Reading prompt from stdin...
OpenAI Codex v0.161.0
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workdir: /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a12bbd-c641-7dd2-b2cb-d6b2bf492f23
--------
user
Build modern Chinese Type 99A style main battle tank: long hull with six road wheels per side, angular welded turret with arrow-shaped add-on armour on the front and reactive armour blocks, 125 mm smoothbore gun with a thermal sleeve, turret rear stowage basket, rubber side skirts with armour blocks at the front, laser dazzler box on the turret roof (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/type99-tank-v1/<script>.py
(first `ssh gex44 mkdir -p /root/fal-author/type99-tank-v1`, scp scripts and any textures to gex44:/root/fal-author/type99-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: 11.00 m long with the gun forward (hull 7.60 m), 3.70 m wide, 2.35 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 = [0.12, 0.15, 0.09] (dark 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, type99-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, type99-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: type99-tank.glb; build_type99-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 the Blender asset workflow, then build the healthy rig, damage variants, and exported-state proofs. I’ll check the renders against the sheet as I go.

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/type99-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/type99-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/feedback/server.py
/home/claude-agent/forge-build/forge-assets/feedback/store.py
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/home/claude-agent/forge-build/forge-assets/tools/gpu/compare_probe.py
/home/claude-agent/forge-build/forge-assets/tools/gpu/parts_probe.py
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---
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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/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

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

## Exercise the actual execution path first

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

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

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

## Keep stages independently recoverable

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

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

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

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

## Validate a candidate before replacing delivery assets

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

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

codex
I’m using the `blender-game-assets` skill. The reference’s key features are its low hull, six large road wheels, broad wedge-shaped turret cheeks, and long sleeved barrel. I’ll build those proportions first, with complete surfaces beneath the removable armour.

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exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/type99-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.

exec
/bin/bash -lc 'for d in /home/claude-agent/forge-build /home/claude-agent/forge-build/forge-assets /home/claude-agent/forge-build/forge-assets/jobs /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1; do if test -f "$d/AGENTS.md"; then cat "$d/AGENTS.md"; fi; done
ls -la
ssh gex44 '"'pgrep -af blender | head -8'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 519ms:
total 740
drwxrwxr-x  2 claude-agent claude-agent   4096 Oct 11 16:13 .
drwxrwxr-x 94 claude-agent claude-agent   4096 Oct 11 15:29 ..
-rw-rw-r--  1 claude-agent claude-agent  11225 Oct 11 16:13 PROMPT.txt
-rw-rw-r--  1 claude-agent claude-agent 114902 Oct 11 16:14 astra.log
-rw-rw-r--  1 claude-agent claude-agent   8916 Oct 11 15:20 job.json
-rw-rw-r--  1 claude-agent claude-agent 593368 Oct 11 15:22 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent     46 Oct 11 15:22 sheet.log
-rw-rw-r--  1 claude-agent claude-agent    941 Oct 11 15:20 sheet_prompt.txt
-rw-rw-r--  1 claude-agent claude-agent     21 Oct 11 16:13 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
1254605 bash -c cd /root/fal-author/renault-ft-tank-v1 && nohup /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/renault-ft-tank-v1/build_renault-ft-tank.py -- --rebake > build-final.log 2>&1 < /dev/null & echo $!
1254606 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
1271853 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/t34-85-tank-v1/build_t34-85-tank.py > /root/fal-author/t34-85-tank-v1/build.log 2>&1
1271854 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

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exec
/bin/bash -lc "ssh gex44 mkdir -p /root/fal-author/type99-tank-v1
python3 - <<'PY'
import urllib.request,json
x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures'))
print('\\n'.join(k for k in x if any(t in k for t in ['metal','rust','paint','rubber'])))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 1 in 700ms:
Traceback (most recent call last):
  File "<stdin>", line 2, in <module>
  File "/usr/lib/python3.12/urllib/request.py", line 215, in urlopen
    return opener.open(url, data, timeout)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 521, in open
    response = meth(req, response)
               ^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 630, in http_response
    response = self.parent.error(
               ^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 559, in error
    return self._call_chain(*args)
           ^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 492, in _call_chain
    result = func(*args)
             ^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 639, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)
urllib.error.HTTPError: HTTP Error 403: Forbidden

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exec
/bin/bash -lc "curl -L -A 'Mozilla/5.0' -s 'https://api.polyhaven.com/assets?t=textures' -o /tmp/type99-ph.json
python3 - <<'PY'
import json
try:
 x=json.load(open('/tmp/type99-ph.json')); print('\\n'.join(k for k in x if any(t in k for t in ['metal','rust','paint','rubber'])))
except Exception as e: print(e)
PY
ssh gex44 \"python3 -c \\\"import urllib.request,json; x=json.load(urllib.request.urlopen('https://api.polyhaven.com/assets?t=textures')); print([k for k in x if any(t in k for t in ['metal','rust','paint','rubber'])])\\\"\"" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 1 in 1033ms:
black_painted_planks
blue_metal_plate
blue_painted_planks
box_profile_metal_sheet
concrete_floor_painted
distressed_painted_planks
green_metal_rust
metal_grate_rusty
metal_plate
metal_plate_02
painted_brick
painted_concrete
painted_concrete_02
painted_metal_shutter
painted_plaster_wall
painted_worn_brick
peeling_painted_wall
rubber_tiles
rubberized_track
rust_coarse_01
rusted_shutter
rustic_stone_wall
rustic_stone_wall_02
rusty_corrugated_iron
rusty_metal
rusty_metal_02
rusty_metal_03
rusty_metal_04
rusty_metal_05
rusty_metal_grid
rusty_metal_sheet
rusty_metal_shutter
rusty_painted_metal
wood_peeling_paint_weathered
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "/usr/lib/python3.12/urllib/request.py", line 215, in urlopen
    return opener.open(url, data, timeout)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 521, in open
    response = meth(req, response)
               ^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 630, in http_response
    response = self.parent.error(
               ^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 559, in error
    return self._call_chain(*args)
           ^^^^^^^^^^^^^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 492, in _call_chain
    result = func(*args)
             ^^^^^^^^^^^
  File "/usr/lib/python3.12/urllib/request.py", line 639, in http_error_default
    raise HTTPError(req.full_url, code, msg, hdrs, fp)
urllib.error.HTTPError: HTTP Error 403: Forbidden

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/bin/bash -lc "cat > build_type99-tank.py <<'PY'
#"'!/usr/bin/env python3
"""Type 99A-style tank. Self-contained Blender 5.2 build, bake, export and proof.
Author in metres: (x,forward,up) converts to Blender (x,-forward,up).
Run blender -b --python-exit-code 1 --python build_type99-tank.py
Optional --preflight exercises a Cycles bake and glTF roundtrip.
"""
import bpy, bmesh, math, random, json, os, sys, subprocess, struct, time
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'"'textures'; TEX.mkdir(exist_ok=True)
random.seed(99)
START=time.time()
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
SC=bpy.context.scene
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
pref=bpy.context.preferences.addons['cycles'].preferences
try:
 pref.compute_device_type='OPTIX'; pref.get_devices()
 for d in pref.devices: d.use=d.type"'!='"'CPU'
 SC.cycles.device='GPU'
except Exception:
 pref.compute_device_type='CUDA'; pref.get_devices()
 for d in pref.devices: d.use=d.type"'!='"'CPU'
 SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'
SC.view_settings.view_transform='AgX'
print('DEVICE',[(d.name,d.type,d.use) for d in pref.devices],flush=True)
PAINTS=[('Olive drab',[.12,.15,.09]),('NATO green',[.075,.12,.065]),('Desert tan',[.48,.36,.20]),('Field grey',[.18,.21,.18]),('Winter white',[.72,.75,.70]),('Dark green-black',[.035,.05,.034])]
MATS={}; BAKE_LOG=[]
def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(asset,kind):
 p=TEX/f'{asset}_{kind}_1k.jpg'
 if not p.exists():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{kind}_1k.jpg'
  subprocess.run(['curl','-fL','--retry','2','-A','Mozilla/5.0',url,'-o',str(p)],check=True,stdout=subprocess.DEVNULL,stderr=subprocess.DEVNULL)
 return p

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

def bake_material(name,asset,tint,metal,rough,size=512):
 paths=[TEX/f'{name}_{k}.png' for k in ['base','normal','orm']]
 if not all(p.exists() for p in paths) or '--rebake' in sys.argv:
  source=bpy.data.materials.new(name+'_SOURCE'); source.use_nodes=True
  nt=source.node_tree; nt.nodes.clear(); L=nt.links
  out=nt.nodes.new('ShaderNodeOutputMaterial'); bs=nt.nodes.new('ShaderNodeBsdfPrincipled'); L.new(bs.outputs['BSDF'],out.inputs['Surface'])
  uv=nt.nodes.new('ShaderNodeTexCoord')
  diff=image_node(nt,download(asset,'diff')); nor=image_node(nt,download(asset,'nor_gl'),True); arm=image_node(nt,download(asset,'arm'),True)
  for n in [diff,nor,arm]:L.new(uv.outputs['UV'],n.inputs['Vector'])
  bw=nt.nodes.new('ShaderNodeRGBToBW'); L.new(diff.outputs['Color'],bw.inputs[0])
  ramp=nt.nodes.new('ShaderNodeValToRGB'); L.new(bw.outputs[0],ramp.inputs[0])
  if name=='Paint':
   ramp.color_ramp.elements[0].position=.025; ramp.color_ramp.elements[0].color=(.34,.34,.34,1)
   ramp.color_ramp.elements[1].position=.65; ramp.color_ramp.elements[1].color=(.94,.94,.94,1)
  else:
   ramp.color_ramp.elements[0].color=tuple(c*.38 for c in tint)+(1,)
   ramp.color_ramp.elements[1].color=tuple(min(1,c*1.8) for c in tint)+(1,)
  noise=nt.nodes.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=95; noise.inputs['Detail'].default_value=3
  L.new(uv.outputs['UV'],noise.inputs['Vector'])
  mix=nt.nodes.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.18
  L.new(ramp.outputs['Color'],mix.inputs[1]); L.new(noise.outputs['Fac'],mix.inputs[2]); L.new(mix.outputs[0],bs.inputs['Base Color'])
  sep=nt.nodes.new('ShaderNodeSeparateColor'); L.new(arm.outputs['Color'],sep.inputs[0])
  combine=nt.nodes.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1
  rm=nt.nodes.new('ShaderNodeMath'); rm.operation='MULTIPLY_ADD'; rm.inputs[1].default_value=.23; rm.inputs[2].default_value=rough-.115;L.new(sep.outputs[1],rm.inputs[0])
  L.new(rm.outputs[0],combine.inputs[1]);combine.inputs[2].default_value=metal
  L.new(rm.outputs[0],bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.32 if name=='Paint' else .7;L.new(nor.outputs['Color'],normal.inputs['Color']);L.new(normal.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2); plane=bpy.context.object;plane.data.materials.append(source);active(plane)
  SC.cycles.samples=8;SC.render.bake.margin=4
  em=nt.nodes.new('ShaderNodeEmission')
  for k,path in zip(['base','normal','orm'],paths):
   res=size if k"'!='"'orm' else min(size,512)
   img=bpy.data.images.new(name+'_'+k,width=res,height=res,alpha=False)
   if k"'!='"'base':img.colorspace_settings.name='Non-Color'
   target=nt.nodes.new('ShaderNodeTexImage');target.image=img;nt.nodes.active=target
   if k=='normal':
    L.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    L.new(mix.outputs[0] if k=='base' else combine.outputs[0],em.inputs[0]);L.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   img.filepath_raw=str(path);img.file_format='PNG';img.save();nt.nodes.remove(target)
  bpy.data.objects.remove(plane,do_unlink=True);bpy.data.materials.remove(source)
  BAKE_LOG.append({'material':name,'source':asset,'passes':['Cycles EMIT base','Cycles NORMAL','Cycles EMIT ORM'],'samples':8,'size':size})
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;L=nt.links;bs=nt.nodes.get('Principled BSDF')
 base=image_node(nt,paths[0]);normal=image_node(nt,paths[1],True);orm=image_node(nt,paths[2],True)
 if name=='Paint':
  mult=nt.nodes.new('ShaderNodeMixRGB');mult.name='PaintFactor';mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1;mult.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
  L.new(base.outputs[0],mult.inputs[1]);L.new(mult.outputs[0],bs.inputs['Base Color'])
 else:L.new(base.outputs[0],bs.inputs['Base Color'])
 nm=nt.nodes.new('ShaderNodeNormalMap');L.new(normal.outputs[0],nm.inputs['Color']);L.new(nm.outputs[0],bs.inputs['Normal'])
 sep=nt.nodes.new('ShaderNodeSeparateColor');L.new(orm.outputs[0],sep.inputs[0]);L.new(sep.outputs[1],bs.inputs['Roughness']);L.new(sep.outputs[2],bs.inputs['Metallic'])
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.35,.29,.18,1);bs.inputs['Emission Strength'].default_value=.25
 m.diffuse_color=tuple(PAINTS[0][1] if name=='Paint' else tint)+(1,);MATS[name]=m
 print('MATERIAL',name,flush=True)
 return m

# All photographic inputs are CC0 Poly Haven. Neutral paint remains recolourable.
for spec in [('Paint','metal_plate',(.8,.8,.8),.12,.78,1024),('TrackSteel','rusty_metal_02',(.19,.135,.09),.7,.78,512),('Rubber','rubberized_track',(.029,.031,.027),0,.89,512),('Steel','metal_plate',(.15,.17,.18),.82,.42,512),('Glass','metal_plate',(.035,.075,.09),.6,.2,256),('Lamps','metal_plate',(.7,.65,.48),.1,.28,128),('Burnt','rusty_metal_02',(.052,.046,.041),.35,.92,512),('Scars','rusty_metal_02',(.24,.25,.24),.8,.63,512)]:
 bake_material(*spec)
 if '--preflight' in sys.argv:break
if '--preflight' in sys.argv:
 bpy.ops.mesh.primitive_cube_add();o=bpy.context.object;o.data.materials.append(MATS['Paint'])
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB')
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False);bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'))
 print('PREFLIGHT_OK',flush=True);sys.exit(0)

# Mesh assemblers build all vertices relative to their final pivot. Moving objects
# never undergo object transform_apply. Solid underside surfaces are retained.
def V(p):return Vector((p[0],-p[1],p[2]))
def logical(p):return (p[0],-p[1],p[2])
class Build:
 def __init__(self,name,pivot=(0,0,0),parent=None,bevel=.006):
  self.name=name;self.pivot=Vector(pivot);self.parent=parent;self.v=[];self.f=[];self.mi=[];self.bevel=bevel;self.trackuv=False
 def mesh(self,verts,faces,mat='Paint'):
  off=len(self.v);self.v.extend([tuple(V(Vector(p)-self.pivot)) for p in verts]);self.f.extend([tuple(off+i for i in f) for f in faces]);self.mi.extend([list(MATS).index(mat)]*len(faces))
 def box(self,c,d,mat='Paint',rot=None):
  c=Vector(c);vs=[]
  for x,y,z 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)]:
   q=Vector((x*d[0]/2,y*d[1]/2,z*d[2]/2));vs.append(c+(rot@q if rot else q))
  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 cyl(self,a,b,r,mat='Paint',n=24,r2=None):
  a=Vector(a);b=Vector(b);w=(b-a).normalized();u=w.cross(Vector((0,0,1)))
  if u.length<.01:u=w.cross(Vector((0,1,0)))
  u.normalize();v=w.cross(u);r2=r if r2 is None else r2
  vs=[p+rad*(cos(2*pi*i/n)*u+sin(2*pi*i/n)*v) for p,rad in [(a,r),(b,r2)] for i in range(n)]
  fs=[tuple(range(n-1,-1,-1)),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 line(self,points,r=.014,mat='Paint',n=8):
  for a,b in zip(points,points[1:]):self.cyl(a,b,r,mat,n)
 def lathe(self,center,profile,axis='X',mat='Paint',n=48):
  # profile = (axial offset,radius), closed outline forms wheel tyre/rim/tube.
  c=Vector(center);vs=[]
  for q,r in profile:
   for i in range(n):
    a=2*pi*i/n
    p=(q,r*cos(a),r*sin(a)) if axis=='X' else ((r*cos(a),q,r*sin(a)) if axis=='F' else (r*cos(a),r*sin(a),q))
    vs.append(c+Vector(p))
  fs=[]
  for j in range(len(profile)):
   k=(j+1)%len(profile)
   for i in range(n):fs.append((j*n+i,j*n+(i+1)%n,k*n+(i+1)%n,k*n+i))
  self.mesh(vs,fs,mat)
 def prism(self,poly,z0,z1,mat='Paint'):
  n=len(poly);vs=[(x,y,z) for z in [z0,z1] for x,y in poly];fs=[tuple(range(n-1,-1,-1)),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 loft(self,rings,mat='Paint'):
  n=len(rings[0]);vs=sum(rings,[]);fs=[tuple(range(n-1,-1,-1)),tuple(range((len(rings)-1)*n,len(rings)*n))]
  for j in range(len(rings)-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 finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.update()
  for m in MATS.values():me.materials.append(m)
  for f,idx in zip(me.polygons,self.mi):f.material_index=idx
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o);o.location=V(self.pivot)
  if self.bevel:
   mod=o.modifiers.new('Manufactured edge radii','BEVEL');mod.width=self.bevel;mod.segments=1;mod.affect='EDGES';mod.limit_method='ANGLE';mod.angle_limit=.60
   active(o);bpy.ops.object.modifier_apply(modifier=mod.name)
  # Planar metre-scale tiling; face normal chooses axes. Repeated materials share maps.
  uv=o.data.uv_layers.new(name='UVMap')
  for p in o.data.polygons:
   n=p.normal;axis=max(range(3),key=lambda i:abs(n[i]));axes=[i for i in range(3) if i"'!=axis]
   for li in p.loop_indices:
    co=o.data.vertices[o.data.loops[li].vertex_index].co+o.location
    uv.data[li].uv=(co[axes[0]]*.72,co[axes[1]]*.72)
   if len(p.vertices)==4 and abs(n.z)<.98:p.use_smooth=False
  # Smooth only nearly coplanar round faces; use auto smooth angle via bmesh split flag.
  bm=bmesh.new();bm.from_mesh(o.data)
  for e in bm.edges:
   if len(e.link_faces)==2 and e.calc_face_angle(0)<.45:e.smooth=True
   else:e.smooth=False
  for f in bm.faces:f.smooth=True
  bm.to_mesh(o.data);bm.free()
  if self.parent:parent_keep(o,self.parent)
  return o

def parent_keep(o,p):
 bpy.context.view_layer.update();m=o.matrix_world.copy();o.parent=p;o.matrix_parent_inverse=Matrix.Identity(4);o.matrix_world=m

def empty(name,p=(0,0,0),parent=None):
 o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(p)
 if parent:parent_keep(o,parent)
 return o

def bolt(g,p,axis='"'Z',r=.018):
 q=Vector(p);d=Vector((.009,0,0) if axis=='X' else (0,.009,0) if axis=='F' else (0,0,.009));g.cyl(q-d,q+d,r,'Steel',6)
def handle(g,c,w=.18,axis='F'):
 x,y,z=c
 if axis=='F':g.line([(x-w/2,y,z),(x-w/2,y,z+.055),(x+w/2,y,z+.055),(x+w/2,y,z)],.012)
 else:g.line([(x,y-w/2,z),(x+.06,y-w/2,z),(x+.06,y+w/2,z),(x,y+w/2,z)],.012)
def mesh_tri(o):return sum(len(p.vertices)-2 for p in o.data.polygons) if o.type=='MESH' else 0

# HULL: a sloped, multi-section welded shell with full suspension sidewalls.
h=Build('Hull')
sections=[(3.80,1.55,.65,1.00),(3.20,1.65,.52,1.38),(1.70,1.65,.45,1.48),(-2.90,1.65,.45,1.46),(-3.80,1.53,.65,1.36)]
rings=[]
for f,w,z0,z1 in sections:rings.append([(-w,f,z0),(w,f,z0),(w,f,z1),(-w,f,z1)])
h.loft(rings)
# Welded nose reinforcing bar, towing bosses, lifting lugs, concealed skirt mounts.
h.box((0,3.59,.79),(2.75,.12,.16));h.box((0,-3.77,.92),(2.9,.12,.30))
for s in [-1,1]:
 for f in np.linspace(-3.25,3.1,10):
  h.box((s*1.67,float(f),1.30),(.12,.14,.13));bolt(h,(s*1.737,float(f),1.33),'X')
 for f in [3.43,-3.66]:
  h.lathe((s*1.06,f,.77),[(-.045,.13),(.045,.13),(.045,.075),(-.045,.075)],axis='F',n=20)
 # suspension arms under skirts, stay behind removable wheels
 for f in [2.47,1.48,.49,-.50,-1.49,-2.48]:
  h.cyl((s*1.25,f+.22,.79),(s*1.40,f,.52),.075,'Steel',16)
  h.cyl((s*1.22,f,.52),(s*1.52,f,.52),.105,'Steel',20)
 # complete track shelf
 h.box((s*1.45,-.05,1.37),(.60,7.1,.075))
 for f in [2.9,1.8,.7,-.4,-1.5,-2.6]:h.line([(s*1.2,f,1.49),(s*1.61,f,1.49)],.008,'Steel',6)
# Front driver position and engine deck permanent seams.
for f in [-2.0,-2.7,-3.35]:h.box((0,f,1.469),(2.4,.013,.008),'Steel')
for x in [-1.15,1.15]:h.box((x,-2.45,1.475),(.012,2.3,.012),'Steel')
# Turret ring cavity cut before attachment; cutter real opening.
hull=h.finish()
def boolean_cylinder(o,c,r,depth):
 bpy.ops.mesh.primitive_cylinder_add(vertices=64,radius=r,depth=depth,location=V(c));cut=bpy.context.object
 mod=o.modifiers.new('Open crew well','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;active(o);bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
boolean_cylinder(hull,(0,.15,1.5),.94,.6)
# Driver hatch true cut and dark well
boolean_cylinder(hull,(-.62,2.12,1.46),.27,.75)
g=Build('_hullRing',bevel=.004)
g.lathe((0,.15,1.43),[(-.16,.96),(.10,.96),(.10,1.06),(-.16,1.06)],'Z')
g.lathe((0,.15,1.24),[(-.26,.94),(.07,.94),(.07,.88),(-.26,.88)],'Z','Rubber')
g.cyl((0,.15,.87),(0,.15,.89),.9,'Rubber',64)
g.lathe((-.62,2.12,1.39),[(-.38,.275),(.10,.275),(.10,.30),(-.38,.30)],'Z','Rubber',32)
g.cyl((-.62,2.12,1.0),(-.62,2.12,1.02),.29,'Rubber')
# merge only this static hull structure
ob=g.finish()
def join_objs(obs,name,pivot=(0,0,0),parent=None):
 obs=[o for o in obs if o and o.type=='MESH'];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
 mw=o.matrix_world.copy();target=V(pivot);delta=mw.inverted()@target
 for v in o.data.vertices:v.co-=delta
 o.location=target
 if parent:parent_keep(o,parent)
 return o
hull=join_objs([hull,ob],'Hull')
# Running gear: six double road wheels, end wheels, three return rollers per side.
wheel_specs=[]
for side,s in [('L',1),('R',-1)]:
 count=0
 for f,z,r,kind in [(3.28,.91,.32,'idler')]+[(v,.54,.455,'road') for v in [2.47,1.48,.49,-.50,-1.49,-2.48]]+[(-3.28,.90,.35,'sprocket')]+[(v,1.16,.17,'return') for v in [1.9,0,-1.9]]:
  count+=1;c=(s*1.49,f,z);g=Build(f'Wheel_{side}{count}',c,bevel=.0025)
  for off in [-.13,.13]:
   if kind=='road':
    g.lathe((s*1.49+off,f,z),[(-.09,r-.055),(-.09,r-.015),(-.07,r),(.07,r),(.09,r-.015),(.09,r-.055)],mat='Rubber',n=48)
   # deep dished steel wheel and stamped ridges
   g.lathe((s*1.49+off,f,z),[(-.075,.075),(-.075,r-.058),(-.055,r-.04),(.045,r-.04),(.075,r-.065),(.075,r-.12),(.03,r-.16),(.025,.14),(.09,.10),(.09,.075)],mat='Paint',n=48 if kind=='road' else 32)
  outer=s*1.74
  g.cyl((outer-s*.07,f,z),(outer,f,z),.115 if kind=='road' else .095,'Paint',24)
  for i in range(8):
   a=i*2*pi/8
   bolt(g,(outer+s*.007,f+.15*cos(a),z+.15*sin(a)),'X',.016)
   if kind=='road':
    # radial pressed recesses and spoke embossing
    rot=Matrix.Rotation(-a,3,'X');g.box((outer-s*.07,f+.275*cos(a),z+.275*sin(a)),(.036,.13,.055),'Paint',rot)
  if kind=='sprocket':
   for i in range(14):
    a=i*2*pi/14;g.box((s*1.49,f+(r+.015)*cos(a),z+(r+.015)*sin(a)),(.40,.075,.068),'Steel',Matrix.Rotation(a,3,'X'))
  o=g.finish();wheel_specs.append(o)

# Track path is a capsule with slightly sloping end runs; individually modelled
# shoes, twin rubber pads, guide horns and lateral pin heads.
path=[(3.32,.94),(3.13,1.19),(2.80,1.28),(-2.95,1.28),(-3.35,1.12),(-3.54,.83),(-3.35,.53),(-2.66,.065),(2.65,.065),(3.31,.58)]
def sample_path(path,spacing=.145,closed=True):
 pp=path+([path[0]] if closed else []);lengths=[math.dist(a,b) for a,b in zip(pp,pp[1:])];total=sum(lengths);n=round(total/spacing);out=[]
 for i in range(n):
  dist=(i+.5)*total/n;acc=0
  for j,l in enumerate(lengths):
   if dist<=acc+l:
    t=(dist-acc)/l;a=pp[j];b=pp[j+1];out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0]),i/n,1/n));break
   acc+=l
 return out
track_samples=sample_path(path)
track_objects={}
def make_track(name,s,samples):
 g=Build(name,bevel=.003)
 for f,z,a,v,dv in samples:
  rot=Matrix.Rotation(a,3,'X')
  g.box((s*1.51,f,z),(.62,.135,.082),'TrackSteel',rot)
  for x in [-.165,.165]:g.box((s*1.51+x,f-sin(a)*.047,z+cos(a)*.047),(.26,.093,.022),'Rubber',rot)
  # Guide horn faces inward on the loop (left side of traversal)
  g.box((s*1.51,f-sin(a)*.09,z+cos(a)*.09),(.07,.065,.09),'TrackSteel',rot)
  for x in [-.326,.326]:g.cyl((s*1.51+x-.008,f,z),(s*1.51+x+.008,f,z),.030,'TrackSteel',10)
 o=g.finish()
 # Exact continuous belt UV: U across track, V follows closest path location.
 uv=o.data.uv_layers.active
 for p in o.data.polygons:
  cen=p.center;f=-cen.y;z=cen.z;j=min(range(len(samples)),key=lambda i:(samples[i][0]-f)**2+(samples[i][1]-z)**2);ff,zz,a,v,dv=samples[j]
  for li in p.loop_indices:
   q=o.data.vertices[o.data.loops[li].vertex_index].co
   along=(-q.y-ff)*cos(a)+(q.z-zz)*sin(a)
   uv.data[li].uv=((q.x-s*1.51)/.65+.5,v+along/.145*dv)
 return o
for side,s in [('L',1),('R',-1)]:track_objects[side]=make_track('Track_'+side,s,track_samples)

# Detachable skirts, fenders, frontal ERA, rear equipment.
parts=[]
def part(g):
 o=g.finish();parts.append(o);return o
for side,s in [('L',1),('R',-1)]:
 for i,f in enumerate([2.69,1.56,.43,-.70,-1.83,-2.94],1):
  g=Build(f'Part_Skirt_{side}{i}',(s*1.80,f,1.06),bevel=.009)
  # tapered lower lip, not rectangular slabs
  top=1.41;bottom=.79 if i<5 else .87
  rings=[[(s*1.757,f-.55,top),(s*1.837,f-.55,top),(s*1.837,f-.55,bottom+.1),(s*1.757,f-.55,bottom+.1)],[(s*1.757,f+.55,top),(s*1.837,f+.55,top),(s*1.837,f+.55,bottom),(s*1.757,f+.55,bottom)]]
  g.loft(rings,'Paint' if i<=4 else 'Rubber')
  for ff in [f-.42,f,f+.42]:bolt(g,(s*1.845,ff,1.35),'X',.018)
  g.box((s*1.85,f,.93),(.012,.15,.055),'Rubber')
  if i<=2:
   g.box((s*1.839,f,1.18),(.025,1.035,.32))
   for ff in [f-.48,f+.48]:g.box((s*1.854,ff,1.18),(.01,.015,.3),'Steel')
  part(g)
 for front,f in [('F',3.39),('R',-3.49)]:
  g=Build(f'Part_Fender_{front}{side}',(s*1.48,f,1.23),bevel=.014)
  # Curved sheet guard from five slope sections.
  for j in range(5):
   ff=f+(j-2)*.12;zz=1.39-.10*((j-1.5)/2.7)**2;g.box((s*1.47,ff,zz),(.70,.13,.047),rot=Matrix.Rotation(-.05*(j-1.5),3,'X'))
  for x in [s*1.20,s*1.45,s*1.70]:g.line([(x,f-.27,1.37),(x,f,1.43),(x,f+.27,1.40)],.012)
  g.box((s*1.48,f+( .29 if front=='F' else -.29),1.22),(.72,.035,.25),'Rubber')
  part(g)
 # full length hull storage bins on track shoulders
 for i,f in enumerate([.95,-.15,-1.25,-2.38]):
  g=Build(f'Part_Stowage_{side}{i+1}',(s*1.42,f,1.50),bevel=.011)
  g.box((s*1.42,f,1.51),(.49,.97,.16));g.box((s*1.42,f,1.60),(.51,.98,.025))
  handle(g,(s*1.42,f,1.62),.18)
  for ff in [f-.33,f+.33]:g.box((s*1.68,ff,1.52),(.02,.07,.09),'Steel')
  part(g)
 # lights on front plate with separate guard
 g=Build('_lamp_'+side,bevel=.004)
 g.cyl((s*1.12,3.04,1.28),(s*1.12,3.20,1.28),.112,'Paint',32)
 g.cyl((s*1.12,3.202,1.28),(s*1.12,3.215,1.28),.081,'Lamps',32)
 o=g.finish();hull=join_objs([hull,o],'Hull')
 g=Build('Part_LampGuard_'+side,(s*1.12,3.13,1.31),bevel=.002)
 for x in [s*1.12-.14,s*1.12+.14]:g.line([(x,3.0,1.14),(x,3.22,1.16),(x,3.24,1.43),(x,2.98,1.43)],.018)
 g.line([(s*1.12-.14,3.24,1.43),(s*1.12+.14,3.24,1.43)],.018);part(g)
# Nose ERA tiles slope with glacis; each removable bank.
for k,x in enumerate([-.62,0,.62]):
 g=Build(f'Part_GlacisERA_{k+1}',(x,2.82,1.32),bevel=.006)
 for j in range(3):
  f=2.40+j*.28;z=1.45-(f-2.1)*.16
  g.box((x,f,z),(.59,.265,.083),rot=Matrix.Rotation(-.16,3,'X'))
  for xx in [x-.23,x+.23]:bolt(g,(xx,f,z+.047))
 part(g)
for k,x in enumerate([-.61,.61]):
 g=Build(f'Part_EngineGrille_{k+1}',(x,-2.68,1.49),bevel=.003)
 g.box((x,-2.68,1.49),(1.05,1.45,.036),'Rubber')
 for j in range(19):g.box((x,-3.35+j*.075,1.535),(1.03,.033,.035),'Paint',Matrix.Rotation(.25,3,'X'))
 for xx in [x-.55,x+.55]:g.box((xx,-2.68,1.55),(.032,1.50,.045))
 for ff in [-3.43,-1.93]:g.box((x,ff,1.55),(1.13,.035,.045))
 part(g)
g=Build('Part_ExhaustShroud',(0,-3.84,1.06),bevel=.009)
g.box((0,-3.835,1.09),(1.36,.075,.35),'Rubber')
for j in range(8):g.box((0,-3.887,.94+j*.043),(1.40,.038,.025),'Paint')
part(g)
g=Build('Part_TowCable',(0,-3.79,.77),bevel=.001)
points=[(-1.15,-3.86,.9),(-.95,-3.9,.66),(-.4,-3.91,.60),(.4,-3.91,.60),(.95,-3.9,.66),(1.15,-3.86,.9)]
g.line(points,.027,'Steel',12)
for x in [-1.15,1.15]:g.lathe((x,-3.87,.92),[(-.018,.105),(.018,.105),(.018,.068),(-.018,.068)],'F','Steel',20)
part(g)
g=Build('Part_Tools_L',(1.70,-2.9,1.63),bevel=.003)
g.cyl((1.68,-3.38,1.64),(1.68,-2.34,1.64),.023,'Steel',12);g.box((1.68,-3.44,1.64),(.19,.23,.035),'Steel')
for f in [-3.1,-2.6]:g.box((1.68,f,1.66),(.13,.035,.07))
part(g)

