.025,.023,.021),.28,.95),
    ('Scars','metal_plate',(.30,.30,.29),.8,.57)]:bake_material(*args)
# Geometry assembler: faces share vertices within each primitive, then bevel physical edges.
class Geo:
    def __init__(self):self.v=[];self.f=[];self.mi=[];self.uv=[]
    def mesh(self,vs,fs,mat='Paint',uv=None):
        n=len(self.v);self.v += [vp(v) for v in vs];self.f += [tuple(n+i for i in f) for f in fs];self.mi += [list(MATS).index(mat)]*len(fs)
        for f in fs:
            if uv is not None:self.uv.append([uv[i] for i in f])
            else:
                a,b,c=[Vector(vs[i]) for i in f[:3]];norm=(b-a).cross(c-a);axis=max(range(3),key=lambda i:abs(norm[i]));inds=[i for i in range(3) if i!=axis]
                coords=[(vs[i][inds[0]]*.65,vs[i][inds[1]]*.65) for i in f]
                if mat=='Paint':
                    lows=[min(c[k] for c in coords) for k in range(2)];spans=[max(c[k] for c in coords)-lows[k] for k in range(2)]
                    if min(spans)>.12:coords=[(.001+.998*(c[0]-lows[0])/spans[0],.001+.998*(c[1]-lows[1])/spans[1]) for c in coords]
                self.uv.append(coords)
    def box(self,c,s,mat='Paint',rot=None):
        vs=[Vector((a*s[0]/2,b*s[1]/2,d*s[2]/2)) for a,b,d in [(-1,-1,-1),(-1,-1,1),(-1,1,-1),(-1,1,1),(1,-1,-1),(1,-1,1),(1,1,-1),(1,1,1)]]
        if rot:vs=[rot@v for v in vs]
        vs=[tuple(v+Vector(c)) for v in vs]
        self.mesh(vs,[(0,4,6,2),(1,3,7,5),(0,1,5,4),(2,6,7,3),(0,2,3,1),(4,5,7,6)],mat)
    def rod(self,a,b,r,mat='Paint',n=12,r2=None,caps=True):
        a,b=Vector(a),Vector(b);d=(b-a).normalized();u=d.cross(Vector((0,0,1)))
        if u.length<.1:u=d.cross(Vector((0,1,0)))
        u.normalize();v=d.cross(u);r2=r if r2 is None else r2
        vs=[tuple(p+(u*cos(2*pi*i/n)+v*sin(2*pi*i/n))*rr) for p,rr in [(a,r),(b,r2)] for i in range(n)]
        fs=[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
        if caps:fs += [tuple(reversed(range(n))),tuple(range(n,2*n))]
        self.mesh(vs,fs,mat)
    def lathe(self,c,profile,mat='Paint',n=48,axis='X'):
        # profile ordered along outer and inner rim, pairs axial offset/radius
        vs=[]
        for d,r in profile:
            for i in range(n):
                a=2*pi*i/n
                q=(d,r*cos(a),r*sin(a)) if axis=='X' else ((r*cos(a),d,r*sin(a)) if axis=='Y' else (r*cos(a),r*sin(a),d))
                vs.append(tuple(Vector(c)+Vector(q)))
        fs=[]
        for j in range(len(profile)-1):
            for i in range(n):fs.append((j*n+i,j*n+(i+1)%n,(j+1)*n+(i+1)%n,(j+1)*n+i))
        self.mesh(vs,fs,mat)
    def poly(self,outline,z0,z1,mat='Paint'):
        vs=[(x,y,z0) for x,y in outline]+[(x,y,z1) for x,y in outline];n=len(outline)
        fs=[tuple(reversed(range(n))),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
        self.mesh(vs,fs,mat)
    def bolt(self,p,axis=(0,0,1),r=.021,mat='Steel'):
        a=Vector(p);d=Vector(axis);self.rod(a-d*.006,a+d*.013,r,mat,6)
    def tube(self,points,r=.016,mat='Steel',n=8):
        for a,b in zip(points,points[1:]):self.rod(a,b,r,mat,n)
    def obj(self,name,pivot=(0,0,0),parent=None,bevel=.004,segments=1):
        me=bpy.data.meshes.new(name);me.from_pydata(self.v,[],self.f);me.update()
        for m in MATS.values():me.materials.append(m)
        for p,m in zip(me.polygons,self.mi):p.material_index=m

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hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'ssh gex44 tail -n 6 /root/fal-author/leopard2-tank-v1/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 589ms:
01:43.283  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-5.png'
RENDERED paint-5.png
01:45.460  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-0.png'
RENDERED state-0.png
01:47.166  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-1.png'
RENDERED state-1.png

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '285,440p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        start=len(g.uv)
        g.box((s*1.53,f,z),(.63,LOOP/LINKS*.86,.070),'TrackSteel',rot)
        # two replaceable rubber pads, exposed metal hinge crossbars, guide horn inside
        outward=Vector((0,-sin(a),cos(a)))
        # lower run outer pad is below; path tangent gives outer right normal
        outward=-outward
        for xx in [-.151,.151]:
            c=Vector((s*1.53+xx,f,z))+outward*.047;g.box(c,(.25,LOOP/LINKS*.61,.034),'Rubber',rot)
        c=Vector((s*1.53,f,z))-outward*.065;g.box(c,(.063,.071,.098),'TrackSteel',rot)
        # pin heads are visible down both belt margins
        g.rod((s*1.53-.347,f,z),(s*1.53+.347,f,z),.023,'TrackSteel',8)
        for j in range(start,len(g.uv)):
            g.uv[j]=[(u%1,(t+(v%1-.5)/LINKS)%1) for u,v in g.uv[j]]
    return g
TRACKS=[]
for side,s in [('L',1),('R',-1)]:TRACKS.append(track_geo(s).obj('Track_'+side,bevel=.003))
# Individually detachable skirt armor. Seven plates on each side, four thick forward panels.
for side,s in [('L',1),('R',-1)]:
    for i in range(7):
        f=3.14-i*1.00;g=Geo();x=s*1.815
        zbottom=1.06 if i<4 else 1.13
        # true bevelled plate solid, rear plates lighter and shallower
        g.box((x,f,(1.67+zbottom)/2),(.115 if i<4 else .050,.975,1.67-zbottom))
        for ff in [f-.39,f+.39]:
            g.box((x+s*.063,ff,1.60),(.035,.083,.087));g.bolt((x+s*.087,ff,1.60),(s,0,0),.018)
            g.bolt((x+s*.071,ff,zbottom+.075),(s,0,0),.015)
        if i<4:g.tube([(x+s*.08,f-.30,zbottom+.03),(x+s*.08,f-.18,zbottom-.09),(x+s*.08,f+.18,zbottom-.09),(x+s*.08,f+.30,zbottom+.03)],.013)
        part(f'Part_Skirt_{side}{i+1}',g)
    for end,f in [('F',3.50),('R',-3.51)]:
        g=Geo();g.box((s*1.54,f,1.48),(.65,.66,.13))
        g.box((s*1.55,f+(.24 if end=='F' else -.28),1.29),(.64,.075,.29),'Rubber',Matrix.Rotation(-.20 if end=='F' else .1,3,'X'))
        for xx in [-.22,.22]:g.bolt((s*1.54+xx,f,1.56))
        part(f'Part_Fender_{end}{side}',g)
    # lamp and protective steel cage
    g=Geo();g.rod((s*1.30,3.83,1.49),(s*1.30,3.94,1.49),.094,'Steel',24);g.rod((s*1.30,3.94,1.49),(s*1.30,3.948,1.49),.075,'Lamps',24)
    part(f'Part_Headlamp_{side}',g)
    g=Geo();g.tube([(s*1.46,3.96,1.40),(s*1.46,3.96,1.65),(s*1.15,3.96,1.65),(s*1.15,3.96,1.40)],.017);part(f'Part_LampGuard_{side}',g)
    # rear brake light assembly, accessible exhaust grilles and armored shroud
    g=Geo();g.box((s*1.24,-3.90,1.47),(.37,.09,.16),'Rubber');g.box((s*1.24,-3.952,1.47),(.25,.013,.08),'Lamps');part(f'Part_TailLight_{side}',g)
    g=Geo();g.box((s*.94,-3.913,1.66),(1.05,.11,.24),'Rubber')
    for zz in np.linspace(1.57,1.77,8):g.box((s*.94,-3.98,zz),(1.04,.055,.014),'Paint')
    for xx in [s*.94-.53,s*.94+.53]:g.box((xx,-3.965,1.67),(.045,.065,.29))
    part(f'Part_ExhaustShroud_{side}',g)
# Engine deck with two visible fan grilles, lattice made of steel bars.
for s in [-1,1]:
    g=Geo();cx=s*.76;f=-2.74
    g.box((cx,f,1.844),(1.32,1.48,.032),'Rubber')
    g.lathe((cx,f,1.865),[(0,.52),(.018,.52),(.018,.56),(0,.56),(0,.52)],'Steel',48,'Z')
    for t in range(10):
        a=2*pi*t/10;g.rod((cx+.12*cos(a),f+.12*sin(a),1.869),(cx+.49*cos(a+.38),f+.49*sin(a+.38),1.869),.048,'Rubber',8)
    for xx in np.linspace(cx-.63,cx+.63,25):g.box((xx,f,1.897),(.013,1.42,.018),'Paint')
    for ff in np.linspace(f-.70,f+.70,19):g.box((cx,ff,1.911),(1.27,.012,.014),'Steel')
    for ff in [f-.74,f+.74]:g.box((cx,ff,1.9),(1.34,.04,.035))
    for xx in [cx-.67,cx+.67]:g.box((xx,f,1.9),(.04,1.50,.035))
    part('Part_EngineGrille_'+('L' if s>0 else 'R'),g)
# Tow cables along deck with forged eyes, long brackets; front spare track bundle.
for s in [-1,1]:
    g=Geo();pts=[(s*1.44,-3.40,1.91),(s*1.58,-3.16,1.94),(s*1.58,-1.6,1.85),(s*1.53,.95,1.78),(s*1.42,1.8,1.70)]
    for k in range(3):g.tube([(x+.012*cos(k*2*pi/3),y,z+.012*sin(k*2*pi/3)) for x,y,z in pts],.009,'Steel',8)
    for x,y,z in [pts[0],pts[-1]]:g.lathe((x,y,z),[(0,.07),(.024,.07),(.024,.045),(0,.045),(0,.07)],'Steel',16,'Z')
    part('Part_TowCable_'+('L' if s>0 else 'R'),g)
    g=Geo()
    for i in range(3):
        x=s*(.30+i*.22);g.box((x,3.53,1.47),(.18,.26,.074),'TrackSteel',Matrix.Rotation(.21,3,'X'));g.box((x,3.53,1.518),(.13,.14,.03),'Rubber')
    part('Part_SpareTrack_'+('L' if s>0 else 'R'),g)
# Tools strapped on front deck, short pry bar/shovel/axe with mounting clips.
g=Geo()
for x in [-.48,-.18,.12]:
    g.rod((x,2.84,1.625),(x,3.35,1.53),.022,'Steel',10);g.box((x,3.36,1.53),(.14,.19,.035),'Steel',Matrix.Rotation(.18,3,'X'))
    for f,z in [(2.91,1.63),(3.20,1.57)]:g.box((x,f,z),(.09,.036,.035),'Paint')
part('Part_ToolSet_Front',g)
# Complete turret base; outline deliberately broad and low, with a rear bustle.
TURRET_P=(0,.18,1.91)
g=Geo()
outline=[(-.53,1.82),(.53,1.82),(1.35,1.06),(1.52,.42),(1.47,-1.75),(1.12,-2.03),(-1.12,-2.03),(-1.47,-1.75),(-1.52,.42),(-1.35,1.06)]
# loft sloped sides rather than rectangular turret
bottom=[(x*.90,f,1.94) for x,f in outline];top=[(x*.91,f-.08,2.64) for x,f in outline]
g.mesh(bottom+top,[tuple(reversed(range(10))),tuple(range(10,20))]+[(i,(i+1)%10,(i+1)%10+10,i+10) for i in range(10)])
# roof welds and mounting fixtures on underlying armor
for s in [-1,1]:
    g.tube([(s*1.17,1.16,2.65),(s*1.34,.35,2.65),(s*1.30,-1.53,2.65)],.009,'Steel')
    for f in [-1.43,-.85,-.25,.36,1.03]:g.bolt((s*1.38,f,2.27),(s,0,0),.020)
    for f in [-1.38,-.61]:g.box((s*1.42,f,2.31),(.085,.11,.14))
    # lifting eyes and mounting strip
    g.tube([(s*1.03,.41,2.65),(s*1.03,.41,2.72),(s*1.03,.19,2.72),(s*1.03,.19,2.65)],.021,'Steel')
# Roof maintenance covers, fastener rows and weld lines.
for x,f,w,l in [(0,-1.33,.70,.73),(-.98,.51,.34,.62),(.99,.45,.25,.52)]:
    g.box((x,f,2.645),(w,l,.014),'Paint')
    for xx in [x-w/2+.04,x+w/2-.04]:
        for ff in [f-l/2+.045,f+l/2-.045]:g.bolt((xx,ff,2.660),r=.012,mat='Paint')
    g.tube([(x-w/2,f-l/2,2.654),(x+w/2,f-l/2,2.654),(x+w/2,f+l/2,2.654)],.005,'Steel')
for s in [-1,1]:
    for ff in np.linspace(-1.67,.80,12):g.bolt((s*1.24,ff,2.650),r=.011,mat='Paint')
Turret=g.obj('Turret',TURRET_P,bevel=.014,segments=2)
# Arrowhead modules: pointed front at mid-height, faceted sloped upper/lower faces.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    # nested front edge, shoulder, rear cut; front face drops toward the gun
    pts=[(.28,2.69,2.29),(1.20,2.45,2.23),(1.59,1.19,2.24),(1.53,.60,2.25),(.35,.75,2.24),
         (.32,1.76,2.64),(1.07,1.60,2.63),(1.47,1.06,2.64),(1.38,.59,2.64),(.35,.75,2.64),
         (.31,2.21,1.99),(1.09,2.04,1.99),(1.47,1.08,1.99),(1.39,.60,2.01),(.35,.75,2.01)]
    pts=[(s*x,f,z) for x,f,z in pts]
    fs=[]
    for i in range(5):j=(i+1)%5;fs += [(i,j,5+j,5+i),(i,10+i,10+j,j)]
    fs += [(5,6,7,8,9),(14,13,12,11,10)]
    g.mesh(pts,fs)
    # edge trim, fasteners, hinges are module-owned
    g.tube([(s*.37,1.76,2.646),(s*1.06,1.60,2.646),(s*1.48,1.06,2.652)],.009,'Steel')
    for xx,ff in [(.41,1.735),(.65,1.69),(.95,1.63),(1.24,1.38),(1.39,1.18)]:g.bolt((s*xx,ff,2.65),r=.014)
    for f in [.88,1.04]:g.box((s*1.53,f,2.32),(.025,.14,.035),'Steel')
    part('Part_Turret_Arrowhead_'+side,g,parent=Turret,bev=.008)
# Turret rear stowage bins and wire bustle basket.
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.box((s*1.40,-1.60,2.36),(.39,.85,.44))
    g.box((s*1.405,-1.60,2.596),(.43,.90,.045));g.box((s*1.619,-1.60,2.35),(.025,.75,.32),'Rubber')
    for ff in np.linspace(-1.94,-1.25,10):g.rod((s*1.638,ff,2.21),(s*1.638,ff,2.49),.006,'Steel',6)
    for zz in np.linspace(2.21,2.49,6):g.rod((s*1.638,-1.96,zz),(s*1.638,-1.23,zz),.006,'Steel',6)
    g.box((s*1.42,-1.60,2.625),(.14,.16,.014),'Steel')
    part('Part_Turret_Bin_'+side,g,parent=Turret)
g=Geo()
for zz in [2.02,2.44]:g.tube([(-1.22,-2.03,zz),(-1.19,-2.40,zz),(1.19,-2.40,zz),(1.22,-2.03,zz)],.022,'Paint')
for x in np.linspace(-1.18,1.18,15):g.tube([(x,-2.04,2.02),(x,-2.39,2.02),(x,-2.39,2.44)],.008,'Steel')
for zz in [2.12,2.23,2.34]:g.rod((-1.18,-2.40,zz),(1.18,-2.40,zz),.007,'Steel',6)
part('Part_Turret_BustleRack',g,parent=Turret)
# Smoke dispensers: two banks of four at each side, canted upward and outward.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    for row in range(2):
        for k in range(4):
            f=-.21-k*.21-row*.06;z=2.19+row*.27;x=s*(1.45+row*.01)
            a=(x,f,z);b=(x+s*.20,f+.10,z+.18)
            g.rod(a,b,.052,'Paint',16);g.rod(b,tuple(Vector(b)+Vector((s*.015,.007,.012))),.045,'Steel',16);g.rod(tuple(Vector(b)+Vector((s*.016,.008,.013))),tuple(Vector(b)+Vector((s*.019,.009,.015))),.031,'Rubber',16)
    for z in [2.16,2.43]:g.box((s*1.47,-.55,z),(.10,.97,.054),'Steel')
    part('Part_Turret_Smoke_'+side,g,parent=Turret)
# Gun group at trunnions; barrel child has separate recoil pivot.
g=Geo();g.rod((-.31,1.67,2.29),(.31,1.67,2.29),.265,'Paint',40)
g.box((0,1.76,2.29),(.56,.59,.38));g.rod((0,1.89,2.29),(0,2.26,2.29),.214,'Rubber',40)
for ff in [1.94,2.02,2.10,2.18]:g.lathe((0,ff,2.29),[(0,.21),(.018,.22),(.035,.21)],'Rubber',40,'Y')
Gun=g.obj('Gun',(0,1.68,2.29),Turret,bevel=.009)
g=Geo()
# L/55 smoothbore thermal sleeve, fume extractor and open muzzle bore.
profile=[(0,.15),(.13,.155),(.18,.137),(1.15,.137),(1.20,.177),(1.29,.185),(1.72,.185),(1.83,.148),(1.92,.132),(3.90,.112),(4.07,.112),(4.11,.126),(4.17,.126),(4.20,.108),(4.84,.103),(4.85,.103),(4.85,.062),(4.67,.062)]
# Starts at 2.26, ends at 7.11
# extractor slightly aft of middle as reference; uninterrupted taper to muzzle
g.lathe((0,2.26,2.29),profile,'Paint',48,'Y')
for ff,r in [(2.48,.140),(3.42,.178),(3.92,.183),(4.15,.134),(6.21,.115),(7.04,.109)]:g.lathe((0,ff,2.29),[(0,r),(.024,r),(.024,r+.009),(.045,r+.009),(.045,r)],'Steel',48,'Y')
g.lathe((0,7.104,2.29),[(0,.107),(.006,.107),(.006,.062),(-.25,.062),(-.25,0)],'Steel',48,'Y')
Barrel=g.obj('Barrel',(0,2.26,2.29),Gun,bevel=.001)
Muzzle=empty('Muzzle',(0,7.11,2.29),Barrel)
# Optical head, armored sights with inset dark lenses and sun shields.
for name,c,size in [('MainSight',(.63,1.13,2.75),(.48,.40,.21)),('PanoramicSight',(-.62,-.12,2.86),(.30,.27,.26))]:
    g=Geo();x,f,z=c
    if name=='PanoramicSight':g.rod((x,f,2.65),(x,f,2.77),.18,'Paint',32)
    g.box(c,size);g.box((x,f+size[1]/2+.009,z),(.75*size[0],.023,.60*size[2]),'Glass')
    g.box((x,f+.025,z+size[2]/2+.018),(size[0]+.05,size[1]+.10,.035));
    for dx in [-size[0]/2,size[0]/2]:g.box((x+dx,f+size[1]/2,z),(.027,.08,size[2]))

hook: PreToolUse
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exec
/bin/bash -lc 'ssh gex44 tail -n 8 /root/fal-author/leopard2-tank-v1/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 502ms:
01:47.166  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-1.png'
RENDERED state-1.png
01:48.703  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-2.png'
RENDERED state-2.png
01:50.220  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-3.png'
RENDERED state-3.png
01:51.771  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-4.png'
RENDERED state-4.png

 succeeded in 156501ms:
hook: PreToolUse
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exec
/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/{final.png,side.png,paints.png,clay.png,rig-test.png,leopard2-tank.glb,leopard2-tank-damage.glb,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
codex
The revised build is exporting both damage and healthy assets. The independent visual review also flagged the skirt profiles and rear basket, so I’m checking those alongside the new track shape and the six damage states.
 succeeded in 10913ms:
hook: PreToolUse
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exec
/bin/bash -lc 'ssh gex44 tail -n 4 /root/fal-author/leopard2-tank-v1/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 538ms:
Info: Saved as "proof.blend"
BUILD_COMPLETE

Blender quit

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exec
/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/states.png .' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 3931ms:
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exec
/bin/bash -lc 'python3 /tmp/check-leopard-contract.py .; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank.glb --strict > /tmp/leopard-audit-b.txt; tail -n 12 /tmp/leopard-audit-b.txt' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 493ms:
{
  "leopard2-tank.glb": {
    "triangles": 123907,
    "bytes": 11207496,
    "nodes": 91,
    "primitives": 178,
    "materials": [
      "Paint",
      "Steel",
      "Rubber",
      "Lamps",
      "TrackSteel",
      "Glass"
    ],
    "images": [
      [
        1024,
        1024
      ],
      [
        512,
        512
      ],
      [
        1024,
        1024
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
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      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ]
    ],
    "bounds": [
      [
        -1.875,
        0.0,
        -3.859999895095825
      ],
      [
        1.875,
        3.855072259902954,
        7.110001266002655
      ]
    ]
  },
  "leopard2-tank-damage.glb": {
    "triangles": 85330,
    "bytes": 8886360,
    "nodes": 29,
    "primitives": 71,
    "materials": [
      "Paint",
      "Rubber",
      "Burnt",
      "Scars",
      "TrackSteel"
    ],
    "images": [
      [
        1024,
        1024
      ],
      [
        512,
        512
      ],
      [
        1024,
        1024
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ],
      [
        512,
        512
      ]
    ],
    "bounds": [
      [
        -2.0512402057647705,
        -0.0001719048887025565,
        -3.8680360317230225
      ],
      [
        2.0512402057647705,
        3.8547234535217285,
        7.110001266002655
      ]
    ]
  }
}
CONTRACT_PASS
      "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": 123907,
  "zero_area_triangles": 1330,
  "nonfinite_attribute_components": 0,
  "findings": [
    "zero_area_triangles"
  ]
}

