root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender 5.2 build, texture bake, GLB export, and diagnostic renders on `gex44`. Waiting for completion to inspect the renders against [sheet.jpg](file:///tmp/agy-author/pirate-scrap-fighter-v1/sheet.jpg).
Launched the updated Blender 5.2 build on `gex44` (with hollow annular engine nozzles/intakes, open front radiator mouth, proud cable routing, unobstructed cockpit side glass, and compressed base maps to fit under 12 MB). Waiting for completion.
Copying the generated GLB, metadata, and renders from `gex44` to inspect them against the reference sheet.
Running the refined Blender 5.2 build on `gex44` (with planarized non-clipping armor plates, smooth rolled-steel textures, upward-opening canopy hinge, outward cannon traverse, and radial engine glow). Waiting for completion.
Fetching the refined renders and GLB from `gex44` for visual inspection.
Running the updated `build_pirate-scrap-fighter.py` script in Blender 5.2 on `gex44` (bakes, GLB export, and renders). Waiting for completion.
Copying the updated GLB and renders from `gex44` to `/tmp/agy-author/pirate-scrap-fighter-v1/` for inspection.
Built and verified the space-pirate scrap fighter 3D asset in [`/tmp/agy-author/pirate-scrap-fighter-v1`](file:///tmp/agy-author/pirate-scrap-fighter-v1).

| Deliverable | Details |
| --- | --- |
| [pirate-scrap-fighter.glb](file:///tmp/agy-author/pirate-scrap-fighter-v1/pirate-scrap-fighter.glb) | 9.42 MiB, 60,920 triangles, 8 materials, 12.0 m long x 9.0 m wide x 4.5 m high, Y up, +Z nose, +X left, origin at `(0, 0, 0)` |
| [build_pirate-scrap-fighter.py](file:///tmp/agy-author/pirate-scrap-fighter-v1/build_pirate-scrap-fighter.py) | Single Blender 5.2 build script (geometry, Poly Haven CC0 material mixing, Cycles baking to <=1024 px base/normal and <=512 px ORM, glTF export, renders) |
| [final.png](file:///tmp/agy-author/pirate-scrap-fighter-v1/final.png) / [clay.png](file:///tmp/agy-author/pirate-scrap-fighter-v1/clay.png) / [side.png](file:///tmp/agy-author/pirate-scrap-fighter-v1/side.png) | 1920x1080 Cycles renders (3/4 front hero, clay, orthographic side) on a dark space backdrop |
| [paints.png](file:///tmp/agy-author/pirate-scrap-fighter-v1/paints.png) | 1920x720 3x2 grid showing all 6 faction paint colours applied via `Paint` `baseColorFactor` |
| [nodes.json](file:///tmp/agy-author/pirate-scrap-fighter-v1/nodes.json) / [NOTES.md](file:///tmp/agy-author/pirate-scrap-fighter-v1/NOTES.md) | Node positions, bounding box, moving part axes (`Canopy`, `Turret_1`, `Gun_1`), 6 paint presets, and 6-line asset summary |

0. **Blocked on you**: nothing.
1. **What you changed**: Built the junk-built space-pirate scrap fighter 3D game model, its single-file Blender 5.2 generator script, baked textures from CC0 Poly Haven scans, node metadata, and presentation renders in [`/tmp/agy-author/pirate-scrap-fighter-v1`](file:///tmp/agy-author/pirate-scrap-fighter-v1).
2. **How you know it works**: Ran [`build_pirate-scrap-fighter.py`](file:///tmp/agy-author/pirate-scrap-fighter-v1/build_pirate-scrap-fighter.py) from a clean scene in Blender 5.2 on `gex44` (completed at 22:19 CEST / 20:19 UTC), verified exact dimensions (`12.0 x 9.0 x 4.5 m`), triangle count (`60,920`), file size (`9.42 MiB`), and zero pivot drift in [`nodes.json`](file:///tmp/agy-author/pirate-scrap-fighter-v1/nodes.json), and visually inspected [`final.png`](file:///tmp/agy-author/pirate-scrap-fighter-v1/final.png), [`side.png`](file:///tmp/agy-author/pirate-scrap-fighter-v1/side.png), [`clay.png`](file:///tmp/agy-author/pirate-scrap-fighter-v1/clay.png), [`paints.png`](file:///tmp/agy-author/pirate-scrap-fighter-v1/paints.png), and the 30-degree moving-part test render.
3. **What would break if you were wrong**: If a game engine uses a different axis or material name than specified in [`nodes.json`](file:///tmp/agy-author/pirate-scrap-fighter-v1/nodes.json), turret rotation or faction recolouring would target the wrong node or material; adjust the node/material constants in [`build_pirate-scrap-fighter.py`](file:///tmp/agy-author/pirate-scrap-fighter-v1/build_pirate-scrap-fighter.py) and re-run it in Blender 5.2 to regenerate all files.
4. **What you did NOT do**: Did not load the exported `.glb` in an external browser engine (such as Three.js or Babylon.js), relying on Blender 5.2 glTF export checks and Cycles renders.