# Turret: polygon loft, broad arrow front cheek modules, complete welded shell.
TP=(0,.18,1.55)
g=Build('Turret',TP,bevel=.014)
# octagonal perimeter front along +forward
outline=[(-.54,1.87),(.54,1.87),(1.28,1.10),(1.40,-.15),(1.17,-1.72),(-1.17,-1.72),(-1.40,-.15),(-1.28,1.10)]
g.loft([[(x*.93,f,1.57) for x,f in outline],[(x,f,1.77) for x,f in outline],[(x*.89,f-.06,2.19) for x,f in outline]])
g.lathe((0,.18,1.54),[(-.03,.93),(.06,.93),(.06,1.03),(-.03,1.03)],'Z','Steel',64)
# roof seam lines, lifting hooks and sensor supports
for x in [-.92,.92]:
 g.line([(x,-1.28,2.19),(x,-.60,2.20),(x,.1,2.21)],.008,'Steel',6)
 for f in [-1.35,.7]:g.lathe((x,f,2.22),[(-.018,.060),(.018,.060),(.018,.035),(-.018,.035)],'X',n=16)
turret=g.finish()
# true commander and loader wells
for x,f in [(.64,-.40),(-.63,-.58)]:boolean_cylinder(turret,(x,f,2.18),.295,.65)
g=Build('_turretWells',TP,bevel=.003)
for x,f in [(.64,-.40),(-.63,-.58)]:
 g.lathe((x,f,2.10),[(-.28,.298),(.15,.298),(.15,.335),(-.28,.335)],'Z','Rubber',40)
 g.cyl((x,f,1.80),(x,f,1.82),.30,'Rubber',40)
ob=g.finish();turret=join_objs([turret,ob],'Turret',TP)
for side,s in [('L',1),('R',-1)]:
 # wedge front: highest silhouette fidelity priority
 g=Build('Part_Turret_Cheek_'+side,(s*.91,1.27,1.91),parent=turret,bevel=.008)
 # shaped ring quad cross sections around cheek, sloping top and chamfered base
 verts=[(s*.29,1.94,1.72),(s*1.12,1.67,1.65),(s*1.49,.72,1.72),(s*.49,.87,1.73),
        (s*.38,1.81,2.08),(s*1.08,1.35,2.19),(s*1.43,.62,2.19),(s*.49,.77,2.22)]
 g.mesh(verts,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)])
 for j in range(3):
  f=1.56-j*.28;xx=s*(.63+j*.19);g.line([(xx-.17,f,2.12+j*.025),(xx+.17,f,2.12+j*.025)],.005,'Steel',6)
 for x,f,z in [(s*.52,1.75,2.11),(s*1.20,.9,2.22)]:bolt(g,(x,f,z))
 part(g)
 for i,f in enumerate([.35,-.23,-.81,-1.39]):
  g=Build(f'Part_Turret_ERA_{side}{i+1}',(s*1.42,f,1.95),parent=turret,bevel=.006)
  g.box((s*1.425,f,1.945),(.16,.55,.49))
  for ff in [f-.22,f+.22]:
   for z in [1.76,2.14]:bolt(g,(s*1.512,ff,z),'X',.015)
  part(g)
 # smoke launchers, three inclined tubes
 g=Build('Part_Turret_Smoke_'+side,(s*1.52,.72,1.94),parent=turret,bevel=.003)
 g.box((s*1.49,.64,1.92),(.10,.44,.38))
 for j in range(3):
  a=(s*1.52,.77-j*.13,1.83+j*.10);b=(s*1.76,1.02-j*.13,1.93+j*.10)
  g.cyl(a,b,.060,'Paint',20);g.cyl(b,Vector(b)+(Vector(b)-Vector(a)).normalized()*.012,.043,'Rubber',20)
 part(g)
# Rear basket: open tubular frame, closely spaced mesh wires, no floating solid box.
g=Build('Part_Turret_BustleRack',(0,-2.02,1.96),parent=turret,bevel=.001)
for z in [1.66,1.86,2.12]:
 g.line([(-1.30,-1.61,z),(-1.27,-2.16,z),(1.27,-2.16,z),(1.30,-1.61,z)],.022)
for x in np.linspace(-1.25,1.25,19):g.line([(float(x),-2.15,1.66),(float(x),-2.15,2.12)],.0065,'Steel',6)
for z in np.linspace(1.70,2.08,7):g.line([(-1.27,-2.153,float(z)),(1.27,-2.153,float(z))],.0065,'Steel',6)
for x in [-1.27,1.27]:
 for f in [-2.12,-1.97,-1.81,-1.65]:g.line([(x,f,1.66),(x,f,2.12)],.009,'Steel',6)
for x in [-1.0,-.5,0,.5,1.0]:g.line([(x,-1.68,1.63),(x,-2.16,1.66),(x,-2.16,2.12)],.018)
part(g)
# Laser dazzler with square head and circular optic matches reference roof box.
g=Build('Part_Turret_LaserDazzler',(-.88,-1.12,2.29),parent=turret,bevel=.009)
g.cyl((-.88,-1.12,2.16),(-.88,-1.12,2.27),.11,n=24)
g.box((-.88,-1.12,2.36),(.28,.30,.24));g.box((-.88,-.963,2.36),(.205,.013,.16),'Rubber')
g.cyl((-.88,-.95,2.36),(-.88,-.936,2.36),.064,'Glass',24)
part(g)
g=Build('Part_Turret_GunnerSight',(-.55,.62,2.25),parent=turret,bevel=.008)
g.box((-.55,.62,2.25),(.37,.38,.19));g.box((-.55,.815,2.27),(.28,.014,.105),'Glass');g.box((-.55,.79,2.37),(.40,.16,.022));part(g)
for side,s in [('L',1),('R',-1)]:
 g=Build('Part_Turret_Antenna_'+side,(s*1.03,-1.38,2.22),parent=turret,bevel=.001)
 g.cyl((s*1.03,-1.38,2.19),(s*1.03,-1.38,2.36),.040,n=20)
 g.cyl((s*1.03,-1.38,2.36),(s*1.03,-1.38,2.94 if s==1 else 2.73),.009,'Steel',10,r2=.004)
 part(g)
# Hatches with hinge pivots, closed; cupola is detachable.
def hatch(name,x,f,z,r,parent):
 g=Build(name,(x,f-r,z),parent=parent,bevel=.005)
 g.cyl((x,f,z),(x,f,z+.045),r,n=40);g.lathe((x,f,z+.04),[(0,r-.025),(.014,r-.025),(.014,r-.06),(0,r-.06)],'Z',n=40)
 for i in range(8):a=i*pi/4;bolt(g,(x+(r-.055)*cos(a),f+(r-.055)*sin(a),z+.06),'Z',.012)
 handle(g,(x,f,z+.06),.16)
 g.cyl((x-.16,f-r,z),(x+.16,f-r,z),.037,'Steel',20)
 return g.finish()
hatch('Hatch_Commander',.64,-.40,2.25,.30,turret)
hatch('Hatch_Loader',-.63,-.58,2.23,.30,turret)
hatch('Hatch_Driver',-.62,2.12,1.48,.275,None)
g=Build('Part_Turret_CupolaRing',(.64,-.40,2.24),parent=turret,bevel=.003)
g.lathe((.64,-.40,2.22),[(-.025,.30),(.026,.30),(.026,.365),(-.025,.365)],'Z',n=48)
for i in range(6):a=i*pi/3;g.box((.64+.33*cos(a),-.40+.33*sin(a),2.27),(.09,.065,.05),'Glass',Matrix.Rotation(a,3,'Z'))
part(g)
# Mantlet and thermal-sleeved 125 mm barrel, separate trunnion and recoil pivots.
GP=(0,1.62,1.91);BP=(0,1.96,1.91)
g=Build('Gun',GP,parent=turret,bevel=.013)
g.cyl((-.24,1.60,1.91),(.24,1.60,1.91),.245,'Steel',40)
g.box((0,1.77,1.91),(.46,.35,.38));g.lathe((0,1.97,1.91),[(-.12,.17),(.02,.17),(.035,.135),(-.12,.135)],'F','Rubber',40)
gun=g.finish()
g=Build('Barrel',BP,parent=gun,bevel=.002)
# overall length 11.00: rear -3.8, muzzle +7.2
prof=[(0,.130),(.18,.130),(.20,.116),(1.05,.116),(1.08,.127),(1.13,.127),(1.16,.111),(2.00,.111),(2.02,.122),(2.08,.122),(2.11,.109),(2.86,.109),(2.89,.14),(3.57,.14),(3.60,.105),(4.43,.105),(4.47,.10),(5.08,.10),(5.12,.112),(5.24,.112),(5.24,.064),(5.08,.064),(5.07,.09),(.0,.09)]
g.lathe(BP,prof,'F','Paint',48)
# Sleeve clamps have fastening lugs; exposed muzzle steel ring and dark bore.
for f in [2.17,3.06,3.97,4.86,5.53,6.43]:
 g.lathe((0,f,1.91),[(-.018,.119),(.018,.119),(.018,.126),(-.018,.126)],'F','Steel',40)
 g.box((0,f,2.039),(.054,.045,.027));bolt(g,(0,f,2.06),'Z',.013)
g.lathe((0,7.16,1.91),[(-.04,.112),(.04,.112),(.04,.063),(-.22,.063),(-.22,.068),(-.04,.068)],'F','Steel',48)
g.cyl((0,6.85,1.91),(0,6.86,1.91),.062,'Rubber',32)
g.box((0,7.02,2.038),(.065,.15,.048));barrel=g.finish();empty('Muzzle',(0,7.20,1.91),barrel)
# Remote roof MG and cradle, all one movable group at actual pintle.
g=Build('MG',(.62,-.11,2.30),parent=turret,bevel=.003)
g.cyl((.62,-.11,2.24),(.62,-.11,2.48),.045,'Steel',20)
g.box((.62,.03,2.50),(.14,.42,.13),'Steel');g.box((.79,-.02,2.45),(.23,.25,.24))
g.cyl((.62,.21,2.51),(.62,1.00,2.51),.024,'Steel',24)
g.cyl((.62,.24,2.51),(.62,.59,2.51),.040,'Steel',24)
for f in [.32,.40,.48,.56]:g.lathe((.62,f,2.51),[(-.009,.04),(.009,.04),(.009,.045),(-.009,.045)],'F','Steel',16)
g.box((.62,.82,2.56),(.02,.04,.10),'Steel');g.box((.62,-.25,2.52),(.14,.12,.09),'Steel')
g.box((.62,-.09,2.68),(.11,.10,.10));g.cyl((.62,-.09,2.54),(.62,-.09,2.64),.018,'Steel',12)
mg=g.finish()
for name,p,pa in [('Seat_Commander',(.64,-.40,2.31),turret),('Seat_Driver',(-.62,2.12,1.55),None),('Exhaust',(0,-3.90,1.08),None),('Light_Head_L',(1.12,3.23,1.28),None),('Light_Head_R',(-1.12,3.23,1.28),None),('Fx_Engine',(0,-2.65,1.57),None),('Fx_Ammo',(0,.1,.8),None),('Fx_Hatch',(.64,-.4,2.32),turret)]:empty(name,p,pa)
healthy=list(SC.objects)
print('HEALTHY_GEOMETRY',sum(mesh_tri(o) for o in healthy),len(healthy),flush=True)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
codex
The model script now includes the hull, six-wheel suspension, linked tracks, turret armour, basket, roof optics, hatches, and separate gun pivots. The paint uses a neutral weathering texture so changing its colour factor will preserve the surface detail.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --preflight > /root/fal-author/type99-tank-v1/preflight.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'date -u +%H:%M:%S
python3 -m py_compile build_type99-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
16:22:57

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cat >> build_type99-tank.py <<'PY'
# Cap triangulation without collapsing the characteristic silhouette.
def reduce_objects(obs,target):
 total=sum(mesh_tri(o) for o in obs)
 if total>target:
  ratio=target/total*.98
  for o in obs:
   if o.type"'!='"'MESH' or mesh_tri(o)<180:continue
   active(o);mod=o.modifiers.new('Game mesh budget','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
 return sum(mesh_tri(o) for o in obs)
healthy_tri=reduce_objects(healthy,132000)

def patch_paint(path):
 # Explicit paint-factor contract; retain standard core glTF embedded PNGs.
 data=path.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'].split('.')[0]=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1]
 raw=json.dumps(doc,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4)
 path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(raw)+len(tail))+struct.pack('<I4s',len(raw),b'JSON')+raw+tail)

def export(obs,filename):
 bpy.ops.object.select_all(action='DESELECT')
 for o in obs:o.hide_set(False);o.hide_render=False;o.select_set(True)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True,export_image_format='AUTO')
 patch_paint(ROOT/filename)
 print('EXPORTED',filename,(ROOT/filename).stat().st_size,flush=True)
export(healthy,'type99-tank.glb')

# Rendering helpers are deliberately outside all exported selections.
studio=[]
def studio_setup():
 world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes['Background'].inputs[0].default_value=(.66,.73,.82,1);world.node_tree.nodes['Background'].inputs[1].default_value=.5;SC.world=world
 bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)
 for name,loc,power,size in [('Key',(3,-6,10),2000,7),('Fill',(-6,-2,6),1100,6),('Rim',(1,7,8),1800,5)]:
  data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size;o=bpy.data.objects.new(name,data);SC.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler();studio.append(o)
 data=bpy.data.cameras.new('ProofCamera');cam=bpy.data.objects.new('ProofCamera',data);SC.collection.objects.link(cam);SC.camera=cam;data.type='ORTHO';studio.append(cam)
 return cam
cam=studio_setup()
def camera(view='hero',wide=False):
 if view=='side':pos=Vector((17,0,3.8));target=Vector((0,-1.4,1.1));scale=12.7
 else:pos=Vector((11,-15,8.7));target=Vector((0,-1.25,1.13));scale=12.5 if not wide else 15.5
 cam.location=pos;cam.rotation_euler=(target-pos).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 if view=='side':cam.location=(17,-1.4,1.35);cam.rotation_euler=(Vector((0,-1.4,1.35))-cam.location).to_track_quat('-Z','Y').to_euler()
def render(filename,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/filename);bpy.ops.render.render(write_still=True)
 print('RENDERED',filename,flush=True)
camera();render('final.png')
camera('side');render('side.png',1920,1080,24)
camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
# Required 30-degree pivot proof. Origins never move when rotations change.
rotated=[]
for o in healthy:
 if o.name in ['Turret','Gun','MG'] or o.name.startswith(('Wheel_','Hatch_')):
  axis=2 if o.name in ['Turret','MG'] else 0
  rotated.append((o,o.rotation_euler.copy(),o.matrix_world.translation.copy()));o.rotation_euler[axis]+=pi/6
# Recoil node uses the bore axis: a 30 degree roll tests its own origin without translation.
rotated.append((barrel,barrel.rotation_euler.copy(),barrel.matrix_world.translation.copy()));barrel.rotation_euler[1]+=pi/6
render('pivots.png',1280,720,16)
for o,r,p in rotated:o.rotation_euler=r
bpy.context.view_layer.update()
if '--healthy-only' in sys.argv:
 print('HEALTHY_COMPLETE',healthy_tri,flush=True);sys.exit(0)

# DAMAGE twins, surface impact overlays, thrown belts and two closed wreck assemblies.
# Every replacement is derived from its corresponding healthy geometry.
damage=[];twins={};scar_names=[]
hd=empty('Hull_Damage');td=empty('Turret_Damage',TP);damage.extend([hd,td])
def copy_mesh(source,name,parent=None):
 o=source.copy();o.data=source.data.copy();SC.collection.objects.link(o);o.name=name
 mw=source.matrix_world.copy();o.parent=None;o.matrix_world=mw
 if parent:parent_keep(o,parent)
 return o

def remap(o,mode='damage'):
 for slot in o.material_slots:
  if not slot.material:continue
  n=slot.material.name
  if mode=='burnt':slot.material=MATS['Burnt']
  elif n not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:slot.material=MATS['Scars']

def damage_twin(source):
 name='Dmg_'+source.name[5:];o=copy_mesh(source,name,td if source.name.startswith('Part_Turret') else hd);remap(o)
 # Subdivide for convincing torn/bowed plate silhouettes, then deform locally.
 active(o);bm=bmesh.new();bm.from_mesh(o.data)
 edges=[e for e in bm.edges if e.calc_length()>.22]
 if edges:bmesh.ops.subdivide_edges(bm,edges=edges,cuts=2,use_grid_fill=True)
 bm.to_mesh(o.data);bm.free()
 for v in o.data.vertices:
  q=v.co;w=.045*sin(q.y*4.3+q.z*6.1)
  if 'Skirt' in name:
   low=max(0,-q.z+.05);q.x+=low*.30*sin(q.y*5+1);q.z-=max(0,q.y)*.11;q.y+=low*.09
  else:q.z+=w;q.x+=.025*sin(q.y*5)
 # Actual projectile cut in broad plates; through-hole is empty with rough rim.
 if 'Skirt' in name or 'ERA' in name or 'Cheek' in name:
  world=o.matrix_world@Vector((0,.05,-.03));bpy.ops.mesh.primitive_uv_sphere_add(segments=16,ring_count=8,radius=.11,location=world);cut=bpy.context.object;cut.scale=(3,.9,1)
  mod=o.modifiers.new('Ragged penetration','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;active(o)
  try:bpy.ops.object.modifier_apply(modifier=mod.name)
  except Exception:o.modifiers.remove(mod)
  bpy.data.objects.remove(cut,do_unlink=True)
  # curled exposed-metal petals built around the cut in world coordinates
  g=Build('_petals',logical(o.matrix_world.translation),bevel=.001)
  center=logical(world)
  for i in range(9):
   a=i*2*pi/9;b=a+pi/7;r=.115
   vv=[(center[0],center[1]+r*cos(a),center[2]+r*sin(a)),(center[0],center[1]+r*cos(b),center[2]+r*sin(b)),(center[0]+(.035 if center[0]>0 else -.035),center[1]+.155*cos((a+b)/2),center[2]+.155*sin((a+b)/2))]
   g.mesh(vv,[(0,1,2)],'Scars')
  petals=g.finish();pivot=logical(o.matrix_world.translation);pa=o.parent;o.parent=None;o.matrix_world.translation=V(pivot);o=join_objs([o,petals],name,pivot,pa)
 damage.append(o);twins[source.name]=name;return o
chosen=[p for p in parts if p.name.startswith('Part_Skirt_')][:8]
chosen += [next(p for p in parts if p.name==n) for n in ['Part_Fender_FL','Part_Fender_RR','Part_EngineGrille_1','Part_ExhaustShroud','Part_Turret_Cheek_L','Part_Turret_ERA_R2','Part_Turret_BustleRack']]
for p in chosen:damage_twin(p)
# Surface scars: layered irregular soot, excavated star gouge and raised torn lip.
def scars(name,points,normal,parent):
 g=Build(name,logical(parent.matrix_world.translation),parent=parent,bevel=0)
 n=Vector(normal);u=n.cross(Vector((0,0,1)))
 if u.length<.05:u=n.cross(Vector((0,1,0)))
 u.normalize();v=n.cross(u)
 for idx,c in enumerate(points):
  c=Vector(c)
  for layer,r,mat,offset in [(0,.16,'Burnt',.002),(1,.078,'Scars',.003),(2,.036,'Rubber',.004)]:
   vs=[c+n*offset]
   for j in range(16):
    a=j*2*pi/16;rr=r*(1+.18*sin(j*13+idx));vs.append(c+n*offset+u*(rr*cos(a))+v*(rr*sin(a)))
   g.mesh(vs,[(0,j+1,(j+1)%16+1) for j in range(16)],mat)
  if idx==0:
   vs=[]
   for j in range(16):
    a=j*2*pi/16
    for rr,dd in [(.032,.004),(.052,.025+(.009 if j%2 else 0)),(.086,.003)]:vs.append(c+u*(rr*cos(a))+v*(rr*sin(a))+n*dd)
   fs=[]
   for j in range(16):
    for k in [0,1]:fs.append((j*3+k,((j+1)%16)*3+k,((j+1)%16)*3+k+1,j*3+k+1))
   g.mesh(vs,fs,'Scars')
  else:
   g.line([c+u*.04+n*.004,c+u*.20+v*.035+n*.004],.005,'Scars',6)
 o=g.finish();damage.append(o);scar_names.append(name)
# Hits lie on full underlying hull, not on removable skirt surfaces.
scars('Scar_Hull_Front',[(-.75,3.47,1.225),(-.18,3.37,1.285),(.57,3.52,1.19)],(0,.53,.85),hd)
scars('Scar_Hull_Rear',[(-.88,-3.806,1.07),(0,-3.806,1.22),(.87,-3.806,.91)],(0,-1,0),hd)
for side,s in [('L',1),('R',-1)]:scars('Scar_Hull_'+side,[(s*1.655,f,1.1) for f in [1.6,.2,-1.6]],(s,0,0),hd)
scars('Scar_Turret_Front',[(-.24,1.88,1.91),(.22,1.88,1.83),(.01,1.84,2.04)],(0,1,.3),td)
scars('Scar_Turret_Rear',[(-.68,-1.73,1.85),(0,-1.73,1.91),(.69,-1.73,1.82)],(0,-1,0),td)
for side,s in [('L',1),('R',-1)]:scars('Scar_Turret_'+side,[(s*1.40,f,1.84) for f in [.3,-.1,-.45]],(s,0,0),td)
# Thrown track retains rear loop and lower run, loose upper run drapes onto ground.
for side,s in [('L',1),('R',-1)]:
 broken_path=[(4.40,.065),(3.55,.065),(2.65,.065),(-2.66,.065),(-3.35,.53),(-3.54,.83),(-3.35,1.12),(-2.8,1.19),(-1.9,1.02),(-.9,.77),(.2,.46),(1.3,.15),(2.6,.065),(3.7,.065)]
 ob=make_track('Track_'+side+'_Broken',s,sample_path(broken_path,closed=False));parent_keep(ob,hd);remap(ob);damage.append(ob)
# Broken weapon derives the real mantlet and actual barrel. A broken-off mouth
# with splayed longitudinal steel strips makes the failure visible at game distance.
bg=copy_mesh(gun,'_brokenMantlet');bb=copy_mesh(barrel,'_brokenTube');bb.parent=None
# deform and remove tube beyond midpoint with bmesh plane cut in world coordinates
bm=bmesh.new();bm.from_mesh(bb.data)
# local Blender negative Y goes forward; keep only first 2.7 m of tube
bmesh.ops.bisect_plane(bm,geom=list(bm.verts)+list(bm.edges)+list(bm.faces),dist=.0001,plane_co=(0,-2.75,0),plane_no=(0,-1,0),clear_outer=True,clear_inner=False)
bm.to_mesh(bb.data);bm.free()
for v in bb.data.vertices:
 t=max(0,-v.co.y-1.4);v.co.z-=.17*t*t
remap(bb);remap(bg)
g=Build('_burst',GP,bevel=.002)
for i in range(8):
 a=i*pi/4;x=.13*cos(a);z=.13*sin(a)
 g.line([(x,4.44,1.62+z),(x*1.8,4.77,1.54+z*1.8),(x*2.35,4.94,1.49+z*2.35)],.022,'Scars',6)
burst=g.finish();broken_gun=join_objs([bg,bb,burst],'Gun_Broken',GP,td);damage.append(broken_gun)

# Wreck derives healthy hull/running gear and damaged panels. Complete turret well
# remains open; burned-off rubber, sagged suspension, ruptured engine deck.
hull_copies=[];turret_copies=[]
turret_desc=set([turret]+list(turret.children_recursive))
for o in healthy:
 if o.type"'!='"'MESH':continue
 is_t=o in turret_desc
 if o.name.startswith('Part_'):
  # Missing panels and tools leave mounting infrastructure visible.
  if any(k in o.name for k in ['Skirt_L1','Skirt_L3','Skirt_L5','Skirt_R2','Skirt_R4','LampGuard','Tools','Antenna','GlacisERA_2','Turret_ERA_L2','Turret_ERA_R3']):continue
 src=bpy.data.objects.get(twins.get(o.name,'')) or o
 c=copy_mesh(src,'_wreck_'+o.name)
 if not is_t and o.name.startswith('Wheel_'):
  # Tyres are physically absent, exposing the underlying wheel rims.
  rubber_idx=[i for i,m in enumerate(c.data.materials) if m and m.name=='Rubber']
  bm=bmesh.new();bm.from_mesh(c.data);bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.material_index in rubber_idx],context='FACES');bm.to_mesh(c.data);bm.free();c.location.z-=.05
 if o.name.startswith('Hatch_'):
  c.rotation_euler.x=math.radians(-108 if 'Driver' not in o.name else 100)
 if 'EngineGrille' in o.name:
  for v in c.data.vertices:v.co.z+=.15+.22*cos(v.co.x*2.5)*cos(v.co.y*2)
 if o.name=='Track_L':
  bpy.data.objects.remove(c,do_unlink=True);c=copy_mesh(bpy.data.objects['Track_L_Broken'],'_wreckTrack')
 if o.name in ['Gun','Barrel']:
  # Gun and barrel both rotate about the same world trunnion for full depression.
  mat=Matrix.Translation(V(GP))@Matrix.Rotation(math.radians(14),4,'X')@Matrix.Translation(-V(GP));c.matrix_world=mat@c.matrix_world
 remap(c,'burnt');(turret_copies if is_t else hull_copies).append(c)
# Closed underside and exposed short turret basket stub when the turret is blown off.
g=Build('_basketStub',TP,bevel=.006)
g.cyl((0,.18,1.43),(0,.18,1.51),.96,'Burnt',48)
g.lathe((0,.18,1.24),[(-.12,.71),(.18,.71),(.18,.77),(-.12,.77)],'Z','Burnt',40)
for i in range(8):
 a=i*pi/4;g.cyl((.73*cos(a),.18+.73*sin(a),1.10),(.88*cos(a),.18+.88*sin(a),1.48),.025,'Burnt',10)
turret_copies.append(g.finish())
wh=join_objs(hull_copies,'Wreck_Hull',(0,0,0));wt=join_objs(turret_copies,'Wreck_Turret',TP)
reduce_objects([wh,wt],int(healthy_tri*.40));damage.extend([wh,wt])
damage_tri=reduce_objects(damage,108000)
export(damage,'type99-tank-damage.glb')
# Metadata in glTF coordinates: positions, parentage, world bounds, material and rig contract.
def bbox(obs):
 bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for o in obs if o.type=='MESH' for c in o.bound_box]
 lo=[min(logical(p)[i] for p in pts) for i in range(3)];hi=[max(logical(p)[i] for p in pts) for i in range(3)]
 return {'min':[lo[0],lo[2],lo[1]],'max':[hi[0],hi[2],hi[1]],'size':[hi[0]-lo[0],hi[2]-lo[2],hi[1]-lo[1]]}
def node_info(o):
 p=o.matrix_world.translation;return {'name':o.name,'position':[round(p.x,5),round(p.z,5),round(-p.y,5)],'parent':o.parent.name if o.parent else None,'triangles':mesh_tri(o)}
manifest={'schema':'tank-damage/v1','units':'metres','axes':{'+X':'left','+Y':'up','+Z':'forward'},'bbox':bbox(healthy),'files':{'type99-tank.glb':{'nodes':[node_info(o) for o in healthy],'triangles':healthy_tri},'type99-tank-damage.glb':{'nodes':[node_info(o) for o in damage],'triangles':damage_tri}},'paints':[{'name':n,'linearRGB':rgb} for n,rgb in PAINTS],'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in parts],'scars':scar_names,'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'local Z recoil','wheels':'X','hatches':'X','MG':'Y'},'bakes':BAKE_LOG}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text(f'Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.\\nTriangles: healthy {healthy_tri:,}; damage {damage_tri:,}; wreck {mesh_tri(wh)+mesh_tri(wt):,}.\\nMaterials: Paint, TrackSteel, Rubber, Steel, Glass, Lamps; damage adds Burnt and Scars (5-material subset).\\nTextures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.\\nPoly Haven CC0 ids: metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).\\nReference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.\\n')

# Mandatory consumer proof: delete authored asset, import BOTH actual deliverables
# into the empty scene. Render visible state combinations only from imported meshes.
for o in list(SC.objects):bpy.data.objects.remove(o,do_unlink=True)
studio.clear();cam=studio_setup()
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank.glb'));ih={o.name:o for o in bpy.context.selected_objects}
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank-damage.glb'));idd={o.name:o for o in bpy.context.selected_objects}
# glTF importer may append suffix to repeated material names, not node names.
def show(o,value):o.hide_render=not value;o.hide_set(not value)
def hierarchy(o,value):
 show(o,value)
 for c in o.children_recursive:show(c,value)
def state_base():
 for o in ih.values():show(o,True)
 for o in idd.values():show(o,False)
# healthy final render is repeated from the exported file, certifying material portability.
state_base();camera();render('final.png')
camera('side');render('side.png',1920,1080,24);camera()
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
state_paths=[]
for st in range(6):
 state_base()
 if st==1:
  for n in scar_names:show(idd[n],True)
  for n in list(twins)[:6]:show(ih[n],False);show(idd[twins[n]],True)
 elif st==2:
  for n,o in ih.items():
   if n.startswith('Part_'):show(o,False)
 elif st==3:
  show(ih['Track_L'],False);show(idd['Track_L_Broken'],True);hierarchy(ih['Gun'],False);show(idd['Gun_Broken'],True)
 elif st>=4:
  for o in ih.values():show(o,False)
  show(idd['Wreck_Hull'],True);show(idd['Wreck_Turret'],True)
  if st==5:
   wt2=idd['Wreck_Turret'];saved=wt2.matrix_world.copy();wt2.location=(4.0,1.3,.88);wt2.rotation_euler=(.23,.65,-.40)
 camera(wide=st==5);fname=f'_state_{st}.png';render(fname,960,600,16);state_paths.append(ROOT/fname)
 if st==5:wt2.matrix_world=saved

def grid(paths,out,w=960,h=600):
 canvas=np.ones((h*2,w*3,4),dtype=np.float32)
 for i,p in enumerate(paths):
  im=bpy.data.images.load(str(p),check_existing=False);arr=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]=arr;bpy.data.images.remove(im)
 img=bpy.data.images.new(out,width=w*3,height=h*2,alpha=False);img.pixels.foreach_set(canvas.ravel());img.filepath_raw=str(ROOT/out);img.file_format='PNG';img.save()
grid(state_paths,'states.png')
state_base();camera();paintpaths=[]
# Change standard glTF material factor after import, retaining its neutral base map.
paintmat=next(m for m in ih['Hull'].data.materials if m and m.name.split('.')[0]=='Paint');nt=paintmat.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');socket=bs.inputs['Base Color'];original_link=socket.links[0].from_socket if socket.is_linked else None
mult=nt.nodes.new('ShaderNodeMixRGB');mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1
# Importer commonly creates its own multiplier; route direct neutral texture to ours.
texnode=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower())
nt.links.new(texnode.outputs[0],mult.inputs[1]);nt.links.new(mult.outputs[0],socket)
for i,(name,rgb) in enumerate(PAINTS):
 mult.inputs[2].default_value=tuple(rgb)+(1,);fname=f'_paint_{i}.png';render(fname,960,600,16);paintpaths.append(ROOT/fname)
grid(paintpaths,'paints.png')
print('COMPLETE',{'seconds':time.time()-START,'healthy_tri':healthy_tri,'damage_tri':damage_tri,'bytes':[(p.name,p.stat().st_size) for p in ROOT.glob('*.glb')]},flush=True)
PY
python3 -m py_compile build_type99-tank.py
ssh gex44 'tail -10 /root/fal-author/type99-tank-v1/preflight.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 553ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "ssh gex44 'ls -l /root/fal-author/type99-tank-v1/preflight.log; pgrep -af type99; nvidia-smi --query-gpu=memory.used,utilization.gpu --format=csv,noheader'
date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 696ms:
-rw-r--r-- 1 root root 0 Oct 11 18:22 /root/fal-author/type99-tank-v1/preflight.log
1331963 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --preflight > /root/fal-author/type99-tank-v1/preflight.log 2>&1
1331964 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/type99-tank-v1/build_type99-tank.py -- --preflight
1346711 bash -c ls -l /root/fal-author/type99-tank-v1/preflight.log; pgrep -af type99; nvidia-smi --query-gpu=memory.used,utilization.gpu --format=csv,noheader
11234 MiB, 20 %
16:25:49

codex
The build script now also includes damaged panel swaps, broken tracks and gun, burnt wrecks, and the six-state proof sheet. Blender is waiting in the shared GPU queue, so I’m checking the script and export contract while that job waits.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "ssh gex44 'sed -n \"1,220p\" /opt/gpu-gate/gpu_gate.py'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 629ms:
"""Cross-process GPU gate for the gex44 inference box.

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

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

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

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

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

from __future__ import annotations

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

LOG = logging.getLogger("gpu_gate")

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

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


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


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

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


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


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

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


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


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


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


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


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

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


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


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


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


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

def _nvidia_smi_csv():
    """Raw query output, or None when nvidia-smi cannot be used at all."""
    try:
        proc = subprocess.run(
            ["nvidia-smi", "--query-gpu=memory.used,memory.total",
             "--format=csv,noheader,nounits"],
            capture_output=True, text=True, timeout=15)
    except (OSError, subprocess.SubprocessError) as exc:
        LOG.warning("nvidia-smi unavailable (%s); gating on slot count only", exc)
        return None
    if proc.returncode != 0:
        LOG.warning("nvidia-smi exit %s; gating on slot count only", proc.returncode)
        return None
    return proc.stdout


def _gpu_free_mib():
    """Free VRAM in MiB, or None when it cannot be measured."""
    raw = _nvidia_smi_csv()
    if raw is None:
        return None
    line = next((ln for ln in raw.splitlines() if ln.strip()), "")
    parts = [p.strip() for p in line.split(",")]
    if len(parts) < 2:
        LOG.warning("unexpected nvidia-smi output %r; gating on slot count only", line)
        return None
    try:
        used, total = int(float(parts[0])), int(float(parts[1]))
    except ValueError:
        LOG.warning("unparsable nvidia-smi numbers %r; gating on slot count only", line)
        return None
    return total - used


# --------------------------------------------------------------------------
# decision
# --------------------------------------------------------------------------

def _claim_slot(lock_dir: str, name: str, need_mib: int, priority: str,
                max_concurrent: int) -> Decision:

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'ls /home/claude-agent/.agents/skills/blender-game-assets/scripts
command -v gemini
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 908ms:
__pycache__
audit_glb.py
erosion
/home/claude-agent/bin/gemini

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/type99-tank-v1/preflight.log; ps -eo pid,etimes,args | grep blender.real | head -12'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 580ms:
1316735     372 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/t55-tank-v1/build_t55-tank.py
1326860     267 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
1331964     211 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/type99-tank-v1/build_type99-tank.py -- --preflight
1338794     139 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/char-b1-tank-v1/preflight.py
1343754      71 /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
1344978      58 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/churchill-tank-v1/build_churchill-tank.py
1347546      32 python3 /opt/gpu-gate/gpu_gate.py --name blender-casa13 --need-mib 2500 --priority build --poll 1 --max-concurrent 3 --timeout 600 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1347549      32 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1351007       0 bash -c tail -12 /root/fal-author/type99-tank-v1/preflight.log; ps -eo pid,etimes,args | grep blender.real | head -12
1351010       0 grep blender.real

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py'
s=open(p).read().replace(\"g.box((s*1.51+x,f-sin(a)*.047,z+cos(a)*.047),(.26,.093,.022),'Rubber',rot)\",\"g.box((s*1.51+x,f+sin(a)*.054,z-cos(a)*.054),(.26,.093,.022),'Rubber',rot)\")
s=s.replace(\"(0,-3.77,.92)\",\"(0,-3.72,.92)\")
s=s.replace(\"(0,-3.84,1.06)\",\"(0,-3.73,1.06)\").replace(\"(0,-3.835,1.09)\",\"(0,-3.735,1.09)\").replace(\"(0,-3.887,.94+j*.043)\",\"(0,-3.777,.94+j*.043)\")
s=s.replace(\"-3.86\",\"-3.75\").replace(\"-3.91\",\"-3.79\").replace(\"-3.90\",\"-3.78\").replace(\"-3.9,\",\"-3.78,\").replace(\"-3.87\",\"-3.76\")
s=s.replace(\"g.box((s*1.85,f,.93)\",\"g.box((s*1.839,f,.93)\")
s=s.replace(\"for f,z,r,kind in [(3.28,.91,.32,'idler')]+[(v,.54,.455,'road') for v in [2.47,1.48,.49,-.50,-1.49,-2.48]]+[(-3.28,.90,.35,'sprocket')]+[(v,1.16,.17,'return') for v in [1.9,0,-1.9]]:\",\"for f,z,r,kind in sorted([(3.28,.91,.32,'idler')]+[(v,.54,.455,'road') for v in [2.47,1.48,.49,-.50,-1.49,-2.48]]+[(-3.28,.90,.35,'sprocket')]+[(v,1.16,.17,'return') for v in [1.9,0,-1.9]],reverse=True):\")
# Side scars on the visible outer armour.
s=s.replace(\"[(s*1.655,f,1.1)\",\"[(s*1.855,f,1.1)\").replace(\"[(s*1.40,f,1.84)\",\"[(s*1.509,f,1.84)\")
open(p,'w').write(s)
PY
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
ssh gex44 'tail -10 /root/fal-author/type99-tank-v1/preflight.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1633ms:
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exec
/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/type99-tank-v1/preflight.log'
date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 474ms:
16:27:33

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exec
/bin/bash -lc "mkdir -p textures
python3 - <<'PY'
import subprocess,concurrent.futures
from pathlib import Path
def dl(args):
 a,k=args;p=Path('textures')/f'{a}_{k}_1k.jpg';url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{a}/{a}_{k}_1k.jpg'
 subprocess.run(['curl','-fLsS','--retry','2','-A','Mozilla/5.0',url,'-o',str(p)],check=True)
 return p.name,p.stat().st_size
with concurrent.futures.ThreadPoolExecutor(max_workers=4) as ex:
 print(list(ex.map(dl,[(a,k) for a in ['metal_plate','rusty_metal_02','rubberized_track'] for k in ['diff','nor_gl','arm']])))
PY
scp -r textures gex44:/root/fal-author/type99-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 3078ms:
[('metal_plate_diff_1k.jpg', 692234), ('metal_plate_nor_gl_1k.jpg', 770307), ('metal_plate_arm_1k.jpg', 1004043), ('rusty_metal_02_diff_1k.jpg', 564932), ('rusty_metal_02_nor_gl_1k.jpg', 403156), ('rusty_metal_02_arm_1k.jpg', 153031), ('rubberized_track_diff_1k.jpg', 768955), ('rubberized_track_nor_gl_1k.jpg', 1162333), ('rubberized_track_arm_1k.jpg', 814406)]

codex
I’ve fetched the Poly Haven source maps and corrected two details in the script: the outer track pads now reach the ground plane, and wheel nodes are numbered from front to rear, including return rollers. The GPU job has not started yet, so there are no renders to assess.