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exec
/bin/bash -lc "sed -n '160,285p' build_leopard2-tank.py; sed -n '480,685p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        for p,m in zip(me.polygons,self.mi):p.material_index=m
        uv=me.uv_layers.new(name='UVMap')
        for p,coords in zip(me.polygons,self.uv):
            for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
        ob=bpy.data.objects.new(name,me);SC.collection.objects.link(ob)
        bpy.context.view_layer.objects.active=ob;ob.select_set(True)
        # V flips handedness: recalculate normals of closed primitives consistently.
        bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-7);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free()
        if bevel:
            mod=ob.modifiers.new('Manufactured edge radii','BEVEL');mod.width=bevel;mod.segments=segments;mod.limit_method='ANGLE';mod.angle_limit=.55
            bpy.ops.object.modifier_apply(modifier=mod.name)
        # Smooth cylindrical faces, preserve planar armor normals.
        for p in me.polygons:p.use_smooth=False
        if name.startswith('Wheel') or name in ['Barrel']:
            for p in me.polygons:p.use_smooth=True
            mod=ob.modifiers.new('Weighted normals','WEIGHTED_NORMAL');mod.keep_sharp=True
            try:bpy.ops.object.modifier_apply(modifier=mod.name)
            except:pass
        shift=V(pivot);me.transform(Matrix.Translation(-shift));ob.location=shift
        if parent:
            ob.parent=parent;ob.matrix_parent_inverse=Matrix.Identity(4);ob.location=shift-parent.matrix_world.translation
        ob.select_set(False);bpy.context.view_layer.update();return ob

def empty(name,pos,parent=None):
    o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(pos)
    if parent:o.parent=parent;o.location=V(pos)-parent.matrix_world.translation
    bpy.context.view_layer.update();return o
PARTS={};HEALTH=[]
def part(name,g,pivot=None,parent=None,bev=.004):
    if pivot is None:
        vv=np.array(g.v);c=(vv.min(0)+vv.max(0))/2;pivot=(c[0],-c[1],c[2])
    o=g.obj(name,pivot,parent,bev);PARTS[name]=o;return o
# Low welded hull, chamfered glacis and full inner side walls.
g=Geo()
sections=[(-3.86,1.57,.62,1.78),(-3.40,1.68,.49,1.82),(2.55,1.66,.48,1.66),(3.86,1.47,.78,1.40)]
vs=[]
for f,w,lo,hi in sections:vs += [(-w,f,lo),(w,f,lo),(w,f,hi),(-w,f,hi)]
vs[12]=(-1.47,3.49,.78);vs[13]=(1.47,3.49,.78)
g.mesh(vs,[(0,3,2,1),(12,13,14,15)]+[(j*4+i,j*4+(i+1)%4,(j+1)*4+(i+1)%4,(j+1)*4+i) for j in range(3) for i in range(4)])
# Continuous fender shelves, ring race and rear bulkhead detailing.
for s in [-1,1]:
    g.box((s*1.57,0,1.61),(.28,7.44,.16))
    for f in np.linspace(-3.4,3.35,11):
        g.box((s*1.686,f,1.48),(.09,.13,.24));g.bolt((s*1.74,f,1.48),(s,0,0))
    g.tube([(s*1.65,-3.5,1.84),(s*1.65,2.7,1.67),(s*1.55,3.53,1.50)],.017,'Paint')
    for f in [2.52,1.65,.78,-.09,-.96,-1.83,-2.70]:
        g.rod((s*1.22,f+.16,.86),(s*1.54,f,.49),.067,'Steel',12)
    # Recovery shackle mounts and front lamps base
    g.box((s*1.03,3.72,1.10),(.22,.15,.16));g.lathe((s*1.03,3.80,1.10),[(0,.079),(.065,.079),(.065,.045),(0,.045),(0,.079)],'Steel',20,'Y')
    g.box((s*1.32,3.51,1.45),(.27,.16,.14),'Steel')
# Driver hatch well physically recessed into separate deck patch; main hull roof is below well.
g.lathe((.64,2.42,1.51),[(0,.31),(.15,.31),(.15,.37),(.02,.38),(0,.31)],'Paint',40,'Z')
g.lathe((.64,2.42,1.48),[(0,.0),(0,.29),(.15,.29)],'Rubber',32,'Z')
# Turret bearing and dark closed ring interior
g.lathe((0,.18,1.82),[(0,1.08),(.13,1.08),(.13,1.18),(0,1.18),(0,1.08)],'Steel',64,'Z')
# Rear access panels, tow eyes, small bolts
for x in [-1.23,0,1.23]:
    g.box((x,-3.871,1.05),(.53,.025,.39),'Paint')
    for dx in [-.20,.20]:g.bolt((x+dx,-3.89,1.05),(0,-1,0))
for x in [-.55,.55]:g.lathe((x,-3.91,.83),[(0,.10),(.035,.10),(.035,.065),(0,.065),(0,.10)],'Steel',16,'Y')
Hull=g.obj('Hull',bevel=.012,segments=2)
# Track/wheel arrangement. All wheel nodes numbered front to back; seven road wheels.
WHEELS=[]
for side,s in [('L',1),('R',-1)]:
    wheeldefs=[('idler',3.19,.94,.40)]+[('road',f,.50,.395) for f in [2.51,1.66,.81,-.04,-.89,-1.74,-2.59]]+[('sprocket',-3.24,1.00,.42)]+[('return',f,1.24,.155) for f in [2.25,.78,-.73,-2.23]]
    wheeldefs.sort(key=lambda z:-z[1])
    for idx,(typ,f,z,r) in enumerate(wheeldefs,1):
        g=Geo();x=s*1.52
        # twin dished wheel shells with rubber shoulders, recessed concentric hubs
        for off in [-.14,.14]:
            xx=x+off
            if typ in ['road','idler','return']:
                g.lathe((xx,f,z),[(-.078,r*.86),(-.070,r),(.060,r),(.079,r*.88)],'Rubber',40)
                g.lathe((xx,f,z),[(-.068,0),(-.068,r*.84),(-.045,r*.89),(.066,r*.89),(.083,r*.78),(.038,r*.67),(.014,r*.36),(.09,r*.26),(.09,0)],'Paint',40)
            else:
                g.lathe((xx,f,z),[(-.055,0),(-.055,r*.83),(.055,r*.83),(.055,0)],'TrackSteel',40)
                for t in range(16):
                    a=2*pi*t/16;g.box((xx,f+r*.90*cos(a),z+r*.90*sin(a)),(.13,.105,.105),'TrackSteel',Matrix.Rotation(a,3,'X'))
        outer=x+s*.186
        g.rod((outer-s*.035,f,z),(outer+s*.024,f,z),r*.24,'Paint',24)
        for t in range(10 if typ!='return' else 6):
            a=2*pi*t/(10 if typ!='return' else 6);g.bolt((outer,f+r*.41*cos(a),z+r*.41*sin(a)),(s,0,0),.013,'Paint')
        if typ=='sprocket':
            for t in range(10):
                a=2*pi*t/10;g.rod((outer-s*.014,f+.245*cos(a),z+.245*sin(a)),(outer+s*.008,f+.245*cos(a),z+.245*sin(a)),.047,'Rubber',12)
        o=g.obj(f'Wheel_{side}{idx}',(x,f,z),bevel=.002);o['role']=typ;WHEELS.append(o)
# Capsule path follows raised idler/sprocket, flat lower run; link V = loop distance.
PATH=[(3.18+ .48*cos(t),.59+.48*sin(t)) for t in np.linspace(-pi/2,pi/2,19)]
PATH += [(f,1.07) for f in np.linspace(3.18,-3.20,35)[1:]]
PATH += [(-3.20+.48*cos(t),.59+.48*sin(t)) for t in np.linspace(pi/2,3*pi/2,19)[1:]]
PATH += [(f,.11) for f in np.linspace(-3.20,3.18,35)[1:]]
# Raise forward/back corners to match wheel wrap and upper run. Capsule radius .56 for clearance.
PATH=[(3.15+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(-pi/2,pi/2,23)] + [(f,1.24) for f in np.linspace(3.15,-3.18,35)[1:]] + [(-3.18+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(pi/2,3*pi/2,23)[1:]] + [(f,.08) for f in np.linspace(-3.18,3.15,35)[1:]]
# Convex tangent envelope of actual front idler, road wheels and rear drive.
cloud=[]
for f,z,r in [(3.19,.94,.45),(2.51,.50,.455),(-2.59,.50,.455),(-3.24,1.00,.48)]:
    cloud += [(f+r*cos(a),z+r*sin(a)) for a in np.linspace(0,2*pi,65)[:-1]]
def cross2(o,a,b):return (a[0]-o[0])*(b[1]-o[1])-(a[1]-o[1])*(b[0]-o[0])
cloud=sorted(set(cloud));lower=[];upper=[]
for p in cloud:
    while len(lower)>=2 and cross2(lower[-2],lower[-1],p)<=0:lower.pop()
    lower.append(p)
for p in reversed(cloud):
    while len(upper)>=2 and cross2(upper[-2],upper[-1],p)<=0:upper.pop()
    upper.append(p)
PATH=lower[:-1]+upper[:-1]
D=[0]
for a,b in zip(PATH,PATH[1:]+PATH[:1]):D.append(D[-1]+math.dist(a,b))
LOOP=D[-1];LINKS=84
def point_on(t):
    d=(t%1)*LOOP
    for i in range(len(PATH)):
        if D[i+1]>=d:
            u=(d-D[i])/(D[i+1]-D[i]);a=Vector(PATH[i]);b=Vector(PATH[(i+1)%len(PATH)]);p=a.lerp(b,u);v=(b-a).normalized();return p,v

def track_geo(s,broken=False):
    g=Geo()
    for i in range(LINKS):
        t=i/LINKS;p,d=point_on(t);f,z=p
        if broken:
            # Fall upper run down over suspension, split front arc and spill in front.
            if z>1.12:z=.91-.30*sin(pi*max(0,min(1,(f+3.18)/6.36)))
            if f>3.15 and z>.38:
                f=3.30+(z-.38)*1.55;z=.078;d=Vector((1,0))
        a=math.atan2(d[1],d[0]);rot=Matrix.Rotation(a,3,'X')
        start=len(g.uv)
    if pivot is not None:
        new=Matrix.Translation(V(pivot));old=o.matrix_world.copy();o.data.transform(new.inverted()@old);o.matrix_world=new
    bpy.ops.object.select_all(action='DESELECT');return o
join_objects([Hull,bpy.data.objects['Driver_Well']],'Hull')
# Real hatch apertures and permanent enclosed crew spaces.
for hatch,x,f,z,r,body in [('Commander',-.67,-.42,2.66,.30,Turret),('Loader',.65,-.46,2.66,.31,Turret),('Driver',.64,2.42,1.69,.27,Hull)]:
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=r,depth=.50,location=V((x,f,z-.10)));cut=bpy.context.object
    bpy.context.view_layer.objects.active=body;mod=body.modifiers.new('Crew hatch aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
    well=Geo();well.lathe((x,f,z-.34),[(0,0),(0,r),(.34,r)],'Rubber',40,'Z')
    wo=well.obj('Permanent crew well',bevel=0);join_objects([body,wo],body.name)
HEALTH=[o for o in SC.objects if o.type in ['MESH','EMPTY']]
# Reduce redundant bevel/cylinder facets without changing pivot coordinates.
for o in HEALTH:
    if o.type=='MESH' and sum(len(p.vertices)-2 for p in o.data.polygons)>600:
        bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Game mesh budget','DECIMATE');mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name)

# Utilities: validated triangle counts, export and GLB JSON paint-factor correction.
def tris(obs):
    n=0
    for o in obs:
        if o.type=='MESH':o.data.calc_loop_triangles();n+=len(o.data.loop_triangles)
    return n

def export_file(name,obs):
    bpy.ops.object.select_all(action='DESELECT')
    for o in obs:o.hide_set(False);o.select_set(True)
    bpy.ops.export_scene.gltf(filepath=str(ROOT/name),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_image_format='AUTO',export_extras=True)
    data=(ROOT/name).read_bytes();jl=struct.unpack_from('<I',data,12)[0];doc=json.loads(data[20:20+jl]);tail=data[20+jl:]
    for m in doc.get('materials',[]):
        if m['name']=='Paint':m.setdefault('pbrMetallicRoughness',{})['baseColorFactor']=[*DEFAULT,1]
    js=json.dumps(doc,separators=(',',':')).encode();js+=b' '*((-len(js))%4)
    out=struct.pack('<4sII',b'glTF',2,20+len(js)+len(tail))+struct.pack('<I4s',len(js),b'JSON')+js+tail;(ROOT/name).write_bytes(out)
    print('EXPORTED',name,tris(obs),len(out),flush=True)
    return doc
healthy_doc=export_file('leopard2-tank.glb',HEALTH)
print('HEALTHY_COMPLETE',flush=True)
# Damage assembly, all built from healthy geometry with identical pivots.
HullD=empty('Hull_Damage',(0,0,0));TurretD=empty('Turret_Damage',TURRET_P)
DAMAGE=[HullD,TurretD];TWINS={}
def copy_object(src,name,parent=None):
    o=src.copy();o.data=src.data.copy();SC.collection.objects.link(o);o.name=name;world=src.matrix_world.copy();o.parent=parent;o.matrix_world=world;return o
# Bent armored skirts/fenders and scorched turret attachments; actual breach cuts follow.
selected=['Part_Skirt_L1','Part_Skirt_L2','Part_Skirt_L3','Part_Skirt_L5','Part_Skirt_R1','Part_Skirt_R3','Part_Fender_FL','Part_Fender_RR','Part_EngineGrille_L','Part_ExhaustShroud_R','Part_Turret_Arrowhead_L','Part_Turret_Bin_R','Part_Turret_BustleRack','Part_Turret_Smoke_L']
for idx,name in enumerate(selected):
    src=PARTS[name];dn='Dmg_'+name[5:];o=copy_object(src,dn,TurretD if name.startswith('Part_Turret') else HullD)
    random.seed(400+idx)
    # local vertices move coherently with a broad bent edge, small torn facets.
    for v in o.data.vertices:
        p=v.co;u=max(0,min(1,(p.y+.32)/.65));w=u*u
        p.x += (.11+.035*(idx%3))*w*(1 if o.location.x>=0 else -1)
        p.z -= .12*w
        p.y += .025*sin(p.z*21+p.x*13)*w
    if 'Skirt' in name or 'Arrowhead' in name:
        # Boolean pierce a real hole through plate, cutter aligned to lateral armor.
        center=o.matrix_world.translation.copy();center.z-=.07
        bpy.ops.mesh.primitive_cylinder_add(vertices=12,radius=.085,depth=.75,location=center,rotation=(0,pi/2,0));cut=bpy.context.object
        bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Penetrated armor','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
        try:bpy.ops.object.modifier_apply(modifier=mod.name)
        except:pass
        bpy.data.objects.remove(cut,do_unlink=True)
    # scorch part edges by material index; preserves recolorable undamaged paint
    burnidx=list(MATS).index('Burnt')
    for p in o.data.polygons:
        if p.center.z<-.06 or random.random()<.10:p.material_index=burnidx
    DAMAGE.append(o);TWINS[name]=dn
# Surface-conforming impact groups: irregular black soot footprints with steel petalled rims.
def impact(g,center,u,v,r=.10,seed=1):
    rng=random.Random(seed);c=Vector(center);u=Vector(u);v=Vector(v);n=v.cross(u).normalized()
    # two irregular low-profile rings: soot skirt and shiny folded torn lip
    rings=[]
    for rr,depth in [(r*2.0,.0025),(r*1.22,.003),(r,.004),(r*.69,.016 if seed%4==3 else .004),(r*.45,.004)]:
        rings.append([tuple(c+u*cos(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+v*sin(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+n*depth) for i in range(14)])
    for k in range(4):
        vs=rings[k]+rings[k+1];fs=[(i,(i+1)%14,(i+1)%14+14,i+14) for i in range(14)];g.mesh(vs,fs,'Burnt' if k<2 else 'Scars')
    g.mesh([tuple(c+n*.003)]+rings[-1],[(0,i+1,(i+1)%14+1) for i in range(14)],'Burnt' if seed%4==3 else 'Scars')
    # tapered ricochet furrow across surface
    a=c+u*r*1.1-v*.07;b=a+u*r*2.6+v*.13
    g.mesh([tuple(a-v*.017+n*.004),tuple(b+n*.003),tuple(a+v*.017+n*.004)],[(0,1,2)],'Scars')
for group,parent in [('Hull',HullD),('Turret',TurretD)]:
    for face in ['Front','L','R','Rear']:
        g=Geo()
        for j in range(4):
            if group=='Hull':
                if face=='Front':
                    zz=[1.14,1.25,1.02,1.18][j];c=(-.94+j*.57,3.49+(zz-.78)*.37/.62+.002,zz);u=(1,0,0);v=(0,.512,.859)
                elif face=='Rear':c=(-.93+j*.60,-3.877,1.05);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*1.875,2.10-j*1.24,1.30);u=(0,-s,0);v=(0,0,1)
            else:
                if face=='Front':
                    xx=[-.58,-1.02,.53,.95][j];zz=2.46;ff=2.69-(abs(xx)-.28)*.261-(zz-2.29)*2.657;c=(xx,ff+.003,zz);u=(1,-.261*(1 if xx>0 else -1),0);v=(0,-.936,.352)
                elif face=='Rear':c=(-.80+j*.52,-2.038,2.30);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*(1.52+((.11-j*.4)-.42)/(-2.17)*(-.05))*.906+s*.003,.11-j*.40,2.33);u=(0,-s,0);v=(0,0,1)
            # normal points to exterior (u x v)
            impact(g,c,u,v,[.073,.092,.057,.067][j],30+j)
        o=g.obj('Scar_'+group+'_'+face, (0,0,0) if group=='Hull' else TURRET_P,parent,bevel=0);DAMAGE.append(o)
for side,s in [('L',1),('R',-1)]:
    o=track_geo(s,True).obj('Track_'+side+'_Broken',parent=HullD,bevel=.003)
    bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Broken track budget','DECIMATE');mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name);DAMAGE.append(o)
# Burst barrel assembled from the healthy gun and a shortened/drooped barrel copy.
gunbroken=copy_object(Gun,'Gun_Broken',TurretD)
bb=copy_object(Barrel,'BurstTube')
for v in bb.data.vertices:
    # original local Y points aft: forward is negative
    f=-v.co.y
    if f>2.5:
        v.co.z -= (f-2.5)*.36
        if f>4.45:v.co.x += .055*sin(v.co.z*42+v.co.x*32)
# Whole Gun_Broken one mesh, pivot at healthy gun trunnions.
gunbroken=join_objects([gunbroken,bb],'Gun_Broken')
# Add peeled petals at mid-length rupture.
g=Geo()
for j in range(7):
    a=2*pi*j/7;x=.13*cos(a);z=2.29+.13*sin(a);xx=.24*cos(a);zz=2.29+.24*sin(a)
    g.mesh([(x,4.80,z),(x+.035,4.83,z+.02),(xx+.02,5.11,zz),(xx,5.19,zz-.02)],[(0,1,2,3)],'Scars')
pet=g.obj('BurstPetals',bevel=.003);gunbroken=join_objects([gunbroken,pet],'Gun_Broken');DAMAGE.append(gunbroken)
# Burnt wreck from copies: wheel tires removed, suspension sag, missing skirts, burst deck.
WRECK_H=[];WRECK_T=[]
turret_set={Turret, Gun, Barrel,MG}|set(Turret.children_recursive)
for src in HEALTH:
    if src.type!='MESH':continue
    if src.name.startswith('Part_Skirt_') and src.name[-1] in ['1','3','6']:continue
    if src.name in ['Part_EngineGrille_L','Track_L','Part_Turret_Bin_L','Part_Turret_Smoke_R']:continue
    is_tur=src in turret_set
    o=copy_object(src,'W_'+src.name)
    o.parent=None;o.matrix_world=src.matrix_world.copy()
    if src.name.startswith('Wheel'):
        bm=bmesh.new();bm.from_mesh(o.data);bad=[f for f in bm.faces if o.data.materials[f.material_index].name=='Rubber'];bmesh.ops.delete(bm,geom=bad,context='FACES');bm.to_mesh(o.data);bm.free();o.location.z-=.05
    if src.name.startswith('Hatch_'):
        o.rotation_euler.x=math.radians(75)
    if src.name.startswith('Part_Skirt'):
        for vert in o.data.vertices:vert.co.x += .08*sin(vert.co.y*3);vert.co.z-=.08*(vert.co.y+.4)
    if src.name in ['Gun','Barrel']:
        # rotate around actual gun trunnion; consistent full depression
        pivot=V((0,1.68,2.29));r=Matrix.Rotation(math.radians(12),4,'X');o.matrix_world=Matrix.Translation(pivot)@r@Matrix.Translation(-pivot)@o.matrix_world
    for p in o.data.polygons:p.material_index=list(MATS).index('Burnt')
    (WRECK_T if is_tur else WRECK_H).append(o)
# Open engine bay with torn plates and charred turbine detail under missing grate.
g=Geo();g.box((.76,-2.74,1.78),(1.20,1.30,.055),'Burnt')
for i in range(6):
    f=-3.28+i*.21;g.rod((.23,f,1.79),(1.20,f,1.87),.065,'Burnt',12)
for i in range(5):
    f=-3.35+i*.29;g.mesh([(.08,f,1.82),(1.35,f,1.82),(1.18,f+.18,2.10+random.random()*.18),(.15,f+.18,2.04)],[(0,1,2,3)],'Burnt')
# visible deep ring well and stepped rim (roof opening cut below)
g.lathe((0,.18,1.22),[(0,0),(0,1.04),(.63,1.04),(.67,1.16),(.59,1.18)],'Burnt',64,'Z')
whdetail=g.obj('WreckDetails',bevel=.006);WRECK_H.append(whdetail)
WRECK_H.append(track_geo(1,True).obj('WreckBrokenTrack',bevel=.002))
for p in WRECK_H[-1].data.polygons:p.material_index=list(MATS).index('Burnt')
# Bore an actual open well through the original wreck hull roof, preserving side/bottom.
wh=next(o for o in WRECK_H if o.name=='W_Hull')
bpy.ops.mesh.primitive_cylinder_add(vertices=64,radius=1.04,depth=1.05,location=V((0,.18,1.94)));cut=bpy.context.object
bpy.context.view_layer.objects.active=wh;mod=wh.modifiers.new('Open turret ring','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
try:bpy.ops.object.modifier_apply(modifier=mod.name)
except:pass
bpy.data.objects.remove(cut,do_unlink=True)
# Burnt turret closed underside and basket stub, visible when tossed.
g=Geo();g.lathe((0,.18,1.85),[(0,0),(0,1.09),(-.11,1.09),(-.11,.94),(-.56,.72),(-.60,0)],'Burnt',48,'Z')
for a in np.linspace(0,2*pi,9)[:-1]:g.rod((.83*cos(a),.18+.83*sin(a),1.77),(.65*cos(a),.18+.65*sin(a),1.20),.035,'Burnt',10)
WRECK_T.append(g.obj('WreckBasket',bevel=.006))
WreckHull=join_objects(WRECK_H,'Wreck_Hull',(0,0,0));WreckTurret=join_objects(WRECK_T,'Wreck_Turret',TURRET_P)
for ob in [WreckHull,WreckTurret]:
    for p in ob.data.polygons:p.material_index=list(MATS).index('Burnt')
    # game-weight wreck decimation, smooth small parts retained as silhouette
    bpy.context.view_layer.objects.active=ob;mod=ob.modifiers.new('Wreck game budget','DECIMATE');mod.ratio=.37;bpy.ops.object.modifier_apply(modifier=mod.name)
DAMAGE += [WreckHull,WreckTurret]
# Damage material allow-list. Convert healthy Steel, Glass, Lamps to scorch steel.
for o in DAMAGE:
    if o.type!='MESH':continue
    for p in o.data.polygons:
        if o.data.materials[p.material_index].name in ['Steel','Glass','Lamps']:p.material_index=list(MATS).index('Scars')
# Exact outer dimensions and ground contact, including detachable fittings.
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
xmax=max(abs(p.x) for p in pts);rear=max(p.y for p in pts);groundz=min(p.z for p in pts)
roof=max((o.matrix_world@Vector(p)).z for o in HEALTH if o.type=='MESH' and 'Antenna' not in o.name for p in o.bound_box)
def normalized(p):return Vector((p.x*1.875/xmax,p.y*(3.86/rear if p.y>0 else 1),(p.z-groundz)*3.03/(roof-groundz)))
allobs=HEALTH+DAMAGE;old={o:o.matrix_world.copy() for o in allobs};new={}
for o in allobs:
    new[o]=old[o].copy()
    if o.name not in ['Hull','Hull_Damage','Wreck_Hull','Track_L','Track_R','Track_L_Broken','Track_R_Broken']:
        new[o].translation=normalized(old[o].translation)
    else:new[o].translation=Vector((0,0,0))
    if o.type=='MESH':
        inv=new[o].inverted()
        for v in o.data.vertices:v.co=inv@normalized(old[o]@v.co)
def hierarchy_depth(o):
    n=0
    while o.parent:n+=1;o=o.parent
    return n
for o in sorted(allobs,key=hierarchy_depth):o.matrix_world=new[o]
bpy.context.view_layer.update()
healthy_doc=export_file('leopard2-tank.glb',HEALTH)
damage_doc=export_file('leopard2-tank-damage.glb',DAMAGE)
# Manifest world coordinates are exported convention (X left,Y up,Z forward).
def manifest(obs):
    out=[]
    for o in obs:
        p=o.matrix_world.translation
        out.append({'name':o.name,'parent':o.parent.name if o.parent else None,'position':[round(p.x,6),round(p.z,6),round(-p.y,6)],'type':o.type,'triangles':tris([o])})
    return out
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
lo=[min(p[i] for p in pts) for i in range(3)];hi=[max(p[i] for p in pts) for i in range(3)]
meta={'schema':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','nodes':{'leopard2-tank.glb':manifest(HEALTH),'leopard2-tank-damage.glb':manifest(DAMAGE)},'bounds':{'min':[lo[0],lo[2],-hi[1]],'max':[hi[0],hi[2],-lo[1]]},'triangles':{'healthy':tris(HEALTH),'damage':tris(DAMAGE)},'paints':[{'name':n,'linearRGB':c} for n,c in PAINTS],'damage':{'parts':[{'part':n,'twin':TWINS.get(n)} for n in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']}}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([

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/bin/bash -lc "sed -n '450,485p' build_leopard2-tank.py; python3 - <<'PY'
import json
j=json.load(open('/tmp/leopard-audit-b.txt'))
print([(m.get('name'),m.get('zero_area_triangles')) for m in j.get('primitives',[]) if m.get('zero_area_triangles')])
print(j.keys())
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
    else:
        fixed=g.obj('Driver_Well',bevel=.003)
        # join fixed driver well into Hull later
    g=Geo();g.lathe((x,f,z+.05),[(0,0),(0,r),(.028,r),(.050,r*.95),(.05,0)],'Paint',48,'Z')
    g.tube([(x-.11,f+.09,z+.11),(x-.11,f+.09,z+.16),(x+.11,f+.09,z+.16),(x+.11,f+.09,z+.11)],.015,'Steel')
    for t in range(8):
        a=t*pi/4;g.bolt((x+r*.83*cos(a),f+r*.83*sin(a),z+.105),r=.012)
    o=g.obj('Hatch_'+name,(x,f-r,z+.05),parent,bevel=.003)
    if name=='Commander':empty('Seat_Commander',(x,f,z+.12),Turret);empty('Fx_Hatch',(x,f,z+.15),Turret)
    if name=='Driver':empty('Seat_Driver',(x,f,z+.10))
# Roof MG3 on a pintle, detailed perforated heat shield, stock, receiver, belt box.
g=Geo();g.rod((.71,-.76,2.74),(.71,-.76,2.92),.035,'Steel',16)
g.box((.71,-.53,2.93),(.115,.40,.13),'Steel');g.box((.70,-.88,2.91),(.09,.30,.13),'Rubber',Matrix.Rotation(.10,3,'X'))
g.rod((.71,-.34,2.94),(.71,.54,2.94),.032,'Steel',16)
for f in np.linspace(-.29,.35,14):g.lathe((.71,f,2.94),[(0,.033),(.025,.033),(.025,.046),(0,.046),(0,.033)],'Steel',12,'Y')
g.rod((.71,.40,2.94),(.71,.60,2.94),.018,'Steel',16)
g.box((.89,-.48,2.87),(.22,.25,.21),'Rubber')
g.tube([(.68,-.58,2.89),(.68,-.61,2.80),(.76,-.61,2.80),(.76,-.58,2.89)],.012,'Steel')
g.box((.71,.31,3.005),(.016,.037,.05),'Steel')
MG=g.obj('MG',(.71,-.76,2.80),Turret,bevel=.002)
# Whip antennas and mounting bases (reference whips extend beyond nominal roof height).
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.rod((s*1.16,-1.45,2.65),(s*1.16,-1.45,2.78),.041,'Rubber',12);g.rod((s*1.16,-1.45,2.78),(s*1.19,-1.56,3.86),.008,'Steel',8,r2=.0035)
    part('Part_Turret_Antenna_'+side,g,parent=Turret,bev=0)
for name,pos in [('Exhaust',(0,-3.90,1.63)),('Light_Head_L',(1.30,3.95,1.49)),('Light_Head_R',(-1.30,3.95,1.49)),('Fx_Engine',(0,-2.70,1.91)),('Fx_Ammo',(-.72,1.60,1.01))]:empty(name,pos)
# Join only fixed under-hatch wall to Hull, preserving Hull origin.
def join_objects(obs,name,pivot=None):
    bpy.ops.object.select_all(action='DESELECT')
    for o in obs:o.select_set(True)
    bpy.context.view_layer.objects.active=obs[0];bpy.ops.object.join();o=obs[0];o.name=name
    if pivot is not None:
        new=Matrix.Translation(V(pivot));old=o.matrix_world.copy();o.data.transform(new.inverted()@old);o.matrix_world=new
    bpy.ops.object.select_all(action='DESELECT');return o
join_objects([Hull,bpy.data.objects['Driver_Well']],'Hull')
# Real hatch apertures and permanent enclosed crew spaces.
for hatch,x,f,z,r,body in [('Commander',-.67,-.42,2.66,.30,Turret),('Loader',.65,-.46,2.66,.31,Turret),('Driver',.64,2.42,1.69,.27,Hull)]:
[(None, 12), (None, 8), (None, 48), (None, 48), (None, 60), (None, 60), (None, 4), (None, 4), (None, 384), (None, 384), (None, 30), (None, 16), (None, 16), (None, 128), (None, 128)]
dict_keys(['file', 'sha256', 'bytes', 'primitive_count', 'material_count', 'embedded_images', 'external_uris', 'primitives', 'duplicate_primitives', 'note', 'triangles', 'zero_area_triangles', 'nonfinite_attribute_components', 'findings'])

codex
Both GLBs now meet the size and triangle budgets, and the rig names and matching damage pivots pass the contract check. The renders still need stronger wheel detail, less uniform skirt edges, and open wreck hatches. I also found degenerate triangles from beveling and will remove them before the final export.
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/bin/bash -lc "cat > /tmp/patch-leopard.py <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text()
s=s.replace(\"vs[12]=(-1.47,3.49,.78);vs[13]=(1.47,3.49,.78)\",\"\\nfor k in range(4):vs[k*4]=(-1.20,vs[k*4][1],vs[k*4][2]);vs[k*4+1]=(1.20,vs[k*4+1][1],vs[k*4+1][2])\\nvs[12]=(-1.20,3.49,.78);vs[13]=(1.20,3.49,.78)\")
s=s.replace(\"nm.inputs['Strength'].default_value=.18 if neutral else .4\",\"nm.inputs['Strength'].default_value=.32 if neutral else .4\")
s=s.replace(\"outer=x+s*.186\", \"\"\"# Exposed wheel lip and recessed dish fasteners, mirrored on both sides.
        if typ in ['road','idler']:
            g.lathe((x+s*.218,f,z),[(s*d,rr) for d,rr in [(0,r*.88),(.021,r*.88),(.021,r*.81),(.008,r*.78),(0,r*.88)]],'Paint',40)
            g.lathe((x+s*.207,f,z),[(0,r*.74),(s*.004,r*.74),(s*.004,r*.716),(0,r*.716),(0,r*.74)],'Rubber',40)
        outer=x+s*.218\"\"\")
s=s.replace(\".013,'Paint')\\n        if typ=='sprocket'\", \".014,'Steel')\\n        if typ=='sprocket'\")
s=s.replace(\"(.63,LOOP/LINKS*.86,.070)\",\"(.63,LOOP/LINKS*.97,.078)\")
s=s.replace(\"g.rod((s*1.53-.347,f,z),(s*1.53+.347,f,z),.023,'TrackSteel',8)\",\"\"\"g.rod((s*1.53-.332,f+d[0]*LOOP/LINKS*.48,z+d[1]*LOOP/LINKS*.48),(s*1.53+.332,f+d[0]*LOOP/LINKS*.48,z+d[1]*LOOP/LINKS*.48),.029,'TrackSteel',8)\"\"\")
a=s.index(\"        f=3.14-i*1.00;g=Geo();x=s*1.815\");b=s.index(\"        for ff in [f-.39,f+.39]:\",a)
s=s[:a]+'''        f=3.14-i*1.00;g=Geo();x=s*(1.815 if i<4 else 1.854)
        zbottom=1.06 if i<4 else 1.13
        # Composite front plates have clipped lower corners; lighter rear skirt clears sprocket.
        thick=.115 if i<4 else .050
        if i<4:
            edge=[(f-.487,1.67),(f+.487,1.67),(f+.487,zbottom+.10),(f+.38,zbottom),(f-.34,zbottom),(f-.487,zbottom+.10)]
        elif i==6:
            edge=[(f-.487,1.67),(f+.487,1.67),(f+.487,zbottom),(f-.12,zbottom),(f-.487,zbottom+.20)]
        else:edge=[(f-.487,1.67),(f+.487,1.67),(f+.487,zbottom),(f-.487,zbottom)]
        nv=len(edge);vv=[(x+dx,ff,zz) for dx in [-thick/2,thick/2] for ff,zz in edge]
        g.mesh(vv,[tuple(reversed(range(nv))),tuple(range(nv,2*nv))]+[(j,(j+1)%nv,(j+1)%nv+nv,j+nv) for j in range(nv)])
''' +s[b:]
s=s.replace(\"Matrix.Rotation(-.20 if end=='F' else .1,3,'X')\",\"Matrix.Rotation(-.45 if end=='F' else .1,3,'X')\")
s=s.replace(\"for zz in [2.02,2.44]\",\"for zz in [1.94,2.44]\").replace(\"(x,-2.04,2.02),(x,-2.39,2.02)\",\"(x,-2.04,1.94),(x,-2.39,1.94)\")
s=s.replace(\"a=(x,f,z);b=(x+s*.20,f+.10,z+.18)\",\"a=(x,f,z);b=(x+s*(.18+k*.012),f+.12-k*.015,z+.17+k*.024)\")
s=s.replace(\"    bpy.ops.object.select_all(action='DESELECT')\\n    for o in obs:o.select_set(True)\",\"    bpy.context.view_layer.update()\\n    bpy.ops.object.select_all(action='DESELECT')\\n    for o in obs:o.select_set(True)\")
s=s.replace(\"def export_file(name,obs):\\n\",'''def export_file(name,obs):
    # Triangulate then remove zero-area remnants left by bevel/boolean/decimate.
    for ob in obs:
        if ob.type"'!='"'MESH':continue
        bm=bmesh.new();bm.from_mesh(ob.data)
        bmesh.ops.triangulate(bm,faces=list(bm.faces))
        bad=[f for f in bm.faces if f.calc_area()<1e-10]
        if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
        bm.to_mesh(ob.data);bm.free();ob.data.update()
''')
s=s.replace(\"['Part_EngineGrille_L','Track_L','Part_Turret_Bin_L','Part_Turret_Smoke_R']\",\"['Part_EngineGrille_L','Track_L','Part_Turret_Bin_L','Part_Turret_Smoke_R','Part_Turret_Arrowhead_L','Part_Turret_Antenna_L','Part_Turret_Antenna_R']\")
s=s.replace(\"o.rotation_euler.x=math.radians(75)\",\"o.rotation_euler.x=math.radians(-78)\")
s=s.replace(\"    for p in o.data.polygons:p.material_index=list(MATS).index('Burnt')\\n    (WRECK_T\", \"\"\"    if src.name=='Turret':
        for vert in o.data.vertices:
            if vert.co.z>.55 and vert.co.y>.4:vert.co.z+=.10*sin(vert.co.x*7)*max(0,vert.co.y-.4)
    for p in o.data.polygons:p.material_index=list(MATS).index('Burnt')
    (WRECK_T\"\"\")
p.write_text(s)
PY
python3 /tmp/patch-leopard.py
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "cat NOTES.md; sed -n '685,790p' build_leopard2-tank.py; df -h .; date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.
Triangles: healthy 123,907; damage 85,330; wreck 43,706.
Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].
Textures: Cycles baked shared tiling base/normal 1024px Paint, 512px others; packed ORM 512px; neutral Paint allows six variants.
Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.
Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.
    if o.name not in ['Hull','Hull_Damage','Wreck_Hull','Track_L','Track_R','Track_L_Broken','Track_R_Broken']:
        new[o].translation=normalized(old[o].translation)
    else:new[o].translation=Vector((0,0,0))
    if o.type=='MESH':
        inv=new[o].inverted()
        for v in o.data.vertices:v.co=inv@normalized(old[o]@v.co)
def hierarchy_depth(o):
    n=0
    while o.parent:n+=1;o=o.parent
    return n
for o in sorted(allobs,key=hierarchy_depth):o.matrix_world=new[o]
bpy.context.view_layer.update()
healthy_doc=export_file('leopard2-tank.glb',HEALTH)
damage_doc=export_file('leopard2-tank-damage.glb',DAMAGE)
# Manifest world coordinates are exported convention (X left,Y up,Z forward).
def manifest(obs):
    out=[]
    for o in obs:
        p=o.matrix_world.translation
        out.append({'name':o.name,'parent':o.parent.name if o.parent else None,'position':[round(p.x,6),round(p.z,6),round(-p.y,6)],'type':o.type,'triangles':tris([o])})
    return out
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
lo=[min(p[i] for p in pts) for i in range(3)];hi=[max(p[i] for p in pts) for i in range(3)]
meta={'schema':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','nodes':{'leopard2-tank.glb':manifest(HEALTH),'leopard2-tank-damage.glb':manifest(DAMAGE)},'bounds':{'min':[lo[0],lo[2],-hi[1]],'max':[hi[0],hi[2],-lo[1]]},'triangles':{'healthy':tris(HEALTH),'damage':tris(DAMAGE)},'paints':[{'name':n,'linearRGB':c} for n,c in PAINTS],'damage':{'parts':[{'part':n,'twin':TWINS.get(n)} for n in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']}}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([
'Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.',
f'Triangles: healthy {tris(HEALTH):,}; damage {tris(DAMAGE):,}; wreck {tris([WreckHull,WreckTurret]):,}.',
'Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].',
'Textures: Cycles baked shared tiling base/normal 1024px Paint, 512px others; packed ORM 512px; neutral Paint allows six variants.',
'Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.',
'Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.'
])+'\n')
print('GEOMETRY_AND_EXPORT_DONE',meta['triangles'],flush=True)
# Proof scenes are rebuilt from BOTH delivered GLBs, never source-only geometry.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
bpy.data.node_groups.remove(bpy.data.node_groups['glTF Material Output'],do_unlink=True)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank-damage.glb'));B=[o for o in SC.objects if o not in A]
# Import suffixes on materials are harmless; proof uses actual exported factor and textures.
def hide(obs,flag):
    for o in obs:o.hide_render=flag
hide(B,True)
# Ground and natural broad soft daylight.
groundmat=bpy.data.materials.new('Studio ground');groundmat.diffuse_color=(.17,.19,.205,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.89
bpy.ops.mesh.primitive_plane_add(size=200);ground=bpy.context.object;ground.name='RenderGround';ground.data.materials.append(groundmat);ground.location.z=-.012
world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
ld=bpy.data.lights.new('Key','AREA');ld.energy=2100;ld.shape='DISK';ld.size=7;lamp=bpy.data.objects.new('Key',ld);SC.collection.objects.link(lamp);lamp.location=(5,-6,11)
ld=bpy.data.lights.new('Rim','AREA');ld.energy=1700;ld.size=6;lamp=bpy.data.objects.new('Rim',ld);SC.collection.objects.link(lamp);lamp.location=(-5,2,7);lamp.rotation_euler=(Vector((0,0,1.3))-lamp.location).to_track_quat('-Z','Y').to_euler()
ld=bpy.data.lights.new('Sun','SUN');ld.energy=1.5;ld.angle=.28;lamp=bpy.data.objects.new('Sun',ld);SC.collection.objects.link(lamp);lamp.rotation_euler=(.35,-.5,-.4)
camdata=bpy.data.cameras.new('Camera');cam=bpy.data.objects.new('Camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO'
def camera(hero=True,wide=False):
    target=Vector((0,-1.2,1.30));cam.location=target+Vector((11,-15,9.0)) if hero else Vector((13,-1.2,1.30));cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=13.7 if not wide else 16.3
    if not hero:camdata.ortho_scale=13.0
camera()
def render(name,w=1920,h=1080,samples=32):
    SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);print('RENDERED',name,flush=True)
render('final.png')
camera(False);render('side.png');camera()
# grey clay overrides the imported materials, confirms contour and real detailing.
clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png');SC.view_layers[0].material_override=None
# Rig test: all pivoted roles 30 degrees together, source matrices restored afterward.
poses={}
for o in A:
    if o.name=='Turret' or o.name.startswith('Wheel_') or o.name.startswith('Hatch_') or o.name in ['Gun','Barrel','MG']:
        poses[o]=o.matrix_basis.copy()
        if o.name=='Turret':o.rotation_euler.z+=pi/6
        elif o.name=='Barrel':o.location.y+=.22
        else:o.rotation_euler.x+=pi/6
render('rig-test.png',1280,720,16)
for o,m in poses.items():o.matrix_basis=m
# Contact sheets composited from actual saved render pixels; no external tools needed.
def sheet(files,name):
    ims=[bpy.data.images.load(str(ROOT/f),check_existing=False) for f in files];w,h=ims[0].size;canvas=np.zeros((h*2,w*3,4),dtype=np.float32)
    for i,im in enumerate(ims):
        a=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-i//3;col=i%3;canvas[row*h:(row+1)*h,col*w:(col+1)*w]=a
    out=bpy.data.images.new(name,w*3,h*2,alpha=True);out.pixels.foreach_set(canvas.ravel());out.filepath_raw=str(ROOT/name);out.file_format='PNG';out.save()
    for im in ims:bpy.data.images.remove(im)
# Imported glTF paints store the multiply factor in a Mix node. Change by finding it.
pm=next(m for m in bpy.data.materials if m.name.startswith('Paint') and m.users>0 and m.node_tree and any(n.type=='BSDF_PRINCIPLED' for n in m.node_tree.nodes) and m not in list(MATS.values()))
def setpaint(rgb):
    nt=pm.node_tree;p=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');inp=p.inputs['Base Color']
    # glTF importer uses Mix node multiplication; replacing with explicit texture multiply is deterministic.
    tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and 'base' in (n.image.name.lower() if n.image else '')) if any(n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower() for n in nt.nodes) else next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image.colorspace_settings.name!='Non-Color')
    mix=nt.nodes.get('PaintPreviewFactor')
    if not mix:mix=node(nt,'ShaderNodeMixRGB');mix.name='PaintPreviewFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;link(nt,tex.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],inp)
    mix.inputs[2].default_value=(*rgb,1)
files=[]
for i,(name,col) in enumerate(PAINTS):setpaint(col);fn=f'paint-{i}.png';render(fn,640,360,12);files.append(fn)
sheet(files,'paints.png');setpaint(DEFAULT)
# Six requested switch-only gameplay states. All imported export nodes are toggled explicitly.
def reset():hide(A,False);hide(B,True)
def show_name(name,flag=True):
    o=next((o for o in A+B if o.name==name),None)
    if o:o.hide_render=not flag
    return o
statefiles=[]
for i in range(6):
    reset()
    if i==1:
        for o in B:
            if o.name.startswith('Scar_'):o.hide_render=False
        for n in list(TWINS)[:6]:show_name(n,False);show_name(TWINS[n])
    elif i==2:
        for o in A:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  138G  6.6G  96% /
15:52:26

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/bin/bash -lc 'ssh gex44 tail -n 6 /root/fal-author/leopard2-tank-v1/build.log' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 'ps -eo pid,etime,args | grep -E \"blender.*leopard2|gpu-gate\" | head -n 10'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 663ms:
1094575       05:46 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/panzer-iv-tank-v1/build_panzer-iv-tank.py
1096002       05:29 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/mark-iv-tank-v1/build_mark-iv-tank.py
1104649       03:46 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/challenger2-tank-v1/build_challenger2-tank.py
1107086       03:18 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
1114448       02:09 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/merkava-tank-v1/build_merkava-tank.py
1116387       01:50 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/panther-tank-v1/build_panther-tank.py
1117347       01:36 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake
1117928       01:32 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python /root/casa13-monster/inspect_clean.py
1122761       00:37 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1
1122762       00:37 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py