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/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/type99-tank-v1/preflight.log; ps -eo pid,etimes,args | grep \"blender.real -b\" | tail -12'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 522ms:
1316735     475 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/t55-tank-v1/build_t55-tank.py
1331964     314 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/type99-tank-v1/build_type99-tank.py -- --preflight
1338794     241 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/char-b1-tank-v1/preflight.py
1344978     161 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/churchill-tank-v1/build_churchill-tank.py
1353452      70 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/a7v-tank-v1/build_a7v-tank.py
1356556      38 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-expr import bpy; bpy.ops.mesh.primitive_cube_add(); p=bpy.context.preferences.addons["cycles"].preferences; p.compute_device_type="OPTIX"; p.get_devices(); print([(d.name,d.type) for d in p.devices]); print("PREFLIGHT_OK")
1357925      21 python3 /opt/gpu-gate/gpu_gate.py --name blender-casa13 --need-mib 2500 --priority build --poll 1 --max-concurrent 3 --timeout 600 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1357929      20 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1359732       0 bash -c tail -8 /root/fal-author/type99-tank-v1/preflight.log; ps -eo pid,etimes,args | grep "blender.real -b" | tail -12
1359735       0 grep blender.real -b

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mcp: forge/coord_note (completed)
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exec
/bin/bash -lc "ssh gex44 'sed -n \"220,390p\" /opt/gpu-gate/gpu_gate.py'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 491ms:
                max_concurrent: int) -> Decision:
    """Take a slot if the box can hold the job, else say why not.

    The VRAM probe runs before the lock is taken: it shells out and can take
    ~100 ms, and a stale reading is covered by the reservation for fresh
    slots.  Returns path=None with a reason and a recommended wait when the
    job has to stand back.
    """
    now = _now()
    free = _gpu_free_mib()
    with _bookkeeping(lock_dir):
        live = _live_slots(lock_dir)
        if len(live) >= max_concurrent:
            return Decision(None, "slots %d/%d in use" % (len(live), max_concurrent), 0.0)
        if free is not None:
            available = free - _reserved_mib(live, now)
            if available < need_mib:
                return Decision(None,
                                "vram %d MiB free (%d after fresh reservations), need %d"
                                % (free, available, need_mib), 0.0)
        if priority == "batch" and _build_in_flight(live, now):
            return Decision(None, "build slot started in the last %ds" % int(BUILD_LEAD_S),
                            BATCH_PENALTY_S)
        slot = {"name": name, "pid": os.getpid(), "need_mib": int(need_mib),
                "started": now, "priority": priority}
        return Decision(_write_slot(lock_dir, slot), None, 0.0)


def _release_slot(lock_dir: str, path: str) -> None:
    with _bookkeeping(lock_dir):
        _unlink(path)


def _wait_for_slot(lock_dir: str, name: str, need_mib: int, priority: str,
                   timeout_s: float, poll_s: float, max_concurrent: int) -> str:
    """Block until a slot is taken, or raise GpuGateTimeout."""
    deadline = _now() + timeout_s
    while True:
        decision = _claim_slot(lock_dir, name, need_mib, priority, max_concurrent)
        if decision.path is not None:
            return decision.path
        remaining = deadline - _now()
        if remaining <= 0:
            raise GpuGateTimeout(
                "%s needs %d MiB but waited %.0fs: %s"
                % (name, need_mib, timeout_s, decision.reason))
        pause = min(decision.wait_s or poll_s, remaining)
        _sleep(pause)


@contextlib.contextmanager
def acquire(name: str, need_mib: int, *, lock_dir: str = DEFAULT_LOCK_DIR,
            timeout_s: float = 1800, poll_s: float = 5, max_concurrent: int = 2,
            priority: str = "build"):
    """Hold a GPU slot for the duration of the with block.

    Raises GpuGateTimeout when no slot opens up inside timeout_s, so the
    caller fails loudly instead of piling onto a busy card.
    """
    if priority not in PRIORITIES:
        raise ValueError("priority must be one of %s" % (PRIORITIES,))
    if need_mib < 0:
        raise ValueError("need_mib must not be negative")
    path = _wait_for_slot(lock_dir, name, need_mib, priority,
                          timeout_s, poll_s, max_concurrent)
    LOG.info("gpu slot acquired by %s (pid %d, %d MiB, %s)",
             name, os.getpid(), need_mib, priority)
    try:
        yield
    finally:
        _release_slot(lock_dir, path)


def status(lock_dir: str = DEFAULT_LOCK_DIR) -> list:
    """Live slots, with stale ones reaped as a side effect."""
    with _bookkeeping(lock_dir):
        live = _live_slots(lock_dir)
    return sorted(live, key=lambda s: float(s.get("started") or 0.0))


# --------------------------------------------------------------------------
# CLI
# --------------------------------------------------------------------------

def _parser() -> argparse.ArgumentParser:
    parser = argparse.ArgumentParser(
        prog="gpu_gate.py",
        description="Run a command under the shared-GPU gate, or show the slots.")
    parser.add_argument("--status", action="store_true",
                        help="print the live slots as JSON and exit")
    parser.add_argument("--name", help="job name, e.g. blender or hunyuan")
    parser.add_argument("--need-mib", type=int, default=None,
                        help="VRAM the job needs, in MiB")
    parser.add_argument("--priority", choices=PRIORITIES, default="build")
    parser.add_argument("--lock-dir", default=DEFAULT_LOCK_DIR)
    parser.add_argument("--timeout", type=float, default=1800.0,
                        help="seconds to wait for a slot before giving up")
    parser.add_argument("--poll", type=float, default=5.0,
                        help="seconds between retries")
    parser.add_argument("--max-concurrent", type=int, default=2)
    parser.add_argument("command", nargs=argparse.REMAINDER,
                        help="command to run, after --")
    return parser


def _strip_separator(command: list) -> list:
    # argparse keeps the -- that separates our flags from the child command.
    if command and command[0] == "--":
        return command[1:]
    return command


def main(argv=None) -> int:
    args = _parser().parse_args(argv)
    lock_dir = args.lock_dir
    if args.status:
        print(json.dumps(status(lock_dir), indent=2))
        return 0
    command = _strip_separator(args.command)
    if not args.name or args.need_mib is None or not command:
        _parser().error("--name, --need-mib and a command after -- are required")
    try:
        with acquire(args.name, args.need_mib, lock_dir=lock_dir,
                     timeout_s=args.timeout, poll_s=args.poll,
                     max_concurrent=args.max_concurrent, priority=args.priority):
            code = subprocess.run(command).returncode
    except GpuGateTimeout as exc:
        print("gpu_gate: %s" % exc, file=sys.stderr)
        return EXIT_GATE_TIMEOUT
    return code if code >= 0 else 128 - code


if __name__ == "__main__":
    logging.basicConfig(level=logging.INFO, format="%(levelname)s %(name)s: %(message)s")
    sys.exit(main())

 succeeded in 345603ms:
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exec
/bin/bash -lc "ssh gex44 'tail -12 /root/fal-author/type99-tank-v1/preflight.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 487ms:
INFO Draco is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_draco_bridge.so
INFO MeshOptimizer is available, use library at /root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/libbf_intern_meshopt_bridge.so
18:28:41 | INFO: Starting glTF 2.0 export
18:28:41 | INFO: Extracting primitive: Cube.001
18:28:41 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
18:28:41 | INFO: Primitives created: 1
18:28:41 | INFO: Finished glTF 2.0 export in 0.04265451431274414 s

18:28:41 | INFO: Data are loaded, start creating Blender stuff
18:28:41 | INFO: Blender create Mesh node Cube.001
18:28:41 | INFO: glTF import finished in 0.00s
PREFLIGHT_OK

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exec
/bin/bash -lc "python3 - <<'PY'
import subprocess,concurrent.futures
from pathlib import Path
for a in ['metal_plate_02','blue_metal_plate','rusty_painted_metal']:
 p=Path('/tmp')/f'type99-{a}.jpg';subprocess.run(['curl','-fLsS','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{a}/{a}_diff_1k.jpg','-o',str(p)],check=True)
from PIL import Image,ImageDraw
out=Image.new('RGB',(900,330))
for i,a in enumerate(['metal_plate_02','blue_metal_plate','rusty_painted_metal']):
 out.paste(Image.open('/tmp/type99-'+a+'.jpg').resize((300,300)),(i*300,0));ImageDraw.Draw(out).text((i*300,310),a,fill='white')
out.save('/tmp/type99-texture-options.jpg')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 376ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read().replace(\"'metal_plate'\",\"'blue_metal_plate'\").replace('metal_plate, rusty','blue_metal_plate, rusty')
s=s.replace(\"elements[0].position=.025; ramp.color_ramp.elements[0].color=(.34,.34,.34,1)\",\"elements[0].position=.004; ramp.color_ramp.elements[0].color=(.50,.50,.50,1)\").replace(\"elements[1].position=.65; ramp.color_ramp.elements[1].color=(.94,.94,.94,1)\",\"elements[1].position=.12; ramp.color_ramp.elements[1].color=(.98,.98,.98,1)\")
open(p,'w').write(s)
import subprocess,concurrent.futures
from pathlib import Path
def dl(k):
 a='blue_metal_plate';p=Path('textures')/f'{a}_{k}_1k.jpg';subprocess.run(['curl','-fLsS','-A','Mozilla/5.0',f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{a}/{a}_{k}_1k.jpg','-o',str(p)],check=True)
with concurrent.futures.ThreadPoolExecutor(max_workers=3) as ex:list(ex.map(dl,['diff','nor_gl','arm']))
PY
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
scp textures/blue_metal_plate* gex44:/root/fal-author/type99-tank-v1/textures/
ssh gex44 'rm /root/fal-author/type99-tank-v1/textures/Paint_base.png /root/fal-author/type99-tank-v1/textures/Paint_normal.png /root/fal-author/type99-tank-v1/textures/Paint_orm.png
/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py > /root/fal-author/type99-tank-v1/build.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc "scp gex44:/root/fal-author/type99-tank-v1/preflight.glb /tmp/type99-preflight.glb
python3 - <<'PY'
import struct,json
b=open('/tmp/type99-preflight.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];d=json.loads(b[20:20+n]);print(json.dumps(d.get('materials'),indent=2));print('images',d.get('images'))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1094ms:
[
  {
    "doubleSided": true,
    "name": "Paint",
    "normalTexture": {
      "index": 0
    },
    "pbrMetallicRoughness": {
      "baseColorTexture": {
        "index": 1
      },
      "metallicRoughnessTexture": {
        "index": 2
      }
    }
  }
]
images [{'bufferView': 4, 'mimeType': 'image/png', 'name': 'Paint_normal'}, {'bufferView': 5, 'mimeType': 'image/png', 'name': 'Paint_base'}, {'bufferView': 6, 'mimeType': 'image/png', 'name': 'Paint_orm'}]

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exec
/bin/bash -lc "ssh gex44 'tail -8 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 692ms:
codex
The GPU preflight passed: Cycles baked a material, exported a GLB, and re-imported it. Inspecting the source textures also caught a bad choice—the first metal map had raised diamond tread. I replaced it with a smoother painted-metal scan before starting the full build.

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exec
/bin/bash -lc "python3 - <<'PY'
import struct,json,io
from PIL import Image
b=open('/tmp/type99-preflight.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];d=json.loads(b[20:20+n]);blob=b[28+n:]
for im in d['images']:
 v=d['bufferViews'][im['bufferView']];raw=blob[v.get('byteOffset',0):v.get('byteOffset',0)+v['byteLength']];x=Image.open(io.BytesIO(raw))
 if im['name'].endswith('base'):x.save('/tmp/type99-exported-paint.png');print(x.resize((1,1)).getpixel((0,0)))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 195ms:
(153, 153, 153)

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exec
/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/type99-tank-v1/build.log'
date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 532ms:
16:30:03

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exec
/bin/bash -lc "ssh gex44 'head -80 /root/blender-spike/blender-5.2.0-linux-x64/blender; python3 /opt/gpu-gate/gpu_gate.py --status'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 508ms:
#!/bin/bash
# GPU gate shim (16 Sept 2026): every Blender run waits for a VRAM slot on the shared RTX 4000
# so biome builds cannot overlap Hunyuan or each other. The real binary is blender.real.
exec python3 /opt/gpu-gate/gpu_gate.py --name blender --need-mib 6000 --priority batch -- "$(dirname "$0")/blender.real" "$@"
[]

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exec
/bin/bash -lc "ssh gex44 'tail -15 /root/fal-author/type99-tank-v1/build.log'
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py /tmp/type99-preflight.glb --strict" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 654ms:
{
  "file": "type99-preflight.glb",
  "sha256": "668e630925337cb5dd8403dcf463c371f1db45356f2aeb2d345f8a09ae364d71",
  "bytes": 1865740,
  "primitive_count": 1,
  "material_count": 1,
  "embedded_images": 3,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Cube.001",
      "primitive": 0,
      "triangles": 12,
      "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": 12,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "ssh gex44 'pgrep -af type99; python3 /opt/gpu-gate/gpu_gate.py --status; nvidia-smi --query-gpu=memory.used,utilization.gpu --format=csv,noheader'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 569ms:
1367142 bash -c rm /root/fal-author/type99-tank-v1/textures/Paint_base.png /root/fal-author/type99-tank-v1/textures/Paint_normal.png /root/fal-author/type99-tank-v1/textures/Paint_orm.png /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py > /root/fal-author/type99-tank-v1/build.log 2>&1
1367144 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/type99-tank-v1/build_type99-tank.py
1374460 bash -c pgrep -af type99; python3 /opt/gpu-gate/gpu_gate.py --status; nvidia-smi --query-gpu=memory.used,utilization.gpu --format=csv,noheader
[
  {
    "name": "blender",
    "pid": 1344978,
    "need_mib": 6000,
    "started": 1791736222.0331633,
    "priority": "batch"
  }
]
12024 MiB, 40 %

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exec
/bin/bash -lc "node -e \"try {console.log(require.resolve('playwright'))} catch(e) {console.log('no playwright')}\"
ls /tmp | rg 'three|playwright|tank' | head -20" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
no playwright
build_mark-iv-tank-r3.py
build_mark-iv-tank-r4.py
build_t90-tank-v1.py
build_t90-tank-v2.py
leopard2-tank-damage.glb-final-audit.json
leopard2-tank.glb-final-audit.json
merkava-tank-damage.glb
merkava-tank.glb
playwright-artifacts-CPs8WK
playwright-artifacts-CjE4pd
playwright-artifacts-DnOdct
playwright-artifacts-FF8IAg
playwright-artifacts-L53Ame
playwright-artifacts-NEJhJp
playwright-artifacts-QKugUK
playwright-artifacts-SDAi1m
playwright-artifacts-SF0VGp
playwright-artifacts-Vms93H
playwright-artifacts-YHAiEC
playwright-artifacts-cLP73w

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exec
/bin/bash -lc 'mkdir -p /tmp/type99-runtime
npm install --prefix /tmp/type99-runtime three playwright > /tmp/type99-runtime/install.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc "ssh gex44 'tail -10 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 575ms:
 succeeded in 2299ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read()
s=s.replace(\"L.new(rm.outputs[0],combine.inputs[1]);combine.inputs[2].default_value=metal\", \"L.new(sep.outputs[0],combine.inputs[0]);L.new(rm.outputs[0],combine.inputs[1]);combine.inputs[2].default_value=metal\")
s=s.replace(\"m.diffuse_color=tuple(PAINTS[0][1] if name=='Paint' else tint)+(1,);MATS[name]=m\", \"grp=bpy.data.node_groups.get('glTF Material Output')\\n if not grp:\\n  grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')\\n gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;L.new(sep.outputs[0],gn.inputs['Occlusion'])\\n m.diffuse_color=tuple(PAINTS[0][1] if name=='Paint' else tint)+(1,);MATS[name]=m\")
s=s.replace(\"o=g.finish();parts.append(o);return o\", \"o=g.finish();bpy.context.view_layer.update()\\n pts=[o.matrix_world@Vector(c) for c in o.bound_box];center=sum(pts,Vector())/8;delta=o.matrix_world.inverted()@center\\n for v in o.data.vertices:v.co-=delta\\n mw=o.matrix_world.copy();mw.translation=center;o.matrix_world=mw;parts.append(o);return o\")
s=s.replace(\"camera(wide=st==5);fname\", \"camera(wide=True);fname\")
# Export raw first for independent geometry audit, add Draco only if required by size.
s=s.replace(\"patch_paint(ROOT/filename)\\n print('EXPORTED'\", \"patch_paint(ROOT/filename)\\n if (ROOT/filename).stat().st_size>12_000_000:\\n  import shutil\\n  shutil.copy2(ROOT/filename,Path('/tmp')/('type99-audit-'+filename))\\n  bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)\\n  patch_paint(ROOT/filename)\\n print('EXPORTED'\")
open(p,'w').write(s)
PY
python3 -m py_compile build_type99-tank.py
ssh gex44 'tail -4 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 580ms:
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/bin/bash -lc "scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
cat > /tmp/type99-runtime/index.html <<'HTML'
<"'!doctype html><meta charset="utf-8"><title>Type 99 asset runtime proof</title><style>body{margin:0;background:#89929c}canvas{display:block}</style><script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script><script type="module">
import * as THREE from '"'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1600,900);renderer.setPixelRatio(1);renderer.toneMapping=THREE.ACESFilmicToneMapping;renderer.toneMappingExposure=1.15;renderer.shadowMap.enabled=true;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(0xb5bdc5);scene.add(new THREE.HemisphereLight(0xdfedff,0x716858,2.4));const sun=new THREE.DirectionalLight(0xffedce,3.1);sun.position.set(4,8,6);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-9,right:9,top:9,bottom:-9,near:.1,far:40});scene.add(sun);const fill=new THREE.DirectionalLight(0xc3dfff,1);fill.position.set(-6,4,-3);scene.add(fill);
const cam=new THREE.OrthographicCamera(-6.25,6.25,3.515,-3.515,.1,100);cam.position.set(11,8.7,15);cam.lookAt(0,1.13,1.25);
const ground=new THREE.Mesh(new THREE.PlaneGeometry(200,200),new THREE.MeshStandardMaterial({color:0x919ba4,roughness:1}));ground.rotation.x=-Math.PI/2;ground.position.y=-.015;ground.receiveShadow=true;scene.add(ground);
const loader=new GLTFLoader();const draco=new DRACOLoader();draco.setDecoderPath('/node_modules/three/examples/jsm/libs/draco/');loader.setDRACOLoader(draco);
try{const a=await loader.loadAsync('/type99-tank.glb');scene.add(a.scene);a.scene.traverse(o=>{if(o.isMesh){o.castShadow=true;o.receiveShadow=true;}});const b=await loader.loadAsync('/type99-tank-damage.glb');b.scene.visible=false;scene.add(b.scene);renderer.render(scene,cam);window.metrics={renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,healthyNodes:[],damageNodes:[],bounds:new THREE.Box3().setFromObject(a.scene)};a.scene.traverse(o=>window.metrics.healthyNodes.push(o.name));b.scene.traverse(o=>window.metrics.damageNodes.push(o.name));window.assetReady=true;}catch(e){window.assetError=String(e);console.error(e)}
</script>
HTML
cat > /tmp/type99-runtime/capture.cjs <<'JS'
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({headless:true,args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1600,height:900}});page.on('pageerror',e=>console.error(e));await page.goto('http://127.0.0.1:8899/');await page.waitForFunction(()=>window.assetReady||window.assetError,{timeout:120000});console.log(await page.evaluate(()=>({metrics:window.metrics,error:window.assetError})));await page.screenshot({path:'/tmp/type99-runtime/runtime.png'});fs.writeFileSync('/tmp/type99-runtime/runtime.json',JSON.stringify(await page.evaluate(()=>window.metrics),null,2));await browser.close()})();
JS" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 945ms:
codex
The script now places each detachable part’s origin at its mesh centre and includes an explicit paint-factor check in the GLB export. I’ve also prepared a browser import check to verify that both files load and to measure their rendered triangle and draw-call counts.

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exec
/bin/bash -lc "ssh gex44 'tail -18 /root/fal-author/type99-tank-v1/build.log'
date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 584ms:
16:32:22

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/bin/bash -lc "cat > /tmp/type99-runtime/validate.py <<'PY'
import json,struct,io,sys
from pathlib import Path
import numpy as np
from PIL import Image
root=Path(sys.argv[1]);report={};errors=[]
def load(p):
 raw=p.read_bytes();n=struct.unpack_from('<I',raw,12)[0];return json.loads(raw[20:20+n]),raw[28+n:]
for filename in ['type99-tank.glb','type99-tank-damage.glb']:
 p=root/filename;d,blob=load(p);names=[n.get('name','') for n in d['nodes']];mats=[m.get('name') for m in d['materials']];tris=0
 for mesh in d['meshes']:
  for prim in mesh['primitives']:tris+=d['accessors'][prim['indices']]['count']//3
 images=[]
 for im in d.get('images',[]):
  bv=d['bufferViews'][im['bufferView']];b=blob[bv.get('byteOffset',0):bv.get('byteOffset',0)+bv['byteLength']];img=Image.open(io.BytesIO(b));images.append({'name':im.get('name'),'size':img.size,'bytes':len(b)})
  lim=512 if 'orm' in im.get('name','').lower() or (filename.endswith('damage.glb') and 'Paint' not in im.get('name','')) else 1024
  if max(img.size)>lim:errors.append(f'{filename}: oversized image {im.get(\"name\")}')
 paint=next(m for m in d['materials'] if m['name']=='Paint')['pbrMetallicRoughness']
 if paint.get('baseColorFactor')"'!=[.12,.15,.09,1]:errors.append(filename+'"': paint factor')
 if not paint.get('baseColorTexture'):errors.append(filename+': paint texture missing')
 scene_roots=[d['nodes'][i]['name'] for i in d['scenes'][d.get('scene',0)]['nodes']]
 if filename.endswith('damage.glb'):
  if set(scene_roots)"'!={'"'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'}:errors.append('damage roots incorrect')
  if tris>110000:errors.append('damage triangles >110k')
  if not set(mats)<={'Paint','Burnt','Scars','TrackSteel','Rubber'}:errors.append('damage material subset')
 else:
  if not 80000<=tris<=140000:errors.append('healthy triangle budget')
  if len(mats)>10:errors.append('healthy material budget')
  if p.stat().st_size>12000000:errors.append('healthy file size')
  required={'Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Loader','Hatch_Driver','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch'}
  if not required<=set(names):errors.append('Missing nodes: '+str(required-set(names)))
  parents={d['nodes'][c]['name']:n['name'] for n in d['nodes'] for c in n.get('children',[])}
  for a,b in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel'),('MG','Turret')]:
   if parents.get(a)"'!=b:errors.append('"'Wrong hierarchy '+a)
 report[filename]={'bytes':p.stat().st_size,'triangles':tris,'nodes':len(names),'parts':len([x for x in names if x.startswith('Part_')]),'materials':mats,'images':images,'extensions':d.get('extensionsUsed',[]),'roots':scene_roots}
report['errors']=errors
(root/'validation.json').write_text(json.dumps(report,indent=2));print(json.dumps(report,indent=2));sys.exit(bool(errors))
PY
ssh gex44 'tail -15 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 534ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read()
s=s.replace(\"c=Vector(c)\\n  for layer,r,mat,offset\", \"c=Vector(c)\\n  # Project each impact onto the actual exported armour surface.\\n  raystart=V(c+n*.65);raydir=V(-n).normalized();hits=[]\\n  for surf in healthy:\\n   if surf.type"'!='"'MESH':continue\\n   is_t=(surf==turret or surf in turret.children_recursive)\\n   if ('Turret' in name)"'!=is_t:continue'"\\n   if is_t and surf.name not in ['Turret'] and not surf.name.startswith('Part_Turret_'):continue\\n   inv=surf.matrix_world.inverted();ok,loc,nor,idx=surf.ray_cast(inv@raystart,(inv.to_3x3()@raydir).normalized())\\n   if ok:\\n    world=surf.matrix_world@loc;dist=(world-raystart).length\\n    if dist<1.2:hits.append((dist,world,(surf.matrix_world.to_3x3().inverted().transposed()@nor).normalized()))\\n  if hits:\\n   _,pworld,nworld=min(hits,key=lambda a:a[0]);c=Vector(logical(pworld));n=Vector(logical(nworld))\\n   u=n.cross(Vector((0,0,1)))\\n   if u.length<.05:u=n.cross(Vector((0,1,0)))\\n   u.normalize();v=n.cross(u)\\n  for layer,r,mat,offset\")
s=s.replace(\"[(-.24,1.88,1.91),(.22,1.88,1.83),(.01,1.84,2.04)]\", \"[(-.76,1.72,1.91),(.78,1.72,1.83),(.50,1.74,2.04)]\")
open(p,'w').write(s)
PY
python3 -m py_compile build_type99-tank.py
ssh gex44 'tail -12 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 639ms:
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exec
/bin/bash -lc "scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
ssh gex44 'python3 /opt/gpu-gate/gpu_gate.py --status; nvidia-smi --query-gpu=memory.used,utilization.gpu --format=csv,noheader'
date -u +%H:%M:%S" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1673ms:
[]
5271 MiB, 26 %
16:33:36

codex
I’ve added a surface projection step for the damage marks so they sit on the actual armour. The state proof will use one camera and framing across all six states, making missing panels, thrown tracks, and the detached turret easier to compare.

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/bin/bash -lc "ssh gex44 'tail -18 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 571ms:
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exec
/bin/bash -lc "ssh gex44 'ps -eo pid,ppid,etimes,args | grep \"blender.real -b\" | head -15; ls -l /root/fal-author/type99-tank-v1/build.log; python3 /opt/gpu-gate/gpu_gate.py --status'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 551ms:
1367144 1367142     292 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/type99-tank-v1/build_type99-tank.py
1388936 1388935      31 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/k2-tank-v1/build_k2-tank.py
1391975 1367144       1 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py
1392006 1388936       1 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/k2-tank-v1/build_k2-tank.py
1392159 1392098       0 bash -c ps -eo pid,ppid,etimes,args | grep "blender.real -b" | head -15; ls -l /root/fal-author/type99-tank-v1/build.log; python3 /opt/gpu-gate/gpu_gate.py --status
1392161 1392159       0 grep blender.real -b
-rw-r--r-- 1 root root 1060 Oct 11 18:34 /root/fal-author/type99-tank-v1/build.log
[
  {
    "name": "blender",
    "pid": 1367144,
    "need_mib": 6000,
    "started": 1791736453.960534,
    "priority": "batch"
  },
  {
    "name": "blender",
    "pid": 1388936,
    "need_mib": 6000,
    "started": 1791736454.2485135,
    "priority": "batch"
  }
]

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exec
/bin/bash -lc "node - <<'JS'
const {chromium}=require('/tmp/type99-runtime/node_modules/playwright');(async()=>{let b=await chromium.launch({headless:true,args:['--no-sandbox']});console.log('Browser available');await b.close()})().catch(e=>{console.log(e.message);process.exit(1)})
JS
ssh gex44 'tail -12 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 996ms:
browserType.launch: Executable doesn't exist at /home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1248/chrome-headless-shell-linux-arm64/chrome-headless-shell
╔════════════════════════════════════════════════════════════╗
║ Looks like Playwright was just installed or updated.       ║
║ Please run the following command to download new browsers: ║
║                                                            ║
║     npx playwright install                                 ║
║                                                            ║
║ <3 Playwright Team                                         ║
╚════════════════════════════════════════════════════════════╝
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
MATERIAL Lamps
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
MATERIAL Burnt
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
MATERIAL Scars

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exec
/bin/bash -lc "ls /home/claude-agent/.cache/ms-playwright
command -v chromium
ssh gex44 'tail -15 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 482ms:
chromium-1161
chromium-1223
chromium_headless_shell-1161
chromium_headless_shell-1223
ffmpeg-1011
webkit-2287
/snap/bin/chromium
18:34:32 | INFO: Extracting primitive: Wheel_R8
18:34:32 | INFO: Primitives created: 3
18:34:32 | INFO: Extracting primitive: Wheel_R9
18:34:32 | INFO: Primitives created: 2
18:34:32 | INFO: Extracting primitive: Wheel_R10
18:34:32 | INFO: Primitives created: 3
18:34:32 | INFO: Extracting primitive: Wheel_R11
18:34:32 | INFO: Primitives created: 2
18:34:32 | INFO: Finished glTF 2.0 export in 0.37538957595825195 s

EXPORTED type99-tank.glb 9464080
/root/fal-author/type99-tank-v1/build_type99-tank.py:529: 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['Background'].inputs[0].default_value=(.66,.73,.82,1);world.node_tree.nodes['Background'].inputs[1].default_value=.5;SC.world=world
/root/fal-author/type99-tank-v1/build_type99-tank.py:530: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)

 exited 1 in 364215ms:
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/bin/bash -lc "scp gex44:/root/fal-author/type99-tank-v1/type99-tank.glb . && ssh gex44 'tail -n 12 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1881ms:
    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/type99-tank-v1/build_type99-tank.py', exiting.

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/bin/bash -lc "ssh gex44 'tail -n 90 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 485ms:
    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'
01:09.625  bpy.rna          | ERROR Python script error in IMPORT_SCENE_OT_gltf.execute
Traceback (most recent call last):
  File "/root/fal-author/type99-tank-v1/build_type99-tank.py", line 731, in <module>
    bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank.glb'));ih={o.name:o for o in bpy.context.selected_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/type99-tank-v1/build_type99-tank.py:731

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/type99-tank-v1/build_type99-tank.py', exiting.