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/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('/tmp/leopard-audit-b.txt'))
for x in j['primitives']:
 if x['zero_area_triangles']:print(x)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
{'mesh': 'Hull', 'primitive': 0, 'triangles': 3212, 'zero_area_triangles': 12, 'nonfinite_attribute_components': 0}
{'mesh': 'Hull', 'primitive': 1, 'triangles': 740, 'zero_area_triangles': 8, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Headlamp_L', 'primitive': 1, 'triangles': 188, 'zero_area_triangles': 48, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Headlamp_R', 'primitive': 1, 'triangles': 188, 'zero_area_triangles': 48, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_TowCable_L', 'primitive': 0, 'triangles': 840, 'zero_area_triangles': 60, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_TowCable_R', 'primitive': 0, 'triangles': 840, 'zero_area_triangles': 60, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Arrowhead_L', 'primitive': 1, 'triangles': 294, 'zero_area_triangles': 4, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Arrowhead_R', 'primitive': 1, 'triangles': 294, 'zero_area_triangles': 4, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Bin_L', 'primitive': 2, 'triangles': 1089, 'zero_area_triangles': 384, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Bin_R', 'primitive': 2, 'triangles': 1089, 'zero_area_triangles': 384, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_BustleRack', 'primitive': 1, 'triangles': 1504, 'zero_area_triangles': 30, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_MainSight', 'primitive': 0, 'triangles': 220, 'zero_area_triangles': 16, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_PanoramicSight', 'primitive': 0, 'triangles': 472, 'zero_area_triangles': 16, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Smoke_L', 'primitive': 1, 'triangles': 608, 'zero_area_triangles': 128, 'nonfinite_attribute_components': 0}
{'mesh': 'Part_Turret_Smoke_R', 'primitive': 1, 'triangles': 608, 'zero_area_triangles': 128, 'nonfinite_attribute_components': 0}

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text()
s=s.replace(\"poses[o]=o.matrix_basis.copy()\", \"poses[o]=o.matrix_basis.copy();o.rotation_mode='XYZ'\")
s=s.replace(\"if o.name=='Turret':o.rotation_euler.z+=pi/6\", \"if o.name in ['Turret','MG']:o.rotation_euler.z+=pi/6\")
s=s.replace(\"elif o.name=='Barrel':o.location.y+=.22\", \"elif o.name=='Barrel':o.location.y+=.22\\n        elif o.name.startswith('Hatch_'):o.rotation_euler.x-=pi/6\")
s=s.replace(\"    g.tube([(s*1.65,-3.5,1.84)\", \"\"\"    # Upper hull access panels, flush hinges, latch handles and intake louvers.
    for ff,zz in [(-2.66,1.765),(-1.52,1.745),(-.35,1.715),(.86,1.685)]:
        g.box((s*1.676,ff,zz),(.026,1.08,.195),'Paint')
        for fy in [ff-.44,ff+.44]:g.bolt((s*1.697,fy,zz+.065),(s,0,0),.012,'Paint')
        g.tube([(s*1.704,ff-.13,zz+.028),(s*1.733,ff-.13,zz+.043),(s*1.733,ff+.10,zz+.043),(s*1.704,ff+.10,zz+.028)],.011,'Paint')
    for ff in np.linspace(-1.12,-.86,8):g.box((s*1.700,ff,1.739),(.012,.016,.12),'Rubber')
    g.tube([(s*1.65,-3.5,1.84)\"\"\")
s=s.replace(\"mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name)\\n\\n# Utilities\", \"mod.ratio=.65 if o.name.startswith('Wheel_') else .50;bpy.ops.object.modifier_apply(modifier=mod.name)\\n\\n# Utilities\")
s=s.replace(\"print('BAKE',name,flush=True)\",\"print('BAKE',name,'revision-3-final',flush=True)\")
p.write_text(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1792ms:
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/bin/bash -lc 'ssh gex44 tail -n 5 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 592ms:
15:53:40

codex
The final rebuild is waiting in the shared GPU queue. I caught a verification issue too: imported objects use quaternion rotation, so the earlier pivot-test render did not actually turn them. The test now explicitly switches rotation mode and will show the turret, gun, wheels, and hatches moving.
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/bin/bash -lc "cat > /tmp/leopard-smoothing.py <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text()
s=s.replace(\"def __init__(self):self.v=[];self.f=[];self.mi=[];self.uv=[]\", \"def __init__(self):self.v=[];self.f=[];self.mi=[];self.uv=[];self.sm=[]\")
s=s.replace(\"self.mi += [list(MATS).index(mat)]*len(fs)\",\"self.mi += [list(MATS).index(mat)]*len(fs);self.sm += [False]*len(fs)\")
s=s.replace(\"        self.mesh(vs,fs,mat)\\n    def lathe\", \"        self.mesh(vs,fs,mat)\\n        self.sm[-len(fs):]=[True]*n+[False]*(len(fs)-n)\\n    def lathe\")
s=s.replace(\"        self.mesh(vs,fs,mat)\\n    def poly\", \"        self.mesh(vs,fs,mat)\\n        self.sm[-len(fs):]=[abs(profile[j+1][0]-profile[j][0])>1e-6 for j in range(len(profile)-1) for i in range(n)]\\n    def poly\")
s=s.replace(\"for p,m in zip(me.polygons,self.mi):p.material_index=m\", \"for p,m,sm in zip(me.polygons,self.mi,self.sm):p.material_index=m;p.use_smooth=sm\")
s=s.replace(\"        for p in me.polygons:p.use_smooth=False\\n\", \"\")
p.write_text(s)
PY
python3 /tmp/leopard-smoothing.py
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1756ms:
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/bin/bash -lc 'ssh gex44 tail -n 3 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 643ms:
15:54:52

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/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'))
for f,nodes in j['nodes'].items():
 print(f)
 print(sorted([(n['name'],n['triangles']) for n in nodes if n['triangles']],key=lambda x:-x[1])[:12])
 print('Road wheels:',sum(n['name'].startswith('Wheel_') for n in nodes))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
leopard2-tank.glb
[('Track_L', 11706), ('Track_R', 11706), ('Hull', 9036), ('Turret', 6586), ('Barrel', 3468), ('Wheel_L1', 2032), ('Wheel_L2', 2032), ('Wheel_L4', 2032), ('Wheel_L5', 2032), ('Wheel_L7', 2032), ('Wheel_L9', 2032), ('Wheel_L10', 2032)]
Road wheels: 26
leopard2-tank-damage.glb
[('Wreck_Hull', 35019), ('Track_L_Broken', 11426), ('Track_R_Broken', 11426), ('Wreck_Turret', 8687), ('Gun_Broken', 4332), ('Dmg_EngineGrille_L', 1998), ('Dmg_Turret_BustleRack', 1906), ('Dmg_Turret_Smoke_L', 1592), ('Dmg_Turret_Bin_R', 1092), ('Scar_Hull_Front', 508), ('Scar_Hull_L', 508), ('Scar_Hull_R', 508)]
Road wheels: 0

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace(\"mod.ratio=.65 if o.name.startswith('Wheel_') else .50\",\"mod.ratio=.60 if o.name.startswith('Wheel_') else .50\");p.write_text(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1853ms:
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/bin/bash -lc "sed -n '1,220p' /tmp/check-leopard-contract.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
import json, struct, sys, numpy as np, io
from PIL import Image
from pathlib import Path
root=Path(sys.argv[1])
def load(p):
 b=p.read_bytes();ln=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+ln]);return j,b[28+ln:]
def mat(n):
 if 'matrix' in n:return np.array(n['matrix']).reshape(4,4).T
 t=n.get('translation',[0,0,0]);s=n.get('scale',[1,1,1]);x,y,z,w=n.get('rotation',[0,0,0,1]);m=np.eye(4)
 m[:3,:3]=np.array([[1-2*y*y-2*z*z,2*x*y-2*z*w,2*x*z+2*y*w],[2*x*y+2*z*w,1-2*x*x-2*z*z,2*y*z-2*x*w],[2*x*z-2*y*w,2*y*z+2*x*w,1-2*x*x-2*y*y]])@np.diag(s);m[:3,3]=t;return m
allpos={};reports={}
for fn in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 j,b=load(root/fn);parents={c:i for i,n in enumerate(j['nodes']) for c in n.get('children',[])}
 def world(i):return world(parents[i])@mat(j['nodes'][i]) if i in parents else mat(j['nodes'][i])
 def acc(i):
  a=j['accessors'][i];v=j['bufferViews'][a['bufferView']];d={5126:'<f4',5125:'<u4',5123:'<u2',5121:'u1'}[a['componentType']];nc={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']];return np.frombuffer(b,d,count=a['count']*nc,offset=v.get('byteOffset',0)+a.get('byteOffset',0)).reshape(-1,nc)
 ns={n['name']:i for i,n in enumerate(j['nodes'])};allpos[fn]={n:world(i)[:3,3].tolist() for n,i in ns.items()};pts=[];tri=0;prims=0
 for i,n in enumerate(j['nodes']):
  if 'mesh' not in n:continue
  for p in j['meshes'][n['mesh']]['primitives']:
   a=acc(p['attributes']['POSITION']);assert np.isfinite(a).all();pts.append((world(i)@np.c_[a,np.ones(len(a))].T).T[:,:3]);tri+=j['accessors'][p['indices']]['count']//3;prims+=1
 ims=[]
 for im in j.get('images',[]):
  v=j['bufferViews'][im['bufferView']];im=Image.open(io.BytesIO(b[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']]));ims.append(im.size);assert max(im.size)<=1024
 pts=np.concatenate(pts);paint=next(m for m in j['materials'] if m['name']=='Paint');assert paint['pbrMetallicRoughness']['baseColorFactor']==[.09,.12,.07,1]
 report={'triangles':tri,'bytes':(root/fn).stat().st_size,'nodes':len(ns),'primitives':prims,'materials':[m['name'] for m in j['materials']],'images':ims,'bounds':[pts.min(0).tolist(),pts.max(0).tolist()]}
 if fn.endswith('-damage.glb'):
  tops={j['nodes'][i]['name'] for i in j['scenes'][j.get('scene',0)]['nodes']};assert tops=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'},tops
  assert tri<=110000;assert set(report['materials'])<=set(['Paint','Burnt','Scars','TrackSteel','Rubber'])
 else:
  for name in ['Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Driver','Hatch_Loader','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch']:assert name in ns,name
  assert parents[ns['Gun']]==ns['Turret'];assert parents[ns['Barrel']]==ns['Gun'];assert parents[ns['Muzzle']]==ns['Barrel']
  assert 80000<=tri<=140000;assert report['bytes']<=12000000
 reports[fn]=report
meta=json.load(open(root/'nodes.json'))
for x in meta['damage']['parts']:
 if x['twin']:assert np.allclose(allpos['leopard2-tank.glb'][x['part']],allpos['leopard2-tank-damage.glb'][x['twin']],atol=1e-5),x
assert np.allclose(allpos['leopard2-tank.glb']['Gun'],allpos['leopard2-tank-damage.glb']['Gun_Broken'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Turret_Damage'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Wreck_Turret'])
print(json.dumps(reports,indent=2));print('CONTRACT_PASS')

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/bin/bash -lc "cat > /tmp/check-leopard-extra.py <<'PY'
import json,struct,io,hashlib
from pathlib import Path
from PIL import Image
root=Path.cwd();docs=[];paint_images=[]
for fn in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 b=(root/fn).read_bytes();n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);binary=b[28+n:];docs.append(j)
 assert not j.get('cameras') and 'KHR_lights_punctual' not in j.get('extensions',{})
 image_info=[]
 for im in j['images']:
  assert 'uri' not in im
  v=j['bufferViews'][im['bufferView']];raw=binary[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']]
  image_info.append((Image.open(io.BytesIO(raw)).size,hashlib.sha256(raw).hexdigest()))
 pimgs=[]
 for m in j['materials']:
  p=m['pbrMetallicRoughness']
  for tex,limit in [(p.get('baseColorTexture'),1024 if m['name']=='Paint' else 512),(m.get('normalTexture'),1024 if m['name']=='Paint' else 512),(p.get('metallicRoughnessTexture'),512),(m.get('occlusionTexture'),512)]:
   assert tex,(m['name'],'missing PBR map')
   idx=j['textures'][tex['index']]['source'];size,sha=image_info[idx];assert max(size)<=limit,(m['name'],size,limit)
   if m['name']=='Paint':pimgs.append(sha)
  assert not m.get('extensions',{}).get('KHR_materials_clearcoat')
 paint_images.append(pimgs)
 if fn=='leopard2-tank.glb':
  for side in ['L','R']:
   wheels=[x for x in j['nodes'] if x['name'].startswith('Wheel_'+side)]
   assert sum(x.get('extras',{}).get('role')=='road' for x in wheels)==7
  assert len([x for x in j['nodes'] if x['name'].startswith('Part_')])>=14
assert paint_images[0]==paint_images[1]
meta=json.loads((root/'nodes.json').read_text())
for fn,j in zip(['leopard2-tank.glb','leopard2-tank-damage.glb'],docs):
 assert {x['name'] for x in j['nodes']}=={x['name'] for x in meta['nodes'][fn]}
assert len((root/'NOTES.md').read_text().splitlines())==6
for fn,sz in [('final.png',(1920,1080)),('side.png',(1920,1080)),('clay.png',(1920,1080)),('paints.png',(1920,720)),('states.png',(1920,720))]:assert Image.open(root/fn).size==sz
print('PBR, identical shared Paint, wheel roles, node manifests, proof dimensions: PASS')
PY
python3 /tmp/check-leopard-extra.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 37ms:
PBR, identical shared Paint, wheel roles, node manifests, proof dimensions: PASS

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exec
/bin/bash -lc 'ssh gex44 tail -n 5 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 625ms:
15:56:58

codex
The texture and manifest checks pass: both files share identical Paint textures, ORM maps stay at 512 px, and each side has seven road wheels plus separate idler, sprocket, and return-roller nodes. I’m waiting for the revised renders before signing off on the visual result.
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace(\"elif o.name.startswith('Hatch_'):o.rotation_euler.x-=pi/6\",\"elif o.name.startswith('Hatch_') or o.name=='Gun':o.rotation_euler.x-=pi/6\");p.write_text(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1730ms:
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/bin/bash -lc 'ssh gex44 tail -n 6 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 542ms:
15:58:43

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/bin/bash -lc "ssh gex44 'ps -eo etime,args | grep blender.real | grep -v grep; nvidia-smi --query-gpu=memory.used,memory.total,utilization.gpu --format=csv,noheader'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 651ms:
      09:11 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
      06:30 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
      05:41 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/challenger2-tank-v1/build_challenger2-tank.py
      03:47 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/panzer-iv-tank-v1/build_panzer-iv-tank.py
      02:04 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/mark-iv-tank-v1/build_mark-iv-tank.py
      01:23 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/mark-iv-tank-v1/build_mark-iv-tank.py
      01:07 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake
      00:52 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/merkava-tank-v1/build_merkava-tank.py
      00:51 python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python /root/casa13-monster/manual_preview.py
      00:08 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py
7627 MiB, 20475 MiB, 0 %

codex
The remaining pass focuses on the close-up details: round-part shading, wheel rims and fasteners, upper-hull access panels, shaped skirt corners, and a more visibly broken wreck. The shared GPU is still processing jobs ahead of this rebuild.
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exec
/bin/bash -lc 'ssh gex44 tail -n 6 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 605ms:
16:00:11

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/bin/bash -lc 'ssh gex44 tail -n 6 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 615ms:
16:01:30

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text();s=s.replace(\"def camera(hero=True,wide=False):\\n    target=\", \"def camera(hero=True,wide=False):\\n    camdata.type='PERSP' if hero else 'ORTHO';camdata.lens=47 if wide else 55\\n    target=\")
p.write_text(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1765ms:
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Lamps revision-3-final

codex
The clay view confirms the main geometry holds up without textures. I’m also tightening the wreck construction: the damaged engine deck will have a real opening over a dark engine bay, and the surviving track will sag to match the lowered suspension.
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text()
s=s.replace(\"    if src.name.startswith('Hatch_'):\\n\", \"    if src.name=='Track_R':\\n        for vert in o.data.vertices:\\n            if vert.co.z>1.1:vert.co.z-=.12*max(0,1-(vert.co.y/3.8)**2)\\n    if src.name.startswith('Hatch_'):\\n\")
s=s.replace(\"# Burnt turret closed underside and basket stub, visible when tossed.\",\"\"\"# Open engine bay through the hull roof; the separately modelled engine and floor remain.
bpy.ops.mesh.primitive_cube_add(size=1,location=V((.76,-2.74,1.94)));cut=bpy.context.object;cut.dimensions=(1.20,1.30,.46);bpy.context.view_layer.update()
bpy.context.view_layer.objects.active=wh;mod=wh.modifiers.new('Ruptured engine bay','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
# Burnt turret closed underside and basket stub, visible when tossed.\"\"\")
p.write_text(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1830ms:
  world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
01:02.909  render           | Saved: '/root/fal-author/leopard2-tank-v1/final.png'
RENDERED final.png

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text();s=s.replace(\"            for p in me.polygons:p.use_smooth=True\\n\", \"\")
s=s.replace(\"(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))\", \"\"\"def exported_bounds(obs):
    p=[o.matrix_world@Vector(c) for o in obs if o.type=='MESH' for c in o.bound_box]
    return {'min':[min(v.x for v in p),min(v.z for v in p),min(-v.y for v in p)],'max':[max(v.x for v in p),max(v.z for v in p),max(-v.y for v in p)]}
meta['boundsByFile']={'leopard2-tank.glb':exported_bounds(HEALTH),'leopard2-tank-damage.glb':exported_bounds(DAMAGE)}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))\"\"\")
p.write_text(s)
PY
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1888ms:
  clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
01:44.971  render           | Saved: '/root/fal-author/leopard2-tank-v1/clay.png'
RENDERED clay.png

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace('import bpy, bmesh, math, os, json, random, struct, urllib.request, sys','import bpy, bmesh, math, os, json, random, struct, urllib.request, sys, hashlib');s=s.replace(\"ROOT=Path(__file__).resolve().parent\", \"ROOT=Path(__file__).resolve().parent\\nSOURCE_SHA256=hashlib.sha256(Path(__file__).read_bytes()).hexdigest();print('BUILD_SOURCE_SHA256',SOURCE_SHA256,flush=True)\");s=s.replace(\"meta['boundsByFile']=\", \"meta['source_sha256']=SOURCE_SHA256\\nmeta['boundsByFile']=\");p.write_text(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1715ms:
RENDERED paint-0.png
02:03.429  render           | Saved: '/root/fal-author/leopard2-tank-v1/paint-1.png'
RENDERED paint-1.png

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/bin/bash -lc 'ssh gex44 tail -n 8 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 536ms:
02:35.884  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-4.png'
RENDERED state-4.png
02:39.206  render           | Saved: '/root/fal-author/leopard2-tank-v1/state-5.png'
RENDERED state-5.png
Info: Saved as "proof.blend"
BUILD_COMPLETE

Blender quit
16:04:55

codex
The rebuild has finished. I’m checking the new renders, the moving-pivot proof, and both exported GLBs now, including the geometry cleanup and final file sizes.
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/bin/bash -lc "ssh gex44 'head -n 4 /root/fal-author/leopard2-tank-v1/build.log; grep -E \"EXPORTED|GEOMETRY_AND_EXPORT_DONE\" /root/fal-author/leopard2-tank-v1/build.log; sha256sum /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py'
sha256sum build_leopard2-tank.py
scp gex44:/root/fal-author/leopard2-tank-v1/{final.png,side.png,clay.png,paints.png,states.png,rig-test.png,leopard2-tank.glb,leopard2-tank-damage.glb,nodes.json,NOTES.md} ." in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 'grep -E \"BUILD_SOURCE|BAKE Paint\" /root/fal-author/leopard2-tank-v1/build.log'; python3 -m py_compile build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 655ms:
BAKE Paint revision-3-final

 succeeded in 13442ms:
INFO gpu_gate: gpu slot acquired by blender (pid 1122762, 6000 MiB, batch)
00:01.050  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
[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
EXPORTED leopard2-tank.glb 142998 12085208
EXPORTED leopard2-tank.glb 142982 12092564
EXPORTED leopard2-tank-damage.glb 88719 10151048
GEOMETRY_AND_EXPORT_DONE {'healthy': 142982, 'damage': 88719}
9f4ed367074d434a6b2cab9d7a3f399e33de17f3bbb3077b3e28cf5c2c2ae03e  /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py
9f4ed367074d434a6b2cab9d7a3f399e33de17f3bbb3077b3e28cf5c2c2ae03e  build_leopard2-tank.py

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank.glb --strict > /tmp/leopard-audit-c.txt; tail -n 10 /tmp/leopard-audit-c.txt' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 83ms:
      "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": 142982,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'))
print(j.get('source_sha256'));print([(n['name'],n['triangles']) for n in j['nodes']['leopard2-tank.glb'] if n['name'] in ['Wheel_L2','Hull','Track_L']])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
None
[('Hull', 13816), ('Wheel_L2', 2952), ('Track_L', 11256)]

codex
The new rig test shows the pivots working, and the wreck now has open hatches and missing armor. The strict mesh audit reports zero degenerate triangles. The added detail pushed the healthy mesh about 3,000 triangles over budget, so I’m trimming hidden and small-detail geometry before the final clean rebuild.
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/bin/bash -lc "cat > /tmp/leopard-final-critic-brief.txt <<'TXT'
Read-only visual critic. Open images with image tools: /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1/sheet.jpg, final.png, states.png, rig-test.png. This is latest third visual revision of a Leopard 2A6 style game asset. Changes already queued: true perspective hero camera, smooth curved primitive shading with flat caps retained, actual wreck engine bay aperture and slack right track. Healthy budget currently142982tri/12.09MB and reduction already planned. Report at most THREE remaining severe visible defects worth changing; ignore minor accuracy differences and the already queued fixes. Say if recognizable realistic game tank vs toy. No files edited. No tools that write. Finish within two minutes. Be concrete and distinguish seeing from guessing.
TXT
 gemini --model forge:build-gemini-38flash --effort high -p \""'$(cat /tmp/leopard-final-critic-brief.txt)" > /tmp/leopard-final-critic.txt 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace(\"mod.ratio=.60 if o.name.startswith('Wheel_') else .50\",\"mod.ratio=.60 if o.name.startswith('Wheel_') else (.34 if o.name=='Hull' else (.42 if o.name=='Turret' else .49))\");p.write_text(s)
PY
python3 -m py_compile build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
 succeeded in 25661ms:
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text();needle=\"    # two irregular low-profile rings: soot skirt and shiny folded torn lip\\n\";s=s.replace(needle,\"\"\"    if seed%4"'!=3:
        # Glancing hits are long irregular scraped furrows, not circular punched holes.
        for sx,sy,depth,material in [(1.95,.37,.0025,'"'Burnt'),(1.62,.105,.004,'Scars')]:
            vv=[tuple(c+n*depth)]+[tuple(c+u*cos(2*pi*i/12)*r*sx*(1+rng.uniform(-.14,.14))+v*sin(2*pi*i/12)*r*sy*(1+rng.uniform(-.20,.20))+n*depth) for i in range(12)]
            g.mesh(vv,[(0,i+1,(i+1)%12+1) for i in range(12)],material)
        a=c+u*r*.3;g.mesh([tuple(a+n*.003),tuple(a-u*r*2.1+v*r*.56+n*.0025),tuple(a-u*r*2.6-v*r*.23+n*.0025)],[(0,1,2)],'Burnt')
        return
    # two irregular low-profile rings: soot skirt and shiny folded torn lip
\"\"\");p.write_text(s)
PY
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank-damage.glb --strict > /tmp/leopard-damage-audit.txt
tail -n 8 /tmp/leopard-damage-audit.txt
tail -n 12 /tmp/leopard-final-critic.txt" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 151ms:
  ],
  "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": 88719,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}
|---|---|---|---|
| 1 | **Tools glued to front armor** | Three identical trowels/shovels and four tiny blocks are pasted flat in a row on the front upper glacis. | Tanks never mount pioneer tools directly on the main frontal bounce plate. It looks like molded plastic on a cheap toy. |
| 2 | **Primitive machine gun and optics** | The roof weapon is an untextured gray stick on a box primitive. The commander sight and periscopes are hollow open cubes with flat dark rectangles. | High-frequency detail on top hatches is what sells scale. Raw grey blocking primitives make the whole tank look unfinished. |
| 3 | **Blocky toy-brick front fenders** | The front track mudguards are thick solid rectangular slabs with flat circular headlight dots stuck on the front face. | Real fenders are thin folded sheet metal and rubber flaps with recessed headlight clusters, not solid bumper blocks. |

***

0. **Blocked on you**: nothing.
1. **What changed**: visually reviewed `sheet.jpg`, `final.png`, `states.png`, and `rig-test.png` without editing files.
2. **How I know**: directly inspected high-resolution renders of the turret roof, front glacis plate, and fender geometry across all four images.
3. **What would break if wrong**: removing the front glacis tools leaves empty green space that might feel plain until proper side stowage is added.
4. **What I did NOT do**: did not critique curved shading, camera FOV, polygon counts, or wreck track slack (already queued).

codex
The final visual review pinpointed three details that still read as simplified: the repeated front tools, roof machine gun, and thick front fenders. I’m replacing those with distinct tools and clamps, a vented MG heat shield and fittings, and thin folded fenders. The rest of the silhouette is staying fixed.
ERROR: Reconnecting... 2/5
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ERROR: Reconnecting... 5/5
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/bin/bash -lc "cat > /tmp/leopard-final-polish.py <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text()
s=s.replace(\"(.34 if o.name=='Hull' else (.42 if o.name=='Turret' else .49))\", \"(.32 if o.name=='Hull' else (.40 if o.name=='Turret' else .47))\")
s=s.replace(\"g=Geo();g.box((s*1.54,f,1.48),(.65,.66,.13))\", \"\"\"g=Geo()
        # Thin folded fender skin, sloped over the leading/trailing belt with reinforced edges.
        xa=s*1.54-.325;xb=s*1.54+.325;fa=f-.33;fb=f+.33
        za,zb=(1.57,1.43) if end=='F' else (1.43,1.57)
        vv=[(xa,fa,za),(xb,fa,za),(xb,fb,zb),(xa,fb,zb),(xa,fa,za-.028),(xb,fa,za-.028),(xb,fb,zb-.028),(xa,fb,zb-.028)]
        g.mesh(vv,[(0,1,2,3),(7,6,5,4),(0,4,5,1),(1,5,6,2),(2,6,7,3),(3,7,4,0)])
        for xx in [xa,xb]:g.mesh([(xx,fa,za),(xx,fb,zb),(xx,fb,zb-.09),(xx,fa,za-.09)],[(0,1,2,3)],'Paint')
        g.rod((xa+.025,f,1.45),(xb-.025,f,1.45),.018,'Steel',10)\"\"\")
s=s.replace(\"g.rod((s*1.30,3.94,1.49),(s*1.30,3.948,1.49),.075,'Lamps',24)\",\"g.lathe((s*1.30,3.941,1.49),[(0,.078),(.009,.073),(.017,.05),(.020,0)],'Lamps',32,'Y');g.lathe((s*1.30,3.94,1.49),[(0,.098),(.014,.098),(.014,.077),(0,.077),(0,.098)],'Steel',32,'Y')\")
s=s.replace(\"g.box((x,3.53,1.518),(.13,.14,.03),'Rubber')\", \"\"\"g.box((x,3.53,1.518),(.13,.14,.03),'Rubber')
        for yy in [3.425,3.635]:g.rod((x-.105,yy,1.495),(x+.105,yy,1.495),.025,'TrackSteel',10)
        for xx in [x-.091,x+.091]:g.bolt((xx,3.53,1.514),r=.011,mat='Steel')\"\"\")
a=s.index(\"# Tools strapped on front deck\");b=s.index(\"# Complete turret base\",a)
s=s[:a]+'''# Distinct pioneer tools with shaped blades, grips and individual clasp brackets.
g=Geo()
# Spade: rolled blade, socket, composite shaft and D grip.
g.rod((-.47,2.88,1.622),(-.47,3.30,1.548),.019,'Rubber',12)
g.rod((-.47,3.23,1.56),(-.47,3.35,1.535),.026,'Steel',12)
g.mesh([(-.60,3.30,1.535),(-.34,3.30,1.535),(-.35,3.47,1.505),(-.42,3.54,1.49),(-.52,3.54,1.49),(-.59,3.47,1.505)],[(0,1,2,3,4,5)],'Steel')
g.tube([(-.47,2.89,1.62),(-.54,2.82,1.638),(-.54,2.73,1.65),(-.40,2.73,1.65),(-.40,2.82,1.638),(-.47,2.89,1.62)],.013,'Rubber')
# Axe and short breaker bar.
g.rod((-.10,2.89,1.624),(-.10,3.42,1.533),.021,'Rubber',12)
g.mesh([(-.20,3.35,1.53),(-.18,3.46,1.51),(.04,3.48,1.505),(.08,3.30,1.54),(-.02,3.34,1.536),(-.20,3.35,1.57),(-.18,3.46,1.55),(.04,3.48,1.545),(.08,3.30,1.58),(-.02,3.34,1.576)],[(0,1,2,3,4),(9,8,7,6,5),(0,5,6,1),(1,6,7,2),(2,7,8,3),(3,8,9,4),(4,9,5,0)],'Steel')
g.tube([(.20,2.82,1.64),(.20,3.36,1.55),(.24,3.43,1.55),(.28,3.44,1.56)],.018,'Steel',12)
for x in [-.47,-.10,.20]:
    for f,z in [(2.99,1.626),(3.20,1.588)]:
        g.box((x,f,z-.03),(.10,.065,.035),'Paint')
        g.tube([(x-.04,f,z-.02),(x-.04,f,z+.017),(x+.04,f,z+.017),(x+.04,f,z-.02)],.009,'Steel',8)
        g.bolt((x+.057,f,z-.011),r=.009,mat='Steel')
part('Part_ToolSet_Front',g)
''' +s[b:]
s=s.replace(\"g.rod((.71,-.34,2.94),(.71,.54,2.94),.032,'Steel',16)\", \"g.rod((.71,-.34,2.94),(.71,.54,2.94),.019,'Steel',20)\")
a=s.index(\"for f in np.linspace(-.29,.35,14):\");b=s.index(\"g.rod((.71,.40\",a)
s=s[:a]+\"g.lathe((.71,-.32,2.94),[(0,.043),(.66,.043),(.66,.034),(0,.034),(0,.043)],'Steel',24,'Y')\\n\"+s[b:]
s=s.replace(\"MG=g.obj('MG',(.71,-.76,2.80),Turret,bevel=.002)\", \"\"\"# Receiver seams, feed cover, charging handle, pistol grip and folded bipod.
g.box((.71,-.52,3.003),(.127,.29,.018),'Steel')
g.rod((.775,-.60,2.954),(.839,-.60,2.954),.013,'Steel',10)
g.box((.71,-.67,2.813),(.056,.095,.15),'Rubber',Matrix.Rotation(-.24,3,'X'))
for xx in [.665,.755]:g.rod((xx,.24,2.916),(xx,-.15,2.870),.012,'Steel',10)
for ff in [-.39,-.62]:g.bolt((.777,ff,2.96),(1,0,0),.008,'Steel')
MG=g.obj('MG',(.71,-.76,2.80),Turret,bevel=.002)
for xx in [.666,.754]:
    for ff in np.linspace(-.23,.24,7):
        bpy.ops.mesh.primitive_cylinder_add(vertices=10,radius=.015,depth=.033,location=V((xx,ff,2.94)),rotation=(0,pi/2,0));cut=bpy.context.object
        bpy.context.view_layer.objects.active=MG;mod=MG.modifiers.new('Heat shield vent','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
        bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
\"\"\")
# Optics housings keep realistic armor boxes but receive small real fixings and visor details.
s=s.replace(\"    g.box((x,f+.025,z+size[2]/2+.018)\", \"    for dx in [-size[0]*.40,size[0]*.40]:\\n        for dz in [-size[2]*.39,size[2]*.39]:g.bolt((x+dx,f+size[1]/2+.021,z+dz),(0,1,0),.008,'Paint')\\n    g.box((x,f+.025,z+size[2]/2+.018)\")
p.write_text(s)
PY
python3 /tmp/leopard-final-polish.py
python3 -m py_compile build_leopard2-tank.py
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'ssh gex44 tail -n 3 /root/fal-author/leopard2-tank-v1/build.log; date -u +%H:%M:%S; sha256sum build_leopard2-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 518ms:
16:10:04
3725a0e85d13c5ca20a2b365bb5f8033e98898789c407cdfff446e7b83db418d  build_leopard2-tank.py

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/bin/bash -lc 'tail -n 36 build_leopard2-tank.py; tail -n 40 /tmp/leopard-final-critic.txt' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
    if not mix:mix=node(nt,'ShaderNodeMixRGB');mix.name='PaintPreviewFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;link(nt,tex.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],inp)
    mix.inputs[2].default_value=(*rgb,1)
files=[]
for i,(name,col) in enumerate(PAINTS):setpaint(col);fn=f'paint-{i}.png';render(fn,640,360,12);files.append(fn)
sheet(files,'paints.png');setpaint(DEFAULT)
# Six requested switch-only gameplay states. All imported export nodes are toggled explicitly.
def reset():hide(A,False);hide(B,True)
def show_name(name,flag=True):
    o=next((o for o in A+B if o.name==name),None)
    if o:o.hide_render=not flag
    return o
statefiles=[]
for i in range(6):
    reset()
    if i==1:
        for o in B:
            if o.name.startswith('Scar_'):o.hide_render=False
        for n in list(TWINS)[:6]:show_name(n,False);show_name(TWINS[n])
    elif i==2:
        for o in A:
            if o.name.startswith('Part_'):o.hide_render=True
    elif i==3:
        show_name('Track_L',False);show_name('Track_L_Broken');o=show_name('Gun',False)
        if o:
            for c in o.children_recursive:c.hide_render=True
        show_name('Gun_Broken')
    elif i in [4,5]:
        hide(A,True);show_name('Wreck_Hull');wt=show_name('Wreck_Turret')
        if i==5:
            wt.location=Vector((3.75,-.45,.89));wt.rotation_euler=(.35,2.25,.42);camera(wide=True)
    fn=f'state-{i}.png';render(fn,640,360,16);statefiles.append(fn)
sheet(statefiles,'states.png')
reset();camera()
# Save final source-independent proof scene for reproducible view QA, optional artifact.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof.blend'))
print('BUILD_COMPLETE',flush=True)
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
**Verdict**: Recognizable as a Leopard 2A6 silhouette, but currently reads as a **plastic toy model** rather than a realistic game tank.

### Top 3 Remaining Severe Visual Defects

| # | Defect | What is seen | Why it breaks realism |
|---|---|---|---|
| 1 | **Tools glued to front armor** | Three identical trowels/shovels and four tiny blocks are pasted flat in a row on the front upper glacis. | Tanks never mount pioneer tools directly on the main frontal bounce plate. It looks like molded plastic on a cheap toy. |
| 2 | **Primitive machine gun and optics** | The roof weapon is an untextured gray stick on a box primitive. The commander sight and periscopes are hollow open cubes with flat dark rectangles. | High-frequency detail on top hatches is what sells scale. Raw grey blocking primitives make the whole tank look unfinished. |
| 3 | **Blocky toy-brick front fenders** | The front track mudguards are thick solid rectangular slabs with flat circular headlight dots stuck on the front face. | Real fenders are thin folded sheet metal and rubber flaps with recessed headlight clusters, not solid bumper blocks. |

***

0. **Blocked on you**: nothing.
1. **What changed**: visually reviewed `sheet.jpg`, `final.png`, `states.png`, and `rig-test.png` without editing files.
2. **How I know**: directly inspected high-resolution renders of the turret roof, front glacis plate, and fender geometry across all four images.
3. **What would break if wrong**: removing the front glacis tools leaves empty green space that might feel plain until proper side stowage is added.
4. **What I did NOT do**: did not critique curved shading, camera FOV, polygon counts, or wreck track slack (already queued).

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace(\"wt.location=Vector((3.75,-.45,.89));wt.rotation_euler=(.35,2.25,.42);camera(wide=True)\",\"wt.rotation_mode='XYZ';wt.location=Vector((3.75,-.45,.89));wt.rotation_euler=(.08,2.25,.42);bpy.context.view_layer.update()\\n            lowest=min((wt.matrix_world@v.co).z for v in wt.data.vertices);wt.location.z-=lowest;camera(wide=True)\");p.write_text(s)
PY
scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py
ssh gex44 'mv /root/fal-author/leopard2-tank-v1/build_leopard2-tank.next.py /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py; tail -n 4 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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 succeeded in 529ms:
Info: Baking map saved to internal image, save it externally or pack it
BAKE Glass revision-3-final
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Lamps revision-3-final
16:12:17

codex
The final clean build is now running. It includes the fender and tool revisions, real vents in the MG heat shield, and a physically rotated, ground-resting detached turret for the last damage proof.
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/bin/bash -lc "ssh gex44 'grep BUILD_SOURCE /root/fal-author/leopard2-tank-v1/build.log; tail -n 4 /root/fal-author/leopard2-tank-v1/build.log'; sha256sum build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 554ms:
BUILD_SOURCE_SHA256 8504d90862c41fb9eb84d7da3b3dc63f029e07966b4c6bdeea4d8998f52f31e4
18:12:27 | INFO: Finished glTF 2.0 export in 0.7412073612213135 s

EXPORTED leopard2-tank.glb 134553 12203484
HEALTHY_COMPLETE
8504d90862c41fb9eb84d7da3b3dc63f029e07966b4c6bdeea4d8998f52f31e4  build_leopard2-tank.py

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_leopard2-tank.py');s=p.read_text().replace(\"[('base',size),('normal',size),('orm',512)]\", \"[('base',size),('normal',512),('orm',512)]\");s=s.replace(\"Textures: Cycles baked shared tiling base/normal 1024px Paint, 512px others; packed ORM 512px; neutral Paint allows six variants.\",\"Textures: Cycles baked shared tiling base 1024px Paint, 512px others; all normal and packed ORM maps 512px; neutral Paint allows six variants.\");p.write_text(s)
PY
ssh gex44 tail -n 5 /root/fal-author/leopard2-tank-v1/build.log" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 588ms:
  groundmat=bpy.data.materials.new('Studio ground');groundmat.diffuse_color=(.17,.19,.205,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.89
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:791: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
00:43.823  render           | Saved: '/root/fal-author/leopard2-tank-v1/final.png'
RENDERED final.png

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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/final.png /tmp/leopard-perspective-final.png' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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context compacted
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/bin/bash -lc "sed -n '475,545p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
for name,c,size in [('MainSight',(.63,1.13,2.75),(.48,.40,.21)),('PanoramicSight',(-.62,-.12,2.86),(.30,.27,.26))]:
    g=Geo();x,f,z=c
    if name=='PanoramicSight':g.rod((x,f,2.65),(x,f,2.77),.18,'Paint',32)
    g.box(c,size);g.box((x,f+size[1]/2+.009,z),(.75*size[0],.023,.60*size[2]),'Glass')
    for dx in [-size[0]*.40,size[0]*.40]:
        for dz in [-size[2]*.39,size[2]*.39]:g.bolt((x+dx,f+size[1]/2+.021,z+dz),(0,1,0),.008,'Paint')
    g.box((x,f+.025,z+size[2]/2+.018),(size[0]+.05,size[1]+.10,.035));
    for dx in [-size[0]/2,size[0]/2]:g.box((x+dx,f+size[1]/2,z),(.027,.08,size[2]))
    g.box((x,f+size[1]/2+.024,z),(.023,.014,.60*size[2]),'Paint')
    part('Part_Turret_'+name,g,parent=Turret,bev=.009)
# Hatches and enclosed black crew wells; pivots placed at hinge lines.
for name,x,f,r,parent,z in [('Commander',-.67,-.42,.33,Turret,2.66),('Loader',.65,-.46,.34,Turret,2.66),('Driver',.64,2.42,.30,None,1.69)]:
    g=Geo();g.lathe((x,f,z-.07),[(0,0),(0,r*.92),(.075,r*.92),(.075,r+.035),(.02,r+.035)],'Rubber',40,'Z')
    # ring and hinge hardware are fixed (part owned for cupolas)
    g.lathe((x,f,z),[(0,r),(.055,r),(.055,r+.055),(0,r+.055),(0,r)],'Paint',40,'Z')
    for dx in [-.18,.18]:g.rod((x+dx-.045,f-r,z+.052),(x+dx+.045,f-r,z+.052),.038,'Steel',12)
    if parent:part('Part_Turret_Cupola_'+name,g,parent=parent)
    else:
        fixed=g.obj('Driver_Well',bevel=.003)
        # join fixed driver well into Hull later
    g=Geo();g.lathe((x,f,z+.05),[(0,0),(0,r),(.028,r),(.050,r*.95),(.05,0)],'Paint',48,'Z')
    g.tube([(x-.11,f+.09,z+.11),(x-.11,f+.09,z+.16),(x+.11,f+.09,z+.16),(x+.11,f+.09,z+.11)],.015,'Steel')
    for t in range(8):
        a=t*pi/4;g.bolt((x+r*.83*cos(a),f+r*.83*sin(a),z+.105),r=.012)
    o=g.obj('Hatch_'+name,(x,f-r,z+.05),parent,bevel=.003)
    if name=='Commander':empty('Seat_Commander',(x,f,z+.12),Turret);empty('Fx_Hatch',(x,f,z+.15),Turret)
    if name=='Driver':empty('Seat_Driver',(x,f,z+.10))
# Roof MG3 on a pintle, detailed perforated heat shield, stock, receiver, belt box.
g=Geo();g.rod((.71,-.76,2.74),(.71,-.76,2.92),.035,'Steel',16)
g.box((.71,-.53,2.93),(.115,.40,.13),'Steel');g.box((.70,-.88,2.91),(.09,.30,.13),'Rubber',Matrix.Rotation(.10,3,'X'))
g.rod((.71,-.34,2.94),(.71,.54,2.94),.019,'Steel',20)
g.lathe((.71,-.32,2.94),[(0,.043),(.66,.043),(.66,.034),(0,.034),(0,.043)],'Steel',24,'Y')
g.rod((.71,.40,2.94),(.71,.60,2.94),.018,'Steel',16)
g.box((.89,-.48,2.87),(.22,.25,.21),'Rubber')
g.tube([(.68,-.58,2.89),(.68,-.61,2.80),(.76,-.61,2.80),(.76,-.58,2.89)],.012,'Steel')
g.box((.71,.31,3.005),(.016,.037,.05),'Steel')
# Receiver seams, feed cover, charging handle, pistol grip and folded bipod.
g.box((.71,-.52,3.003),(.127,.29,.018),'Steel')
g.rod((.775,-.60,2.954),(.839,-.60,2.954),.013,'Steel',10)
g.box((.71,-.67,2.813),(.056,.095,.15),'Rubber',Matrix.Rotation(-.24,3,'X'))
for xx in [.665,.755]:g.rod((xx,.24,2.916),(xx,-.15,2.870),.012,'Steel',10)
for ff in [-.39,-.62]:g.bolt((.777,ff,2.96),(1,0,0),.008,'Steel')
MG=g.obj('MG',(.71,-.76,2.80),Turret,bevel=.002)
for xx in [.666,.754]:
    for ff in np.linspace(-.23,.24,7):
        bpy.ops.mesh.primitive_cylinder_add(vertices=10,radius=.015,depth=.033,location=V((xx,ff,2.94)),rotation=(0,pi/2,0));cut=bpy.context.object
        bpy.context.view_layer.objects.active=MG;mod=MG.modifiers.new('Heat shield vent','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
        bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)

# Whip antennas and mounting bases (reference whips extend beyond nominal roof height).
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.rod((s*1.16,-1.45,2.65),(s*1.16,-1.45,2.78),.041,'Rubber',12);g.rod((s*1.16,-1.45,2.78),(s*1.19,-1.56,3.86),.008,'Steel',8,r2=.0035)
    part('Part_Turret_Antenna_'+side,g,parent=Turret,bev=0)
for name,pos in [('Exhaust',(0,-3.90,1.63)),('Light_Head_L',(1.30,3.95,1.49)),('Light_Head_R',(-1.30,3.95,1.49)),('Fx_Engine',(0,-2.70,1.91)),('Fx_Ammo',(-.72,1.60,1.01))]:empty(name,pos)
# Join only fixed under-hatch wall to Hull, preserving Hull origin.
def join_objects(obs,name,pivot=None):
    bpy.context.view_layer.update()
    bpy.ops.object.select_all(action='DESELECT')
    for o in obs:o.select_set(True)
    bpy.context.view_layer.objects.active=obs[0];bpy.ops.object.join();o=obs[0];o.name=name
    if pivot is not None:
        new=Matrix.Translation(V(pivot));old=o.matrix_world.copy();o.data.transform(new.inverted()@old);o.matrix_world=new
    bpy.ops.object.select_all(action='DESELECT');return o
join_objects([Hull,bpy.data.objects['Driver_Well']],'Hull')
# Real hatch apertures and permanent enclosed crew spaces.
for hatch,x,f,z,r,body in [('Commander',-.67,-.42,2.66,.30,Turret),('Loader',.65,-.46,2.66,.31,Turret),('Driver',.64,2.42,1.69,.27,Hull)]:
    bpy.ops.mesh.primitive_cylinder_add(vertices=40,radius=r,depth=.50,location=V((x,f,z-.10)));cut=bpy.context.object
    bpy.context.view_layer.objects.active=body;mod=body.modifiers.new('Crew hatch aperture','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
    bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
    well=Geo();well.lathe((x,f,z-.34),[(0,0),(0,r),(.34,r)],'Rubber',40,'Z')
    wo=well.obj('Permanent crew well',bevel=0);join_objects([body,wo],body.name)

codex
The latest close-up exposed a geometry failure in the MG heat shield. I’m fixing that and reducing the shared normal-map size to bring the healthy GLB under 12 MB.