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exec
/bin/bash -lc "sed -n '1,100p' /tmp/type99-runtime/validate.py; tail -n 180 build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
import json,struct,io,sys
from pathlib import Path
import numpy as np
from PIL import Image
root=Path(sys.argv[1]);report={};errors=[]
def load(p):
 raw=p.read_bytes();n=struct.unpack_from('<I',raw,12)[0];return json.loads(raw[20:20+n]),raw[28+n:]
for filename in ['type99-tank.glb','type99-tank-damage.glb']:
 p=root/filename;d,blob=load(p);names=[n.get('name','') for n in d['nodes']];mats=[m.get('name') for m in d['materials']];tris=0
 for mesh in d['meshes']:
  for prim in mesh['primitives']:tris+=d['accessors'][prim['indices']]['count']//3
 images=[]
 for im in d.get('images',[]):
  bv=d['bufferViews'][im['bufferView']];b=blob[bv.get('byteOffset',0):bv.get('byteOffset',0)+bv['byteLength']];img=Image.open(io.BytesIO(b));images.append({'name':im.get('name'),'size':img.size,'bytes':len(b)})
  lim=512 if 'orm' in im.get('name','').lower() or (filename.endswith('damage.glb') and 'Paint' not in im.get('name','')) else 1024
  if max(img.size)>lim:errors.append(f'{filename}: oversized image {im.get("name")}')
 paint=next(m for m in d['materials'] if m['name']=='Paint')['pbrMetallicRoughness']
 if paint.get('baseColorFactor')!=[.12,.15,.09,1]:errors.append(filename+': paint factor')
 if not paint.get('baseColorTexture'):errors.append(filename+': paint texture missing')
 scene_roots=[d['nodes'][i]['name'] for i in d['scenes'][d.get('scene',0)]['nodes']]
 if filename.endswith('damage.glb'):
  if set(scene_roots)!={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'}:errors.append('damage roots incorrect')
  if tris>110000:errors.append('damage triangles >110k')
  if not set(mats)<={'Paint','Burnt','Scars','TrackSteel','Rubber'}:errors.append('damage material subset')
 else:
  if not 80000<=tris<=140000:errors.append('healthy triangle budget')
  if len(mats)>10:errors.append('healthy material budget')
  if p.stat().st_size>12000000:errors.append('healthy file size')
  required={'Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Loader','Hatch_Driver','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch'}
  if not required<=set(names):errors.append('Missing nodes: '+str(required-set(names)))
  parents={d['nodes'][c]['name']:n['name'] for n in d['nodes'] for c in n.get('children',[])}
  for a,b in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel'),('MG','Turret')]:
   if parents.get(a)!=b:errors.append('Wrong hierarchy '+a)
 report[filename]={'bytes':p.stat().st_size,'triangles':tris,'nodes':len(names),'parts':len([x for x in names if x.startswith('Part_')]),'materials':mats,'images':images,'extensions':d.get('extensionsUsed',[]),'roots':scene_roots}
report['errors']=errors
(root/'validation.json').write_text(json.dumps(report,indent=2));print(json.dumps(report,indent=2));sys.exit(bool(errors))
  for i in range(9):
   a=i*2*pi/9;b=a+pi/7;r=.115
   vv=[(center[0],center[1]+r*cos(a),center[2]+r*sin(a)),(center[0],center[1]+r*cos(b),center[2]+r*sin(b)),(center[0]+(.035 if center[0]>0 else -.035),center[1]+.155*cos((a+b)/2),center[2]+.155*sin((a+b)/2))]
   g.mesh(vv,[(0,1,2)],'Scars')
  petals=g.finish();pivot=logical(o.matrix_world.translation);pa=o.parent;o.parent=None;o.matrix_world.translation=V(pivot);o=join_objs([o,petals],name,pivot,pa)
 damage.append(o);twins[source.name]=name;return o
chosen=[p for p in parts if p.name.startswith('Part_Skirt_')][:8]
chosen += [next(p for p in parts if p.name==n) for n in ['Part_Fender_FL','Part_Fender_RR','Part_EngineGrille_1','Part_ExhaustShroud','Part_Turret_Cheek_L','Part_Turret_ERA_R2','Part_Turret_BustleRack']]
for p in chosen:damage_twin(p)
# Surface scars: layered irregular soot, excavated star gouge and raised torn lip.
def scars(name,points,normal,parent):
 g=Build(name,logical(parent.matrix_world.translation),parent=parent,bevel=0)
 n=Vector(normal);u=n.cross(Vector((0,0,1)))
 if u.length<.05:u=n.cross(Vector((0,1,0)))
 u.normalize();v=n.cross(u)
 for idx,c in enumerate(points):
  c=Vector(c)
  # Project each impact onto the actual exported armour surface.
  raystart=V(c+n*.65);raydir=V(-n).normalized();hits=[]
  for surf in healthy:
   if surf.type!='MESH':continue
   is_t=(surf==turret or surf in turret.children_recursive)
   if ('Turret' in name)!=is_t:continue
   if is_t and surf.name not in ['Turret'] and not surf.name.startswith('Part_Turret_'):continue
   inv=surf.matrix_world.inverted();ok,loc,nor,idx=surf.ray_cast(inv@raystart,(inv.to_3x3()@raydir).normalized())
   if ok:
    world=surf.matrix_world@loc;dist=(world-raystart).length
    if dist<1.2:hits.append((dist,world,(surf.matrix_world.to_3x3().inverted().transposed()@nor).normalized()))
  if hits:
   _,pworld,nworld=min(hits,key=lambda a:a[0]);c=Vector(logical(pworld));n=Vector(logical(nworld))
   u=n.cross(Vector((0,0,1)))
   if u.length<.05:u=n.cross(Vector((0,1,0)))
   u.normalize();v=n.cross(u)
  for layer,r,mat,offset in [(0,.16,'Burnt',.002),(1,.078,'Scars',.003),(2,.036,'Rubber',.004)]:
   vs=[c+n*offset]
   for j in range(16):
    a=j*2*pi/16;rr=r*(1+.18*sin(j*13+idx));vs.append(c+n*offset+u*(rr*cos(a))+v*(rr*sin(a)))
   g.mesh(vs,[(0,j+1,(j+1)%16+1) for j in range(16)],mat)
  if idx==0:
   vs=[]
   for j in range(16):
    a=j*2*pi/16
    for rr,dd in [(.032,.004),(.052,.025+(.009 if j%2 else 0)),(.086,.003)]:vs.append(c+u*(rr*cos(a))+v*(rr*sin(a))+n*dd)
   fs=[]
   for j in range(16):
    for k in [0,1]:fs.append((j*3+k,((j+1)%16)*3+k,((j+1)%16)*3+k+1,j*3+k+1))
   g.mesh(vs,fs,'Scars')
  else:
   g.line([c+u*.04+n*.004,c+u*.20+v*.035+n*.004],.005,'Scars',6)
 o=g.finish();damage.append(o);scar_names.append(name)
# Hits lie on full underlying hull, not on removable skirt surfaces.
scars('Scar_Hull_Front',[(-.75,3.47,1.225),(-.18,3.37,1.285),(.57,3.52,1.19)],(0,.53,.85),hd)
scars('Scar_Hull_Rear',[(-.88,-3.806,1.07),(0,-3.806,1.22),(.87,-3.806,.91)],(0,-1,0),hd)
for side,s in [('L',1),('R',-1)]:scars('Scar_Hull_'+side,[(s*1.855,f,1.1) for f in [1.6,.2,-1.6]],(s,0,0),hd)
scars('Scar_Turret_Front',[(-.76,1.72,1.91),(.78,1.72,1.83),(.50,1.74,2.04)],(0,1,.3),td)
scars('Scar_Turret_Rear',[(-.68,-1.73,1.85),(0,-1.73,1.91),(.69,-1.73,1.82)],(0,-1,0),td)
for side,s in [('L',1),('R',-1)]:scars('Scar_Turret_'+side,[(s*1.509,f,1.84) for f in [.3,-.1,-.45]],(s,0,0),td)
# Thrown track retains rear loop and lower run, loose upper run drapes onto ground.
for side,s in [('L',1),('R',-1)]:
 broken_path=[(4.40,.065),(3.55,.065),(2.65,.065),(-2.66,.065),(-3.35,.53),(-3.54,.83),(-3.35,1.12),(-2.8,1.19),(-1.9,1.02),(-.9,.77),(.2,.46),(1.3,.15),(2.6,.065),(3.7,.065)]
 ob=make_track('Track_'+side+'_Broken',s,sample_path(broken_path,closed=False));parent_keep(ob,hd);remap(ob);damage.append(ob)
# Broken weapon derives the real mantlet and actual barrel. A broken-off mouth
# with splayed longitudinal steel strips makes the failure visible at game distance.
bg=copy_mesh(gun,'_brokenMantlet');bb=copy_mesh(barrel,'_brokenTube');bb.parent=None
# deform and remove tube beyond midpoint with bmesh plane cut in world coordinates
bm=bmesh.new();bm.from_mesh(bb.data)
# local Blender negative Y goes forward; keep only first 2.7 m of tube
bmesh.ops.bisect_plane(bm,geom=list(bm.verts)+list(bm.edges)+list(bm.faces),dist=.0001,plane_co=(0,-2.75,0),plane_no=(0,-1,0),clear_outer=True,clear_inner=False)
bm.to_mesh(bb.data);bm.free()
for v in bb.data.vertices:
 t=max(0,-v.co.y-1.4);v.co.z-=.17*t*t
remap(bb);remap(bg)
g=Build('_burst',GP,bevel=.002)
for i in range(8):
 a=i*pi/4;x=.13*cos(a);z=.13*sin(a)
 g.line([(x,4.44,1.62+z),(x*1.8,4.77,1.54+z*1.8),(x*2.35,4.94,1.49+z*2.35)],.022,'Scars',6)
burst=g.finish();broken_gun=join_objs([bg,bb,burst],'Gun_Broken',GP,td);damage.append(broken_gun)

# Wreck derives healthy hull/running gear and damaged panels. Complete turret well
# remains open; burned-off rubber, sagged suspension, ruptured engine deck.
hull_copies=[];turret_copies=[]
turret_desc=set([turret]+list(turret.children_recursive))
for o in healthy:
 if o.type!='MESH':continue
 is_t=o in turret_desc
 if o.name.startswith('Part_'):
  # Missing panels and tools leave mounting infrastructure visible.
  if any(k in o.name for k in ['Skirt_L1','Skirt_L3','Skirt_L5','Skirt_R2','Skirt_R4','LampGuard','Tools','Antenna','GlacisERA_2','Turret_ERA_L2','Turret_ERA_R3']):continue
 src=bpy.data.objects.get(twins.get(o.name,'')) or o
 c=copy_mesh(src,'_wreck_'+o.name)
 if not is_t and o.name.startswith('Wheel_'):
  # Tyres are physically absent, exposing the underlying wheel rims.
  rubber_idx=[i for i,m in enumerate(c.data.materials) if m and m.name=='Rubber']
  bm=bmesh.new();bm.from_mesh(c.data);bmesh.ops.delete(bm,geom=[f for f in bm.faces if f.material_index in rubber_idx],context='FACES');bm.to_mesh(c.data);bm.free();c.location.z-=.05
 if o.name.startswith('Hatch_'):
  c.rotation_euler.x=math.radians(-108 if 'Driver' not in o.name else 100)
 if 'EngineGrille' in o.name:
  for v in c.data.vertices:v.co.z+=.15+.22*cos(v.co.x*2.5)*cos(v.co.y*2)
 if o.name=='Track_L':
  bpy.data.objects.remove(c,do_unlink=True);c=copy_mesh(bpy.data.objects['Track_L_Broken'],'_wreckTrack')
 if o.name in ['Gun','Barrel']:
  # Gun and barrel both rotate about the same world trunnion for full depression.
  mat=Matrix.Translation(V(GP))@Matrix.Rotation(math.radians(14),4,'X')@Matrix.Translation(-V(GP));c.matrix_world=mat@c.matrix_world
 remap(c,'burnt');(turret_copies if is_t else hull_copies).append(c)
# Closed underside and exposed short turret basket stub when the turret is blown off.
g=Build('_basketStub',TP,bevel=.006)
g.cyl((0,.18,1.43),(0,.18,1.51),.96,'Burnt',48)
g.lathe((0,.18,1.24),[(-.12,.71),(.18,.71),(.18,.77),(-.12,.77)],'Z','Burnt',40)
for i in range(8):
 a=i*pi/4;g.cyl((.73*cos(a),.18+.73*sin(a),1.10),(.88*cos(a),.18+.88*sin(a),1.48),.025,'Burnt',10)
turret_copies.append(g.finish())
wh=join_objs(hull_copies,'Wreck_Hull',(0,0,0));wt=join_objs(turret_copies,'Wreck_Turret',TP)
reduce_objects([wh,wt],int(healthy_tri*.40));damage.extend([wh,wt])
damage_tri=reduce_objects(damage,108000)
export(damage,'type99-tank-damage.glb')
# Metadata in glTF coordinates: positions, parentage, world bounds, material and rig contract.
def bbox(obs):
 bpy.context.view_layer.update();pts=[o.matrix_world@Vector(c) for o in obs if o.type=='MESH' for c in o.bound_box]
 lo=[min(logical(p)[i] for p in pts) for i in range(3)];hi=[max(logical(p)[i] for p in pts) for i in range(3)]
 return {'min':[lo[0],lo[2],lo[1]],'max':[hi[0],hi[2],hi[1]],'size':[hi[0]-lo[0],hi[2]-lo[2],hi[1]-lo[1]]}
def node_info(o):
 p=o.matrix_world.translation;return {'name':o.name,'position':[round(p.x,5),round(p.z,5),round(-p.y,5)],'parent':o.parent.name if o.parent else None,'triangles':mesh_tri(o)}
manifest={'schema':'tank-damage/v1','units':'metres','axes':{'+X':'left','+Y':'up','+Z':'forward'},'bbox':bbox(healthy),'files':{'type99-tank.glb':{'nodes':[node_info(o) for o in healthy],'triangles':healthy_tri},'type99-tank-damage.glb':{'nodes':[node_info(o) for o in damage],'triangles':damage_tri}},'paints':[{'name':n,'linearRGB':rgb} for n,rgb in PAINTS],'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in parts],'scars':scar_names,'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'local Z recoil','wheels':'X','hatches':'X','MG':'Y'},'bakes':BAKE_LOG}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text(f'Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.\nTriangles: healthy {healthy_tri:,}; damage {damage_tri:,}; wreck {mesh_tri(wh)+mesh_tri(wt):,}.\nMaterials: Paint, TrackSteel, Rubber, Steel, Glass, Lamps; damage adds Burnt and Scars (5-material subset).\nTextures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.\nPoly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).\nReference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.\n')

# Mandatory consumer proof: delete authored asset, import BOTH actual deliverables
# into the empty scene. Render visible state combinations only from imported meshes.
for o in list(SC.objects):bpy.data.objects.remove(o,do_unlink=True)
studio.clear();cam=studio_setup()
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank.glb'));ih={o.name:o for o in bpy.context.selected_objects}
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank-damage.glb'));idd={o.name:o for o in bpy.context.selected_objects}
# glTF importer may append suffix to repeated material names, not node names.
def show(o,value):o.hide_render=not value;o.hide_set(not value)
def hierarchy(o,value):
 show(o,value)
 for c in o.children_recursive:show(c,value)
def state_base():
 for o in ih.values():show(o,True)
 for o in idd.values():show(o,False)
# healthy final render is repeated from the exported file, certifying material portability.
state_base();camera();render('final.png')
camera('side');render('side.png',1920,1080,24);camera()
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
state_paths=[]
for st in range(6):
 state_base()
 if st==1:
  for n in scar_names:show(idd[n],True)
  for n in list(twins)[:6]:show(ih[n],False);show(idd[twins[n]],True)
 elif st==2:
  for n,o in ih.items():
   if n.startswith('Part_'):show(o,False)
 elif st==3:
  show(ih['Track_L'],False);show(idd['Track_L_Broken'],True);hierarchy(ih['Gun'],False);show(idd['Gun_Broken'],True)
 elif st>=4:
  for o in ih.values():show(o,False)
  show(idd['Wreck_Hull'],True);show(idd['Wreck_Turret'],True)
  if st==5:
   wt2=idd['Wreck_Turret'];saved=wt2.matrix_world.copy();wt2.location=(4.0,1.3,.88);wt2.rotation_euler=(.23,.65,-.40)
 camera(wide=True);fname=f'_state_{st}.png';render(fname,960,600,16);state_paths.append(ROOT/fname)
 if st==5:wt2.matrix_world=saved

def grid(paths,out,w=960,h=600):
 canvas=np.ones((h*2,w*3,4),dtype=np.float32)
 for i,p in enumerate(paths):
  im=bpy.data.images.load(str(p),check_existing=False);arr=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]=arr;bpy.data.images.remove(im)
 img=bpy.data.images.new(out,width=w*3,height=h*2,alpha=False);img.pixels.foreach_set(canvas.ravel());img.filepath_raw=str(ROOT/out);img.file_format='PNG';img.save()
grid(state_paths,'states.png')
state_base();camera();paintpaths=[]
# Change standard glTF material factor after import, retaining its neutral base map.
paintmat=next(m for m in ih['Hull'].data.materials if m and m.name.split('.')[0]=='Paint');nt=paintmat.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');socket=bs.inputs['Base Color'];original_link=socket.links[0].from_socket if socket.is_linked else None
mult=nt.nodes.new('ShaderNodeMixRGB');mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1
# Importer commonly creates its own multiplier; route direct neutral texture to ours.
texnode=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower())
nt.links.new(texnode.outputs[0],mult.inputs[1]);nt.links.new(mult.outputs[0],socket)
for i,(name,rgb) in enumerate(PAINTS):
 mult.inputs[2].default_value=tuple(rgb)+(1,);fname=f'_paint_{i}.png';render(fname,960,600,16);paintpaths.append(ROOT/fname)
grid(paintpaths,'paints.png')
print('COMPLETE',{'seconds':time.time()-START,'healthy_tri':healthy_tri,'damage_tri':damage_tri,'bytes':[(p.name,p.stat().st_size) for p in ROOT.glob('*.glb')]},flush=True)

codex
The first healthy GLB is exported at 9.5 MB. Both asset builds completed, but Blender hit an importer node-group conflict during the exported-file proof. I’m fixing that and checking the renders before the next pass.

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/{final.png,side.png,clay.png,pivots.png,type99-tank-damage.glb,nodes.json,NOTES.md} .' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "rg -n 'glTF|settings|interface|def export' build_type99-tank.py; cat NOTES.md; rg --files /home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223 | head -n 3" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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5:Optional --preflight exercises a Cycles bake and glTF roundtrip.
28:SC.render.image_settings.file_format='PNG'
29:SC.view_settings.view_transform='AgX'
45: if noncolor:n.image.colorspace_settings.name='Non-Color'
81:   if k!='base':img.colorspace_settings.name='Non-Color'
99: grp=bpy.data.node_groups.get('glTF Material Output')
101:  grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
506: # Explicit paint-factor contract; retain standard core glTF embedded PNGs.
511: path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(raw)+len(tail))+struct.pack('<I4s',len(raw),b'JSON')+raw+tail)
513:def export(obs,filename):
716:# Metadata in glTF coordinates: positions, parentage, world bounds, material and rig contract.
733:# glTF importer may append suffix to repeated material names, not node names.
771:# Change standard glTF material factor after import, retaining its neutral base map.
Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.
Triangles: healthy 129,349; damage 105,601; wreck 34,241.
Materials: Paint, TrackSteel, Rubber, Steel, Glass, Lamps; damage adds Burnt and Scars (5-material subset).
Textures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.
Poly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).
Reference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/DEPENDENCIES_VALIDATED
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell
/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/icudtl.dat

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/bin/bash -lc "sed -n '140,310p' build_type99-tank.py; sed -n '350,455p' build_type99-tank.py; cat /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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 def lathe(self,center,profile,axis='X',mat='Paint',n=48):
  # profile = (axial offset,radius), closed outline forms wheel tyre/rim/tube.
  c=Vector(center);vs=[]
  for q,r in profile:
   for i in range(n):
    a=2*pi*i/n
    p=(q,r*cos(a),r*sin(a)) if axis=='X' else ((r*cos(a),q,r*sin(a)) if axis=='F' else (r*cos(a),r*sin(a),q))
    vs.append(c+Vector(p))
  fs=[]
  for j in range(len(profile)):
   k=(j+1)%len(profile)
   for i in range(n):fs.append((j*n+i,j*n+(i+1)%n,k*n+(i+1)%n,k*n+i))
  self.mesh(vs,fs,mat)
 def prism(self,poly,z0,z1,mat='Paint'):
  n=len(poly);vs=[(x,y,z) for z in [z0,z1] for x,y in poly];fs=[tuple(range(n-1,-1,-1)),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 loft(self,rings,mat='Paint'):
  n=len(rings[0]);vs=sum(rings,[]);fs=[tuple(range(n-1,-1,-1)),tuple(range((len(rings)-1)*n,len(rings)*n))]
  for j in range(len(rings)-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 finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.update()
  for m in MATS.values():me.materials.append(m)
  for f,idx in zip(me.polygons,self.mi):f.material_index=idx
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o);o.location=V(self.pivot)
  if self.bevel:
   mod=o.modifiers.new('Manufactured edge radii','BEVEL');mod.width=self.bevel;mod.segments=1;mod.affect='EDGES';mod.limit_method='ANGLE';mod.angle_limit=.60
   active(o);bpy.ops.object.modifier_apply(modifier=mod.name)
  # Planar metre-scale tiling; face normal chooses axes. Repeated materials share maps.
  uv=o.data.uv_layers.new(name='UVMap')
  for p in o.data.polygons:
   n=p.normal;axis=max(range(3),key=lambda i:abs(n[i]));axes=[i for i in range(3) if i!=axis]
   for li in p.loop_indices:
    co=o.data.vertices[o.data.loops[li].vertex_index].co+o.location
    uv.data[li].uv=(co[axes[0]]*.72,co[axes[1]]*.72)
   if len(p.vertices)==4 and abs(n.z)<.98:p.use_smooth=False
  # Smooth only nearly coplanar round faces; use auto smooth angle via bmesh split flag.
  bm=bmesh.new();bm.from_mesh(o.data)
  for e in bm.edges:
   if len(e.link_faces)==2 and e.calc_face_angle(0)<.45:e.smooth=True
   else:e.smooth=False
  for f in bm.faces:f.smooth=True
  bm.to_mesh(o.data);bm.free()
  if self.parent:parent_keep(o,self.parent)
  return o

def parent_keep(o,p):
 bpy.context.view_layer.update();m=o.matrix_world.copy();o.parent=p;o.matrix_parent_inverse=Matrix.Identity(4);o.matrix_world=m

def empty(name,p=(0,0,0),parent=None):
 o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(p)
 if parent:parent_keep(o,parent)
 return o

def bolt(g,p,axis='Z',r=.018):
 q=Vector(p);d=Vector((.009,0,0) if axis=='X' else (0,.009,0) if axis=='F' else (0,0,.009));g.cyl(q-d,q+d,r,'Steel',6)
def handle(g,c,w=.18,axis='F'):
 x,y,z=c
 if axis=='F':g.line([(x-w/2,y,z),(x-w/2,y,z+.055),(x+w/2,y,z+.055),(x+w/2,y,z)],.012)
 else:g.line([(x,y-w/2,z),(x+.06,y-w/2,z),(x+.06,y+w/2,z),(x,y+w/2,z)],.012)
def mesh_tri(o):return sum(len(p.vertices)-2 for p in o.data.polygons) if o.type=='MESH' else 0

# HULL: a sloped, multi-section welded shell with full suspension sidewalls.
h=Build('Hull')
sections=[(3.80,1.55,.65,1.00),(3.20,1.65,.52,1.38),(1.70,1.65,.45,1.48),(-2.90,1.65,.45,1.46),(-3.80,1.53,.65,1.36)]
rings=[]
for f,w,z0,z1 in sections:rings.append([(-w,f,z0),(w,f,z0),(w,f,z1),(-w,f,z1)])
h.loft(rings)
# Welded nose reinforcing bar, towing bosses, lifting lugs, concealed skirt mounts.
h.box((0,3.59,.79),(2.75,.12,.16));h.box((0,-3.72,.92),(2.9,.12,.30))
for s in [-1,1]:
 for f in np.linspace(-3.25,3.1,10):
  h.box((s*1.67,float(f),1.30),(.12,.14,.13));bolt(h,(s*1.737,float(f),1.33),'X')
 for f in [3.43,-3.66]:
  h.lathe((s*1.06,f,.77),[(-.045,.13),(.045,.13),(.045,.075),(-.045,.075)],axis='F',n=20)
 # suspension arms under skirts, stay behind removable wheels
 for f in [2.47,1.48,.49,-.50,-1.49,-2.48]:
  h.cyl((s*1.25,f+.22,.79),(s*1.40,f,.52),.075,'Steel',16)
  h.cyl((s*1.22,f,.52),(s*1.52,f,.52),.105,'Steel',20)
 # complete track shelf
 h.box((s*1.45,-.05,1.37),(.60,7.1,.075))
 for f in [2.9,1.8,.7,-.4,-1.5,-2.6]:h.line([(s*1.2,f,1.49),(s*1.61,f,1.49)],.008,'Steel',6)
# Front driver position and engine deck permanent seams.
for f in [-2.0,-2.7,-3.35]:h.box((0,f,1.469),(2.4,.013,.008),'Steel')
for x in [-1.15,1.15]:h.box((x,-2.45,1.475),(.012,2.3,.012),'Steel')
# Turret ring cavity cut before attachment; cutter real opening.
hull=h.finish()
def boolean_cylinder(o,c,r,depth):
 bpy.ops.mesh.primitive_cylinder_add(vertices=64,radius=r,depth=depth,location=V(c));cut=bpy.context.object
 mod=o.modifiers.new('Open crew well','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;active(o);bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
boolean_cylinder(hull,(0,.15,1.5),.94,.6)
# Driver hatch true cut and dark well
boolean_cylinder(hull,(-.62,2.12,1.46),.27,.75)
g=Build('_hullRing',bevel=.004)
g.lathe((0,.15,1.43),[(-.16,.96),(.10,.96),(.10,1.06),(-.16,1.06)],'Z')
g.lathe((0,.15,1.24),[(-.26,.94),(.07,.94),(.07,.88),(-.26,.88)],'Z','Rubber')
g.cyl((0,.15,.87),(0,.15,.89),.9,'Rubber',64)
g.lathe((-.62,2.12,1.39),[(-.38,.275),(.10,.275),(.10,.30),(-.38,.30)],'Z','Rubber',32)
g.cyl((-.62,2.12,1.0),(-.62,2.12,1.02),.29,'Rubber')
# merge only this static hull structure
ob=g.finish()
def join_objs(obs,name,pivot=(0,0,0),parent=None):
 obs=[o for o in obs if o and o.type=='MESH'];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
 mw=o.matrix_world.copy();target=V(pivot);delta=mw.inverted()@target
 for v in o.data.vertices:v.co-=delta
 o.location=target
 if parent:parent_keep(o,parent)
 return o
hull=join_objs([hull,ob],'Hull')
# Running gear: six double road wheels, end wheels, three return rollers per side.
wheel_specs=[]
for side,s in [('L',1),('R',-1)]:
 count=0
 for f,z,r,kind in sorted([(3.28,.91,.32,'idler')]+[(v,.54,.455,'road') for v in [2.47,1.48,.49,-.50,-1.49,-2.48]]+[(-3.28,.90,.35,'sprocket')]+[(v,1.16,.17,'return') for v in [1.9,0,-1.9]],reverse=True):
  count+=1;c=(s*1.49,f,z);g=Build(f'Wheel_{side}{count}',c,bevel=.0025)
  for off in [-.13,.13]:
   if kind=='road':
    g.lathe((s*1.49+off,f,z),[(-.09,r-.055),(-.09,r-.015),(-.07,r),(.07,r),(.09,r-.015),(.09,r-.055)],mat='Rubber',n=48)
   # deep dished steel wheel and stamped ridges
   g.lathe((s*1.49+off,f,z),[(-.075,.075),(-.075,r-.058),(-.055,r-.04),(.045,r-.04),(.075,r-.065),(.075,r-.12),(.03,r-.16),(.025,.14),(.09,.10),(.09,.075)],mat='Paint',n=48 if kind=='road' else 32)
  outer=s*1.74
  g.cyl((outer-s*.07,f,z),(outer,f,z),.115 if kind=='road' else .095,'Paint',24)
  for i in range(8):
   a=i*2*pi/8
   bolt(g,(outer+s*.007,f+.15*cos(a),z+.15*sin(a)),'X',.016)
   if kind=='road':
    # radial pressed recesses and spoke embossing
    rot=Matrix.Rotation(-a,3,'X');g.box((outer-s*.07,f+.275*cos(a),z+.275*sin(a)),(.036,.13,.055),'Paint',rot)
  if kind=='sprocket':
   for i in range(14):
    a=i*2*pi/14;g.box((s*1.49,f+(r+.015)*cos(a),z+(r+.015)*sin(a)),(.40,.075,.068),'Steel',Matrix.Rotation(a,3,'X'))
  o=g.finish();wheel_specs.append(o)

# Track path is a capsule with slightly sloping end runs; individually modelled
# shoes, twin rubber pads, guide horns and lateral pin heads.
path=[(3.32,.94),(3.13,1.19),(2.80,1.28),(-2.95,1.28),(-3.35,1.12),(-3.54,.83),(-3.35,.53),(-2.66,.065),(2.65,.065),(3.31,.58)]
def sample_path(path,spacing=.145,closed=True):
 pp=path+([path[0]] if closed else []);lengths=[math.dist(a,b) for a,b in zip(pp,pp[1:])];total=sum(lengths);n=round(total/spacing);out=[]
 for i in range(n):
  dist=(i+.5)*total/n;acc=0
  for j,l in enumerate(lengths):
   if dist<=acc+l:
    t=(dist-acc)/l;a=pp[j];b=pp[j+1];out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0]),i/n,1/n));break
   acc+=l
 return out
track_samples=sample_path(path)
track_objects={}
def make_track(name,s,samples):
 g=Build(name,bevel=.003)
 for f,z,a,v,dv in samples:
  rot=Matrix.Rotation(a,3,'X')
  g.box((s*1.51,f,z),(.62,.135,.082),'TrackSteel',rot)
  for x in [-.165,.165]:g.box((s*1.51+x,f+sin(a)*.054,z-cos(a)*.054),(.26,.093,.022),'Rubber',rot)
  # Guide horn faces inward on the loop (left side of traversal)
  g.box((s*1.51,f-sin(a)*.09,z+cos(a)*.09),(.07,.065,.09),'TrackSteel',rot)
  for x in [-.326,.326]:g.cyl((s*1.51+x-.008,f,z),(s*1.51+x+.008,f,z),.030,'TrackSteel',10)
 o=g.finish()
 # Exact continuous belt UV: U across track, V follows closest path location.
 uv=o.data.uv_layers.active
 for p in o.data.polygons:
  cen=p.center;f=-cen.y;z=cen.z;j=min(range(len(samples)),key=lambda i:(samples[i][0]-f)**2+(samples[i][1]-z)**2);ff,zz,a,v,dv=samples[j]
  for li in p.loop_indices:
   q=o.data.vertices[o.data.loops[li].vertex_index].co
   along=(-q.y-ff)*cos(a)+(q.z-zz)*sin(a)
   uv.data[li].uv=((q.x-s*1.51)/.65+.5,v+along/.145*dv)
 return o
for side,s in [('L',1),('R',-1)]:track_objects[side]=make_track('Track_'+side,s,track_samples)

 o=g.finish();hull=join_objs([hull,o],'Hull')
 g=Build('Part_LampGuard_'+side,(s*1.12,3.13,1.31),bevel=.002)
 for x in [s*1.12-.14,s*1.12+.14]:g.line([(x,3.0,1.14),(x,3.22,1.16),(x,3.24,1.43),(x,2.98,1.43)],.018)
 g.line([(s*1.12-.14,3.24,1.43),(s*1.12+.14,3.24,1.43)],.018);part(g)
# Nose ERA tiles slope with glacis; each removable bank.
for k,x in enumerate([-.62,0,.62]):
 g=Build(f'Part_GlacisERA_{k+1}',(x,2.82,1.32),bevel=.006)
 for j in range(3):
  f=2.40+j*.28;z=1.45-(f-2.1)*.16
  g.box((x,f,z),(.59,.265,.083),rot=Matrix.Rotation(-.16,3,'X'))
  for xx in [x-.23,x+.23]:bolt(g,(xx,f,z+.047))
 part(g)
for k,x in enumerate([-.61,.61]):
 g=Build(f'Part_EngineGrille_{k+1}',(x,-2.68,1.49),bevel=.003)
 g.box((x,-2.68,1.49),(1.05,1.45,.036),'Rubber')
 for j in range(19):g.box((x,-3.35+j*.075,1.535),(1.03,.033,.035),'Paint',Matrix.Rotation(.25,3,'X'))
 for xx in [x-.55,x+.55]:g.box((xx,-2.68,1.55),(.032,1.50,.045))
 for ff in [-3.43,-1.93]:g.box((x,ff,1.55),(1.13,.035,.045))
 part(g)
g=Build('Part_ExhaustShroud',(0,-3.73,1.06),bevel=.009)
g.box((0,-3.735,1.09),(1.36,.075,.35),'Rubber')
for j in range(8):g.box((0,-3.777,.94+j*.043),(1.40,.038,.025),'Paint')
part(g)
g=Build('Part_TowCable',(0,-3.79,.77),bevel=.001)
points=[(-1.15,-3.75,.9),(-.95,-3.78,.66),(-.4,-3.79,.60),(.4,-3.79,.60),(.95,-3.78,.66),(1.15,-3.75,.9)]
g.line(points,.027,'Steel',12)
for x in [-1.15,1.15]:g.lathe((x,-3.76,.92),[(-.018,.105),(.018,.105),(.018,.068),(-.018,.068)],'F','Steel',20)
part(g)
g=Build('Part_Tools_L',(1.70,-2.9,1.63),bevel=.003)
g.cyl((1.68,-3.38,1.64),(1.68,-2.34,1.64),.023,'Steel',12);g.box((1.68,-3.44,1.64),(.19,.23,.035),'Steel')
for f in [-3.1,-2.6]:g.box((1.68,f,1.66),(.13,.035,.07))
part(g)