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py'
s=open(p).read();s=s.replace(\"g.lathe((.71,-.32,2.94),[(0,.043),(.66,.043),(.66,.034),(0,.034),(0,.043)],'Steel',24,'Y')\", \"for ff in np.linspace(-.32,.31,10):\\n    g.lathe((.71,float(ff),2.94),[(0,.043),(.023,.043),(.023,.034),(0,.034),(0,.043)],'Steel',16,'Y')\\nfor a in [pi/4,3*pi/4,5*pi/4,7*pi/4]:\\n    g.rod((.71+.038*cos(a),-.32,2.94+.038*sin(a)),(.71+.038*cos(a),.333,2.94+.038*sin(a)),.007,'Steel',8)\")
a=s.index('for xx in [.666,.754]:');b=s.index('# Whip antennas',a);s=s[:a]+s[b:];open(p,'w').write(s)
PY
scp gex44:/root/fal-author/leopard2-tank-v1/states.png /tmp/leopard-current-states.png" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'tail -n 35 /tmp/check-leopard-extra.py' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
import json,struct,io,hashlib
from pathlib import Path
from PIL import Image
root=Path.cwd();docs=[];paint_images=[]
for fn in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 b=(root/fn).read_bytes();n=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+n]);binary=b[28+n:];docs.append(j)
 assert not j.get('cameras') and 'KHR_lights_punctual' not in j.get('extensions',{})
 image_info=[]
 for im in j['images']:
  assert 'uri' not in im
  v=j['bufferViews'][im['bufferView']];raw=binary[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']]
  image_info.append((Image.open(io.BytesIO(raw)).size,hashlib.sha256(raw).hexdigest()))
 pimgs=[]
 for m in j['materials']:
  p=m['pbrMetallicRoughness']
  for tex,limit in [(p.get('baseColorTexture'),1024 if m['name']=='Paint' else 512),(m.get('normalTexture'),1024 if m['name']=='Paint' else 512),(p.get('metallicRoughnessTexture'),512),(m.get('occlusionTexture'),512)]:
   assert tex,(m['name'],'missing PBR map')
   idx=j['textures'][tex['index']]['source'];size,sha=image_info[idx];assert max(size)<=limit,(m['name'],size,limit)
   if m['name']=='Paint':pimgs.append(sha)
  assert not m.get('extensions',{}).get('KHR_materials_clearcoat')
 paint_images.append(pimgs)
 if fn=='leopard2-tank.glb':
  for side in ['L','R']:
   wheels=[x for x in j['nodes'] if x['name'].startswith('Wheel_'+side)]
   assert sum(x.get('extras',{}).get('role')=='road' for x in wheels)==7
  assert len([x for x in j['nodes'] if x['name'].startswith('Part_')])>=14
assert paint_images[0]==paint_images[1]
meta=json.loads((root/'nodes.json').read_text())
for fn,j in zip(['leopard2-tank.glb','leopard2-tank-damage.glb'],docs):
 assert {x['name'] for x in j['nodes']}=={x['name'] for x in meta['nodes'][fn]}
assert len((root/'NOTES.md').read_text().splitlines())==6
for fn,sz in [('final.png',(1920,1080)),('side.png',(1920,1080)),('clay.png',(1920,1080)),('paints.png',(1920,720)),('states.png',(1920,720))]:assert Image.open(root/fn).size==sz
print('PBR, identical shared Paint, wheel roles, node manifests, proof dimensions: PASS')

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "sed -n '755,900p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        p=o.matrix_world.translation
        out.append({'name':o.name,'parent':o.parent.name if o.parent else None,'position':[round(p.x,6),round(p.z,6),round(-p.y,6)],'type':o.type,'triangles':tris([o])})
    return out
pts=[o.matrix_world@Vector(p) for o in HEALTH if o.type=='MESH' for p in o.bound_box]
lo=[min(p[i] for p in pts) for i in range(3)];hi=[max(p[i] for p in pts) for i in range(3)]
meta={'schema':'tank-damage/v1','units':'metres','forward':'+Z','up':'+Y','left':'+X','nodes':{'leopard2-tank.glb':manifest(HEALTH),'leopard2-tank-damage.glb':manifest(DAMAGE)},'bounds':{'min':[lo[0],lo[2],-hi[1]],'max':[hi[0],hi[2],-lo[1]]},'triangles':{'healthy':tris(HEALTH),'damage':tris(DAMAGE)},'paints':[{'name':n,'linearRGB':c} for n,c in PAINTS],'damage':{'parts':[{'part':n,'twin':TWINS.get(n)} for n in PARTS],'scars':[o.name for o in DAMAGE if o.name.startswith('Scar_')],'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']}}
def exported_bounds(obs):
    p=[o.matrix_world@Vector(c) for o in obs if o.type=='MESH' for c in o.bound_box]
    return {'min':[min(v.x for v in p),min(v.z for v in p),min(-v.y for v in p)],'max':[max(v.x for v in p),max(v.z for v in p),max(-v.y for v in p)]}
meta['source_sha256']=SOURCE_SHA256
meta['boundsByFile']={'leopard2-tank.glb':exported_bounds(HEALTH),'leopard2-tank-damage.glb':exported_bounds(DAMAGE)}
(ROOT/'nodes.json').write_text(json.dumps(meta,indent=2))
(ROOT/'NOTES.md').write_text('\n'.join([
'Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.',
f'Triangles: healthy {tris(HEALTH):,}; damage {tris(DAMAGE):,}; wreck {tris([WreckHull,WreckTurret]):,}.',
'Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].',
'Textures: Cycles baked shared tiling base 1024px Paint, 512px others; all normal and packed ORM maps 512px; neutral Paint allows six variants.',
'Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.',
'Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.'
])+'\n')
print('GEOMETRY_AND_EXPORT_DONE',meta['triangles'],flush=True)
# Proof scenes are rebuilt from BOTH delivered GLBs, never source-only geometry.
bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False)
bpy.data.node_groups.remove(bpy.data.node_groups['glTF Material Output'],do_unlink=True)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank.glb'));A=list(SC.objects)
bpy.ops.import_scene.gltf(filepath=str(ROOT/'leopard2-tank-damage.glb'));B=[o for o in SC.objects if o not in A]
# Import suffixes on materials are harmless; proof uses actual exported factor and textures.
def hide(obs,flag):
    for o in obs:o.hide_render=flag
hide(B,True)
# Ground and natural broad soft daylight.
groundmat=bpy.data.materials.new('Studio ground');groundmat.diffuse_color=(.17,.19,.205,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.89
bpy.ops.mesh.primitive_plane_add(size=200);ground=bpy.context.object;ground.name='RenderGround';ground.data.materials.append(groundmat);ground.location.z=-.012
world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world
ld=bpy.data.lights.new('Key','AREA');ld.energy=2100;ld.shape='DISK';ld.size=7;lamp=bpy.data.objects.new('Key',ld);SC.collection.objects.link(lamp);lamp.location=(5,-6,11)
ld=bpy.data.lights.new('Rim','AREA');ld.energy=1700;ld.size=6;lamp=bpy.data.objects.new('Rim',ld);SC.collection.objects.link(lamp);lamp.location=(-5,2,7);lamp.rotation_euler=(Vector((0,0,1.3))-lamp.location).to_track_quat('-Z','Y').to_euler()
ld=bpy.data.lights.new('Sun','SUN');ld.energy=1.5;ld.angle=.28;lamp=bpy.data.objects.new('Sun',ld);SC.collection.objects.link(lamp);lamp.rotation_euler=(.35,-.5,-.4)
camdata=bpy.data.cameras.new('Camera');cam=bpy.data.objects.new('Camera',camdata);SC.collection.objects.link(cam);SC.camera=cam;camdata.type='ORTHO'
def camera(hero=True,wide=False):
    camdata.type='PERSP' if hero else 'ORTHO';camdata.lens=47 if wide else 55
    target=Vector((0,-1.2,1.30));cam.location=target+Vector((11,-15,9.0)) if hero else Vector((13,-1.2,1.30));cam.rotation_euler=(target-cam.location).to_track_quat('-Z','Y').to_euler();camdata.ortho_scale=13.7 if not wide else 16.3
    if not hero:camdata.ortho_scale=13.0
camera()
def render(name,w=1920,h=1080,samples=32):
    SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(ROOT/name);bpy.ops.render.render(write_still=True);print('RENDERED',name,flush=True)
render('final.png')
camera(False);render('side.png');camera()
# grey clay overrides the imported materials, confirms contour and real detailing.
clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png');SC.view_layers[0].material_override=None
# Rig test: all pivoted roles 30 degrees together, source matrices restored afterward.
poses={}
for o in A:
    if o.name=='Turret' or o.name.startswith('Wheel_') or o.name.startswith('Hatch_') or o.name in ['Gun','Barrel','MG']:
        poses[o]=o.matrix_basis.copy();o.rotation_mode='XYZ'
        if o.name in ['Turret','MG']:o.rotation_euler.z+=pi/6
        elif o.name=='Barrel':o.location.y+=.22
        elif o.name.startswith('Hatch_') or o.name=='Gun':o.rotation_euler.x-=pi/6
        else:o.rotation_euler.x+=pi/6
render('rig-test.png',1280,720,16)
for o,m in poses.items():o.matrix_basis=m
# Contact sheets composited from actual saved render pixels; no external tools needed.
def sheet(files,name):
    ims=[bpy.data.images.load(str(ROOT/f),check_existing=False) for f in files];w,h=ims[0].size;canvas=np.zeros((h*2,w*3,4),dtype=np.float32)
    for i,im in enumerate(ims):
        a=np.array(im.pixels[:],dtype=np.float32).reshape(h,w,4);row=1-i//3;col=i%3;canvas[row*h:(row+1)*h,col*w:(col+1)*w]=a
    out=bpy.data.images.new(name,w*3,h*2,alpha=True);out.pixels.foreach_set(canvas.ravel());out.filepath_raw=str(ROOT/name);out.file_format='PNG';out.save()
    for im in ims:bpy.data.images.remove(im)
# Imported glTF paints store the multiply factor in a Mix node. Change by finding it.
pm=next(m for m in bpy.data.materials if m.name.startswith('Paint') and m.users>0 and m.node_tree and any(n.type=='BSDF_PRINCIPLED' for n in m.node_tree.nodes) and m not in list(MATS.values()))
def setpaint(rgb):
    nt=pm.node_tree;p=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');inp=p.inputs['Base Color']
    # glTF importer uses Mix node multiplication; replacing with explicit texture multiply is deterministic.
    tex=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and 'base' in (n.image.name.lower() if n.image else '')) if any(n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower() for n in nt.nodes) else next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image.colorspace_settings.name!='Non-Color')
    mix=nt.nodes.get('PaintPreviewFactor')
    if not mix:mix=node(nt,'ShaderNodeMixRGB');mix.name='PaintPreviewFactor';mix.blend_type='MULTIPLY';mix.inputs[0].default_value=1;link(nt,tex.outputs[0],mix.inputs[1]);link(nt,mix.outputs[0],inp)
    mix.inputs[2].default_value=(*rgb,1)
files=[]
for i,(name,col) in enumerate(PAINTS):setpaint(col);fn=f'paint-{i}.png';render(fn,640,360,12);files.append(fn)
sheet(files,'paints.png');setpaint(DEFAULT)
# Six requested switch-only gameplay states. All imported export nodes are toggled explicitly.
def reset():hide(A,False);hide(B,True)
def show_name(name,flag=True):
    o=next((o for o in A+B if o.name==name),None)
    if o:o.hide_render=not flag
    return o
statefiles=[]
for i in range(6):
    reset()
    if i==1:
        for o in B:
            if o.name.startswith('Scar_'):o.hide_render=False
        for n in list(TWINS)[:6]:show_name(n,False);show_name(TWINS[n])
    elif i==2:
        for o in A:
            if o.name.startswith('Part_'):o.hide_render=True
    elif i==3:
        show_name('Track_L',False);show_name('Track_L_Broken');o=show_name('Gun',False)
        if o:
            for c in o.children_recursive:c.hide_render=True
        show_name('Gun_Broken')
    elif i in [4,5]:
        hide(A,True);show_name('Wreck_Hull');wt=show_name('Wreck_Turret')
        if i==5:
            wt.rotation_mode='XYZ';wt.location=Vector((3.75,-.45,.89));wt.rotation_euler=(.08,2.25,.42);bpy.context.view_layer.update()
            lowest=min((wt.matrix_world@v.co).z for v in wt.data.vertices);wt.location.z-=lowest;camera(wide=True)
    fn=f'state-{i}.png';render(fn,640,360,16);statefiles.append(fn)
sheet(statefiles,'states.png')
reset();camera()
# Save final source-independent proof scene for reproducible view QA, optional artifact.
bpy.ops.wm.save_as_mainfile(filepath=str(ROOT/'proof.blend'))
print('BUILD_COMPLETE',flush=True)

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/bin/bash -lc "sed -n '585,677p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
    src=PARTS[name];dn='Dmg_'+name[5:];o=copy_object(src,dn,TurretD if name.startswith('Part_Turret') else HullD)
    random.seed(400+idx)
    # local vertices move coherently with a broad bent edge, small torn facets.
    for v in o.data.vertices:
        p=v.co;u=max(0,min(1,(p.y+.32)/.65));w=u*u
        p.x += (.11+.035*(idx%3))*w*(1 if o.location.x>=0 else -1)
        p.z -= .12*w
        p.y += .025*sin(p.z*21+p.x*13)*w
    if 'Skirt' in name or 'Arrowhead' in name:
        # Boolean pierce a real hole through plate, cutter aligned to lateral armor.
        center=o.matrix_world.translation.copy();center.z-=.07
        bpy.ops.mesh.primitive_cylinder_add(vertices=12,radius=.085,depth=.75,location=center,rotation=(0,pi/2,0));cut=bpy.context.object
        bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Penetrated armor','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut
        try:bpy.ops.object.modifier_apply(modifier=mod.name)
        except:pass
        bpy.data.objects.remove(cut,do_unlink=True)
    # scorch part edges by material index; preserves recolorable undamaged paint
    burnidx=list(MATS).index('Burnt')
    for p in o.data.polygons:
        if p.center.z<-.06 or random.random()<.10:p.material_index=burnidx
    DAMAGE.append(o);TWINS[name]=dn
# Surface-conforming impact groups: irregular black soot footprints with steel petalled rims.
def impact(g,center,u,v,r=.10,seed=1):
    rng=random.Random(seed);c=Vector(center);u=Vector(u);v=Vector(v);n=v.cross(u).normalized()
    if seed%4!=3:
        # Glancing hits are long irregular scraped furrows, not circular punched holes.
        for sx,sy,depth,material in [(1.95,.37,.0025,'Burnt'),(1.62,.105,.004,'Scars')]:
            vv=[tuple(c+n*depth)]+[tuple(c+u*cos(2*pi*i/12)*r*sx*(1+rng.uniform(-.14,.14))+v*sin(2*pi*i/12)*r*sy*(1+rng.uniform(-.20,.20))+n*depth) for i in range(12)]
            g.mesh(vv,[(0,i+1,(i+1)%12+1) for i in range(12)],material)
        a=c+u*r*.3;g.mesh([tuple(a+n*.003),tuple(a-u*r*2.1+v*r*.56+n*.0025),tuple(a-u*r*2.6-v*r*.23+n*.0025)],[(0,1,2)],'Burnt')
        return
    # two irregular low-profile rings: soot skirt and shiny folded torn lip
    rings=[]
    for rr,depth in [(r*2.0,.0025),(r*1.22,.003),(r,.004),(r*.69,.016 if seed%4==3 else .004),(r*.45,.004)]:
        rings.append([tuple(c+u*cos(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+v*sin(2*pi*i/14)*rr*(1+rng.uniform(-.15,.15))+n*depth) for i in range(14)])
    for k in range(4):
        vs=rings[k]+rings[k+1];fs=[(i,(i+1)%14,(i+1)%14+14,i+14) for i in range(14)];g.mesh(vs,fs,'Burnt' if k<2 else 'Scars')
    g.mesh([tuple(c+n*.003)]+rings[-1],[(0,i+1,(i+1)%14+1) for i in range(14)],'Burnt' if seed%4==3 else 'Scars')
    # tapered ricochet furrow across surface
    a=c+u*r*1.1-v*.07;b=a+u*r*2.6+v*.13
    g.mesh([tuple(a-v*.017+n*.004),tuple(b+n*.003),tuple(a+v*.017+n*.004)],[(0,1,2)],'Scars')
for group,parent in [('Hull',HullD),('Turret',TurretD)]:
    for face in ['Front','L','R','Rear']:
        g=Geo()
        for j in range(4):
            if group=='Hull':
                if face=='Front':
                    zz=[1.14,1.25,1.02,1.18][j];c=(-.94+j*.57,3.49+(zz-.78)*.37/.62+.002,zz);u=(1,0,0);v=(0,.512,.859)
                elif face=='Rear':c=(-.93+j*.60,-3.877,1.05);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*1.875,2.10-j*1.24,1.30);u=(0,-s,0);v=(0,0,1)
            else:
                if face=='Front':
                    xx=[-.58,-1.02,.53,.95][j];zz=2.46;ff=2.69-(abs(xx)-.28)*.261-(zz-2.29)*2.657;c=(xx,ff+.003,zz);u=(1,-.261*(1 if xx>0 else -1),0);v=(0,-.936,.352)
                elif face=='Rear':c=(-.80+j*.52,-2.038,2.30);u=(-1,0,0);v=(0,0,1)
                else:
                    s=1 if face=='L' else -1;c=(s*(1.52+((.11-j*.4)-.42)/(-2.17)*(-.05))*.906+s*.003,.11-j*.40,2.33);u=(0,-s,0);v=(0,0,1)
            # normal points to exterior (u x v)
            impact(g,c,u,v,[.073,.092,.057,.067][j],30+j)
        o=g.obj('Scar_'+group+'_'+face, (0,0,0) if group=='Hull' else TURRET_P,parent,bevel=0);DAMAGE.append(o)
for side,s in [('L',1),('R',-1)]:
    o=track_geo(s,True).obj('Track_'+side+'_Broken',parent=HullD,bevel=.003)
    bpy.context.view_layer.objects.active=o;mod=o.modifiers.new('Broken track budget','DECIMATE');mod.ratio=.52;bpy.ops.object.modifier_apply(modifier=mod.name);DAMAGE.append(o)
# Burst barrel assembled from the healthy gun and a shortened/drooped barrel copy.
gunbroken=copy_object(Gun,'Gun_Broken',TurretD)
bb=copy_object(Barrel,'BurstTube')
for v in bb.data.vertices:
    # original local Y points aft: forward is negative
    f=-v.co.y
    if f>2.5:
        v.co.z -= (f-2.5)*.36
        if f>4.45:v.co.x += .055*sin(v.co.z*42+v.co.x*32)
# Whole Gun_Broken one mesh, pivot at healthy gun trunnions.
gunbroken=join_objects([gunbroken,bb],'Gun_Broken')
# Add peeled petals at mid-length rupture.
g=Geo()
for j in range(7):
    a=2*pi*j/7;x=.13*cos(a);z=2.29+.13*sin(a);xx=.24*cos(a);zz=2.29+.24*sin(a)
    g.mesh([(x,4.80,z),(x+.035,4.83,z+.02),(xx+.02,5.11,zz),(xx,5.19,zz-.02)],[(0,1,2,3)],'Scars')
pet=g.obj('BurstPetals',bevel=.003);gunbroken=join_objects([gunbroken,pet],'Gun_Broken');DAMAGE.append(gunbroken)
# Burnt wreck from copies: wheel tires removed, suspension sag, missing skirts, burst deck.
WRECK_H=[];WRECK_T=[]
turret_set={Turret, Gun, Barrel,MG}|set(Turret.children_recursive)
for src in HEALTH:
    if src.type!='MESH':continue
    if src.name.startswith('Part_Skirt_') and src.name[-1] in ['1','3','6']:continue
    if src.name in ['Part_EngineGrille_L','Track_L','Part_Turret_Bin_L','Part_Turret_Smoke_R','Part_Turret_Arrowhead_L','Part_Turret_Antenna_L','Part_Turret_Antenna_R']:continue
    is_tur=src in turret_set
    o=copy_object(src,'W_'+src.name)
    o.parent=None;o.matrix_world=src.matrix_world.copy()
    if src.name.startswith('Wheel'):
        bm=bmesh.new();bm.from_mesh(o.data);bad=[f for f in bm.faces if o.data.materials[f.material_index].name=='Rubber'];bmesh.ops.delete(bm,geom=bad,context='FACES');bm.to_mesh(o.data);bm.free();o.location.z-=.05
    if src.name=='Track_R':

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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 551ms:
BUILD_SOURCE_SHA256 651952a0dded619f9ca1902bb88311eefbe87d43738a52e590ec77ca7ea8b84c
00:01.027  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
BAKE Paint revision-3-final
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:38: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()

codex
The damage proof shows the stripped hull, broken track and gun, and both wreck states working from the exported files. The detached turret now rests on the ground, with its underside and the hull’s open ring well visible.