# Turret: polygon loft, broad arrow front cheek modules, complete welded shell.
TP=(0,.18,1.55)
g=Build('Turret',TP,bevel=.014)
# octagonal perimeter front along +forward
outline=[(-.54,1.87),(.54,1.87),(1.28,1.10),(1.40,-.15),(1.17,-1.72),(-1.17,-1.72),(-1.40,-.15),(-1.28,1.10)]
g.loft([[(x*.93,f,1.57) for x,f in outline],[(x,f,1.77) for x,f in outline],[(x*.89,f-.06,2.19) for x,f in outline]])
g.lathe((0,.18,1.54),[(-.03,.93),(.06,.93),(.06,1.03),(-.03,1.03)],'Z','Steel',64)
# roof seam lines, lifting hooks and sensor supports
for x in [-.92,.92]:
 g.line([(x,-1.28,2.19),(x,-.60,2.20),(x,.1,2.21)],.008,'Steel',6)
 for f in [-1.35,.7]:g.lathe((x,f,2.22),[(-.018,.060),(.018,.060),(.018,.035),(-.018,.035)],'X',n=16)
turret=g.finish()
# true commander and loader wells
for x,f in [(.64,-.40),(-.63,-.58)]:boolean_cylinder(turret,(x,f,2.18),.295,.65)
g=Build('_turretWells',TP,bevel=.003)
for x,f in [(.64,-.40),(-.63,-.58)]:
 g.lathe((x,f,2.10),[(-.28,.298),(.15,.298),(.15,.335),(-.28,.335)],'Z','Rubber',40)
 g.cyl((x,f,1.80),(x,f,1.82),.30,'Rubber',40)
ob=g.finish();turret=join_objs([turret,ob],'Turret',TP)
for side,s in [('L',1),('R',-1)]:
 # wedge front: highest silhouette fidelity priority
 g=Build('Part_Turret_Cheek_'+side,(s*.91,1.27,1.91),parent=turret,bevel=.008)
 # shaped ring quad cross sections around cheek, sloping top and chamfered base
 verts=[(s*.29,1.94,1.72),(s*1.12,1.67,1.65),(s*1.49,.72,1.72),(s*.49,.87,1.73),
        (s*.38,1.81,2.08),(s*1.08,1.35,2.19),(s*1.43,.62,2.19),(s*.49,.77,2.22)]
 g.mesh(verts,[(0,3,2,1),(4,5,6,7),(0,1,5,4),(1,2,6,5),(2,3,7,6),(3,0,4,7)])
 for j in range(3):
  f=1.56-j*.28;xx=s*(.63+j*.19);g.line([(xx-.17,f,2.12+j*.025),(xx+.17,f,2.12+j*.025)],.005,'Steel',6)
 for x,f,z in [(s*.52,1.75,2.11),(s*1.20,.9,2.22)]:bolt(g,(x,f,z))
 part(g)
 for i,f in enumerate([.35,-.23,-.81,-1.39]):
  g=Build(f'Part_Turret_ERA_{side}{i+1}',(s*1.42,f,1.95),parent=turret,bevel=.006)
  g.box((s*1.425,f,1.945),(.16,.55,.49))
  for ff in [f-.22,f+.22]:
   for z in [1.76,2.14]:bolt(g,(s*1.512,ff,z),'X',.015)
  part(g)
 # smoke launchers, three inclined tubes
 g=Build('Part_Turret_Smoke_'+side,(s*1.52,.72,1.94),parent=turret,bevel=.003)
 g.box((s*1.49,.64,1.92),(.10,.44,.38))
 for j in range(3):
  a=(s*1.52,.77-j*.13,1.83+j*.10);b=(s*1.76,1.02-j*.13,1.93+j*.10)
  g.cyl(a,b,.060,'Paint',20);g.cyl(b,Vector(b)+(Vector(b)-Vector(a)).normalized()*.012,.043,'Rubber',20)
 part(g)
# Rear basket: open tubular frame, closely spaced mesh wires, no floating solid box.
g=Build('Part_Turret_BustleRack',(0,-2.02,1.96),parent=turret,bevel=.001)
for z in [1.66,1.86,2.12]:
 g.line([(-1.30,-1.61,z),(-1.27,-2.16,z),(1.27,-2.16,z),(1.30,-1.61,z)],.022)
for x in np.linspace(-1.25,1.25,19):g.line([(float(x),-2.15,1.66),(float(x),-2.15,2.12)],.0065,'Steel',6)
for z in np.linspace(1.70,2.08,7):g.line([(-1.27,-2.153,float(z)),(1.27,-2.153,float(z))],.0065,'Steel',6)
for x in [-1.27,1.27]:
 for f in [-2.12,-1.97,-1.81,-1.65]:g.line([(x,f,1.66),(x,f,2.12)],.009,'Steel',6)
for x in [-1.0,-.5,0,.5,1.0]:g.line([(x,-1.68,1.63),(x,-2.16,1.66),(x,-2.16,2.12)],.018)
part(g)
# Laser dazzler with square head and circular optic matches reference roof box.
g=Build('Part_Turret_LaserDazzler',(-.88,-1.12,2.29),parent=turret,bevel=.009)
g.cyl((-.88,-1.12,2.16),(-.88,-1.12,2.27),.11,n=24)
g.box((-.88,-1.12,2.36),(.28,.30,.24));g.box((-.88,-.963,2.36),(.205,.013,.16),'Rubber')
g.cyl((-.88,-.95,2.36),(-.88,-.936,2.36),.064,'Glass',24)
part(g)
g=Build('Part_Turret_GunnerSight',(-.55,.62,2.25),parent=turret,bevel=.008)
g.box((-.55,.62,2.25),(.37,.38,.19));g.box((-.55,.815,2.27),(.28,.014,.105),'Glass');g.box((-.55,.79,2.37),(.40,.16,.022));part(g)
for side,s in [('L',1),('R',-1)]:
 g=Build('Part_Turret_Antenna_'+side,(s*1.03,-1.38,2.22),parent=turret,bevel=.001)
 g.cyl((s*1.03,-1.38,2.19),(s*1.03,-1.38,2.36),.040,n=20)
 g.cyl((s*1.03,-1.38,2.36),(s*1.03,-1.38,2.94 if s==1 else 2.73),.009,'Steel',10,r2=.004)
 part(g)
# Hatches with hinge pivots, closed; cupola is detachable.
def hatch(name,x,f,z,r,parent):
 g=Build(name,(x,f-r,z),parent=parent,bevel=.005)
 g.cyl((x,f,z),(x,f,z+.045),r,n=40);g.lathe((x,f,z+.04),[(0,r-.025),(.014,r-.025),(.014,r-.06),(0,r-.06)],'Z',n=40)
 for i in range(8):a=i*pi/4;bolt(g,(x+(r-.055)*cos(a),f+(r-.055)*sin(a),z+.06),'Z',.012)
 handle(g,(x,f,z+.06),.16)
 g.cyl((x-.16,f-r,z),(x+.16,f-r,z),.037,'Steel',20)
cat: /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory

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 '310,351p' build_type99-tank.py; sed -n '455,510p' build_type99-tank.py; sed -n '1,130p' build_type99-tank.py; rg --files /home/claude-agent/.agents/skills/blender-game-assets | head -25; cat /tmp/type99-runtime/capture.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:

# Detachable skirts, fenders, frontal ERA, rear equipment.
parts=[]
def part(g):
 o=g.finish();bpy.context.view_layer.update()
 pts=[o.matrix_world@Vector(c) for c in o.bound_box];center=sum(pts,Vector())/8;delta=o.matrix_world.inverted()@center
 for v in o.data.vertices:v.co-=delta
 mw=o.matrix_world.copy();mw.translation=center;o.matrix_world=mw;parts.append(o);return o
for side,s in [('L',1),('R',-1)]:
 for i,f in enumerate([2.69,1.56,.43,-.70,-1.83,-2.94],1):
  g=Build(f'Part_Skirt_{side}{i}',(s*1.80,f,1.06),bevel=.009)
  # tapered lower lip, not rectangular slabs
  top=1.41;bottom=.79 if i<5 else .87
  rings=[[(s*1.757,f-.55,top),(s*1.837,f-.55,top),(s*1.837,f-.55,bottom+.1),(s*1.757,f-.55,bottom+.1)],[(s*1.757,f+.55,top),(s*1.837,f+.55,top),(s*1.837,f+.55,bottom),(s*1.757,f+.55,bottom)]]
  g.loft(rings,'Paint' if i<=4 else 'Rubber')
  for ff in [f-.42,f,f+.42]:bolt(g,(s*1.845,ff,1.35),'X',.018)
  g.box((s*1.839,f,.93),(.012,.15,.055),'Rubber')
  if i<=2:
   g.box((s*1.839,f,1.18),(.025,1.035,.32))
   for ff in [f-.48,f+.48]:g.box((s*1.854,ff,1.18),(.01,.015,.3),'Steel')
  part(g)
 for front,f in [('F',3.39),('R',-3.49)]:
  g=Build(f'Part_Fender_{front}{side}',(s*1.48,f,1.23),bevel=.014)
  # Curved sheet guard from five slope sections.
  for j in range(5):
   ff=f+(j-2)*.12;zz=1.39-.10*((j-1.5)/2.7)**2;g.box((s*1.47,ff,zz),(.70,.13,.047),rot=Matrix.Rotation(-.05*(j-1.5),3,'X'))
  for x in [s*1.20,s*1.45,s*1.70]:g.line([(x,f-.27,1.37),(x,f,1.43),(x,f+.27,1.40)],.012)
  g.box((s*1.48,f+( .29 if front=='F' else -.29),1.22),(.72,.035,.25),'Rubber')
  part(g)
 # full length hull storage bins on track shoulders
 for i,f in enumerate([.95,-.15,-1.25,-2.38]):
  g=Build(f'Part_Stowage_{side}{i+1}',(s*1.42,f,1.50),bevel=.011)
  g.box((s*1.42,f,1.51),(.49,.97,.16));g.box((s*1.42,f,1.60),(.51,.98,.025))
  handle(g,(s*1.42,f,1.62),.18)
  for ff in [f-.33,f+.33]:g.box((s*1.68,ff,1.52),(.02,.07,.09),'Steel')
  part(g)
 # lights on front plate with separate guard
 g=Build('_lamp_'+side,bevel=.004)
 g.cyl((s*1.12,3.04,1.28),(s*1.12,3.20,1.28),.112,'Paint',32)
 g.cyl((s*1.12,3.202,1.28),(s*1.12,3.215,1.28),.081,'Lamps',32)
 o=g.finish();hull=join_objs([hull,o],'Hull')
 g=Build('Part_LampGuard_'+side,(s*1.12,3.13,1.31),bevel=.002)
 g.cyl((x-.16,f-r,z),(x+.16,f-r,z),.037,'Steel',20)
 return g.finish()
hatch('Hatch_Commander',.64,-.40,2.25,.30,turret)
hatch('Hatch_Loader',-.63,-.58,2.23,.30,turret)
hatch('Hatch_Driver',-.62,2.12,1.48,.275,None)
g=Build('Part_Turret_CupolaRing',(.64,-.40,2.24),parent=turret,bevel=.003)
g.lathe((.64,-.40,2.22),[(-.025,.30),(.026,.30),(.026,.365),(-.025,.365)],'Z',n=48)
for i in range(6):a=i*pi/3;g.box((.64+.33*cos(a),-.40+.33*sin(a),2.27),(.09,.065,.05),'Glass',Matrix.Rotation(a,3,'Z'))
part(g)
# Mantlet and thermal-sleeved 125 mm barrel, separate trunnion and recoil pivots.
GP=(0,1.62,1.91);BP=(0,1.96,1.91)
g=Build('Gun',GP,parent=turret,bevel=.013)
g.cyl((-.24,1.60,1.91),(.24,1.60,1.91),.245,'Steel',40)
g.box((0,1.77,1.91),(.46,.35,.38));g.lathe((0,1.97,1.91),[(-.12,.17),(.02,.17),(.035,.135),(-.12,.135)],'F','Rubber',40)
gun=g.finish()
g=Build('Barrel',BP,parent=gun,bevel=.002)
# overall length 11.00: rear -3.8, muzzle +7.2
prof=[(0,.130),(.18,.130),(.20,.116),(1.05,.116),(1.08,.127),(1.13,.127),(1.16,.111),(2.00,.111),(2.02,.122),(2.08,.122),(2.11,.109),(2.86,.109),(2.89,.14),(3.57,.14),(3.60,.105),(4.43,.105),(4.47,.10),(5.08,.10),(5.12,.112),(5.24,.112),(5.24,.064),(5.08,.064),(5.07,.09),(.0,.09)]
g.lathe(BP,prof,'F','Paint',48)
# Sleeve clamps have fastening lugs; exposed muzzle steel ring and dark bore.
for f in [2.17,3.06,3.97,4.86,5.53,6.43]:
 g.lathe((0,f,1.91),[(-.018,.119),(.018,.119),(.018,.126),(-.018,.126)],'F','Steel',40)
 g.box((0,f,2.039),(.054,.045,.027));bolt(g,(0,f,2.06),'Z',.013)
g.lathe((0,7.16,1.91),[(-.04,.112),(.04,.112),(.04,.063),(-.22,.063),(-.22,.068),(-.04,.068)],'F','Steel',48)
g.cyl((0,6.85,1.91),(0,6.86,1.91),.062,'Rubber',32)
g.box((0,7.02,2.038),(.065,.15,.048));barrel=g.finish();empty('Muzzle',(0,7.20,1.91),barrel)
# Remote roof MG and cradle, all one movable group at actual pintle.
g=Build('MG',(.62,-.11,2.30),parent=turret,bevel=.003)
g.cyl((.62,-.11,2.24),(.62,-.11,2.48),.045,'Steel',20)
g.box((.62,.03,2.50),(.14,.42,.13),'Steel');g.box((.79,-.02,2.45),(.23,.25,.24))
g.cyl((.62,.21,2.51),(.62,1.00,2.51),.024,'Steel',24)
g.cyl((.62,.24,2.51),(.62,.59,2.51),.040,'Steel',24)
for f in [.32,.40,.48,.56]:g.lathe((.62,f,2.51),[(-.009,.04),(.009,.04),(.009,.045),(-.009,.045)],'F','Steel',16)
g.box((.62,.82,2.56),(.02,.04,.10),'Steel');g.box((.62,-.25,2.52),(.14,.12,.09),'Steel')
g.box((.62,-.09,2.68),(.11,.10,.10));g.cyl((.62,-.09,2.54),(.62,-.09,2.64),.018,'Steel',12)
mg=g.finish()
for name,p,pa in [('Seat_Commander',(.64,-.40,2.31),turret),('Seat_Driver',(-.62,2.12,1.55),None),('Exhaust',(0,-3.78,1.08),None),('Light_Head_L',(1.12,3.23,1.28),None),('Light_Head_R',(-1.12,3.23,1.28),None),('Fx_Engine',(0,-2.65,1.57),None),('Fx_Ammo',(0,.1,.8),None),('Fx_Hatch',(.64,-.4,2.32),turret)]:empty(name,p,pa)
healthy=list(SC.objects)
print('HEALTHY_GEOMETRY',sum(mesh_tri(o) for o in healthy),len(healthy),flush=True)
# Cap triangulation without collapsing the characteristic silhouette.
def reduce_objects(obs,target):
 total=sum(mesh_tri(o) for o in obs)
 if total>target:
  ratio=target/total*.98
  for o in obs:
   if o.type!='MESH' or mesh_tri(o)<180:continue
   active(o);mod=o.modifiers.new('Game mesh budget','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
 return sum(mesh_tri(o) for o in obs)
healthy_tri=reduce_objects(healthy,132000)

def patch_paint(path):
 # Explicit paint-factor contract; retain standard core glTF embedded PNGs.
 data=path.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'].split('.')[0]=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1]
 raw=json.dumps(doc,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4)
#!/usr/bin/env python3
"""Type 99A-style tank. Self-contained Blender 5.2 build, bake, export and proof.
Author in metres: (x,forward,up) converts to Blender (x,-forward,up).
Run blender -b --python-exit-code 1 --python build_type99-tank.py
Optional --preflight exercises a Cycles bake and glTF roundtrip.
"""
import bpy, bmesh, math, random, json, os, sys, subprocess, struct, time
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(99)
START=time.time()
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
SC=bpy.context.scene
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
pref=bpy.context.preferences.addons['cycles'].preferences
try:
 pref.compute_device_type='OPTIX'; pref.get_devices()
 for d in pref.devices: d.use=d.type!='CPU'
 SC.cycles.device='GPU'
except Exception:
 pref.compute_device_type='CUDA'; pref.get_devices()
 for d in pref.devices: d.use=d.type!='CPU'
 SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'
SC.view_settings.view_transform='AgX'
print('DEVICE',[(d.name,d.type,d.use) for d in pref.devices],flush=True)
PAINTS=[('Olive drab',[.12,.15,.09]),('NATO green',[.075,.12,.065]),('Desert tan',[.48,.36,.20]),('Field grey',[.18,.21,.18]),('Winter white',[.72,.75,.70]),('Dark green-black',[.035,.05,.034])]
MATS={}; BAKE_LOG=[]
def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(asset,kind):
 p=TEX/f'{asset}_{kind}_1k.jpg'
 if not p.exists():
  url=f'https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/{asset}/{asset}_{kind}_1k.jpg'
  subprocess.run(['curl','-fL','--retry','2','-A','Mozilla/5.0',url,'-o',str(p)],check=True,stdout=subprocess.DEVNULL,stderr=subprocess.DEVNULL)
 return p

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

def bake_material(name,asset,tint,metal,rough,size=512):
 paths=[TEX/f'{name}_{k}.png' for k in ['base','normal','orm']]
 if not all(p.exists() for p in paths) or '--rebake' in sys.argv:
  source=bpy.data.materials.new(name+'_SOURCE'); source.use_nodes=True
  nt=source.node_tree; nt.nodes.clear(); L=nt.links
  out=nt.nodes.new('ShaderNodeOutputMaterial'); bs=nt.nodes.new('ShaderNodeBsdfPrincipled'); L.new(bs.outputs['BSDF'],out.inputs['Surface'])
  uv=nt.nodes.new('ShaderNodeTexCoord')
  diff=image_node(nt,download(asset,'diff')); nor=image_node(nt,download(asset,'nor_gl'),True); arm=image_node(nt,download(asset,'arm'),True)
  for n in [diff,nor,arm]:L.new(uv.outputs['UV'],n.inputs['Vector'])
  bw=nt.nodes.new('ShaderNodeRGBToBW'); L.new(diff.outputs['Color'],bw.inputs[0])
  ramp=nt.nodes.new('ShaderNodeValToRGB'); L.new(bw.outputs[0],ramp.inputs[0])
  if name=='Paint':
   ramp.color_ramp.elements[0].position=.004; ramp.color_ramp.elements[0].color=(.50,.50,.50,1)
   ramp.color_ramp.elements[1].position=.12; ramp.color_ramp.elements[1].color=(.98,.98,.98,1)
  else:
   ramp.color_ramp.elements[0].color=tuple(c*.38 for c in tint)+(1,)
   ramp.color_ramp.elements[1].color=tuple(min(1,c*1.8) for c in tint)+(1,)
  noise=nt.nodes.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=95; noise.inputs['Detail'].default_value=3
  L.new(uv.outputs['UV'],noise.inputs['Vector'])
  mix=nt.nodes.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.18
  L.new(ramp.outputs['Color'],mix.inputs[1]); L.new(noise.outputs['Fac'],mix.inputs[2]); L.new(mix.outputs[0],bs.inputs['Base Color'])
  sep=nt.nodes.new('ShaderNodeSeparateColor'); L.new(arm.outputs['Color'],sep.inputs[0])
  combine=nt.nodes.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1
  rm=nt.nodes.new('ShaderNodeMath'); rm.operation='MULTIPLY_ADD'; rm.inputs[1].default_value=.23; rm.inputs[2].default_value=rough-.115;L.new(sep.outputs[1],rm.inputs[0])
  L.new(sep.outputs[0],combine.inputs[0]);L.new(rm.outputs[0],combine.inputs[1]);combine.inputs[2].default_value=metal
  L.new(rm.outputs[0],bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.32 if name=='Paint' else .7;L.new(nor.outputs['Color'],normal.inputs['Color']);L.new(normal.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2); plane=bpy.context.object;plane.data.materials.append(source);active(plane)
  SC.cycles.samples=8;SC.render.bake.margin=4
  em=nt.nodes.new('ShaderNodeEmission')
  for k,path in zip(['base','normal','orm'],paths):
   res=size if k!='orm' else min(size,512)
   img=bpy.data.images.new(name+'_'+k,width=res,height=res,alpha=False)
   if k!='base':img.colorspace_settings.name='Non-Color'
   target=nt.nodes.new('ShaderNodeTexImage');target.image=img;nt.nodes.active=target
   if k=='normal':
    L.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    L.new(mix.outputs[0] if k=='base' else combine.outputs[0],em.inputs[0]);L.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   img.filepath_raw=str(path);img.file_format='PNG';img.save();nt.nodes.remove(target)
  bpy.data.objects.remove(plane,do_unlink=True);bpy.data.materials.remove(source)
  BAKE_LOG.append({'material':name,'source':asset,'passes':['Cycles EMIT base','Cycles NORMAL','Cycles EMIT ORM'],'samples':8,'size':size})
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;L=nt.links;bs=nt.nodes.get('Principled BSDF')
 base=image_node(nt,paths[0]);normal=image_node(nt,paths[1],True);orm=image_node(nt,paths[2],True)
 if name=='Paint':
  mult=nt.nodes.new('ShaderNodeMixRGB');mult.name='PaintFactor';mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1;mult.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
  L.new(base.outputs[0],mult.inputs[1]);L.new(mult.outputs[0],bs.inputs['Base Color'])
 else:L.new(base.outputs[0],bs.inputs['Base Color'])
 nm=nt.nodes.new('ShaderNodeNormalMap');L.new(normal.outputs[0],nm.inputs['Color']);L.new(nm.outputs[0],bs.inputs['Normal'])
 sep=nt.nodes.new('ShaderNodeSeparateColor');L.new(orm.outputs[0],sep.inputs[0]);L.new(sep.outputs[1],bs.inputs['Roughness']);L.new(sep.outputs[2],bs.inputs['Metallic'])
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.35,.29,.18,1);bs.inputs['Emission Strength'].default_value=.25
 grp=bpy.data.node_groups.get('glTF Material Output')
 if not grp:
  grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
 gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;L.new(sep.outputs[0],gn.inputs['Occlusion'])
 m.diffuse_color=tuple(PAINTS[0][1] if name=='Paint' else tint)+(1,);MATS[name]=m
 print('MATERIAL',name,flush=True)
 return m

# All photographic inputs are CC0 Poly Haven. Neutral paint remains recolourable.
for spec in [('Paint','blue_metal_plate',(.8,.8,.8),.12,.78,1024),('TrackSteel','rusty_metal_02',(.19,.135,.09),.7,.78,512),('Rubber','rubberized_track',(.029,.031,.027),0,.89,512),('Steel','blue_metal_plate',(.15,.17,.18),.82,.42,512),('Glass','blue_metal_plate',(.035,.075,.09),.6,.2,256),('Lamps','blue_metal_plate',(.7,.65,.48),.1,.28,128),('Burnt','rusty_metal_02',(.052,.046,.041),.35,.92,512),('Scars','rusty_metal_02',(.24,.25,.24),.8,.63,512)]:
 bake_material(*spec)
 if '--preflight' in sys.argv:break
if '--preflight' in sys.argv:
 bpy.ops.mesh.primitive_cube_add();o=bpy.context.object;o.data.materials.append(MATS['Paint'])
 bpy.ops.export_scene.gltf(filepath=str(ROOT/'preflight.glb'),export_format='GLB')
 bpy.ops.object.select_all(action='SELECT');bpy.ops.object.delete(use_global=False);bpy.ops.import_scene.gltf(filepath=str(ROOT/'preflight.glb'))
 print('PREFLIGHT_OK',flush=True);sys.exit(0)

# Mesh assemblers build all vertices relative to their final pivot. Moving objects
# never undergo object transform_apply. Solid underside surfaces are retained.
def V(p):return Vector((p[0],-p[1],p[2]))
def logical(p):return (p[0],-p[1],p[2])
class Build:
 def __init__(self,name,pivot=(0,0,0),parent=None,bevel=.006):
  self.name=name;self.pivot=Vector(pivot);self.parent=parent;self.v=[];self.f=[];self.mi=[];self.bevel=bevel;self.trackuv=False
 def mesh(self,verts,faces,mat='Paint'):
  off=len(self.v);self.v.extend([tuple(V(Vector(p)-self.pivot)) for p in verts]);self.f.extend([tuple(off+i for i in f) for f in faces]);self.mi.extend([list(MATS).index(mat)]*len(faces))
 def box(self,c,d,mat='Paint',rot=None):
  c=Vector(c);vs=[]
  for x,y,z 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)]:
   q=Vector((x*d[0]/2,y*d[1]/2,z*d[2]/2));vs.append(c+(rot@q if rot else q))
  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)
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_hull.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/cinematic.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_rocks.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/INDEX.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/43_dressing.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/50_assemble.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/40_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/70_clay.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/42_cockpit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/10_tile_geo.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/20_tile_bake.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/61_run_kit.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/30_compose.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/00_lib.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/60_run_tiles.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/interior_bake/41_kit_props.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/high-to-low-baking.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/asset-delivery.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/build_tender.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/furniture-reconstruction.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/pack_leaf.py
/home/claude-agent/.agents/skills/blender-game-assets/reference/terrain-erosion.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/baking-and-diagnostics.md
/home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({headless:true,args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1600,height:900}});page.on('pageerror',e=>console.error(e));await page.goto('http://127.0.0.1:8899/');await page.waitForFunction(()=>window.assetReady||window.assetError,{timeout:120000});console.log(await page.evaluate(()=>({metrics:window.metrics,error:window.assetError})));await page.screenshot({path:'/tmp/type99-runtime/runtime.png'});fs.writeFileSync('/tmp/type99-runtime/runtime.json',JSON.stringify(await page.evaluate(()=>window.metrics),null,2));await browser.close()})();

hook: PreToolUse
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hook: PreToolUse
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hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '130,145p' build_type99-tank.py; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md; command -v gemini; cat /tmp/type99-runtime/index.html" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
  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 cyl(self,a,b,r,mat='Paint',n=24,r2=None):
  a=Vector(a);b=Vector(b);w=(b-a).normalized();u=w.cross(Vector((0,0,1)))
  if u.length<.01:u=w.cross(Vector((0,1,0)))
  u.normalize();v=w.cross(u);r2=r if r2 is None else r2
  vs=[p+rad*(cos(2*pi*i/n)*u+sin(2*pi*i/n)*v) for p,rad in [(a,r),(b,r2)] for i in range(n)]
  fs=[tuple(range(n-1,-1,-1)),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 line(self,points,r=.014,mat='Paint',n=8):
  for a,b in zip(points,points[1:]):self.cyl(a,b,r,mat,n)
 def lathe(self,center,profile,axis='X',mat='Paint',n=48):
  # profile = (axial offset,radius), closed outline forms wheel tyre/rim/tube.
  c=Vector(center);vs=[]
  for q,r in profile:
   for i in range(n):
    a=2*pi*i/n
<!-- 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.
/home/claude-agent/bin/gemini
<!doctype html><meta charset="utf-8"><title>Type 99 asset runtime proof</title><style>body{margin:0;background:#89929c}canvas{display:block}</style><script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script><script type="module">
import * as THREE from 'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1600,900);renderer.setPixelRatio(1);renderer.toneMapping=THREE.ACESFilmicToneMapping;renderer.toneMappingExposure=1.15;renderer.shadowMap.enabled=true;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(0xb5bdc5);scene.add(new THREE.HemisphereLight(0xdfedff,0x716858,2.4));const sun=new THREE.DirectionalLight(0xffedce,3.1);sun.position.set(4,8,6);sun.castShadow=true;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-9,right:9,top:9,bottom:-9,near:.1,far:40});scene.add(sun);const fill=new THREE.DirectionalLight(0xc3dfff,1);fill.position.set(-6,4,-3);scene.add(fill);
const cam=new THREE.OrthographicCamera(-6.25,6.25,3.515,-3.515,.1,100);cam.position.set(11,8.7,15);cam.lookAt(0,1.13,1.25);
const ground=new THREE.Mesh(new THREE.PlaneGeometry(200,200),new THREE.MeshStandardMaterial({color:0x919ba4,roughness:1}));ground.rotation.x=-Math.PI/2;ground.position.y=-.015;ground.receiveShadow=true;scene.add(ground);
const loader=new GLTFLoader();const draco=new DRACOLoader();draco.setDecoderPath('/node_modules/three/examples/jsm/libs/draco/');loader.setDRACOLoader(draco);
try{const a=await loader.loadAsync('/type99-tank.glb');scene.add(a.scene);a.scene.traverse(o=>{if(o.isMesh){o.castShadow=true;o.receiveShadow=true;}});const b=await loader.loadAsync('/type99-tank-damage.glb');b.scene.visible=false;scene.add(b.scene);renderer.render(scene,cam);window.metrics={renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,healthyNodes:[],damageNodes:[],bounds:new THREE.Box3().setFromObject(a.scene)};a.scene.traverse(o=>window.metrics.healthyNodes.push(o.name));b.scene.traverse(o=>window.metrics.damageNodes.push(o.name));window.assetReady=true;}catch(e){window.assetError=String(e);console.error(e)}
</script>

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'python /tmp/type99-runtime/validate.py .' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 127 in 0ms:
/bin/bash: line 1: python: command not found

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'));print(j['bbox']);print([(n['name'],n['position']) for n in j['files']['type99-tank.glb']['nodes'] if 'Cylinder' in n['name']])
PY
python3 /tmp/type99-runtime/validate.py ." in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 1 in 90ms:
{'min': [-1.859789490699768, 0.0, -3.8167831897735596], 'max': [1.859789490699768, 2.940018653869629, 7.200003623962402], 'size': [3.719578981399536, 2.940018653869629, 11.016786813735962]}
[]
{
  "type99-tank.glb": {
    "bytes": 9464080,
    "triangles": 129345,
    "nodes": 93,
    "parts": 52,
    "materials": [
      "Paint",
      "Steel",
      "Rubber",
      "Lamps",
      "TrackSteel",
      "Glass"
    ],
    "images": [
      {
        "name": "Paint_normal",
        "size": [
          1024,
          1024
        ],
        "bytes": 147693
      },
      {
        "name": "Paint_orm",
        "size": [
          512,
          512
        ],
        "bytes": 201908
      },
      {
        "name": "Paint_base",
        "size": [
          1024,
          1024
        ],
        "bytes": 659262
      },
      {
        "name": "Steel_normal",
        "size": [
          512,
          512
        ],
        "bytes": 161523
      },
      {
        "name": "Steel_orm",
        "size": [
          512,
          512
        ],
        "bytes": 201436
      },
      {
        "name": "Steel_base",
        "size": [
          512,
          512
        ],
        "bytes": 211175
      },
      {
        "name": "Rubber_normal",
        "size": [
          512,
          512
        ],
        "bytes": 472798
      },
      {
        "name": "Rubber_orm",
        "size": [
          512,
          512
        ],
        "bytes": 313387
      },
      {
        "name": "Rubber_base",
        "size": [
          512,
          512
        ],
        "bytes": 218566
      },
      {
        "name": "Lamps_normal",
        "size": [
          128,
          128
        ],
        "bytes": 10140
      },
      {
        "name": "Lamps_orm",
        "size": [
          128,
          128
        ],
        "bytes": 14317
      },
      {
        "name": "Lamps_base",
        "size": [
          128,
          128
        ],
        "bytes": 17890
      },
      {
        "name": "TrackSteel_normal",
        "size": [
          512,
          512
        ],
        "bytes": 373525
      },
      {
        "name": "TrackSteel_orm",
        "size": [
          512,
          512
        ],
        "bytes": 309276
      },
      {
        "name": "TrackSteel_base",
        "size": [
          512,
          512
        ],
        "bytes": 312770
      },
      {
        "name": "Glass_normal",
        "size": [
          256,
          256
        ],
        "bytes": 40871
      },
      {
        "name": "Glass_orm",
        "size": [
          256,
          256
        ],
        "bytes": 54680
      },
      {
        "name": "Glass_base",
        "size": [
          256,
          256
        ],
        "bytes": 47461
      }
    ],
    "extensions": [],
    "roots": [
      "Exhaust",
      "Fx_Ammo",
      "Fx_Engine",
      "Hatch_Driver",
      "Hull",
      "Light_Head_L",
      "Light_Head_R",
      "Part_EngineGrille_1",
      "Part_EngineGrille_2",
      "Part_ExhaustShroud",
      "Part_Fender_FL",
      "Part_Fender_FR",
      "Part_Fender_RL",
      "Part_Fender_RR",
      "Part_GlacisERA_1",
      "Part_GlacisERA_2",
      "Part_GlacisERA_3",
      "Part_LampGuard_L",
      "Part_LampGuard_R",
      "Part_Skirt_L1",
      "Part_Skirt_L2",
      "Part_Skirt_L3",
      "Part_Skirt_L4",
      "Part_Skirt_L5",
      "Part_Skirt_L6",
      "Part_Skirt_R1",
      "Part_Skirt_R2",
      "Part_Skirt_R3",
      "Part_Skirt_R4",
      "Part_Skirt_R5",
      "Part_Skirt_R6",
      "Part_Stowage_L1",
      "Part_Stowage_L2",
      "Part_Stowage_L3",
      "Part_Stowage_L4",
      "Part_Stowage_R1",
      "Part_Stowage_R2",
      "Part_Stowage_R3",
      "Part_Stowage_R4",
      "Part_Tools_L",
      "Part_TowCable",
      "Seat_Driver",
      "Track_L",
      "Track_R",
      "Turret",
      "Wheel_L1",
      "Wheel_L2",
      "Wheel_L3",
      "Wheel_L4",
      "Wheel_L5",
      "Wheel_L6",
      "Wheel_L7",
      "Wheel_L8",
      "Wheel_L9",
      "Wheel_L10",
      "Wheel_L11",
      "Wheel_R1",
      "Wheel_R2",
      "Wheel_R3",
      "Wheel_R4",
      "Wheel_R5",
      "Wheel_R6",
      "Wheel_R7",
      "Wheel_R8",
      "Wheel_R9",
      "Wheel_R10",
      "Wheel_R11"
    ]
  },
  "type99-tank-damage.glb": {
    "bytes": 10235772,
    "triangles": 105483,
    "nodes": 30,
    "parts": 0,
    "materials": [
      "Paint",
      "Rubber",
      "Scars",
      "Burnt",
      "TrackSteel"
    ],
    "images": [
      {
        "name": "Paint_normal",
        "size": [
          1024,
          1024
        ],
        "bytes": 147693
      },
      {
        "name": "Paint_orm",
        "size": [
          512,
          512
        ],
        "bytes": 201908
      },
      {
        "name": "Paint_base",
        "size": [
          1024,
          1024
        ],
        "bytes": 659262
      },
      {
        "name": "Rubber_normal",
        "size": [
          512,
          512
        ],
        "bytes": 472798
      },
      {
        "name": "Rubber_orm",
        "size": [
          512,
          512
        ],
        "bytes": 313387
      },
      {
        "name": "Rubber_base",
        "size": [
          512,
          512
        ],
        "bytes": 218566
      },
      {
        "name": "Scars_normal",
        "size": [
          512,
          512
        ],
        "bytes": 373524
      },
      {
        "name": "Scars_orm",
        "size": [
          512,
          512
        ],
        "bytes": 309188
      },
      {
        "name": "Scars_base",
        "size": [
          512,
          512
        ],
        "bytes": 300627
      },
      {
        "name": "Burnt_normal",
        "size": [
          512,
          512
        ],
        "bytes": 373517
      },
      {
        "name": "Burnt_orm",
        "size": [
          512,
          512
        ],
        "bytes": 309114
      },
      {
        "name": "Burnt_base",
        "size": [
          512,
          512
        ],
        "bytes": 275744
      },
      {
        "name": "TrackSteel_normal",
        "size": [
          512,
          512
        ],
        "bytes": 373525
      },
      {
        "name": "TrackSteel_orm",
        "size": [
          512,
          512
        ],
        "bytes": 309276
      },
      {
        "name": "TrackSteel_base",
        "size": [
          512,
          512
        ],
        "bytes": 312770
      }
    ],
    "extensions": [],
    "roots": [
      "Hull_Damage",
      "Turret_Damage",
      "Wreck_Hull",
      "Wreck_Turret"
    ]
  },
  "errors": [
    "type99-tank.glb: oversized image Paint_normal",
    "type99-tank-damage.glb: oversized image Paint_normal"
  ]
}

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/bin/bash -lc 'gemini --help' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
usage: forge-gemini [-h] [--model MODEL] [--ask-permissions]

Interactive Gemini 3.8 Flash with Forge tools, skills and guards. Claude Code
arguments follow -- (for example -- --continue).

options:
  -h, --help         show this help message and exit
  --model MODEL      forge:build-gemini-* proxy alias
  --ask-permissions  keep Claude Code's approval prompts

codex
The render shows the main proportions and all six road wheels clearly. The biggest visual problems are softened armour shading, front ERA tiles buried in the glacis, and materials that still look too uniform. I’m correcting those before regenerating the proofs.