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/bin/bash -lc "sed -n '414,459p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        for ff in [f-l/2+.045,f+l/2-.045]:g.bolt((xx,ff,2.660),r=.012,mat='Paint')
    g.tube([(x-w/2,f-l/2,2.654),(x+w/2,f-l/2,2.654),(x+w/2,f+l/2,2.654)],.005,'Steel')
for s in [-1,1]:
    for ff in np.linspace(-1.67,.80,12):g.bolt((s*1.24,ff,2.650),r=.011,mat='Paint')
Turret=g.obj('Turret',TURRET_P,bevel=.014,segments=2)
# Arrowhead modules: pointed front at mid-height, faceted sloped upper/lower faces.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    # nested front edge, shoulder, rear cut; front face drops toward the gun
    pts=[(.28,2.69,2.29),(1.20,2.45,2.23),(1.59,1.19,2.24),(1.53,.60,2.25),(.35,.75,2.24),
         (.32,1.76,2.64),(1.07,1.60,2.63),(1.47,1.06,2.64),(1.38,.59,2.64),(.35,.75,2.64),
         (.31,2.21,1.99),(1.09,2.04,1.99),(1.47,1.08,1.99),(1.39,.60,2.01),(.35,.75,2.01)]
    pts=[(s*x,f,z) for x,f,z in pts]
    fs=[]
    for i in range(5):j=(i+1)%5;fs += [(i,j,5+j,5+i),(i,10+i,10+j,j)]
    fs += [(5,6,7,8,9),(14,13,12,11,10)]
    g.mesh(pts,fs)
    # edge trim, fasteners, hinges are module-owned
    g.tube([(s*.37,1.76,2.646),(s*1.06,1.60,2.646),(s*1.48,1.06,2.652)],.009,'Steel')
    for xx,ff in [(.41,1.735),(.65,1.69),(.95,1.63),(1.24,1.38),(1.39,1.18)]:g.bolt((s*xx,ff,2.65),r=.014)
    for f in [.88,1.04]:g.box((s*1.53,f,2.32),(.025,.14,.035),'Steel')
    part('Part_Turret_Arrowhead_'+side,g,parent=Turret,bev=.008)
# Turret rear stowage bins and wire bustle basket.
for side,s in [('L',1),('R',-1)]:
    g=Geo();g.box((s*1.40,-1.60,2.36),(.39,.85,.44))
    g.box((s*1.405,-1.60,2.596),(.43,.90,.045));g.box((s*1.619,-1.60,2.35),(.025,.75,.32),'Rubber')
    for ff in np.linspace(-1.94,-1.25,10):g.rod((s*1.638,ff,2.21),(s*1.638,ff,2.49),.006,'Steel',6)
    for zz in np.linspace(2.21,2.49,6):g.rod((s*1.638,-1.96,zz),(s*1.638,-1.23,zz),.006,'Steel',6)
    g.box((s*1.42,-1.60,2.625),(.14,.16,.014),'Steel')
    part('Part_Turret_Bin_'+side,g,parent=Turret)
g=Geo()
for zz in [1.94,2.44]:g.tube([(-1.22,-2.03,zz),(-1.19,-2.40,zz),(1.19,-2.40,zz),(1.22,-2.03,zz)],.022,'Paint')
for x in np.linspace(-1.18,1.18,15):g.tube([(x,-2.04,1.94),(x,-2.39,1.94),(x,-2.39,2.44)],.008,'Steel')
for zz in [2.12,2.23,2.34]:g.rod((-1.18,-2.40,zz),(1.18,-2.40,zz),.007,'Steel',6)
part('Part_Turret_BustleRack',g,parent=Turret)
# Smoke dispensers: two banks of four at each side, canted upward and outward.
for side,s in [('L',1),('R',-1)]:
    g=Geo()
    for row in range(2):
        for k in range(4):
            f=-.21-k*.21-row*.06;z=2.19+row*.27;x=s*(1.45+row*.01)
            a=(x,f,z);b=(x+s*(.18+k*.012),f+.12-k*.015,z+.17+k*.024)
            g.rod(a,b,.052,'Paint',16);g.rod(b,tuple(Vector(b)+Vector((s*.015,.007,.012))),.045,'Steel',16);g.rod(tuple(Vector(b)+Vector((s*.016,.008,.013))),tuple(Vector(b)+Vector((s*.019,.009,.015))),.031,'Rubber',16)
    for z in [2.16,2.43]:g.box((s*1.47,-.55,z),(.10,.97,.054),'Steel')
    part('Part_Turret_Smoke_'+side,g,parent=Turret)
# Gun group at trunnions; barrel child has separate recoil pivot.

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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 570ms:
BAKE Glass revision-3-final
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
BAKE Lamps revision-3-final

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/bin/bash -lc "sed -n '165,225p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        for p,coords in zip(me.polygons,self.uv):
            for li,co in zip(p.loop_indices,coords):uv.data[li].uv=co
        ob=bpy.data.objects.new(name,me);SC.collection.objects.link(ob)
        bpy.context.view_layer.objects.active=ob;ob.select_set(True)
        # V flips handedness: recalculate normals of closed primitives consistently.
        bm=bmesh.new();bm.from_mesh(me);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=1e-7);bmesh.ops.recalc_face_normals(bm,faces=bm.faces);bm.to_mesh(me);bm.free()
        if bevel:
            mod=ob.modifiers.new('Manufactured edge radii','BEVEL');mod.width=bevel;mod.segments=segments;mod.limit_method='ANGLE';mod.angle_limit=.55
            bpy.ops.object.modifier_apply(modifier=mod.name)
        # Smooth cylindrical faces, preserve planar armor normals.
        if name.startswith('Wheel') or name in ['Barrel']:
            mod=ob.modifiers.new('Weighted normals','WEIGHTED_NORMAL');mod.keep_sharp=True
            try:bpy.ops.object.modifier_apply(modifier=mod.name)
            except:pass
        shift=V(pivot);me.transform(Matrix.Translation(-shift));ob.location=shift
        if parent:
            ob.parent=parent;ob.matrix_parent_inverse=Matrix.Identity(4);ob.location=shift-parent.matrix_world.translation
        ob.select_set(False);bpy.context.view_layer.update();return ob

def empty(name,pos,parent=None):
    o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(pos)
    if parent:o.parent=parent;o.location=V(pos)-parent.matrix_world.translation
    bpy.context.view_layer.update();return o
PARTS={};HEALTH=[]
def part(name,g,pivot=None,parent=None,bev=.004):
    if pivot is None:
        vv=np.array(g.v);c=(vv.min(0)+vv.max(0))/2;pivot=(c[0],-c[1],c[2])
    o=g.obj(name,pivot,parent,bev);PARTS[name]=o;return o
# Low welded hull, chamfered glacis and full inner side walls.
g=Geo()
sections=[(-3.86,1.57,.62,1.78),(-3.40,1.68,.49,1.82),(2.55,1.66,.48,1.66),(3.86,1.47,.78,1.40)]
vs=[]
for f,w,lo,hi in sections:vs += [(-w,f,lo),(w,f,lo),(w,f,hi),(-w,f,hi)]

for k in range(4):vs[k*4]=(-1.20,vs[k*4][1],vs[k*4][2]);vs[k*4+1]=(1.20,vs[k*4+1][1],vs[k*4+1][2])
vs[12]=(-1.20,3.49,.78);vs[13]=(1.20,3.49,.78)
g.mesh(vs,[(0,3,2,1),(12,13,14,15)]+[(j*4+i,j*4+(i+1)%4,(j+1)*4+(i+1)%4,(j+1)*4+i) for j in range(3) for i in range(4)])
# Continuous fender shelves, ring race and rear bulkhead detailing.
for s in [-1,1]:
    g.box((s*1.57,0,1.61),(.28,7.44,.16))
    for f in np.linspace(-3.4,3.35,11):
        g.box((s*1.686,f,1.48),(.09,.13,.24));g.bolt((s*1.74,f,1.48),(s,0,0))
    # Upper hull access panels, flush hinges, latch handles and intake louvers.
    for ff,zz in [(-2.66,1.765),(-1.52,1.745),(-.35,1.715),(.86,1.685)]:
        g.box((s*1.676,ff,zz),(.026,1.08,.195),'Paint')
        for fy in [ff-.44,ff+.44]:g.bolt((s*1.697,fy,zz+.065),(s,0,0),.012,'Paint')
        g.tube([(s*1.704,ff-.13,zz+.028),(s*1.733,ff-.13,zz+.043),(s*1.733,ff+.10,zz+.043),(s*1.704,ff+.10,zz+.028)],.011,'Paint')
    for ff in np.linspace(-1.12,-.86,8):g.box((s*1.700,ff,1.739),(.012,.016,.12),'Rubber')
    g.tube([(s*1.65,-3.5,1.84),(s*1.65,2.7,1.67),(s*1.55,3.53,1.50)],.017,'Paint')
    for f in [2.52,1.65,.78,-.09,-.96,-1.83,-2.70]:
        g.rod((s*1.22,f+.16,.86),(s*1.54,f,.49),.067,'Steel',12)
    # Recovery shackle mounts and front lamps base
    g.box((s*1.03,3.72,1.10),(.22,.15,.16));g.lathe((s*1.03,3.80,1.10),[(0,.079),(.065,.079),(.065,.045),(0,.045),(0,.079)],'Steel',20,'Y')
    g.box((s*1.32,3.51,1.45),(.27,.16,.14),'Steel')
# Driver hatch well physically recessed into separate deck patch; main hull roof is below well.
g.lathe((.64,2.42,1.51),[(0,.31),(.15,.31),(.15,.37),(.02,.38),(0,.31)],'Paint',40,'Z')
g.lathe((.64,2.42,1.48),[(0,.0),(0,.29),(.15,.29)],'Rubber',32,'Z')
# Turret bearing and dark closed ring interior
g.lathe((0,.18,1.82),[(0,1.08),(.13,1.08),(.13,1.18),(0,1.18),(0,1.08)],'Steel',64,'Z')
# Rear access panels, tow eyes, small bolts
for x in [-1.23,0,1.23]:

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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 1028ms:
18:16:55 | INFO: glTF import finished in 0.40s
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:786: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  groundmat=bpy.data.materials.new('Studio ground');groundmat.diffuse_color=(.17,.19,.205,1);groundmat.use_nodes=True;groundmat.node_tree.nodes.get('Principled BSDF').inputs['Roughness'].default_value=.89
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:788: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes.get('Background').inputs[0].default_value=(.62,.71,.85,1);world.node_tree.nodes.get('Background').inputs[1].default_value=.5;SC.world=world

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/bin/bash -lc "ssh gex44 'tail -n 4 /root/fal-author/leopard2-tank-v1/build.log; ls -l /root/fal-author/leopard2-tank-v1/leopard2-tank*.glb'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 559ms:
00:48.161  render           | Saved: '/root/fal-author/leopard2-tank-v1/side.png'
RENDERED side.png
/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py:803: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
-rw-r--r-- 1 root root  9314028 Oct 11 18:16 /root/fal-author/leopard2-tank-v1/leopard2-tank-damage.glb
-rw-r--r-- 1 root root 11580256 Oct 11 18:16 /root/fal-author/leopard2-tank-v1/leopard2-tank.glb

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/bin/bash -lc "sed -n '106,130p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
    ('Steel','metal_plate',(.23,.25,.24),.8,.42),
    ('Glass','metal_plate',(.022,.055,.062),.6,.22),
    ('Lamps','metal_plate',(.8,.74,.53),.15,.26),
    ('Burnt','rusty_metal_02',(.025,.023,.021),.28,.95),
    ('Scars','metal_plate',(.30,.30,.29),.8,.57)]:bake_material(*args)
# Geometry assembler: faces share vertices within each primitive, then bevel physical edges.
class Geo:
    def __init__(self):self.v=[];self.f=[];self.mi=[];self.uv=[];self.sm=[]
    def mesh(self,vs,fs,mat='Paint',uv=None):
        n=len(self.v);self.v += [vp(v) for v in vs];self.f += [tuple(n+i for i in f) for f in fs];self.mi += [list(MATS).index(mat)]*len(fs);self.sm += [False]*len(fs)
        for f in fs:
            if uv is not None:self.uv.append([uv[i] for i in f])
            else:
                a,b,c=[Vector(vs[i]) for i in f[:3]];norm=(b-a).cross(c-a);axis=max(range(3),key=lambda i:abs(norm[i]));inds=[i for i in range(3) if i!=axis]
                coords=[(vs[i][inds[0]]*.65,vs[i][inds[1]]*.65) for i in f]
                if mat=='Paint':
                    lows=[min(c[k] for c in coords) for k in range(2)];spans=[max(c[k] for c in coords)-lows[k] for k in range(2)]
                    if min(spans)>.12:coords=[(.001+.998*(c[0]-lows[0])/spans[0],.001+.998*(c[1]-lows[1])/spans[1]) for c in coords]
                self.uv.append(coords)
    def box(self,c,s,mat='Paint',rot=None):
        vs=[Vector((a*s[0]/2,b*s[1]/2,d*s[2]/2)) for a,b,d in [(-1,-1,-1),(-1,-1,1),(-1,1,-1),(-1,1,1),(1,-1,-1),(1,-1,1),(1,1,-1),(1,1,1)]]
        if rot:vs=[rot@v for v in vs]
        vs=[tuple(v+Vector(c)) for v in vs]
        self.mesh(vs,[(0,4,6,2),(1,3,7,5),(0,1,5,4),(2,6,7,3),(0,2,3,1),(4,5,7,6)],mat)
    def rod(self,a,b,r,mat='Paint',n=12,r2=None,caps=True):

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/bin/bash -lc "python3 - <<'PY'
p='build_leopard2-tank.py';s=open(p).read();a=\"        g=Geo()\\n        for j in range(4):\\n            if group=='Hull':\";b=\"\"\"        g=Geo()
        # Ray-project each mark onto its actual armor mesh, preserving millimetre relief.
        from mathutils.bvhtree import BVHTree
        targets=[Hull] if group=='Hull' else [Turret]
        if group=='Hull' and face in ['L','R']:
            targets += [o for name,o in PARTS.items() if name.startswith('Part_Skirt_'+face)]
        if group=='Turret' and face=='Front':
            targets += [o for name,o in PARTS.items() if 'Arrowhead' in name]
        verts=[];faces=[]
        for target in targets:
            offset=len(verts);verts.extend([target.matrix_world@v.co for v in target.data.vertices])
            faces.extend([tuple(offset+i for i in p.vertices) for p in target.data.polygons])
        armor=BVHTree.FromPolygons(verts,faces)
        exterior=V({'Front':(0,1,0),'Rear':(0,-1,0),'L':(1,0,0),'R':(-1,0,0)}[face])
        for j in range(4):
            if group=='Hull':\"\"\";assert a in s;s=s.replace(a,b)
a=\"            impact(g,c,u,v,[.073,.092,.057,.067][j],30+j)\";b=\"\"\"            first=len(g.v)
            impact(g,c,u,v,[.073,.092,.057,.067][j],30+j)
            mark_normal=V(Vector(v).cross(Vector(u))).normalized()
            for vi in range(first,len(g.v)):
                point=Vector(g.v[vi]);relief=max(.0025,(point-V(c)).dot(mark_normal))
                hit,normal,_,_=armor.ray_cast(point+exterior*10,-exterior,20)
                if hit is not None:
                    if normal.dot(exterior)<0:normal=-normal
                    g.v[vi]=tuple(hit+normal*relief)\"\"\";assert a in s;s=s.replace(a,b);open(p,'w').write(s)
PY
python3 -m py_compile build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/final.png /tmp/leopard-mg-final.png' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 'tail -n 3 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 491ms:
BUILD_COMPLETE

Blender quit

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codex
The MG now renders correctly, and the healthy file is 11.58 MB. I’m making one last correction so hit marks follow the actual armour surfaces, then checking both files’ geometry, textures, node names and pivots.

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/bin/bash -lc 'scp build_leopard2-tank.py gex44:/root/fal-author/leopard2-tank-v1/build_leopard2-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/leopard2-tank-v1/build_leopard2-tank.py > /root/fal-author/leopard2-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "sed -n '35,104p' build_leopard2-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
        urllib.request.urlretrieve(u,f)
    return bpy.data.images.load(str(f),check_existing=True)
def source_mat(name,id,color,metal,rough,neutral=False):
    m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;nt.nodes.clear()
    out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs['BSDF'],out.inputs['Surface'])
    uv=node(nt,'ShaderNodeTexCoord');tex=node(nt,'ShaderNodeTexImage');tex.image=download(id,'diff');link(nt,uv.outputs['UV'],tex.inputs['Vector'])
    gray=node(nt,'ShaderNodeRGBToBW');link(nt,tex.outputs['Color'],gray.inputs[0])
    rem=node(nt,'ShaderNodeMapRange');rem.inputs['From Min'].default_value=0;rem.inputs['From Max'].default_value=1;rem.inputs['To Min'].default_value=.54 if neutral else .45;rem.inputs['To Max'].default_value=.96 if neutral else 1.25;link(nt,gray.outputs[0],rem.inputs[0])
    noise=node(nt,'ShaderNodeTexNoise');noise.inputs['Scale'].default_value=7;noise.inputs['Detail'].default_value=4;link(nt,uv.outputs['UV'],noise.inputs['Vector'])
    ramp=node(nt,'ShaderNodeValToRGB');ramp.color_ramp.elements[0].position=.2;ramp.color_ramp.elements[0].color=(.38,.38,.38,1);ramp.color_ramp.elements[1].position=.65;ramp.color_ramp.elements[1].color=(1,1,1,1);link(nt,noise.outputs['Fac'],ramp.inputs[0])
    mul=node(nt,'ShaderNodeMixRGB');mul.blend_type='MULTIPLY';mul.inputs[0].default_value=.35;link(nt,rem.outputs[0],mul.inputs[1]);link(nt,ramp.outputs[0],mul.inputs[2])
    # Neutral paint trim: photographic detail, fine rain streaks and worn panel margins.
    paint_detail=mul.outputs[0]
    if neutral:
        sepUV=node(nt,'ShaderNodeSeparateXYZ');link(nt,uv.outputs['UV'],sepUV.inputs[0])
        distances=[]
        for ax in ['X','Y']:
            inv=node(nt,'ShaderNodeMath');inv.operation='SUBTRACT';inv.inputs[0].default_value=1;link(nt,sepUV.outputs[ax],inv.inputs[1])
            mn=node(nt,'ShaderNodeMath');mn.operation='MINIMUM';link(nt,sepUV.outputs[ax],mn.inputs[0]);link(nt,inv.outputs[0],mn.inputs[1]);distances.append(mn.outputs[0])
        edge=node(nt,'ShaderNodeMath');edge.operation='MINIMUM';link(nt,distances[0],edge.inputs[0]);link(nt,distances[1],edge.inputs[1])
        er=node(nt,'ShaderNodeValToRGB');cr=er.color_ramp;cr.elements.remove(cr.elements[1]);cr.elements[0].position=0;cr.elements[0].color=(.98,.98,.98,1)
        for pos,c in [(.006,.92),(.016,.38),(.037,.72),(.10,1.0)]:e=cr.elements.new(pos);e.color=(c,c,c,1)
        link(nt,edge.outputs[0],er.inputs[0])
        mapping=node(nt,'ShaderNodeVectorMath');mapping.operation='MULTIPLY';mapping.inputs[1].default_value=(36,2.5,1);link(nt,uv.outputs['UV'],mapping.inputs[0])
        streak=node(nt,'ShaderNodeTexNoise');streak.inputs['Scale'].default_value=5;streak.inputs['Detail'].default_value=3;link(nt,mapping.outputs[0],streak.inputs[0])
        sr=node(nt,'ShaderNodeMapRange');sr.inputs['To Min'].default_value=.68;sr.inputs['To Max'].default_value=1.07;link(nt,streak.outputs['Fac'],sr.inputs[0])
        for detail,factor in [(er.outputs[0],.75),(sr.outputs[0],.72)]:
            mm=node(nt,'ShaderNodeMixRGB');mm.blend_type='MULTIPLY';mm.inputs[0].default_value=factor;link(nt,paint_detail,mm.inputs[1]);link(nt,detail,mm.inputs[2]);paint_detail=mm.outputs[0]
    tint=node(nt,'ShaderNodeMixRGB');tint.blend_type='MULTIPLY' ;tint.inputs[0].default_value=1;link(nt,paint_detail,tint.inputs[1]);tint.inputs[2].default_value=(*color,1);link(nt,tint.outputs[0],p.inputs['Base Color'])
    arm=node(nt,'ShaderNodeTexImage');arm.image=download(id,'arm');arm.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],arm.inputs['Vector'])
    sep=node(nt,'ShaderNodeSeparateColor');link(nt,arm.outputs[0],sep.inputs[0]);rm=node(nt,'ShaderNodeMapRange');rm.inputs['To Min'].default_value=rough-.12;rm.inputs['To Max'].default_value=min(1,rough+.12);link(nt,sep.outputs['Green'],rm.inputs[0]);link(nt,rm.outputs[0],p.inputs['Roughness']);p.inputs['Metallic'].default_value=metal
    nor=node(nt,'ShaderNodeTexImage');nor.image=download(id,'nor_gl');nor.image.colorspace_settings.name='Non-Color';link(nt,uv.outputs['UV'],nor.inputs[0]);nm=node(nt,'ShaderNodeNormalMap');nm.inputs['Strength'].default_value=.32 if neutral else .4;link(nt,nor.outputs[0],nm.inputs['Color']);link(nt,nm.outputs[0],p.inputs['Normal'])
    return m,p,tint.outputs[0],rm.outputs[0],nm.outputs[0]
def bake_material(name,id,color,metal,rough,size=512,neutral=False):
    print('BAKE',name,'revision-3-final',flush=True)
    m,p,base,roughsock,normsock=source_mat(name,id,color,metal,rough,neutral)
    bpy.ops.mesh.primitive_plane_add(size=2);o=bpy.context.object;o.name='BakeFixture';o.data.materials.append(m)
    nt=m.node_tree;out=next(n for n in nt.nodes if n.type=='OUTPUT_MATERIAL');bsdf=p.outputs[0]
    result={}
    for kind,sz in [('base',size),('normal',512),('orm',512)]:
        im=bpy.data.images.new(name+'_'+kind,width=sz,height=sz,alpha=False)
        if kind!='base':im.colorspace_settings.name='Non-Color'
        target=node(nt,'ShaderNodeTexImage');target.image=im;nt.nodes.active=target
        if kind=='normal':
            link(nt,bsdf,out.inputs['Surface']);bpy.ops.object.bake(type='NORMAL',margin=8)
        else:
            em=node(nt,'ShaderNodeEmission')
            if kind=='base':link(nt,base,em.inputs[0])
            else:
                comb=node(nt,'ShaderNodeCombineColor');comb.inputs['Red'].default_value=1;comb.inputs['Blue'].default_value=metal;link(nt,roughsock,comb.inputs['Green']);link(nt,comb.outputs[0],em.inputs[0])
            link(nt,em.outputs[0],out.inputs['Surface']);bpy.ops.object.bake(type='EMIT',margin=8)
        im.filepath_raw=str(CACHE/(name+'_'+kind+('.jpg' if kind=='base' else '.png')));im.file_format='JPEG' if kind=='base' else 'PNG';im.save();result[kind]=im
    bpy.data.objects.remove(o,do_unlink=True)
    nt.nodes.clear();out=node(nt,'ShaderNodeOutputMaterial');p=node(nt,'ShaderNodeBsdfPrincipled');link(nt,p.outputs[0],out.inputs[0]);p.inputs['Metallic'].default_value=metal;p.inputs['Roughness'].default_value=rough
    for kind,im in result.items():
        t=node(nt,'ShaderNodeTexImage');t.image=im
        if kind=='base':link(nt,t.outputs[0],p.inputs['Base Color'])
        elif kind=='normal':
            n=node(nt,'ShaderNodeNormalMap');link(nt,t.outputs[0],n.inputs['Color']);link(nt,n.outputs[0],p.inputs['Normal'])
        else:
            sp=node(nt,'ShaderNodeSeparateColor');link(nt,t.outputs[0],sp.inputs[0]);link(nt,sp.outputs['Green'],p.inputs['Roughness']);link(nt,sp.outputs['Blue'],p.inputs['Metallic'])
            group=bpy.data.node_groups.get('glTF Material Output')
            if not group:
                group=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');group.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
            gn=node(nt,'ShaderNodeGroup');gn.node_tree=group;link(nt,sp.outputs['Red'],gn.inputs['Occlusion'])
    if name=='Lamps':p.inputs['Emission Color'].default_value=(.5,.39,.22,1);p.inputs['Emission Strength'].default_value=.35
    MATS[name]=m;TEX[name]=result
for args in [
    ('Paint','metal_plate', (1,1,1),.08,.8,1024,True),
    ('Rubber','rubberized_track',(.06,.066,.058),0,.88),