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/bin/bash -lc "mkdir -p /tmp/type99-runtime/rev1 && cp final.png side.png clay.png /tmp/type99-runtime/rev1/ && cp build_type99-tank.py /tmp/type99-runtime/rev1/build.py && gemini -- --print --max-turns 6 --allowedTools Read 'Act as a read-only visual asset critic. Read the actual images /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1/sheet.jpg and /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1/final.png and side.png. First revision no baseline. Compare realistic Type99A silhouette and materials. Return at most five findings with visible evidence, measurable fixes, verdict PASS/REVISE/BLOCKED. Do not edit anything. If images inaccessible report BLOCKED.' > /tmp/type99-runtime/critic1.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('/tmp/type99-runtime/validate.py');s=p.read_text().replace(\"'orm' in im.get('name','').lower()\",\"im.get('name','').lower().endswith('_orm')\");p.write_text(s)
p=Path('/tmp/type99-runtime/capture.cjs');s=p.read_text().replace('headless:true,','headless:true,executablePath:\"/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell\",');p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from PIL import Image
import numpy as np
for f in ['blue_metal_plate_diff_1k.jpg','rusty_metal_02_diff_1k.jpg']:
 a=np.array(Image.open('textures/'+f))/255;print(f,np.quantile(a,[0,.1,.5,.9,1]))
PY
sed -n '520,560p' build_type99-tank.py
cat /tmp/type99-runtime/critic1.txt" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 392ms:
blue_metal_plate_diff_1k.jpg [0.05098039 0.14117647 0.24313725 0.31372549 0.55294118]
rusty_metal_02_diff_1k.jpg [0.         0.23137255 0.59607843 0.69411765 0.91372549]
  shutil.copy2(ROOT/filename,Path('/tmp')/('type99-audit-'+filename))
  bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)
  patch_paint(ROOT/filename)
 print('EXPORTED',filename,(ROOT/filename).stat().st_size,flush=True)
export(healthy,'type99-tank.glb')

# Rendering helpers are deliberately outside all exported selections.
studio=[]
def studio_setup():
 world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes['Background'].inputs[0].default_value=(.66,.73,.82,1);world.node_tree.nodes['Background'].inputs[1].default_value=.5;SC.world=world
 bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)
 for name,loc,power,size in [('Key',(3,-6,10),2000,7),('Fill',(-6,-2,6),1100,6),('Rim',(1,7,8),1800,5)]:
  data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size;o=bpy.data.objects.new(name,data);SC.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler();studio.append(o)
 data=bpy.data.cameras.new('ProofCamera');cam=bpy.data.objects.new('ProofCamera',data);SC.collection.objects.link(cam);SC.camera=cam;data.type='ORTHO';studio.append(cam)
 return cam
cam=studio_setup()
def camera(view='hero',wide=False):
 if view=='side':pos=Vector((17,0,3.8));target=Vector((0,-1.4,1.1));scale=12.7
 else:pos=Vector((11,-15,8.7));target=Vector((0,-1.25,1.13));scale=12.5 if not wide else 15.5
 cam.location=pos;cam.rotation_euler=(target-pos).to_track_quat('-Z','Y').to_euler();cam.data.ortho_scale=scale
 if view=='side':cam.location=(17,-1.4,1.35);cam.rotation_euler=(Vector((0,-1.4,1.35))-cam.location).to_track_quat('-Z','Y').to_euler()
def render(filename,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/filename);bpy.ops.render.render(write_still=True)
 print('RENDERED',filename,flush=True)
camera();render('final.png')
camera('side');render('side.png',1920,1080,24)
camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
# Required 30-degree pivot proof. Origins never move when rotations change.
rotated=[]
for o in healthy:
 if o.name in ['Turret','Gun','MG'] or o.name.startswith(('Wheel_','Hatch_')):
  axis=2 if o.name in ['Turret','MG'] else 0
  rotated.append((o,o.rotation_euler.copy(),o.matrix_world.translation.copy()));o.rotation_euler[axis]+=pi/6
# Recoil node uses the bore axis: a 30 degree roll tests its own origin without translation.
rotated.append((barrel,barrel.rotation_euler.copy(),barrel.matrix_world.translation.copy()));barrel.rotation_euler[1]+=pi/6
render('pivots.png',1280,720,16)
for o,r,p in rotated:o.rotation_euler=r
bpy.context.view_layer.update()
if '--healthy-only' in sys.argv:
 print('HEALTHY_COMPLETE',healthy_tri,flush=True);sys.exit(0)
Error: Input must be provided either through stdin or as a prompt argument when using --print

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/bin/bash -lc "sed -n '1,150p' /home/claude-agent/bin/gemini; sed -n '1,110p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
#!/bin/sh
# gemini — interactive session with the model, Forge harness, no approval prompts.
# Works in every shell (the ~/.bashrc functions only existed in interactive ones).
exec "$HOME/bin/forge-gemini" "$@"
---
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

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/bin/bash -lc "cat > /tmp/type99-runtime/revise.py <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text()
s=s.replace(\"for f in bm.faces:f.smooth=True\",\"for f in bm.faces:f.smooth=(f.calc_area()<.065)\")
s=s.replace(\"studio.clear();cam=studio_setup()\",\"studio.clear();cam=studio_setup()\\n# Let the importer create its complete current-version settings group.\\nold_group=bpy.data.node_groups.get('glTF Material Output')\\nif old_group:old_group.name='Authoring occlusion output'\")
s=s.replace(\"z=1.45-(f-2.1)*.16\",\"z=1.48-(f-1.7)*.06667+.057\")
s=s.replace(\"rot=Matrix.Rotation(-.16,3,'X')\",\"rot=Matrix.Rotation(-.0666,3,'X')\")
# Upgrade worn neutral tiling detail, all flattened by the existing Cycles bake.
s=s.replace(\"ramp.color_ramp.elements[0].color=(.50,.50,.50,1)\",\"ramp.color_ramp.elements[0].color=(.18,.18,.18,1)\")
key=\"L.new(ramp.outputs['Color'],mix.inputs[1]); L.new(noise.outputs['Fac'],mix.inputs[2]); L.new(mix.outputs[0],bs.inputs['Base Color'])\"
replacement=key+'''
  if name=='Paint':
   mapping=nt.nodes.new('ShaderNodeVectorMath');mapping.operation='MULTIPLY';mapping.inputs[1].default_value=(32,2.2,1);L.new(uv.outputs['UV'],mapping.inputs[0])
   streak=nt.nodes.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=2.5;streak.inputs['Detail'].default_value=5;streak.inputs['Roughness'].default_value=.7;L.new(mapping.outputs[0],streak.inputs['Vector'])
   sr=nt.nodes.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.29;sr.color_ramp.elements[0].color=(.30,.30,.30,1);sr.color_ramp.elements[1].position=.65;sr.color_ramp.elements[1].color=(1,1,1,1);L.new(streak.outputs['Fac'],sr.inputs[0])
   oldmix=mix;mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.47;L.new(oldmix.outputs[0],mix.inputs[1]);L.new(sr.outputs[0],mix.inputs[2]);L.new(mix.outputs[0],bs.inputs['Base Color'])
'''
s=s.replace(key,replacement)
# Shrink hardware protrusions to exact 3.70 m width. Preserve pivots by moving world positions and vertices consistently later.
# Replace segmented front fender with thick bent sheet.
a=s.index('  # Curved sheet guard from five slope sections.');b=s.index('  part(g)',a)
s=s[:a]+'''  if front=='F':
   profile=[(3.10,1.405),(3.29,1.40),(3.49,1.34),(3.64,1.22),(3.73,1.10)]
  else:profile=[(-3.12,1.405),(-3.34,1.39),(-3.54,1.31),(-3.70,1.20)]
  for (f0,z0),(f1,z1) in zip(profile,profile[1:]):
   g.loft([[(s*1.47-.35,f0,z0),(s*1.47+.35,f0,z0),(s*1.47+.35,f0,z0-.04),(s*1.47-.35,f0,z0-.04)],[(s*1.47-.35,f1,z1),(s*1.47+.35,f1,z1),(s*1.47+.35,f1,z1-.04),(s*1.47-.35,f1,z1-.04)]])
  for x in [s*1.20,s*1.45,s*1.70]:g.line([(x,ff,zz+.012) for ff,zz in profile],.010)
  edgef,edgez=profile[-1];g.box((s*1.48,edgef,edgez-.09),(.72,.032,.18),'Rubber')
'''+s[b:]
# Welds on large turret front panels and plate joins add catches at real small scale.
s=s.replace(\"healthy=list(SC.objects)\",'''# Extra structural seams and service fittings are part of the permanent hull.
g=Build('_finalHullDetail',bevel=.001)
for x in [-1.02,1.02]:
 g.line([(x,3.49,1.185),(x,3.20,1.392),(x,1.74,1.49)],.006,'Steel',6)
for x in [-.87,.87]:
 g.box((x,3.56,.94),(.14,.20,.09));g.lathe((x,3.60,.92),[(-.025,.08),(.025,.08),(.025,.046),(-.025,.046)],'F','Steel',20)
for j in range(15):bolt(g,(-1.30+j*.185,3.48,1.205),'Z',.011)
hull=join_objs([hull,g.finish()],'Hull')
healthy=list(SC.objects)''')
p.write_text(s)
PY
python3 /tmp/type99-runtime/revise.py
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "printf '%s' 'Read only visual review: inspect actual sheet.jpg final.png side.png in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1/. Compare render to reference for realistic Type99A silhouette and materials. First revision. At most five findings with evidence, measurable corrections, verdict PASS REVISE or BLOCKED. Do not edit files. If images inaccessible return BLOCKED.' | gemini -- --print --max-turns 8 > /tmp/type99-runtime/critic1.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc 'node /tmp/type99-runtime/capture.cjs > /tmp/type99-runtime/runtime.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
hook: PreToolUse
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exec
/bin/bash -lc "rg -n 'audit|degenerate|trimesh' /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md; cat /tmp/type99-runtime/critic1.txt; ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 512ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}

 succeeded in 4393ms:
hook: PreToolUse
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hook: PreToolUse
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exec
/bin/bash -lc "cat /tmp/type99-runtime/runtime.log; ls /home/claude-agent/.agents/skills/blender-game-assets/scripts | head -20; sed -n '1,130p' /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
{
  metrics: {
    renderer: 'WebKit WebGL',
    calls: 383,
    triangles: 258692,
    healthyNodes: [
      'Scene',                 'Exhaust',               'Fx_Ammo',
      'Fx_Engine',             'Hatch_Driver',          'Hatch_Driver_1',
      'Hatch_Driver_2',        'Hull',                  'Hull_1',
      'Hull_2',                'Hull_3',                'Hull_4',
      'Light_Head_L',          'Light_Head_R',          'Part_EngineGrille_1',
      'Part_EngineGrille_1_1', 'Part_EngineGrille_1_2', 'Part_EngineGrille_2',
      'Part_EngineGrille_2_1', 'Part_EngineGrille_2_2', 'Part_ExhaustShroud',
      'Part_ExhaustShroud_1',  'Part_ExhaustShroud_2',  'Part_Fender_FL',
      'Part_Fender_FL_1',      'Part_Fender_FL_2',      'Part_Fender_FR',
      'Part_Fender_FR_1',      'Part_Fender_FR_2',      'Part_Fender_RL',
      'Part_Fender_RL_1',      'Part_Fender_RL_2',      'Part_Fender_RR',
      'Part_Fender_RR_1',      'Part_Fender_RR_2',      'Part_GlacisERA_1',
      'Part_GlacisERA_1_1',    'Part_GlacisERA_1_2',    'Part_GlacisERA_2',
      'Part_GlacisERA_2_1',    'Part_GlacisERA_2_2',    'Part_GlacisERA_3',
      'Part_GlacisERA_3_1',    'Part_GlacisERA_3_2',    'Part_LampGuard_L',
      'Part_LampGuard_R',      'Part_Skirt_L1',         'Part_Skirt_L1_1',
      'Part_Skirt_L1_2',       'Part_Skirt_L1_3',       'Part_Skirt_L2',
      'Part_Skirt_L2_1',       'Part_Skirt_L2_2',       'Part_Skirt_L2_3',
      'Part_Skirt_L3',         'Part_Skirt_L3_1',       'Part_Skirt_L3_2',
      'Part_Skirt_L3_3',       'Part_Skirt_L4',         'Part_Skirt_L4_1',
      'Part_Skirt_L4_2',       'Part_Skirt_L4_3',       'Part_Skirt_L5',
      'Part_Skirt_L5_1',       'Part_Skirt_L5_2',       'Part_Skirt_L6',
      'Part_Skirt_L6_1',       'Part_Skirt_L6_2',       'Part_Skirt_R1',
      'Part_Skirt_R1_1',       'Part_Skirt_R1_2',       'Part_Skirt_R1_3',
      'Part_Skirt_R2',         'Part_Skirt_R2_1',       'Part_Skirt_R2_2',
      'Part_Skirt_R2_3',       'Part_Skirt_R3',         'Part_Skirt_R3_1',
      'Part_Skirt_R3_2',       'Part_Skirt_R3_3',       'Part_Skirt_R4',
      'Part_Skirt_R4_1',       'Part_Skirt_R4_2',       'Part_Skirt_R4_3',
      'Part_Skirt_R5',         'Part_Skirt_R5_1',       'Part_Skirt_R5_2',
      'Part_Skirt_R6',         'Part_Skirt_R6_1',       'Part_Skirt_R6_2',
      'Part_Stowage_L1',       'Part_Stowage_L1_1',     'Part_Stowage_L1_2',
      'Part_Stowage_L2',       'Part_Stowage_L2_1',     'Part_Stowage_L2_2',
      'Part_Stowage_L3',       'Part_Stowage_L3_1',     'Part_Stowage_L3_2',
      'Part_Stowage_L4',
      ... 182 more items
    ],
    damageNodes: [
      'Scene',
      'Hull_Damage',
      'Dmg_EngineGrille_1',
      'Part_EngineGrille_1001',
      'Part_EngineGrille_1001_1',
      'Dmg_ExhaustShroud',
      'Part_ExhaustShroud001',
      'Part_ExhaustShroud001_1',
      'Dmg_Fender_FL',
      'Part_Fender_FL001',
      'Part_Fender_FL001_1',
      'Dmg_Fender_RR',
      'Part_Fender_RR001',
      'Part_Fender_RR001_1',
      'Dmg_Skirt_L1',
      'Part_Skirt_L1001',
      'Part_Skirt_L1001_1',
      'Part_Skirt_L1001_2',
      'Dmg_Skirt_L2',
      'Part_Skirt_L2001',
      'Part_Skirt_L2001_1',
      'Part_Skirt_L2001_2',
      'Dmg_Skirt_L3',
      'Part_Skirt_L3001',
      'Part_Skirt_L3001_1',
      'Part_Skirt_L3001_2',
      'Dmg_Skirt_L4',
      'Part_Skirt_L4001',
      'Part_Skirt_L4001_1',
      'Part_Skirt_L4001_2',
      'Dmg_Skirt_L5',
      'Part_Skirt_L5001',
      'Part_Skirt_L5001_1',
      'Part_Skirt_L5001_2',
      'Dmg_Skirt_L6',
      'Part_Skirt_L6001',
      'Part_Skirt_L6001_1',
      'Part_Skirt_L6001_2',
      'Dmg_Skirt_R1',
      'Part_Skirt_R1001',
      'Part_Skirt_R1001_1',
      'Dmg_Skirt_R2',
      'Part_Skirt_R2001',
      'Part_Skirt_R2001_1',
      'Scar_Hull_Front',
      'Scar_Hull_Front_1',
      'Scar_Hull_Front_2',
      'Scar_Hull_Front_3',
      'Scar_Hull_L',
      'Scar_Hull_L_1',
      'Scar_Hull_L_2',
      'Scar_Hull_L_3',
      'Scar_Hull_R',
      'Scar_Hull_R_1',
      'Scar_Hull_R_2',
      'Scar_Hull_R_3',
      'Scar_Hull_Rear',
      'Scar_Hull_Rear_1',
      'Scar_Hull_Rear_2',
      'Scar_Hull_Rear_3',
      'Track_L_Broken',
      'Track_L_Broken_1',
      'Track_L_Broken_2',
      'Track_R_Broken',
      'Track_R_Broken_1',
      'Track_R_Broken_2',
      'Turret_Damage',
      'Dmg_Turret_BustleRack',
      'Part_Turret_BustleRack001',
      'Part_Turret_BustleRack001_1',
      'Dmg_Turret_Cheek_L',
      'Part_Turret_Cheek_L001',
      'Part_Turret_Cheek_L001_1',
      'Dmg_Turret_ERA_R2',
      'Part_Turret_ERA_R2001',
      'Part_Turret_ERA_R2001_1',
      'Gun_Broken',
      'Gun001',
      'Gun001_1',
      'Gun001_2',
      'Scar_Turret_Front',
      'Scar_Turret_Front_1',
      'Scar_Turret_Front_2',
      'Scar_Turret_Front_3',
      'Scar_Turret_L',
      'Scar_Turret_L_1',
      'Scar_Turret_L_2',
      'Scar_Turret_L_3',
      'Scar_Turret_R',
      'Scar_Turret_R_1',
      'Scar_Turret_R_2',
      'Scar_Turret_R_3',
      'Scar_Turret_Rear',
      'Scar_Turret_Rear_1',
      'Scar_Turret_Rear_2',
      'Scar_Turret_Rear_3',
      'Wreck_Hull',
      'Wreck_Turret'
    ],
    bounds: { isBox3: true, min: [Object], max: [Object] }
  },
  error: undefined
}
__pycache__
audit_glb.py
erosion
<!-- 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.

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exec
/bin/bash -lc "ssh gex44 'tail -n 6 /root/fal-author/type99-tank-v1/build.log'; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py --help" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 24914ms:
 succeeded in 665ms:
usage: audit_glb.py [-h] [--strict] [--rig]
                    [--require-sockets REQUIRE_SOCKETS]
                    glb

Read-only audit of uncompressed GLB triangle meshes; requires numpy. Report
mode exits 0 even with findings. --strict exits 1 for findings. Invalid or
unsupported input exits 2. This is not a complete glTF validator.

positional arguments:
  glb

options:
  -h, --help            show this help message and exit
  --strict
  --rig                 print the skin/joint report (always computed; this
                        only keeps it in the output)
  --require-sockets REQUIRE_SOCKETS
                        comma-separated node names that must exist (e.g.
                        target,ground,vfx-hit,vfx-death)

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exec
/bin/bash -lc "python3 - <<'PY'
p='/tmp/type99-runtime/index.html';s=open(p).read().replace(\"sun.castShadow=true;\",\"sun.castShadow=true;sun.shadow.bias=-.0003;sun.shadow.normalBias=.025;\").replace('window.assetReady=true;','window.scene=scene;window.camera=cam;window.THREE=THREE;window.assetReady=true;');open(p,'w').write(s)
PY
cat > /tmp/type99-runtime/identify.cjs <<'JS'
const{chromium}=require('playwright');(async()=>{let b=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell',args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});let p=await b.newPage({viewport:{width:1600,height:900}});await p.goto('http://127.0.0.1:8899');await p.waitForFunction(()=>window.assetReady);console.log(await p.evaluate(()=>{let r=new THREE.Raycaster();r.setFromCamera(new THREE.Vector2(665/800-1,1-390/450),camera);return r.intersectObjects(scene.children,true).slice(0,6).map(x=>({name:x.object.name,parent:x.object.parent.name,point:x.point}));}));await b.close()})();
JS
node /tmp/type99-runtime/identify.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
hook: PreToolUse
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py type99-tank.glb > /tmp/type99-runtime/audit-healthy.json; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py type99-tank-damage.glb > /tmp/type99-runtime/audit-damage.json; head -c 1600 /tmp/type99-runtime/audit-healthy.json' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 670ms:
{
  "file": "type99-tank.glb",
  "sha256": "326dba790a4e68d9475ebc1bb7d6bd8ddb403d7317452429a84e8778d6c5de72",
  "bytes": 9464080,
  "primitive_count": 191,
  "material_count": 6,
  "embedded_images": 18,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Hatch_Driver",
      "primitive": 0,
      "triangles": 634,
      "zero_area_triangles": 48,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hatch_Driver",
      "primitive": 1,
      "triangles": 296,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 0,
      "triangles": 2104,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 1,
      "triangles": 1002,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 2,
      "triangles": 2286,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Hull",
      "primitive": 3,
      "triangles": 226,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_1",
      "primitive": 0,
      "triangles": 488,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_1",
      "primitive": 1,
      "triangles": 20,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Part_EngineGrille_2",
      "primitive": 0,

 succeeded in 4359ms:
[
  {
    name: 'Wreck_Hull',
    parent: 'Scene',
    point: {
      x: -0.5404205022515178,
      y: 1.8350005449268059,
      z: 2.262798145727471
    }
  },
  {
    name: 'Hull_1',
    parent: 'Hull',
    point: {
      x: -0.5404212386555027,
      y: 1.8350000381469727,
      z: 2.2627972252224904
    }
  },
  {
    name: 'Hull_1',
    parent: 'Hull',
    point: {
      x: -0.8087950017922658,
      y: 1.6503100938792175,
      z: 1.9273300213015343
    }
  },
  {
    name: 'Wreck_Hull',
    parent: 'Scene',
    point: {
      x: -0.8090245195460763,
      y: 1.6501521439340952,
      z: 1.9270431241092716
    }
  },
  {
    name: 'Wreck_Hull',
    parent: 'Scene',
    point: {
      x: -1.05694159757474,
      y: 1.4795401184180053,
      z: 1.617146776573442
    }
  },
  {
    name: 'Hull_1',
    parent: 'Hull',
    point: {
      x: -1.056942237873912,
      y: 1.4795396777757581,
      z: 1.6171459761994775
    }
  }
]

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exec
/bin/bash -lc "ssh gex44 'tail -n 6 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'; tail -n 25 /tmp/type99-runtime/audit-healthy.json" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 556ms:
16:39:58
      "primitive": 1,
      "triangles": 484,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [
    {
      "primitive": "Wheel_R2[1]",
      "same_as": "Wheel_L2[1]"
    },
    {
      "primitive": "Wheel_R7[1]",
      "same_as": "Wheel_L7[1]"
    }
  ],
  "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": 129345,
  "zero_area_triangles": 738,
  "nonfinite_attribute_components": 0,
  "findings": [
    "zero_area_triangles",
    "duplicate_primitives"
  ]
}

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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('type99-tank.glb','rb').read();d=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
print([(m['name'],m.get('normalTexture',{})) for m in d['materials']])
PY
ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 594ms:
[('Paint', {'index': 0}), ('Steel', {'index': 3}), ('Rubber', {'index': 6}), ('Lamps', {'index': 9}), ('TrackSteel', {'index': 12}), ('Glass', {'index': 15})]

codex
The GLBs load in Three.js with the expected rig hierarchy. That check also exposed a Boolean artifact at the driver’s hatch: the cut left a raised cylinder. I’ve traced it to overlapping hull fittings and will isolate the armour shell for hatch cuts. I’m also removing zero-area triangles reported by the mesh audit.

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exec
/bin/bash -lc "cat > /tmp/type99-runtime/patch3.py <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text()
a=s.index('def boolean_cylinder(');b=s.index('\\nboolean_cylinder(hull',a)
s=s[:a]+'''def boolean_cylinder(o,c,r,depth):
 # Boolean only the connected armour shell; overlapping fittings are preserved
 # separately. Applying a Boolean to the complete assembly creates cutter caps.
 bm=bmesh.new();bm.from_mesh(o.data);bm.verts.ensure_lookup_table();remaining=set(bm.verts);groups=[]
 while remaining:
  seed=remaining.pop();group={seed};todo=[seed]
  while todo:
   v=todo.pop()
   for edge in v.link_edges:
    v2=edge.other_vert(v)
    if v2 in remaining:remaining.remove(v2);group.add(v2);todo.append(v2)
  groups.append(group)
 def volume(g):
  return math.prod(max(v.co[i] for v in g)-min(v.co[i] for v in g) for i in range(3))
 shell=max(groups,key=volume);ids={v.index for v in shell}
 rest=bpy.data.objects.new('_savedFittings',o.data.copy());SC.collection.objects.link(rest);rest.matrix_world=o.matrix_world.copy()
 br=bmesh.new();br.from_mesh(rest.data);br.verts.ensure_lookup_table();bmesh.ops.delete(br,geom=[v for v in br.verts if v.index in ids],context='VERTS');br.to_mesh(rest.data);br.free()
 bmesh.ops.delete(bm,geom=[v for v in bm.verts if v.index not in ids],context='VERTS');bm.to_mesh(o.data);bm.free()
 bpy.ops.mesh.primitive_cylinder_add(vertices=64,radius=r,depth=depth,location=V(c));cut=bpy.context.object
 mod=o.modifiers.new('Open crew well','BOOLEAN');mod.operation='DIFFERENCE';mod.solver='EXACT';mod.object=cut;active(o);bpy.ops.object.modifier_apply(modifier=mod.name);bpy.data.objects.remove(cut,do_unlink=True)
 active(o);rest.select_set(True);bpy.ops.object.join()
''' +s[b:]
# Clean triangles at final reduction, without moving origins or transforms.
s=s.replace(\" return sum(mesh_tri(o) for o in obs)\\nhealthy_tri\",''' for o in obs:
  if o.type"'!='"'MESH':continue
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.triangulate(bm,faces=list(bm.faces))
  bad=[f for f in bm.faces if f.calc_area()<5e-13]
  if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
  bm.to_mesh(o.data);bm.free()
 return sum(mesh_tri(o) for o in obs)
healthy_tri''')
p.write_text(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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16:40:56

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/type99-tank-v1/build.log'; tail -n 2 /tmp/type99-runtime/critic1.txt; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 504ms:
3. **What would break if you were wrong**: revision work would adjust parts that were already acceptable.
4. **What you did NOT do**: did not edit 3D meshes, UV maps, textures, or scene files.
16:41:20

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/bin/bash -lc 'cat /tmp/type99-runtime/critic1.txt' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
**Verdict: REVISE**

### Findings

| # | Feature | Evidence (Render vs Reference) | Measurable Correction |
|---|---|---|---|
| 1 | **Hull Glacis ERA** | Render glacis is smooth flat plate (`final.png`). Reference has 3 tiered rows of reactive armor blocks across upper glacis (`sheet.jpg`). | Add 3 rows of rectangular ERA tiles across the front slope matching reference spacing. |
| 2 | **Turret Front Armor** | Cheeks are soft, bloated, and melted into the roof (`final.png`). Reference features crisp, sharp-edged planar wedge modules with distinct tile seams. | Harden cheek edge normals to flat facets; add center and lateral seam splits. |
| 3 | **Side Skirts** | Render has bulbous outward-puffed blocks with giant brass studs (`side.png`). Reference has flat hinged steel panels over a flush black rubber skirt. | Flatten skirt depth flush against track line; replace oversized round studs with small flush mounting bolts. |
| 4 | **Turret Stowage Basket** | Render basket is an open tubular cage (`final.png`). Reference specifies woven wire mesh infill on rear and side faces. | Add wire mesh quad-grid panels inside the railing perimeter. |
| 5 | **Camouflage and Materials** | Render is single-tone flat light green plastic (`final.png`, `side.png`). Reference calls for green/sand matte camo with dust wear and gunmetal/rust tracks. | Apply two-tone green and sand camo map; increase roughness on hull paint; darken and rust-weather track links. |

***

0. **Blocked on you**: nothing.
1. **What changed**: performed read-only visual inspection of renders against reference sheet; no files edited.
2. **How you know it works**: inspected `final.png`, `side.png`, and `sheet.jpg` directly in context; visible mismatches verified in cheek geometry, glacis detailing, side skirts, and materials.
3. **What would break if you were wrong**: revision work would adjust parts that were already acceptable.
4. **What you did NOT do**: did not edit 3D meshes, UV maps, textures, or scene files.

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/bin/bash -lc "python3 - <<'PY'
import json,struct,numpy as np
b=open('type99-tank.glb','rb').read();l=struct.unpack_from('<I',b,12)[0];d=json.loads(b[20:20+l]);blob=b[28+l:]
for m in d['meshes']:
 if m['name'] in ['Track_L','Track_R']:
  print(m['name'])
  for p in m['primitives']:
   a=d['accessors'][p['attributes']['TEXCOORD_0']];v=d['bufferViews'][a['bufferView']];ar=np.frombuffer(blob,dtype='<f4',count=a['count']*2,offset=v.get('byteOffset',0)+a.get('byteOffset',0)).reshape(-1,2);print(ar.min(axis=0),ar.max(axis=0))
PY
ssh gex44 'tail -n 6 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 858ms:
Track_L
[-0.01384616  0.00518912] [1.0138462 1.0045196]
[0.0461539  0.00659525] [0.9538461 1.0031135]
Track_R
[-0.01384613  0.00518912] [1.0138462 1.0045196]
[0.04615393 0.00659525] [0.9538461 1.0031135]

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/bin/bash -lc "python3 /tmp/type99-runtime/patch3.py
python3 - <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text().replace(\"g.cyl(q-d,q+d,r,'Steel',6)\",\"g.cyl(q-d,q+d,r,'Paint',6)\")
a=s.index(' # lights on front plate');b=s.index('# Nose ERA tiles',a);t=s[a:b];t=t.replace('1.28','1.50').replace('1.31','1.53').replace('1.14','1.40').replace('1.16','1.41').replace('1.43','1.65');s=s[:a]+t+s[b:]
s=s.replace(\"(1.12,3.23,1.28)\",\"(1.12,3.23,1.50)\").replace(\"(-1.12,3.23,1.28)\",\"(-1.12,3.23,1.50)\")
s=s.replace(\"for f in [-2.12,-1.97,-1.81,-1.65]:g.line([(x,f,1.66),(x,f,2.12)],.009,'Steel',6)\",\"for f in np.linspace(-2.12,-1.65,9):g.line([(x,float(f),1.66),(x,float(f),2.12)],.005,'Steel',6)\\n for z in np.linspace(1.69,2.09,8):g.line([(x,-2.12,float(z)),(x,-1.65,float(z))],.005,'Steel',6)\")
p.write_text(s)
PY
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "ls -lah; ssh gex44 'tail -n 6 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 583ms:
total 28M
drwxrwxr-x  4 claude-agent claude-agent 4.0K Oct 11 16:37 .
drwxrwxr-x 94 claude-agent claude-agent 4.0K Oct 11 15:29 ..
-rw-r--r--  1 claude-agent claude-agent  689 Oct 11 16:36 NOTES.md
-rw-rw-r--  1 claude-agent claude-agent  11K Oct 11 16:13 PROMPT.txt
drwxrwxr-x  2 claude-agent claude-agent 4.0K Oct 11 16:42 __pycache__
-rw-rw-r--  1 claude-agent claude-agent 351K Oct 11 16:42 astra.log
-rw-rw-r--  1 claude-agent claude-agent  53K Oct 11 16:42 build_type99-tank.py
-rw-r--r--  1 claude-agent claude-agent 2.2M Oct 11 16:36 clay.png
-rw-r--r--  1 claude-agent claude-agent 2.3M Oct 11 16:36 final.png
-rw-rw-r--  1 claude-agent claude-agent 8.8K Oct 11 15:20 job.json
-rw-r--r--  1 claude-agent claude-agent  33K Oct 11 16:36 nodes.json
-rw-r--r--  1 claude-agent claude-agent 1.1M Oct 11 16:36 pivots.png
-rw-rw-r--  1 claude-agent claude-agent 580K Oct 11 15:22 sheet.jpg
-rw-rw-r--  1 claude-agent claude-agent   46 Oct 11 15:22 sheet.log
-rw-rw-r--  1 claude-agent claude-agent  941 Oct 11 15:20 sheet_prompt.txt
-rw-r--r--  1 claude-agent claude-agent 2.1M Oct 11 16:36 side.png
-rw-rw-r--  1 claude-agent claude-agent   21 Oct 11 16:13 started.txt
drwxrwxr-x  2 claude-agent claude-agent 4.0K Oct 11 16:29 textures
-rw-r--r--  1 claude-agent claude-agent 9.8M Oct 11 16:36 type99-tank-damage.glb
-rw-r--r--  1 claude-agent claude-agent 9.1M Oct 11 16:36 type99-tank.glb
-rw-rw-r--  1 claude-agent claude-agent 6.4K Oct 11 16:37 validation.json
16:42:17

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/bin/bash -lc "sed -n '605,665p' build_type99-tank.py; ssh gex44 'tail -n 3 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 589ms:
# Every replacement is derived from its corresponding healthy geometry.
damage=[];twins={};scar_names=[]
hd=empty('Hull_Damage');td=empty('Turret_Damage',TP);damage.extend([hd,td])
def copy_mesh(source,name,parent=None):
 o=source.copy();o.data=source.data.copy();SC.collection.objects.link(o);o.name=name
 mw=source.matrix_world.copy();o.parent=None;o.matrix_world=mw
 if parent:parent_keep(o,parent)
 return o

def remap(o,mode='damage'):
 for slot in o.material_slots:
  if not slot.material:continue
  n=slot.material.name
  if mode=='burnt':slot.material=MATS['Burnt']
  elif n not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:slot.material=MATS['Scars']

def damage_twin(source):
 name='Dmg_'+source.name[5:];o=copy_mesh(source,name,td if source.name.startswith('Part_Turret') else hd);remap(o)
 # Subdivide for convincing torn/bowed plate silhouettes, then deform locally.
 active(o);bm=bmesh.new();bm.from_mesh(o.data)
 edges=[e for e in bm.edges if e.calc_length()>.22]
 if edges:bmesh.ops.subdivide_edges(bm,edges=edges,cuts=2,use_grid_fill=True)
 bm.to_mesh(o.data);bm.free()
 for v in o.data.vertices:
  q=v.co;w=.045*sin(q.y*4.3+q.z*6.1)
  if 'Skirt' in name:
   low=max(0,-q.z+.05);q.x+=low*.30*sin(q.y*5+1);q.z-=max(0,q.y)*.11;q.y+=low*.09
  else:q.z+=w;q.x+=.025*sin(q.y*5)
 # Actual projectile cut in broad plates; through-hole is empty with rough rim.
 if 'Skirt' in name or 'ERA' in name or 'Cheek' in name:
  world=o.matrix_world@Vector((0,.05,-.03));bpy.ops.mesh.primitive_uv_sphere_add(segments=16,ring_count=8,radius=.11,location=world);cut=bpy.context.object;cut.scale=(3,.9,1)
  mod=o.modifiers.new('Ragged penetration','BOOLEAN');mod.operation='DIFFERENCE';mod.object=cut;active(o)
  try:bpy.ops.object.modifier_apply(modifier=mod.name)
  except Exception:o.modifiers.remove(mod)
  bpy.data.objects.remove(cut,do_unlink=True)
  # curled exposed-metal petals built around the cut in world coordinates
  g=Build('_petals',logical(o.matrix_world.translation),bevel=.001)
  center=logical(world)
  for i in range(9):
   a=i*2*pi/9;b=a+pi/7;r=.115
   vv=[(center[0],center[1]+r*cos(a),center[2]+r*sin(a)),(center[0],center[1]+r*cos(b),center[2]+r*sin(b)),(center[0]+(.035 if center[0]>0 else -.035),center[1]+.155*cos((a+b)/2),center[2]+.155*sin((a+b)/2))]
   g.mesh(vv,[(0,1,2)],'Scars')
  petals=g.finish();pivot=logical(o.matrix_world.translation);pa=o.parent;o.parent=None;o.matrix_world.translation=V(pivot);o=join_objs([o,petals],name,pivot,pa)
 damage.append(o);twins[source.name]=name;return o
chosen=[p for p in parts if p.name.startswith('Part_Skirt_')][:8]
chosen += [next(p for p in parts if p.name==n) for n in ['Part_Fender_FL','Part_Fender_RR','Part_EngineGrille_1','Part_ExhaustShroud','Part_Turret_Cheek_L','Part_Turret_ERA_R2','Part_Turret_BustleRack']]
for p in chosen:damage_twin(p)
# Surface scars: layered irregular soot, excavated star gouge and raised torn lip.
def scars(name,points,normal,parent):
 g=Build(name,logical(parent.matrix_world.translation),parent=parent,bevel=0)
 n=Vector(normal);u=n.cross(Vector((0,0,1)))
 if u.length<.05:u=n.cross(Vector((0,1,0)))
 u.normalize();v=n.cross(u)
 for idx,c in enumerate(points):
  c=Vector(c)
  # Project each impact onto the actual exported armour surface.
  raystart=V(c+n*.65);raydir=V(-n).normalized();hits=[]
  for surf in healthy:
   if surf.type!='MESH':continue
   is_t=(surf==turret or surf in turret.children_recursive)
   if ('Turret' in name)!=is_t:continue

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/bin/bash -lc "ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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16:42:50

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/bin/bash -lc "ssh gex44 \"ps -eo pid,etime,args | rg 'blender.real|gpu_gate|type99-tank-v1/build' | head -15\"" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 612ms:
bash: line 1: rg: command not found

codex
The independent visual review flagged the same armour shading and glacis issues, plus the skirt fasteners and basket mesh. Those corrections are now in the rebuild, which is waiting for the shared GPU. I’m retaining neutral paint textures so all six colour variants remain recolourable.