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/bin/bash -lc "rg -n 'def track_geo|def export_file|normalize|sizeX|TARGET|bake_type' build_leopard2-tank.py; sed -n '265,318p' build_leopard2-tank.py; head -n 20 /tmp/check-leopard-contract.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
131:        a,b=Vector(a),Vector(b);d=(b-a).normalized();u=d.cross(Vector((0,0,1)))
133:        u.normalize();v=d.cross(u);r2=r if r2 is None else r2
286:            u=(d-D[i])/(D[i+1]-D[i]);a=Vector(PATH[i]);b=Vector(PATH[(i+1)%len(PATH)]);p=a.lerp(b,u);v=(b-a).normalized();return p,v
288:def track_geo(s,broken=False):
556:def export_file(name,obs):
608:    rng=random.Random(seed);c=Vector(center);u=Vector(u);v=Vector(v);n=v.cross(u).normalized()
658:            mark_normal=V(Vector(v).cross(Vector(u))).normalized()
754:def normalized(p):return Vector((p.x*1.875/xmax,p.y*(3.86/rear if p.y>0 else 1),(p.z-groundz)*3.03/(roof-groundz)))
759:        new[o].translation=normalized(old[o].translation)
763:        for v in o.data.vertices:v.co=inv@normalized(old[o]@v.co)
PATH=[(3.15+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(-pi/2,pi/2,23)] + [(f,1.24) for f in np.linspace(3.15,-3.18,35)[1:]] + [(-3.18+.58*cos(t),.66+.58*sin(t)) for t in np.linspace(pi/2,3*pi/2,23)[1:]] + [(f,.08) for f in np.linspace(-3.18,3.15,35)[1:]]
# Convex tangent envelope of actual front idler, road wheels and rear drive.
cloud=[]
for f,z,r in [(3.19,.94,.45),(2.51,.50,.455),(-2.59,.50,.455),(-3.24,1.00,.48)]:
    cloud += [(f+r*cos(a),z+r*sin(a)) for a in np.linspace(0,2*pi,65)[:-1]]
def cross2(o,a,b):return (a[0]-o[0])*(b[1]-o[1])-(a[1]-o[1])*(b[0]-o[0])
cloud=sorted(set(cloud));lower=[];upper=[]
for p in cloud:
    while len(lower)>=2 and cross2(lower[-2],lower[-1],p)<=0:lower.pop()
    lower.append(p)
for p in reversed(cloud):
    while len(upper)>=2 and cross2(upper[-2],upper[-1],p)<=0:upper.pop()
    upper.append(p)
PATH=lower[:-1]+upper[:-1]
D=[0]
for a,b in zip(PATH,PATH[1:]+PATH[:1]):D.append(D[-1]+math.dist(a,b))
LOOP=D[-1];LINKS=84
def point_on(t):
    d=(t%1)*LOOP
    for i in range(len(PATH)):
        if D[i+1]>=d:
            u=(d-D[i])/(D[i+1]-D[i]);a=Vector(PATH[i]);b=Vector(PATH[(i+1)%len(PATH)]);p=a.lerp(b,u);v=(b-a).normalized();return p,v

def track_geo(s,broken=False):
    g=Geo()
    for i in range(LINKS):
        t=i/LINKS;p,d=point_on(t);f,z=p
        if broken:
            # Fall upper run down over suspension, split front arc and spill in front.
            if z>1.12:z=.91-.30*sin(pi*max(0,min(1,(f+3.18)/6.36)))
            if f>3.15 and z>.38:
                f=3.30+(z-.38)*1.55;z=.078;d=Vector((1,0))
        a=math.atan2(d[1],d[0]);rot=Matrix.Rotation(a,3,'X')
        start=len(g.uv)
        g.box((s*1.53,f,z),(.63,LOOP/LINKS*.97,.078),'TrackSteel',rot)
        # two replaceable rubber pads, exposed metal hinge crossbars, guide horn inside
        outward=Vector((0,-sin(a),cos(a)))
        # lower run outer pad is below; path tangent gives outer right normal
        outward=-outward
        for xx in [-.151,.151]:
            c=Vector((s*1.53+xx,f,z))+outward*.047;g.box(c,(.25,LOOP/LINKS*.61,.034),'Rubber',rot)
        c=Vector((s*1.53,f,z))-outward*.065;g.box(c,(.063,.071,.098),'TrackSteel',rot)
        # pin heads are visible down both belt margins
        g.rod((s*1.53-.332,f+d[0]*LOOP/LINKS*.48,z+d[1]*LOOP/LINKS*.48),(s*1.53+.332,f+d[0]*LOOP/LINKS*.48,z+d[1]*LOOP/LINKS*.48),.029,'TrackSteel',8)
        for j in range(start,len(g.uv)):
            g.uv[j]=[(u%1,(t+(v%1-.5)/LINKS)%1) for u,v in g.uv[j]]
    return g
TRACKS=[]
for side,s in [('L',1),('R',-1)]:TRACKS.append(track_geo(s).obj('Track_'+side,bevel=.003))
# Individually detachable skirt armor. Seven plates on each side, four thick forward panels.
for side,s in [('L',1),('R',-1)]:
    for i in range(7):
        f=3.14-i*1.00;g=Geo();x=s*(1.815 if i<4 else 1.854)
        zbottom=1.06 if i<4 else 1.13
import json, struct, sys, numpy as np, io
from PIL import Image
from pathlib import Path
root=Path(sys.argv[1])
def load(p):
 b=p.read_bytes();ln=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+ln]);return j,b[28+ln:]
def mat(n):
 if 'matrix' in n:return np.array(n['matrix']).reshape(4,4).T
 t=n.get('translation',[0,0,0]);s=n.get('scale',[1,1,1]);x,y,z,w=n.get('rotation',[0,0,0,1]);m=np.eye(4)
 m[:3,:3]=np.array([[1-2*y*y-2*z*z,2*x*y-2*z*w,2*x*z+2*y*w],[2*x*y+2*z*w,1-2*x*x-2*z*z,2*y*z-2*x*w],[2*x*z-2*y*w,2*y*z+2*x*w,1-2*x*x-2*y*y]])@np.diag(s);m[:3,3]=t;return m
allpos={};reports={}
for fn in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 j,b=load(root/fn);parents={c:i for i,n in enumerate(j['nodes']) for c in n.get('children',[])}
 def world(i):return world(parents[i])@mat(j['nodes'][i]) if i in parents else mat(j['nodes'][i])
 def acc(i):
  a=j['accessors'][i];v=j['bufferViews'][a['bufferView']];d={5126:'<f4',5125:'<u4',5123:'<u2',5121:'u1'}[a['componentType']];nc={'SCALAR':1,'VEC2':2,'VEC3':3,'VEC4':4}[a['type']];return np.frombuffer(b,d,count=a['count']*nc,offset=v.get('byteOffset',0)+a.get('byteOffset',0)).reshape(-1,nc)
 ns={n['name']:i for i,n in enumerate(j['nodes'])};allpos[fn]={n:world(i)[:3,3].tolist() for n,i in ns.items()};pts=[];tri=0;prims=0
 for i,n in enumerate(j['nodes']):
  if 'mesh' not in n:continue
  for p in j['meshes'][n['mesh']]['primitives']:

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/bin/bash -lc "ssh gex44 'tail -n 4 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/side.png /tmp/leopard-check-side.png' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/rig-test.png /tmp/leopard-check-rig.png' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "sed -n '20,100p' /tmp/check-leopard-contract.py" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
  for p in j['meshes'][n['mesh']]['primitives']:
   a=acc(p['attributes']['POSITION']);assert np.isfinite(a).all();pts.append((world(i)@np.c_[a,np.ones(len(a))].T).T[:,:3]);tri+=j['accessors'][p['indices']]['count']//3;prims+=1
 ims=[]
 for im in j.get('images',[]):
  v=j['bufferViews'][im['bufferView']];im=Image.open(io.BytesIO(b[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']]));ims.append(im.size);assert max(im.size)<=1024
 pts=np.concatenate(pts);paint=next(m for m in j['materials'] if m['name']=='Paint');assert paint['pbrMetallicRoughness']['baseColorFactor']==[.09,.12,.07,1]
 report={'triangles':tri,'bytes':(root/fn).stat().st_size,'nodes':len(ns),'primitives':prims,'materials':[m['name'] for m in j['materials']],'images':ims,'bounds':[pts.min(0).tolist(),pts.max(0).tolist()]}
 if fn.endswith('-damage.glb'):
  tops={j['nodes'][i]['name'] for i in j['scenes'][j.get('scene',0)]['nodes']};assert tops=={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'},tops
  assert tri<=110000;assert set(report['materials'])<=set(['Paint','Burnt','Scars','TrackSteel','Rubber'])
 else:
  for name in ['Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Driver','Hatch_Loader','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch']:assert name in ns,name
  assert parents[ns['Gun']]==ns['Turret'];assert parents[ns['Barrel']]==ns['Gun'];assert parents[ns['Muzzle']]==ns['Barrel']
  assert 80000<=tri<=140000;assert report['bytes']<=12000000
 reports[fn]=report
meta=json.load(open(root/'nodes.json'))
for x in meta['damage']['parts']:
 if x['twin']:assert np.allclose(allpos['leopard2-tank.glb'][x['part']],allpos['leopard2-tank-damage.glb'][x['twin']],atol=1e-5),x
assert np.allclose(allpos['leopard2-tank.glb']['Gun'],allpos['leopard2-tank-damage.glb']['Gun_Broken'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Turret_Damage'])
assert np.allclose(allpos['leopard2-tank.glb']['Turret'],allpos['leopard2-tank-damage.glb']['Wreck_Turret'])
print(json.dumps(reports,indent=2));print('CONTRACT_PASS')

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18:19:49 | INFO: Extracting primitive: Part_Skirt_L6
18:19:49 | INFO: Primitives created: 2
18:19:49 | INFO: Extracting primitive: Part_Skirt_L7
18:19:49 | INFO: Primitives created: 2
18:19:49 | INFO: Extracting primitive: Part_Skirt_R1

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The side view and 30-degree rig test look correct: seven road wheels per side, level gun, working turret and gun pivots, and hatches opening over enclosed crew wells. The final rebuild is exporting now.

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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/clay.png /tmp/leopard-check-clay.png' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 532ms:
  clay=bpy.data.materials.new('Clay override');clay.use_nodes=True;cp=clay.node_tree.nodes.get('Principled BSDF');cp.inputs['Base Color'].default_value=(.35,.35,.35,1);cp.inputs['Roughness'].default_value=.72
00:45.830  render           | Saved: '/root/fal-author/leopard2-tank-v1/clay.png'
RENDERED clay.png
00:49.816  render           | Saved: '/root/fal-author/leopard2-tank-v1/rig-test.png'
RENDERED rig-test.png

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 succeeded in 0ms:
total 33804
drwxrwxr-x  3 claude-agent claude-agent     4096 Oct 11 15:42 .
drwxrwxr-x 94 claude-agent claude-agent     4096 Oct 11 15:29 ..
-rw-r--r--  1 claude-agent claude-agent      706 Oct 11 16:05 NOTES.md
-rw-rw-r--  1 claude-agent claude-agent    11199 Oct 11 15:23 PROMPT.txt
drwxrwxr-x  2 claude-agent claude-agent     4096 Oct 11 16:17 __pycache__
-rw-rw-r--  1 claude-agent claude-agent   426771 Oct 11 16:20 astra.log
-rw-rw-r--  1 claude-agent claude-agent    63695 Oct 11 16:17 build_leopard2-tank.py
-rw-r--r--  1 claude-agent claude-agent  2245149 Oct 11 16:05 clay.png
-rw-r--r--  1 claude-agent claude-agent  2382137 Oct 11 16:05 final.png
-rw-rw-r--  1 claude-agent claude-agent     8887 Oct 11 15:20 job.json
-rw-r--r--  1 claude-agent claude-agent 10151048 Oct 11 16:05 leopard2-tank-damage.glb
-rw-r--r--  1 claude-agent claude-agent 12092564 Oct 11 16:05 leopard2-tank.glb
-rw-r--r--  1 claude-agent claude-agent    31010 Oct 11 16:05 nodes.json
-rw-r--r--  1 claude-agent claude-agent  1697141 Oct 11 16:05 paints.png
-rw-r--r--  1 claude-agent claude-agent  1097545 Oct 11 16:05 rig-test.png
-rw-rw-r--  1 claude-agent claude-agent   671472 Oct 11 15:21 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent       48 Oct 11 15:21 sheet.log
-rw-rw-r--  1 claude-agent claude-agent      901 Oct 11 15:20 sheet_prompt.txt
-rw-r--r--  1 claude-agent claude-agent  2052512 Oct 11 16:05 side.png
-rw-rw-r--  1 claude-agent claude-agent       21 Oct 11 15:23 started.txt
-rw-r--r--  1 claude-agent claude-agent  1594232 Oct 11 16:05 states.png

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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/leopard2-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 577ms:
RENDERED state-5.png
Info: Saved as "proof.blend"
BUILD_COMPLETE

Blender quit

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/bin/bash -lc "scp 'gex44:/root/fal-author/leopard2-tank-v1/{leopard2-tank.glb,leopard2-tank-damage.glb,final.png,side.png,clay.png,paints.png,states.png,rig-test.png,nodes.json,NOTES.md}' ." in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 1 in 803ms:
scp: /root/fal-author/leopard2-tank-v1/{leopard2-tank.glb,leopard2-tank-damage.glb,final.png,side.png,clay.png,paints.png,states.png,rig-test.png,nodes.json,NOTES.md}: No such file or directory

codex
The clean build has finished. I’m copying the deliverables back and running the final GLB audits, including triangle limits, shared Paint textures, damage-node structure and matching swap pivots.

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/bin/bash -lc 'scp gex44:/root/fal-author/leopard2-tank-v1/{leopard2-tank.glb,leopard2-tank-damage.glb,final.png,side.png,clay.png,paints.png,states.png,rig-test.png,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
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exec
/bin/bash -lc "python3 /tmp/check-leopard-contract.py . > /tmp/leopard-final-contract.json
python3 /tmp/check-leopard-extra.py
python3 - <<'PY'
import json,hashlib,pathlib,shutil
p=pathlib.Path('.');m=json.loads((p/'nodes.json').read_text());assert hashlib.sha256((p/'build_leopard2-tank.py').read_bytes()).hexdigest()==m['source_sha256'];print('CLEAN BUILD SOURCE SHA256 MATCH');print(m['triangles']);print((p/'NOTES.md').read_text());shutil.rmtree(p/'__pycache__',ignore_errors=True)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 exited 1 in 402ms:
PBR, identical shared Paint, wheel roles, node manifests, proof dimensions: PASS
Traceback (most recent call last):
  File "<stdin>", line 2, in <module>
KeyError: 'source_sha256'

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank-damage.glb --strict > /tmp/leopard2-tank-damage.glb-final-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank.glb --strict > /tmp/leopard2-tank.glb-final-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 108ms:
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exec
/bin/bash -lc "python3 /tmp/check-leopard-contract.py . > /tmp/leopard-final-contract.json
python3 /tmp/check-leopard-extra.py
python3 - <<'PY'
import json,hashlib,pathlib,shutil
p=pathlib.Path('.');m=json.loads((p/'nodes.json').read_text());assert hashlib.sha256((p/'build_leopard2-tank.py').read_bytes()).hexdigest()==m['source_sha256'];print('CLEAN BUILD SOURCE SHA256 MATCH');print(m['triangles']);print((p/'NOTES.md').read_text());shutil.rmtree(p/'__pycache__',ignore_errors=True)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 353ms:
PBR, identical shared Paint, wheel roles, node manifests, proof dimensions: PASS
CLEAN BUILD SOURCE SHA256 MATCH
{'healthy': 136172, 'damage': 83190}
Leopard 2A6 style tank, articulated healthy asset and tank-damage/v1 swaps; metres, +Z forward, +Y up; no insignia.
Triangles: healthy 136,172; damage 83,190; wreck 45,834.
Materials: Paint, Rubber, TrackSteel, Steel, Glass, Lamps, Burnt, Scars; Paint factor defaults to linear [0.09, 0.12, 0.07].
Textures: Cycles baked shared tiling base 1024px Paint, 512px others; all normal and packed ORM maps 512px; neutral Paint allows six variants.
Poly Haven CC0 ids: metal_plate, rubberized_track, rusty_metal_02; https://polyhaven.com/license ; https://polyhaven.com/a/<id>.
Reference differences: antenna tips exceed nominal 3.03m roof height; small fittings and damage are authored approximations, not factory blueprints.


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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank.glb --strict > /tmp/leopard2-tank.glb-final-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py leopard2-tank-damage.glb --strict > /tmp/leopard2-tank-damage.glb-final-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 98ms:
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/bin/bash -lc "python3 - <<'PY'
import json,pathlib
for f in ['leopard2-tank.glb','leopard2-tank-damage.glb']:
 p=pathlib.Path('/tmp/'+f+'-final-audit.json');print(f,p.read_text()[-2200:])
s=pathlib.Path('/tmp/leopard-final-contract.json').read_text();j=json.loads(s[:s.rfind('\\nCONTRACT_PASS')]);print({k:{x:v[x] for x in ['triangles','bytes','nodes','bounds']} for k,v in j.items()})
PY" in /home/claude-agent/forge-build/forge-assets/jobs/leopard2-tank-v1
 succeeded in 0ms:
leopard2-tank.glb   "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R10",
      "primitive": 2,
      "triangles": 360,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R11",
      "primitive": 0,
      "triangles": 1308,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R11",
      "primitive": 1,
      "triangles": 512,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R11",
      "primitive": 2,
      "triangles": 264,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R12",
      "primitive": 0,
      "triangles": 1616,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R12",
      "primitive": 1,
      "triangles": 960,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R12",
      "primitive": 2,
      "triangles": 376,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13",
      "primitive": 0,
      "triangles": 122,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13",
      "primitive": 1,
      "triangles": 560,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13",
      "primitive": 2,
      "triangles": 1216,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Wheel_R13",
      "primitive": 3,
      "triangles": 402,
      "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": 136172,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

leopard2-tank-damage.glb angles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Gun.001",
      "primitive": 2,
      "triangles": 2070,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Front",
      "primitive": 0,
      "triangles": 109,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Front",
      "primitive": 1,
      "triangles": 93,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_L",
      "primitive": 0,
      "triangles": 109,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_L",
      "primitive": 1,
      "triangles": 93,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_R",
      "primitive": 0,
      "triangles": 109,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_R",
      "primitive": 1,
      "triangles": 93,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Rear",
      "primitive": 0,
      "triangles": 109,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Scar_Turret_Rear",
      "primitive": 1,
      "triangles": 93,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull.001",
      "primitive": 0,
      "triangles": 38373,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Turret.001",
      "primitive": 0,
      "triangles": 7461,
      "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": 83190,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

{'leopard2-tank.glb': {'triangles': 136172, 'bytes': 11580316, 'nodes': 91, 'bounds': [[-1.875, 0.0, -3.859999895095825], [1.875, 3.856125831604004, 7.109997451305389]]}, 'leopard2-tank-damage.glb': {'triangles': 83190, 'bytes': 9335232, 'nodes': 29, 'bounds': [[-2.0102994441986084, -0.00017195186228491366, -3.8680360317230225], [2.0102994441986084, 3.378943681716919, 7.109997451305389]]}}

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Both GLBs passed the geometry and contract checks: healthy is 136,172 triangles / 11.58 MB; damage is 83,190 triangles / 9.34 MB. The delivered script matches the clean build, and the renders, paint variants, damage proof, node manifest and six-line notes are in the directory.

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Delivered and validated:

- [Healthy GLB](./leopard2-tank.glb) — 136,172 triangles, 11.58 MB
- [Damage GLB](./leopard2-tank-damage.glb) — 83,190 triangles, 9.34 MB
- [Final render](./final.png) · [Damage states](./states.png) · [Six paints](./paints.png)

The reproducible Blender script, rig test, side/clay renders, node manifest and notes are included. Geometry, texture-budget and pivot checks passed. Antennas extend above the nominal 3.03 m height.
tokens used
315,825
Delivered and validated:

- [Healthy GLB](./leopard2-tank.glb) — 136,172 triangles, 11.58 MB
- [Damage GLB](./leopard2-tank-damage.glb) — 83,190 triangles, 9.34 MB
- [Final render](./final.png) · [Damage states](./states.png) · [Six paints](./paints.png)

The reproducible Blender script, rig test, side/clay renders, node manifest and notes are included. Geometry, texture-budget and pivot checks passed. Antennas extend above the nominal 3.03 m height.