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/bin/bash -lc "ssh gex44 \"ps -eo pid,etime,args | grep -E 'blender.real|gpu_gate|type99-tank-v1/build' | head -15\"" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 650ms:
1412304       04:59 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/chi-ha-tank-v1/build_chi-ha-tank.py
1417605       04:00 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/char-b1-tank-v1/build_char-b1-tank.py
1417685       03:59 bash -c /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --rebake > /root/fal-author/type99-tank-v1/build.log 2>&1
1417686       03:59 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/type99-tank-v1/build_type99-tank.py -- --rebake
1421110       03:21 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/k2-tank-v1/build_k2-tank.py
1422500       03:01 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/t14-armata-tank-v1/build_t14-armata-tank.py
1430923       01:09 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/char-b1-tank-v1/build_char-b1-tank.py
1431584       01:01 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python /root/ruth-teaser-20261011/creatures/optimize_stalker.py
1432700       00:47 python3 /opt/gpu-gate/gpu_gate.py --name blender-ruth --need-mib 5000 --priority build --poll 2 --max-concurrent 3 --timeout 1200 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b /root/ruth-teaser-20261011/director/shots.blend --python-exit-code 1 --python /root/ruth-teaser-20261011/director/render_director.py -- previz 501 900
1433562       00:38 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --python-exit-code 1 --python /root/fal-author/chi-ha-tank-v1/build_chi-ha-tank.py
1434427       00:27 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/t55-tank-v1/build_t55-tank.py
1435327       00:19 python3 /opt/gpu-gate/gpu_gate.py --name blender-casa13 --need-mib 2500 --priority build --poll 1 --max-concurrent 3 --timeout 600 -- /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1435640       00:15 /root/blender-spike/blender-5.2.0-linux-x64/blender.real -b --factory-startup --python-exit-code 1 --python render_monster.py
1437564       00:00 bash -c ps -eo pid,etime,args | grep -E 'blender.real|gpu_gate|type99-tank-v1/build' | head -15
1437566       00:00 grep -E blender.real|gpu_gate|type99-tank-v1/build

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/bin/bash -lc "cat > /tmp/type99-runtime/rigcheck.py <<'PY'
import json,struct,numpy as np
from pathlib import Path
R=Path('/home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1')
def read(p):
 b=p.read_bytes();n=struct.unpack_from('<I',b,12)[0];return json.loads(b[20:20+n])
def world(d):
 out={}
 def rec(i,parent):
  n=d['nodes'][i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   x,y,z,w=n.get('rotation',[0,0,0,1]);m[:3,:3]=np.array([[1-2*(y*y+z*z),2*(x*y-z*w),2*(x*z+y*w)],[2*(x*y+z*w),1-2*(x*x+z*z),2*(y*z-x*w)],[2*(x*z-y*w),2*(y*z+x*w),1-2*(x*x+y*y)]])@np.diag(n.get('scale',[1,1,1]));m[:3,3]=n.get('translation',[0,0,0])
  m=parent@m;out[n['name']]=m
  for j in n.get('children',[]):rec(j,m)
 for i in d['scenes'][d.get('scene',0)]['nodes']:rec(i,np.eye(4))
 return out
h=read(R/'type99-tank.glb');d=read(R/'type99-tank-damage.glb');hw=world(h);dw=world(d);manifest=json.loads((R/'nodes.json').read_text());errors=[]
for a,b in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]+[(x['part'],x['twin']) for x in manifest['damage']['parts'] if x['twin']]:
 dist=np.linalg.norm(hw[a][:3,3]-dw[b][:3,3])
 if dist>1e-5:errors.append([a,b,'origin mismatch',float(dist)])
for n in h['nodes']:
 name=n['name']
 if name in ['Turret','Gun','Barrel','MG'] or name.startswith(('Wheel_','Hatch_')):
  if not np.allclose(n.get('scale',[1,1,1]),[1,1,1],atol=1e-6):errors.append([name,'non-unit scale'])
for fn,data in [('type99-tank.glb',h),('type99-tank-damage.glb',d)]:
 if data.get('cameras') or 'KHR_lights_punctual' in data.get('extensions',{}):errors.append([fn,'exported helper'])
print(json.dumps({'pivot_pairs':18,'errors':errors},indent=2));assert not errors
PY
python3 /tmp/type99-runtime/rigcheck.py
ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 769ms:
{
  "pivot_pairs": 18,
  "errors": []
}

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 475ms:
16:44:07

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 515ms:
16:44:45

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/bin/bash -lc "ssh gex44 'tail -n 10 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 540ms:
codex
The structural checks pass for the rig hierarchy and matching healthy/damage pivots. I’m finishing a few export details while the GPU is busy: keeping weapon finishes independent of the paint colour, tightening the width and length, and correcting the wreck driver hatch’s opening direction.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text()
s=s.replace(\"('Steel','blue_metal_plate',(.15,.17,.18),.82,.42,512)\",\"('Steel','blue_metal_plate',(.15,.17,.18),.82,.42,512),('Weapon','blue_metal_plate',(.12,.15,.09),.16,.76,512)\")
s=s.replace(\"healthy=list(SC.objects)\",\"for weapon in [gun,barrel,mg]:\\n for slot in weapon.material_slots:\\n  if slot.material==MATS['Paint']:slot.material=MATS['Weapon']\\nhealthy=list(SC.objects)\")
s=s.replace(\"else 100)\",\"else -100)\")
for a,b in [('1.837','1.827'),('1.839','1.829'),('1.845','1.835'),('1.854','1.844')]:s=s.replace(a,b)
a=s.index(\"g=Build('Part_TowCable'\");b=s.index(\"g=Build('Part_Tools_L'\",a);q=s[a:b].replace('-3.79','-3.765').replace('-3.78','-3.760');s=s[:a]+q+s[b:]
s=s.replace('Paint, TrackSteel, Rubber, Steel, Glass, Lamps;','Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps;')
p.write_text(s)
PY
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
sha256sum build_type99-tank.py
ssh gex44 'sha256sum /root/fal-author/type99-tank-v1/build_type99-tank.py; tail -n 4 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1789ms:
022ed5e4376790ac7b9d52b0b2938d3d2ef4d3273bdf473cf77fca05938546b7  build_type99-tank.py
022ed5e4376790ac7b9d52b0b2938d3d2ef4d3273bdf473cf77fca05938546b7  /root/fal-author/type99-tank-v1/build_type99-tank.py

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('/tmp/type99-runtime/index.html');s=p.read_text().replace(\"window.scene=scene;window.camera=cam;window.THREE=THREE;window.assetReady=true;\",\"window.scene=scene;window.camera=cam;window.THREE=THREE;renderer.shadowMap.enabled=false;renderer.render(scene,cam);window.metrics.mainPass={calls:renderer.info.render.calls,triangles:renderer.info.render.triangles};renderer.shadowMap.enabled=true;renderer.render(scene,cam);window.assetReady=true;\");p.write_text(s)
PY
ssh gex44 'tail -n 5 /root/fal-author/type99-tank-v1/build.log'; date -u '+%H:%M:%S'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 621ms:
16:47:28

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/bin/bash -lc "ssh gex44 'tail -n 8 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 482ms:

EXPORTED type99-tank.glb 10224556
/root/fal-author/type99-tank-v1/build_type99-tank.py:574: 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['Background'].inputs[0].default_value=(.66,.73,.82,1);world.node_tree.nodes['Background'].inputs[1].default_value=.5;SC.world=world
/root/fal-author/type99-tank-v1/build_type99-tank.py:575: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)
00:24.911  render           | Saved: '/root/fal-author/type99-tank-v1/final.png'
RENDERED final.png

codex
The rebuild is now running. The healthy export is still within budget at 10.2 MB. I’m checking the revised render, then the hit, stripped, immobilised, and wreck views generated from the exported GLBs.

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/final.png /tmp/type99-runtime/rev2-final.png' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1109ms:
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/bin/bash -lc "ssh gex44 \"grep -E 'MATERIAL|COMPLETE|EXPORTED|Traceback|Error' /root/fal-author/type99-tank-v1/build.log | tail -15; ls -l /root/fal-author/type99-tank-v1/states.png\"" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 2 in 576ms:
00:00.568  cycles           | WARNING HIPEW initialization failed: Error opening HIP dynamic library
MATERIAL Paint
MATERIAL TrackSteel
MATERIAL Rubber
MATERIAL Steel
MATERIAL Weapon
MATERIAL Glass
MATERIAL Lamps
MATERIAL Burnt
MATERIAL Scars
EXPORTED type99-tank.glb 10224556
EXPORTED type99-tank-damage.glb 10560680
ls: cannot access '/root/fal-author/type99-tank-v1/states.png': No such file or directory

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/bin/bash -lc "ssh gex44 'tail -n 9 /root/fal-author/type99-tank-v1/build.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 563ms:
RENDERED _state_3.png
01:19.623  render           | Saved: '/root/fal-author/type99-tank-v1/_state_4.png'
RENDERED _state_4.png
01:22.844  render           | Saved: '/root/fal-author/type99-tank-v1/_state_5.png'
RENDERED _state_5.png
01:28.935  render           | Saved: '/root/fal-author/type99-tank-v1/_paint_0.png'
RENDERED _paint_0.png
01:33.100  render           | Saved: '/root/fal-author/type99-tank-v1/_paint_1.png'
RENDERED _paint_1.png

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/{states.png,final.png,side.png,clay.png,nodes.json,NOTES.md,type99-tank.glb,type99-tank-damage.glb} .' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "ssh gex44 'tail -n 4 /root/fal-author/type99-tank-v1/build.log'; python3 /tmp/type99-runtime/validate.py . > /tmp/type99-runtime/validation.log; python3 /tmp/type99-runtime/rigcheck.py; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py type99-tank.glb > /tmp/type99-runtime/audit2-healthy.json; tail -n 8 /tmp/type99-runtime/audit2-healthy.json" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1207ms:
RENDERED _paint_5.png
COMPLETE {'seconds': 110.9618821144104, 'healthy_tri': 128508, 'damage_tri': 105811, 'bytes': [('preflight.glb', 1865740), ('type99-tank.glb', 10224556), ('type99-tank-damage.glb', 10560680)]}

Blender quit
{
  "pivot_pairs": 18,
  "errors": []
}
  "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": 128504,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": [
    "duplicate_primitives"
  ]
}

codex
The six-state proof renders successfully, and the hatch artifact is gone. Two visual issues remain: the cheek armour intersects the turret shell, and the hit marks look too circular. I’m separating those surfaces and reshaping the impacts into irregular gouges and soot, with a final pass on the burnt wreck.

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/bin/bash -lc "mkdir -p /tmp/type99-runtime/rev2 && cp final.png side.png states.png build_type99-tank.py /tmp/type99-runtime/rev2/
cat > /tmp/type99-runtime/finalpass.py <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text()
s=s.replace(\"self.mi=[];self.bevel=bevel\", \"self.mi=[];self.sm=[];self.bevel=bevel\")
s=s.replace(\"def mesh(self,verts,faces,mat='Paint'):\",\"def mesh(self,verts,faces,mat='Paint',smooth=False):\")
s=s.replace(\"self.mi.extend([list(MATS).index(mat)]*len(faces))\", \"self.mi.extend([list(MATS).index(mat)]*len(faces));self.sm.extend([smooth]*len(faces))\")
a=s.index(' def cyl(');b=s.index(' def line(',a);block=s[a:b].replace('self.mesh(vs,fs,mat)',\"self.mesh(vs,fs,mat);self.sm[-len(fs):]=[False,False]+[True]*(len(fs)-2)\");s=s[:a]+block+s[b:]
a=s.index(' def lathe(');b=s.index(' def prism(',a);block=s[a:b].replace('self.mesh(vs,fs,mat)',\"self.mesh(vs,fs,mat,smooth=True)\");s=s[:a]+block+s[b:]
s=s.replace(\"for f,idx in zip(me.polygons,self.mi):f.material_index=idx\", \"for f,idx,sm in zip(me.polygons,self.mi,self.sm):f.material_index=idx;f.use_smooth=sm\")
s=s.replace(\"   if len(p.vertices)==4 and abs(n.z)<.98:p.use_smooth=False\", \"   # Preserve flat armour faces and smooth cylindrical side faces.\")
s=s.replace(\"  for f in bm.faces:f.smooth=(f.calc_area()<.065)\", \"  # Smooth flags come from the generating primitive, never a face-area guess.\")
s=s.replace(\"outline=[(-.54,1.87),(.54,1.87),(1.28,1.10),(1.40,-.15),(1.17,-1.72),(-1.17,-1.72),(-1.40,-.15),(-1.28,1.10)]\", \"outline=[(-.54,1.60),(.54,1.60),(1.21,.99),(1.40,-.15),(1.17,-1.72),(-1.17,-1.72),(-1.40,-.15),(-1.21,.99)]\")
s=s.replace(\"[(x*.89,f-.06,2.19) for x,f in outline]\", \"[(x*.89,f-.06,2.19-max(0,f-.20)*.125) for x,f in outline]\")
# Add a service panel that follows the front roof pitch and leaves clear seams.
key=\"# true commander and loader wells\"
# panel after turret finish, own node must be after parts[] exists (it already does)
s=s.replace(key,\"\"\"g=Build('Part_Turret_RoofService',(0,.57,2.174),parent=turret,bevel=.004)
g.box((0,.57,2.172),(.60,.65,.026),rot=Matrix.Rotation(-.125,3,'X'))
for x in [-.25,.25]:
 for f in [.31,.57,.83]:bolt(g,(x,f,2.197-(f-.57)*.125),'Z',.009)
part(g)
\"\"\"+key)
# Dark heat mottling baked to the shared Burnt set, still one material.
s=s.replace(\"('Burnt','rusty_metal_02',(.052,.046,.041),.35,.92,512)\",\"('Burnt','rusty_metal_02',(.025,.022,.019),.35,.92,512)\")
needle=\"  sep=nt.nodes.new('ShaderNodeSeparateColor'); L.new(arm.outputs['Color'],sep.inputs[0])\"
s=s.replace(needle,\"\"\"  if name=='Burnt':
   soot=nt.nodes.new('ShaderNodeTexNoise');soot.inputs['Scale'].default_value=4;soot.inputs['Detail'].default_value=4;L.new(uv.outputs['UV'],soot.inputs['Vector'])
   heat=nt.nodes.new('ShaderNodeValToRGB');heat.color_ramp.elements[0].position=.30;heat.color_ramp.elements[0].color=(.035,.035,.035,1);heat.color_ramp.elements[1].position=.7;heat.color_ramp.elements[1].color=(1,1,1,1);L.new(soot.outputs['Fac'],heat.inputs[0])
   oldmix=mix;mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.85;L.new(oldmix.outputs[0],mix.inputs[1]);L.new(heat.outputs[0],mix.inputs[2]);L.new(mix.outputs[0],bs.inputs['Base Color'])
\"\"\"+needle)
s=s.replace(\"ok,loc,nor,idx=surf.ray_cast\", \"ok,loc,nor,face_idx=surf.ray_cast\")
a=s.index(\"  for layer,r,mat,offset in [(0,.16,'Burnt'\");b=s.index('  if idx==0:',a)
s=s[:a]+'''  # Asymmetric blast soot fan, jagged bare-metal gouge, irregular dark core.
  layers=[(.17,'Burnt',.002),(.060,'Scars',.003),(.026,'Rubber',.004)] if idx==0 else [(.14,'Burnt',.002),(.030,'Scars',.003)]
  for layer,(r,mat,offset) in enumerate(layers):
   vs=[c+n*offset]
   for j in range(13):
    a=j*2*pi/13;rr=r*(.58+.38*sin(j*17+idx*5)**2+.23*cos(j*9))
    stretch=2.5 if idx>0 and layer==1 else (1.4 if layer==0 else 1)
    fan=max(0,cos(a))*.09 if layer==0 else 0
    vs.append(c+n*offset+u*(rr*cos(a)*stretch+fan)+v*(rr*sin(a)*(.60 if idx>0 else .9)))
   g.mesh(vs,[(0,j+1,(j+1)%13+1) for j in range(13)],mat)
''' +s[b:]
s=s.replace(\"[(.032,.004),(.052,.025+(.009 if j%2 else 0)),(.086,.003)]\", \"[(.023,.004),(.038,.020+(.012 if j%2 else 0)),(.066*(.8+.3*sin(j*5)**2),.003)]\")
s=s.replace(\"low*.30*sin(q.y*5+1)\",\"low*.55*sin(q.y*5+1)\").replace(\"q.z-=max(0,q.y)*.11\", \"q.z-=max(0,q.y)*.22\")
s=s.replace(\"wt2.location=(4.0,1.3,.88);wt2.rotation_euler=(.23,.65,-.40)\",\"wt2.location=(4.0,1.3,0);wt2.rotation_euler=(-.24,1.15,-.40);bpy.context.view_layer.update();wt2.location.z-=min((wt2.matrix_world@Vector(c)).z for c in wt2.bound_box);wt2.location.z+=.008\")
p.write_text(s)
PY
python3 /tmp/type99-runtime/finalpass.py
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1063ms:
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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_type99-tank.py');s=p.read_text();a=s.index(' for j in range(3):\\n  f=1.56');b=s.index(' part(g)',a)
s=s[:a]+''' # Weld bead follows the actual faceted plate perimeter, not an invented plane.
 for a,b in [(4,5),(5,6),(6,7)]:
  va=Vector(verts[a]);vb=Vector(verts[b]);va.z+=.004;vb.z+=.004;g.line([va,vb],.004,'Steel',6)
'''+s[b:];p.write_text(s)
PY
python3 -m py_compile build_type99-tank.py
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/
ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --rebake > /root/fal-author/type99-tank-v1/build-final.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/paints.png .; cp type99-tank*.glb /tmp/type99-runtime/; node /tmp/type99-runtime/capture.cjs > /tmp/type99-runtime/runtime.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 6763ms:
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/bin/bash -lc "date -u '+%H:%M:%S'; cat NOTES.md; ssh gex44 'tail -n 4 /root/fal-author/type99-tank-v1/build-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 483ms:
16:52:46
Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.
Triangles: healthy 128,508; damage 105,811; wreck 32,936.
Materials: Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps; damage adds Burnt and Scars (5-material subset).
Textures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.
Poly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).
Reference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.

 exited 1 in 135744ms:
context compacted
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/bin/bash -lc 'tail -8 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 1 in 0ms:
tail: cannot open '/root/fal-author/type99-tank-v1/build-final.log' for reading: Permission denied

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/bin/bash -lc 'ssh gex44 tail -10 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 487ms:
                   ~~~~~~~~^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^... truncated
Error: script failed, file: '/root/fal-author/type99-tank-v1/build_type99-tank.py', exiting.

Blender quit

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/bin/bash -lc "ssh gex44 'tail -65 /root/fal-author/type99-tank-v1/build-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 595ms:
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/io/exp/draco.py", line 18, in encode_scene_primitives
    dll = cdll.LoadLibrary(str(dll_path('bf_intern_draco_bridge', 'Draco').resolve()))
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 482, in LoadLibrary
    return self._dlltype(name)
           ~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 361, in __init__
    self._handle = self._load_library(name, mode, handle, winmode)
                   ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 403, in _load_library
    return _dlopen(name, mode)
OSError: libdraco.so.9: cannot open shared object file: No such file or directory
00:28.109  bpy.rna          | ERROR Python script error in EXPORT_SCENE_OT_gltf.execute
Traceback (most recent call last):
  File "/root/fal-author/type99-tank-v1/build_type99-tank.py", line 578, in <module>
    export(healthy,'type99-tank.glb')
    ~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/fal-author/type99-tank-v1/build_type99-tank.py", line 575, in export
    bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)
    ~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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 1409, in execute
    res = gltf2_blender_export.save(context, export_settings)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
    json, buffer = __export(export_settings)
                   ~~~~~~~~^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/io/exp/draco.py", line 18, in encode_scene_primitives
    dll = cdll.LoadLibrary(str(dll_path('bf_intern_draco_bridge', 'Draco').resolve()))
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 482, in LoadLibrary
    return self._dlltype(name)
           ~~~~~~~~~~~~~^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 361, in __init__
    self._handle = self._load_library(name, mode, handle, winmode)
                   ~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/python/lib/python3.13/ctypes/__init__.py", line 403, in _load_library
    return _dlopen(name, mode)
OSError: libdraco.so.9: cannot open shared object file: No such file or directory
Location: /root/fal-author/type99-tank-v1/build_type99-tank.py:575

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 1409, in execute
    res = gltf2_blender_export.save(context, export_settings)
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 37, in save
    json, buffer = __export(export_settings)
                   ~~~~~~~~^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 55, in __export
    __gather_gltf(exporter, export_settings)
    ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/root/blender-spike/blender-5.2.0-linux-x64/5.2/scripts/addons_core/io_scene_gltf2/blender/exp/export.py", line 394, in __gather_gltf
    gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^... truncated
Error: script failed, file: '/root/fal-author/type99-tank-v1/build_type99-tank.py', exiting.

Blender quit

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/bin/bash -lc "rg -n 'draco|12.000|12000000|export_glb|def export|reduce_objects' build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
543:def reduce_objects(obs,target):
557:healthy_tri=reduce_objects(healthy,132000)
567:def export(obs,filename):
572: if (ROOT/filename).stat().st_size>12_000_000:
575:  bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)
772:reduce_objects([wh,wt],int(healthy_tri*.40));damage.extend([wh,wt])
773:damage_tri=reduce_objects(damage,108000)

codex
The revised build hit an export issue: the flatter armour shading pushed the uncompressed GLB over 12 MB, and this Blender install’s Draco compressor is missing a library. I’m checking the size breakdown before choosing the fix.

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/bin/bash -lc "sed -n '535,590p' build_type99-tank.py
sed -n '1,80p' /tmp/type99-runtime/validate.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
for j in range(15):bolt(g,(-1.30+j*.185,3.48,1.205),'Z',.011)
hull=join_objs([hull,g.finish()],'Hull')
for weapon in [gun,barrel,mg]:
 for slot in weapon.material_slots:
  if slot.material==MATS['Paint']:slot.material=MATS['Weapon']
healthy=list(SC.objects)
print('HEALTHY_GEOMETRY',sum(mesh_tri(o) for o in healthy),len(healthy),flush=True)
# Cap triangulation without collapsing the characteristic silhouette.
def reduce_objects(obs,target):
 total=sum(mesh_tri(o) for o in obs)
 if total>target:
  ratio=target/total*.98
  for o in obs:
   if o.type!='MESH' or mesh_tri(o)<180:continue
   active(o);mod=o.modifiers.new('Game mesh budget','DECIMATE');mod.ratio=ratio;bpy.ops.object.modifier_apply(modifier=mod.name)
 for o in obs:
  if o.type!='MESH':continue
  bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.triangulate(bm,faces=list(bm.faces))
  bad=[f for f in bm.faces if f.calc_area()<5e-13]
  if bad:bmesh.ops.delete(bm,geom=bad,context='FACES')
  bm.to_mesh(o.data);bm.free()
 return sum(mesh_tri(o) for o in obs)
healthy_tri=reduce_objects(healthy,132000)

def patch_paint(path):
 # Explicit paint-factor contract; retain standard core glTF embedded PNGs.
 data=path.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'].split('.')[0]=='Paint':m['pbrMetallicRoughness']['baseColorFactor']=PAINTS[0][1]+[1]
 raw=json.dumps(doc,separators=(',',':')).encode();raw+=b' ' *((-len(raw))%4)
 path.write_bytes(struct.pack('<4sII',b'glTF',2,20+len(raw)+len(tail))+struct.pack('<I4s',len(raw),b'JSON')+raw+tail)

def export(obs,filename):
 bpy.ops.object.select_all(action='DESELECT')
 for o in obs:o.hide_set(False);o.hide_render=False;o.select_set(True)
 bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True,export_image_format='AUTO')
 patch_paint(ROOT/filename)
 if (ROOT/filename).stat().st_size>12_000_000:
  import shutil
  shutil.copy2(ROOT/filename,Path('/tmp')/('type99-audit-'+filename))
  bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)
  patch_paint(ROOT/filename)
 print('EXPORTED',filename,(ROOT/filename).stat().st_size,flush=True)
export(healthy,'type99-tank.glb')

# Rendering helpers are deliberately outside all exported selections.
studio=[]
def studio_setup():
 world=bpy.data.worlds.new('Soft daylight');world.use_nodes=True;world.node_tree.nodes['Background'].inputs[0].default_value=(.66,.73,.82,1);world.node_tree.nodes['Background'].inputs[1].default_value=.5;SC.world=world
 bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)
 for name,loc,power,size in [('Key',(3,-6,10),2000,7),('Fill',(-6,-2,6),1100,6),('Rim',(1,7,8),1800,5)]:
  data=bpy.data.lights.new(name,'AREA');data.energy=power;data.shape='DISK';data.size=size;o=bpy.data.objects.new(name,data);SC.collection.objects.link(o);o.location=loc;o.rotation_euler=(Vector((0,0,1))-o.location).to_track_quat('-Z','Y').to_euler();studio.append(o)
 data=bpy.data.cameras.new('ProofCamera');cam=bpy.data.objects.new('ProofCamera',data);SC.collection.objects.link(cam);SC.camera=cam;data.type='ORTHO';studio.append(cam)
 return cam
cam=studio_setup()
def camera(view='hero',wide=False):
import json,struct,io,sys
from pathlib import Path
import numpy as np
from PIL import Image
root=Path(sys.argv[1]);report={};errors=[]
def load(p):
 raw=p.read_bytes();n=struct.unpack_from('<I',raw,12)[0];return json.loads(raw[20:20+n]),raw[28+n:]
for filename in ['type99-tank.glb','type99-tank-damage.glb']:
 p=root/filename;d,blob=load(p);names=[n.get('name','') for n in d['nodes']];mats=[m.get('name') for m in d['materials']];tris=0
 for mesh in d['meshes']:
  for prim in mesh['primitives']:tris+=d['accessors'][prim['indices']]['count']//3
 images=[]
 for im in d.get('images',[]):
  bv=d['bufferViews'][im['bufferView']];b=blob[bv.get('byteOffset',0):bv.get('byteOffset',0)+bv['byteLength']];img=Image.open(io.BytesIO(b));images.append({'name':im.get('name'),'size':img.size,'bytes':len(b)})
  lim=512 if im.get('name','').lower().endswith('_orm') or (filename.endswith('damage.glb') and 'Paint' not in im.get('name','')) else 1024
  if max(img.size)>lim:errors.append(f'{filename}: oversized image {im.get("name")}')
 paint=next(m for m in d['materials'] if m['name']=='Paint')['pbrMetallicRoughness']
 if paint.get('baseColorFactor')!=[.12,.15,.09,1]:errors.append(filename+': paint factor')
 if not paint.get('baseColorTexture'):errors.append(filename+': paint texture missing')
 scene_roots=[d['nodes'][i]['name'] for i in d['scenes'][d.get('scene',0)]['nodes']]
 if filename.endswith('damage.glb'):
  if set(scene_roots)!={'Hull_Damage','Turret_Damage','Wreck_Hull','Wreck_Turret'}:errors.append('damage roots incorrect')
  if tris>110000:errors.append('damage triangles >110k')
  if not set(mats)<={'Paint','Burnt','Scars','TrackSteel','Rubber'}:errors.append('damage material subset')
 else:
  if not 80000<=tris<=140000:errors.append('healthy triangle budget')
  if len(mats)>10:errors.append('healthy material budget')
  if p.stat().st_size>12000000:errors.append('healthy file size')
  required={'Hull','Turret','Gun','Barrel','Muzzle','MG','Track_L','Track_R','Hatch_Commander','Hatch_Loader','Hatch_Driver','Seat_Commander','Seat_Driver','Exhaust','Light_Head_L','Light_Head_R','Fx_Engine','Fx_Ammo','Fx_Hatch'}
  if not required<=set(names):errors.append('Missing nodes: '+str(required-set(names)))
  parents={d['nodes'][c]['name']:n['name'] for n in d['nodes'] for c in n.get('children',[])}
  for a,b in [('Gun','Turret'),('Barrel','Gun'),('Muzzle','Barrel'),('MG','Turret')]:
   if parents.get(a)!=b:errors.append('Wrong hierarchy '+a)
 report[filename]={'bytes':p.stat().st_size,'triangles':tris,'nodes':len(names),'parts':len([x for x in names if x.startswith('Part_')]),'materials':mats,'images':images,'extensions':d.get('extensionsUsed',[]),'roots':scene_roots}
report['errors']=errors
(root/'validation.json').write_text(json.dumps(report,indent=2));print(json.dumps(report,indent=2));sys.exit(bool(errors))

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/bin/bash -lc "ssh gex44 'ls -lh /root/fal-author/type99-tank-v1/type99-tank.glb /root/fal-author/type99-tank-v1/textures/*png; find /root/blender-spike -name \"libdraco*\"'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 767ms:
-rw-r--r-- 1 root root 233K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Burnt_base.png
-rw-r--r-- 1 root root 365K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Burnt_normal.png
-rw-r--r-- 1 root root 302K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Burnt_orm.png
-rw-r--r-- 1 root root  47K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Glass_base.png
-rw-r--r-- 1 root root  40K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Glass_normal.png
-rw-r--r-- 1 root root  54K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Glass_orm.png
-rw-r--r-- 1 root root  18K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Lamps_base.png
-rw-r--r-- 1 root root  10K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Lamps_normal.png
-rw-r--r-- 1 root root  14K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Lamps_orm.png
-rw-r--r-- 1 root root 792K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Paint_base.png
-rw-r--r-- 1 root root 145K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Paint_normal.png
-rw-r--r-- 1 root root 198K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Paint_orm.png
-rw-r--r-- 1 root root 214K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Rubber_base.png
-rw-r--r-- 1 root root 462K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Rubber_normal.png
-rw-r--r-- 1 root root 307K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Rubber_orm.png
-rw-r--r-- 1 root root 294K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Scars_base.png
-rw-r--r-- 1 root root 365K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Scars_normal.png
-rw-r--r-- 1 root root 302K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Scars_orm.png
-rw-r--r-- 1 root root 207K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Steel_base.png
-rw-r--r-- 1 root root 158K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Steel_normal.png
-rw-r--r-- 1 root root 197K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Steel_orm.png
-rw-r--r-- 1 root root 306K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/TrackSteel_base.png
-rw-r--r-- 1 root root 365K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/TrackSteel_normal.png
-rw-r--r-- 1 root root 303K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/TrackSteel_orm.png
-rw-r--r-- 1 root root 198K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Weapon_base.png
-rw-r--r-- 1 root root 158K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Weapon_normal.png
-rw-r--r-- 1 root root 197K Oct 11 18:54 /root/fal-author/type99-tank-v1/textures/Weapon_orm.png
-rw-r--r-- 1 root root  12M Oct 11 18:54 /root/fal-author/type99-tank-v1/type99-tank.glb
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so.9.0.0
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so.9
/root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so

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/bin/bash -lc "ssh gex44 'stat -c %s /root/fal-author/type99-tank-v1/type99-tank.glb; ldd /root/blender-spike/blender-5.2.0-linux-x64/lib/libdraco.so.9'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 585ms:
12562676
	linux-vdso.so.1 (0x00007fffaa588000)
	libstdc++.so.6 => /lib/x86_64-linux-gnu/libstdc++.so.6 (0x000075c2bd000000)
	libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x000075c2bcf17000)
	libgcc_s.so.1 => /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x000075c2bd29b000)
	libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x000075c2bcc00000)
	/lib64/ld-linux-x86-64.so.2 (0x000075c2bd4c3000)

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/bin/bash -lc "sed -n '1,38p' build_type99-tank.py
rg -n 'normal|bake.*size|resolution|Paint.*1024' build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
#!/usr/bin/env python3
"""Type 99A-style tank. Self-contained Blender 5.2 build, bake, export and proof.
Author in metres: (x,forward,up) converts to Blender (x,-forward,up).
Run blender -b --python-exit-code 1 --python build_type99-tank.py
Optional --preflight exercises a Cycles bake and glTF roundtrip.
"""
import bpy, bmesh, math, random, json, os, sys, subprocess, struct, time
from pathlib import Path
from mathutils import Vector, Matrix
from math import sin,cos,pi
import numpy as np
ROOT=Path(__file__).resolve().parent
TEX=ROOT/'textures'; TEX.mkdir(exist_ok=True)
random.seed(99)
START=time.time()
bpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)
SC=bpy.context.scene
SC.render.engine='CYCLES'; SC.cycles.samples=24; SC.cycles.use_denoising=True
pref=bpy.context.preferences.addons['cycles'].preferences
try:
 pref.compute_device_type='OPTIX'; pref.get_devices()
 for d in pref.devices: d.use=d.type!='CPU'
 SC.cycles.device='GPU'
except Exception:
 pref.compute_device_type='CUDA'; pref.get_devices()
 for d in pref.devices: d.use=d.type!='CPU'
 SC.cycles.device='GPU'
SC.render.image_settings.file_format='PNG'
SC.view_settings.view_transform='AgX'
print('DEVICE',[(d.name,d.type,d.use) for d in pref.devices],flush=True)
PAINTS=[('Olive drab',[.12,.15,.09]),('NATO green',[.075,.12,.065]),('Desert tan',[.48,.36,.20]),('Field grey',[.18,.21,.18]),('Winter white',[.72,.75,.70]),('Dark green-black',[.035,.05,.034])]
MATS={}; BAKE_LOG=[]
def active(o):
 bpy.ops.object.select_all(action='DESELECT'); o.select_set(True); bpy.context.view_layer.objects.active=o

def download(asset,kind):
 p=TEX/f'{asset}_{kind}_1k.jpg'
 if not p.exists():
48:def bake_material(name,asset,tint,metal,rough,size=512):
49: paths=[TEX/f'{name}_{k}.png' for k in ['base','normal','orm']]
84:  normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.32 if name=='Paint' else .7;L.new(nor.outputs['Color'],normal.inputs['Color']);L.new(normal.outputs[0],bs.inputs['Normal'])
88:  for k,path in zip(['base','normal','orm'],paths):
93:   if k=='normal':
101: base=image_node(nt,paths[0]);normal=image_node(nt,paths[1],True);orm=image_node(nt,paths[2],True)
106: nm=nt.nodes.new('ShaderNodeNormalMap');L.new(normal.outputs[0],nm.inputs['Color']);L.new(nm.outputs[0],bs.inputs['Normal'])
118:for spec in [('Paint','blue_metal_plate',(.8,.8,.8),.12,.78,1024),('TrackSteel','rusty_metal_02',(.19,.135,.09),.7,.78,512),('Rubber','rubberized_track',(.029,.031,.027),0,.89,512),('Steel','blue_metal_plate',(.15,.17,.18),.82,.42,512),('Weapon','blue_metal_plate',(.12,.15,.09),.16,.76,512),('Glass','blue_metal_plate',(.035,.075,.09),.6,.2,256),('Lamps','blue_metal_plate',(.7,.65,.48),.1,.28,128),('Burnt','rusty_metal_02',(.025,.022,.019),.35,.92,512),('Scars','rusty_metal_02',(.24,.25,.24),.8,.63,512)]:
142:  a=Vector(a);b=Vector(b);w=(b-a).normalized();u=w.cross(Vector((0,0,1)))
144:  u.normalize();v=w.cross(u);r2=r if r2 is None else r2
174:  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free()
179:  # Planar metre-scale tiling; face normal chooses axes. Repeated materials share maps.
182:   n=p.normal;axis=max(range(3),key=lambda i:abs(n[i]));axes=[i for i in range(3) if i!=axis]
460:  g.cyl(a,b,.060,'Paint',20);g.cyl(b,Vector(b)+(Vector(b)-Vector(a)).normalized()*.012,.043,'Rubber',20)
570: bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_texcoords=True,export_normals=True,export_materials='EXPORT',export_cameras=False,export_lights=False,export_extras=True,export_image_format='AUTO')
575:  bpy.ops.export_scene.gltf(filepath=str(ROOT/filename),export_format='GLB',use_selection=True,export_yup=True,export_apply=False,export_cameras=False,export_lights=False,export_draco_mesh_compression_enable=True,export_draco_mesh_compression_level=6,export_draco_position_quantization=16,export_draco_normal_quantization=12,export_draco_texcoord_quantization=14)
596: SC.render.resolution_x=w;SC.render.resolution_y=h;SC.render.resolution_percentage=100;SC.cycles.samples=samples;SC.render.filepath=str(ROOT/filename);bpy.ops.render.render(write_still=True)
665:def scars(name,points,normal,parent):
667: n=Vector(normal);u=n.cross(Vector((0,0,1)))
669: u.normalize();v=n.cross(u)
673:  raystart=V(c+n*.65);raydir=V(-n).normalized();hits=[]
679:   inv=surf.matrix_world.inverted();ok,loc,nor,face_idx=surf.ray_cast(inv@raystart,(inv.to_3x3()@raydir).normalized())
682:    if dist<1.2:hits.append((dist,world,(surf.matrix_world.to_3x3().inverted().transposed()@nor).normalized()))
687:   u.normalize();v=n.cross(u)
784:(ROOT/'NOTES.md').write_text(f'Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.\nTriangles: healthy {healthy_tri:,}; damage {damage_tri:,}; wreck {mesh_tri(wh)+mesh_tri(wt):,}.\nMaterials: Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps; damage adds Burnt and Scars (5-material subset).\nTextures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.\nPoly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).\nReference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.\n')

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/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py'
s=open(p).read().replace('healthy_tri=reduce_objects(healthy,132000)','healthy_tri=reduce_objects(healthy,116000)')
s=s.replace(\"  import shutil\\n  shutil.copy2\", \"  import shutil, ctypes\\n  bundled=Path(bpy.app.binary_path).parent/'lib'/'libdraco.so.9'\\n  if bundled.exists():ctypes.CDLL(str(bundled),mode=ctypes.RTLD_GLOBAL)\\n  shutil.copy2\")
open(p,'w').write(s)
PY
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-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/type99-tank-v1/build_type99-tank.py > /root/fal-author/type99-tank-v1/build-final.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc 'cat /tmp/type99-runtime/runtime.json
cat /tmp/type99-runtime/rigcheck.py' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
{
  "renderer": "WebKit WebGL",
  "calls": 313,
  "triangles": 257010,
  "healthyNodes": [
    "Scene",
    "Exhaust",
    "Fx_Ammo",
    "Fx_Engine",
    "Hatch_Driver",
    "Hatch_Driver_1",
    "Hatch_Driver_2",
    "Hull",
    "Hull_1",
    "Hull_2",
    "Hull_3",
    "Hull_4",
    "Light_Head_L",
    "Light_Head_R",
    "Part_EngineGrille_1",
    "Part_EngineGrille_1_1",
    "Part_EngineGrille_1_2",
    "Part_EngineGrille_2",
    "Part_EngineGrille_2_1",
    "Part_EngineGrille_2_2",
    "Part_ExhaustShroud",
    "Part_ExhaustShroud_1",
    "Part_ExhaustShroud_2",
    "Part_Fender_FL",
    "Part_Fender_FL_1",
    "Part_Fender_FL_2",
    "Part_Fender_FR",
    "Part_Fender_FR_1",
    "Part_Fender_FR_2",
    "Part_Fender_RL",
    "Part_Fender_RL_1",
    "Part_Fender_RL_2",
    "Part_Fender_RR",
    "Part_Fender_RR_1",
    "Part_Fender_RR_2",
    "Part_GlacisERA_1",
    "Part_GlacisERA_2",
    "Part_GlacisERA_3",
    "Part_LampGuard_L",
    "Part_LampGuard_R",
    "Part_Skirt_L1",
    "Part_Skirt_L1_1",
    "Part_Skirt_L1_2",
    "Part_Skirt_L1_3",
    "Part_Skirt_L2",
    "Part_Skirt_L2_1",
    "Part_Skirt_L2_2",
    "Part_Skirt_L2_3",
    "Part_Skirt_L3",
    "Part_Skirt_L3_1",
    "Part_Skirt_L3_2",
    "Part_Skirt_L4",
    "Part_Skirt_L4_1",
    "Part_Skirt_L4_2",
    "Part_Skirt_L5",
    "Part_Skirt_L5_1",
    "Part_Skirt_L5_2",
    "Part_Skirt_L6",
    "Part_Skirt_L6_1",
    "Part_Skirt_L6_2",
    "Part_Skirt_R1",
    "Part_Skirt_R1_1",
    "Part_Skirt_R1_2",
    "Part_Skirt_R1_3",
    "Part_Skirt_R2",
    "Part_Skirt_R2_1",
    "Part_Skirt_R2_2",
    "Part_Skirt_R2_3",
    "Part_Skirt_R3",
    "Part_Skirt_R3_1",
    "Part_Skirt_R3_2",
    "Part_Skirt_R4",
    "Part_Skirt_R4_1",
    "Part_Skirt_R4_2",
    "Part_Skirt_R5",
    "Part_Skirt_R5_1",
    "Part_Skirt_R5_2",
    "Part_Skirt_R6",
    "Part_Skirt_R6_1",
    "Part_Skirt_R6_2",
    "Part_Stowage_L1",
    "Part_Stowage_L1_1",
    "Part_Stowage_L1_2",
    "Part_Stowage_L2",
    "Part_Stowage_L2_1",
    "Part_Stowage_L2_2",
    "Part_Stowage_L3",
    "Part_Stowage_L3_1",
    "Part_Stowage_L3_2",
    "Part_Stowage_L4",
    "Part_Stowage_L4_1",
    "Part_Stowage_L4_2",
    "Part_Stowage_R1",
    "Part_Stowage_R1_1",
    "Part_Stowage_R1_2",
    "Part_Stowage_R2",
    "Part_Stowage_R2_1",
    "Part_Stowage_R2_2",
    "Part_Stowage_R3",
    "Part_Stowage_R3_1",
    "Part_Stowage_R3_2",
    "Part_Stowage_R4",
    "Part_Stowage_R4_1",
    "Part_Stowage_R4_2",
    "Part_Tools_L",
    "Part_Tools_L_1",
    "Part_Tools_L_2",
    "Part_TowCable",
    "Seat_Driver",
    "Track_L",
    "Track_L_1",
    "Track_L_2",
    "Track_R",
    "Track_R_1",
    "Track_R_2",
    "Turret",
    "Turret_1",
    "Turret_2",
    "Turret_3",
    "Fx_Hatch",
    "Gun",
    "Gun_1",
    "Gun_2",
    "Gun_3",
    "Barrel",
    "Barrel_1",
    "Barrel_2",
    "Barrel_3",
    "Muzzle",
    "Hatch_Commander",
    "Hatch_Commander_1",
    "Hatch_Commander_2",
    "Hatch_Loader",
    "Hatch_Loader_1",
    "Hatch_Loader_2",
    "MG",
    "MG_1",
    "MG_2",
    "Part_Turret_Antenna_L",
    "Part_Turret_Antenna_L_1",
    "Part_Turret_Antenna_L_2",
    "Part_Turret_Antenna_R",
    "Part_Turret_Antenna_R_1",
    "Part_Turret_Antenna_R_2",
    "Part_Turret_BustleRack",
    "Part_Turret_BustleRack_1",
    "Part_Turret_BustleRack_2",
    "Part_Turret_Cheek_L",
    "Part_Turret_Cheek_L_1",
    "Part_Turret_Cheek_L_2",
    "Part_Turret_Cheek_R",
    "Part_Turret_Cheek_R_1",
    "Part_Turret_Cheek_R_2",
    "Part_Turret_CupolaRing",
    "Part_Turret_CupolaRing_1",
    "Part_Turret_CupolaRing_2",
    "Part_Turret_ERA_L1",
    "Part_Turret_ERA_L2",
    "Part_Turret_ERA_L3",
    "Part_Turret_ERA_L4",
    "Part_Turret_ERA_R1",
    "Part_Turret_ERA_R2",
    "Part_Turret_ERA_R3",
    "Part_Turret_ERA_R4",
    "Part_Turret_GunnerSight",
    "Part_Turret_GunnerSight_1",
    "Part_Turret_GunnerSight_2",
    "Part_Turret_LaserDazzler",
    "Part_Turret_LaserDazzler_1",
    "Part_Turret_LaserDazzler_2",
    "Part_Turret_LaserDazzler_3",
    "Part_Turret_Smoke_L",
    "Part_Turret_Smoke_L_1",
    "Part_Turret_Smoke_L_2",
    "Part_Turret_Smoke_R",
    "Part_Turret_Smoke_R_1",
    "Part_Turret_Smoke_R_2",
    "Seat_Commander",
    "Wheel_L1",
    "Wheel_L2",
    "Wheel_L2_1",
    "Wheel_L2_2",
    "Wheel_L3",
    "Wheel_L4",
    "Wheel_L4_1",
    "Wheel_L4_2",
    "Wheel_L5",
    "Wheel_L5_1",
    "Wheel_L5_2",
    "Wheel_L6",
    "Wheel_L7",
    "Wheel_L7_1",
    "Wheel_L7_2",
    "Wheel_L8",
    "Wheel_L8_1",
    "Wheel_L8_2",
    "Wheel_L9",
    "Wheel_L10",
    "Wheel_L10_1",
    "Wheel_L10_2",
    "Wheel_L11",
    "Wheel_L11_1",
    "Wheel_L11_2",
    "Wheel_R1",
    "Wheel_R2",
    "Wheel_R2_1",
    "Wheel_R2_2",
    "Wheel_R3",
    "Wheel_R4",
    "Wheel_R4_1",
    "Wheel_R4_2",
    "Wheel_R5",
    "Wheel_R5_1",
    "Wheel_R5_2",
    "Wheel_R6",
    "Wheel_R7",
    "Wheel_R7_1",
    "Wheel_R7_2",
    "Wheel_R8",
    "Wheel_R8_1",
    "Wheel_R8_2",
    "Wheel_R9",
    "Wheel_R10",
    "Wheel_R10_1",
    "Wheel_R10_2",
    "Wheel_R11",
    "Wheel_R11_1",
    "Wheel_R11_2"
  ],
  "damageNodes": [
    "Scene",
    "Hull_Damage",
    "Dmg_EngineGrille_1",
    "Part_EngineGrille_1001",
    "Part_EngineGrille_1001_1",
    "Dmg_ExhaustShroud",
    "Part_ExhaustShroud001",
    "Part_ExhaustShroud001_1",
    "Dmg_Fender_FL",
    "Part_Fender_FL001",
    "Part_Fender_FL001_1",
    "Dmg_Fender_RR",
    "Part_Fender_RR001",
    "Part_Fender_RR001_1",
    "Dmg_Skirt_L1",
    "Part_Skirt_L1001",
    "Part_Skirt_L1001_1",
    "Part_Skirt_L1001_2",
    "Dmg_Skirt_L2",
    "Part_Skirt_L2001",
    "Part_Skirt_L2001_1",
    "Part_Skirt_L2001_2",
    "Dmg_Skirt_L3",
    "Part_Skirt_L3001",
    "Part_Skirt_L3001_1",
    "Part_Skirt_L3001_2",
    "Dmg_Skirt_L4",
    "Part_Skirt_L4001",
    "Part_Skirt_L4001_1",
    "Part_Skirt_L4001_2",
    "Dmg_Skirt_L5",
    "Part_Skirt_L5001",
    "Part_Skirt_L5001_1",
    "Part_Skirt_L5001_2",
    "Dmg_Skirt_L6",
    "Part_Skirt_L6001",
    "Part_Skirt_L6001_1",
    "Part_Skirt_L6001_2",
    "Dmg_Skirt_R1",
    "Part_Skirt_R1001",
    "Part_Skirt_R1001_1",
    "Part_Skirt_R1001_2",
    "Dmg_Skirt_R2",
    "Part_Skirt_R2001",
    "Part_Skirt_R2001_1",
    "Part_Skirt_R2001_2",
    "Scar_Hull_Front",
    "Scar_Hull_Front_1",
    "Scar_Hull_Front_2",
    "Scar_Hull_Front_3",
    "Scar_Hull_L",
    "Scar_Hull_L_1",
    "Scar_Hull_L_2",
    "Scar_Hull_L_3",
    "Scar_Hull_R",
    "Scar_Hull_R_1",
    "Scar_Hull_R_2",
    "Scar_Hull_R_3",
    "Scar_Hull_Rear",
    "Scar_Hull_Rear_1",
    "Scar_Hull_Rear_2",
    "Scar_Hull_Rear_3",
    "Track_L_Broken",
    "Track_L_Broken_1",
    "Track_L_Broken_2",
    "Track_R_Broken",
    "Track_R_Broken_1",
    "Track_R_Broken_2",
    "Turret_Damage",
    "Dmg_Turret_BustleRack",
    "Part_Turret_BustleRack001",
    "Part_Turret_BustleRack001_1",
    "Dmg_Turret_Cheek_L",
    "Part_Turret_Cheek_L001",
    "Part_Turret_Cheek_L001_1",
    "Dmg_Turret_ERA_R2",
    "Part_Turret_ERA_R2001",
    "Part_Turret_ERA_R2001_1",
    "Gun_Broken",
    "Gun001",
    "Gun001_1",
    "Scar_Turret_Front",
    "Scar_Turret_Front_1",
    "Scar_Turret_Front_2",
    "Scar_Turret_Front_3",
    "Scar_Turret_L",
    "Scar_Turret_L_1",
    "Scar_Turret_L_2",
    "Scar_Turret_L_3",
    "Scar_Turret_R",
    "Scar_Turret_R_1",
    "Scar_Turret_R_2",
    "Scar_Turret_R_3",
    "Scar_Turret_Rear",
    "Scar_Turret_Rear_1",
    "Scar_Turret_Rear_2",
    "Scar_Turret_Rear_3",
    "Wreck_Hull",
    "Wreck_Turret"
  ],
  "bounds": {
    "isBox3": true,
    "min": {
      "x": -1.8497894704341888,
      "y": 0,
      "z": -3.7985384464263916
    },
    "max": {
      "x": 1.8497894704341888,
      "y": 2.9400185346603394,
      "z": 7.200003564357758
    }
  },
  "mainPass": {
    "calls": 157,
    "triangles": 128506
  }
}import json,struct,numpy as np
from pathlib import Path
R=Path('/home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1')
def read(p):
 b=p.read_bytes();n=struct.unpack_from('<I',b,12)[0];return json.loads(b[20:20+n])
def world(d):
 out={}
 def rec(i,parent):
  n=d['nodes'][i];m=np.eye(4)
  if 'matrix'in n:m=np.array(n['matrix']).reshape(4,4).T
  else:
   x,y,z,w=n.get('rotation',[0,0,0,1]);m[:3,:3]=np.array([[1-2*(y*y+z*z),2*(x*y-z*w),2*(x*z+y*w)],[2*(x*y+z*w),1-2*(x*x+z*z),2*(y*z-x*w)],[2*(x*z-y*w),2*(y*z+x*w),1-2*(x*x+y*y)]])@np.diag(n.get('scale',[1,1,1]));m[:3,3]=n.get('translation',[0,0,0])
  m=parent@m;out[n['name']]=m
  for j in n.get('children',[]):rec(j,m)
 for i in d['scenes'][d.get('scene',0)]['nodes']:rec(i,np.eye(4))
 return out
h=read(R/'type99-tank.glb');d=read(R/'type99-tank-damage.glb');hw=world(h);dw=world(d);manifest=json.loads((R/'nodes.json').read_text());errors=[]
for a,b in [('Turret','Turret_Damage'),('Turret','Wreck_Turret'),('Gun','Gun_Broken')]+[(x['part'],x['twin']) for x in manifest['damage']['parts'] if x['twin']]:
 dist=np.linalg.norm(hw[a][:3,3]-dw[b][:3,3])
 if dist>1e-5:errors.append([a,b,'origin mismatch',float(dist)])
for n in h['nodes']:
 name=n['name']
 if name in ['Turret','Gun','Barrel','MG'] or name.startswith(('Wheel_','Hatch_')):
  if not np.allclose(n.get('scale',[1,1,1]),[1,1,1],atol=1e-6):errors.append([name,'non-unit scale'])
for fn,data in [('type99-tank.glb',h),('type99-tank-damage.glb',d)]:
 if data.get('cameras') or 'KHR_lights_punctual' in data.get('extensions',{}):errors.append([fn,'exported helper'])
print(json.dumps({'pivot_pairs':18,'errors':errors},indent=2));assert not errors

codex
I’ve reduced the mesh density while keeping the six-wheel running gear, rig pivots and detachable parts. The new build is queued on the GPU box; once it finishes, I’ll check both exported GLBs, the damage swaps and the game-engine preview.

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/bin/bash -lc "sed -n '780,900p' build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
 lo=[min(logical(p)[i] for p in pts) for i in range(3)];hi=[max(logical(p)[i] for p in pts) for i in range(3)]
 return {'min':[lo[0],lo[2],lo[1]],'max':[hi[0],hi[2],hi[1]],'size':[hi[0]-lo[0],hi[2]-lo[2],hi[1]-lo[1]]}
def node_info(o):
 p=o.matrix_world.translation;return {'name':o.name,'position':[round(p.x,5),round(p.z,5),round(-p.y,5)],'parent':o.parent.name if o.parent else None,'triangles':mesh_tri(o)}
manifest={'schema':'tank-damage/v1','units':'metres','axes':{'+X':'left','+Y':'up','+Z':'forward'},'bbox':bbox(healthy),'files':{'type99-tank.glb':{'nodes':[node_info(o) for o in healthy],'triangles':healthy_tri},'type99-tank-damage.glb':{'nodes':[node_info(o) for o in damage],'triangles':damage_tri}},'paints':[{'name':n,'linearRGB':rgb} for n,rgb in PAINTS],'damage':{'parts':[{'part':o.name,'twin':twins.get(o.name)} for o in parts],'scars':scar_names,'broken':{'Track_L':'Track_L_Broken','Track_R':'Track_R_Broken','Gun':'Gun_Broken'},'wreck':['Wreck_Hull','Wreck_Turret']},'rig':{'Turret':'Y','Gun':'X','Barrel':'local Z recoil','wheels':'X','hatches':'X','MG':'Y'},'bakes':BAKE_LOG}
(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))
(ROOT/'NOTES.md').write_text(f'Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.\nTriangles: healthy {healthy_tri:,}; damage {damage_tri:,}; wreck {mesh_tri(wh)+mesh_tri(wt):,}.\nMaterials: Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps; damage adds Burnt and Scars (5-material subset).\nTextures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.\nPoly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).\nReference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.\n')

# Mandatory consumer proof: delete authored asset, import BOTH actual deliverables
# into the empty scene. Render visible state combinations only from imported meshes.
for o in list(SC.objects):bpy.data.objects.remove(o,do_unlink=True)
studio.clear();cam=studio_setup()
# Let the importer create its complete current-version settings group.
old_group=bpy.data.node_groups.get('glTF Material Output')
if old_group:old_group.name='Authoring occlusion output'
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank.glb'));ih={o.name:o for o in bpy.context.selected_objects}
bpy.ops.import_scene.gltf(filepath=str(ROOT/'type99-tank-damage.glb'));idd={o.name:o for o in bpy.context.selected_objects}
# glTF importer may append suffix to repeated material names, not node names.
def show(o,value):o.hide_render=not value;o.hide_set(not value)
def hierarchy(o,value):
 show(o,value)
 for c in o.children_recursive:show(c,value)
def state_base():
 for o in ih.values():show(o,True)
 for o in idd.values():show(o,False)
# healthy final render is repeated from the exported file, certifying material portability.
state_base();camera();render('final.png')
camera('side');render('side.png',1920,1080,24);camera()
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
state_paths=[]
for st in range(6):
 state_base()
 if st==1:
  for n in scar_names:show(idd[n],True)
  for n in list(twins)[:6]:show(ih[n],False);show(idd[twins[n]],True)
 elif st==2:
  for n,o in ih.items():
   if n.startswith('Part_'):show(o,False)
 elif st==3:
  show(ih['Track_L'],False);show(idd['Track_L_Broken'],True);hierarchy(ih['Gun'],False);show(idd['Gun_Broken'],True)
 elif st>=4:
  for o in ih.values():show(o,False)
  show(idd['Wreck_Hull'],True);show(idd['Wreck_Turret'],True)
  if st==5:
   wt2=idd['Wreck_Turret'];saved=wt2.matrix_world.copy();wt2.location=(4.0,1.3,0);wt2.rotation_euler=(-.24,1.15,-.40);bpy.context.view_layer.update();wt2.location.z-=min((wt2.matrix_world@Vector(c)).z for c in wt2.bound_box);wt2.location.z+=.008
 camera(wide=True);fname=f'_state_{st}.png';render(fname,960,600,16);state_paths.append(ROOT/fname)
 if st==5:wt2.matrix_world=saved

def grid(paths,out,w=960,h=600):
 canvas=np.ones((h*2,w*3,4),dtype=np.float32)
 for i,p in enumerate(paths):
  im=bpy.data.images.load(str(p),check_existing=False);arr=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]=arr;bpy.data.images.remove(im)
 img=bpy.data.images.new(out,width=w*3,height=h*2,alpha=False);img.pixels.foreach_set(canvas.ravel());img.filepath_raw=str(ROOT/out);img.file_format='PNG';img.save()
grid(state_paths,'states.png')
state_base();camera();paintpaths=[]
# Change standard glTF material factor after import, retaining its neutral base map.
paintmat=next(m for m in ih['Hull'].data.materials if m and m.name.split('.')[0]=='Paint');nt=paintmat.node_tree;bs=next(n for n in nt.nodes if n.type=='BSDF_PRINCIPLED');socket=bs.inputs['Base Color'];original_link=socket.links[0].from_socket if socket.is_linked else None
mult=nt.nodes.new('ShaderNodeMixRGB');mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1
# Importer commonly creates its own multiplier; route direct neutral texture to ours.
texnode=next(n for n in nt.nodes if n.type=='TEX_IMAGE' and n.image and 'base' in n.image.name.lower())
nt.links.new(texnode.outputs[0],mult.inputs[1]);nt.links.new(mult.outputs[0],socket)
for i,(name,rgb) in enumerate(PAINTS):
 mult.inputs[2].default_value=tuple(rgb)+(1,);fname=f'_paint_{i}.png';render(fname,960,600,16);paintpaths.append(ROOT/fname)
grid(paintpaths,'paints.png')
print('COMPLETE',{'seconds':time.time()-START,'healthy_tri':healthy_tri,'damage_tri':damage_tri,'bytes':[(p.name,p.stat().st_size) for p in ROOT.glob('*.glb')]},flush=True)

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/bin/bash -lc "rg -n 'revision|three|critic|stop|PASS|REVISE' /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 2 in 0ms:
rg: /home/claude-agent/.agents/skills/blender-game-assets/references/critic-loop.md: No such file or directory (os error 2)
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:36:| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:72:| 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 |
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:74:| 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 |
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:276:object-space axis. **These do NOT survive glTF export** — three.js never
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:311:**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:347:## 8. Export contract for three.js
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:358:  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:479:Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
/home/claude-agent/.agents/skills/blender-game-assets/SKILL.md:480:`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

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<!-- 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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 succeeded in 0ms:
134: def mesh(self,verts,faces,mat='Paint',smooth=False):
135:  off=len(self.v);self.v.extend([tuple(V(Vector(p)-self.pivot)) for p in verts]);self.f.extend([tuple(off+i for i in f) for f in faces]);self.mi.extend([list(MATS).index(mat)]*len(faces));self.sm.extend([smooth]*len(faces))
162:  self.mesh(vs,fs,mat,smooth=True)
170: def finish(self):
173:  for f,idx,sm in zip(me.polygons,self.mi,self.sm):f.material_index=idx;f.use_smooth=sm
186:   # Preserve flat armour faces and smooth cylindrical side faces.
187:  # Smooth only nearly coplanar round faces; use auto smooth angle via bmesh split flag.
190:   if len(e.link_faces)==2 and e.calc_face_angle(0)<.45:e.smooth=True
191:   else:e.smooth=False
205:def bolt(g,p,axis='Z',r=.018):
-rw-rw-r-- 1 claude-agent claude-agent 2.1K Oct 11 16:39 /tmp/type99-runtime/critic1.txt

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   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 finish(self):
  me=bpy.data.meshes.new(self.name);me.from_pydata(self.v,[],self.f);me.update()
  for m in MATS.values():me.materials.append(m)
  for f,idx,sm in zip(me.polygons,self.mi,self.sm):f.material_index=idx;f.use_smooth=sm
  bm=bmesh.new();bm.from_mesh(me);bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(me);bm.free()
  o=bpy.data.objects.new(self.name,me);SC.collection.objects.link(o);o.location=V(self.pivot)
  if self.bevel:
   mod=o.modifiers.new('Manufactured edge radii','BEVEL');mod.width=self.bevel;mod.segments=1;mod.affect='EDGES';mod.limit_method='ANGLE';mod.angle_limit=.60
   active(o);bpy.ops.object.modifier_apply(modifier=mod.name)
  # Planar metre-scale tiling; face normal chooses axes. Repeated materials share maps.
  uv=o.data.uv_layers.new(name='UVMap')
  for p in o.data.polygons:
   n=p.normal;axis=max(range(3),key=lambda i:abs(n[i]));axes=[i for i in range(3) if i!=axis]
   for li in p.loop_indices:
    co=o.data.vertices[o.data.loops[li].vertex_index].co+o.location
    uv.data[li].uv=(co[axes[0]]*.72,co[axes[1]]*.72)
   # Preserve flat armour faces and smooth cylindrical side faces.
  # Smooth only nearly coplanar round faces; use auto smooth angle via bmesh split flag.
  bm=bmesh.new();bm.from_mesh(o.data)
  for e in bm.edges:
   if len(e.link_faces)==2 and e.calc_face_angle(0)<.45:e.smooth=True
   else:e.smooth=False
  # Smooth flags come from the generating primitive, never a face-area guess.
  bm.to_mesh(o.data);bm.free()
  if self.parent:parent_keep(o,self.parent)
  return o

def parent_keep(o,p):
 bpy.context.view_layer.update();m=o.matrix_world.copy();o.parent=p;o.matrix_parent_inverse=Matrix.Identity(4);o.matrix_world=m

def empty(name,p=(0,0,0),parent=None):
 o=bpy.data.objects.new(name,None);SC.collection.objects.link(o);o.location=V(p)
 if parent:parent_keep(o,parent)
 return o

def bolt(g,p,axis='Z',r=.018):
 q=Vector(p);d=Vector((.009,0,0) if axis=='X' else (0,.009,0) if axis=='F' else (0,0,.009));g.cyl(q-d,q+d,r,'Paint',6)
def handle(g,c,w=.18,axis='F'):
 x,y,z=c
 if axis=='F':g.line([(x-w/2,y,z),(x-w/2,y,z+.055),(x+w/2,y,z+.055),(x+w/2,y,z)],.012)
 else:g.line([(x,y-w/2,z),(x+.06,y-w/2,z),(x+.06,y+w/2,z),(x,y+w/2,z)],.012)
def mesh_tri(o):return sum(len(p.vertices)-2 for p in o.data.polygons) if o.type=='MESH' else 0

# HULL: a sloped, multi-section welded shell with full suspension sidewalls.
h=Build('Hull')
sections=[(3.80,1.55,.65,1.00),(3.20,1.65,.52,1.38),(1.70,1.65,.45,1.48),(-2.90,1.65,.45,1.46),(-3.80,1.53,.65,1.36)]
rings=[]
for f,w,z0,z1 in sections:rings.append([(-w,f,z0),(w,f,z0),(w,f,z1),(-w,f,z1)])
h.loft(rings)
  for j,l in enumerate(lengths):
   if dist<=acc+l:
    t=(dist-acc)/l;a=pp[j];b=pp[j+1];out.append((a[0]+t*(b[0]-a[0]),a[1]+t*(b[1]-a[1]),math.atan2(b[1]-a[1],b[0]-a[0]),i/n,1/n));break
   acc+=l
 return out
track_samples=sample_path(path)
track_objects={}
def make_track(name,s,samples):
 g=Build(name,bevel=.003)
 for f,z,a,v,dv in samples:
  rot=Matrix.Rotation(a,3,'X')
  g.box((s*1.51,f,z),(.62,.135,.082),'TrackSteel',rot)
  for x in [-.165,.165]:g.box((s*1.51+x,f+sin(a)*.054,z-cos(a)*.054),(.26,.093,.022),'Rubber',rot)
  # Guide horn faces inward on the loop (left side of traversal)
  g.box((s*1.51,f-sin(a)*.09,z+cos(a)*.09),(.07,.065,.09),'TrackSteel',rot)
  for x in [-.326,.326]:g.cyl((s*1.51+x-.008,f,z),(s*1.51+x+.008,f,z),.030,'TrackSteel',10)
 o=g.finish()
 # Exact continuous belt UV: U across track, V follows closest path location.
 uv=o.data.uv_layers.active
 for p in o.data.polygons:
  cen=p.center;f=-cen.y;z=cen.z;j=min(range(len(samples)),key=lambda i:(samples[i][0]-f)**2+(samples[i][1]-z)**2);ff,zz,a,v,dv=samples[j]
  for li in p.loop_indices:
   q=o.data.vertices[o.data.loops[li].vertex_index].co
   along=(-q.y-ff)*cos(a)+(q.z-zz)*sin(a)
   uv.data[li].uv=((q.x-s*1.51)/.65+.5,v+along/.145*dv)
 return o
for side,s in [('L',1),('R',-1)]:track_objects[side]=make_track('Track_'+side,s,track_samples)

# Detachable skirts, fenders, frontal ERA, rear equipment.
parts=[]
def part(g):
 o=g.finish();bpy.context.view_layer.update()
 pts=[o.matrix_world@Vector(c) for c in o.bound_box];center=sum(pts,Vector())/8;delta=o.matrix_world.inverted()@center
 for v in o.data.vertices:v.co-=delta
 mw=o.matrix_world.copy();mw.translation=center;o.matrix_world=mw;parts.append(o);return o
for side,s in [('L',1),('R',-1)]:
 for i,f in enumerate([2.69,1.56,.43,-.70,-1.83,-2.94],1):
  g=Build(f'Part_Skirt_{side}{i}',(s*1.80,f,1.06),bevel=.009)
  # tapered lower lip, not rectangular slabs
  top=1.41;bottom=.79 if i<5 else .87
  rings=[[(s*1.757,f-.55,top),(s*1.827,f-.55,top),(s*1.827,f-.55,bottom+.1),(s*1.757,f-.55,bottom+.1)],[(s*1.757,f+.55,top),(s*1.827,f+.55,top),(s*1.827,f+.55,bottom),(s*1.757,f+.55,bottom)]]
  g.loft(rings,'Paint' if i<=4 else 'Rubber')
  for ff in [f-.42,f,f+.42]:bolt(g,(s*1.835,ff,1.35),'X',.018)
  g.box((s*1.829,f,.93),(.012,.15,.055),'Rubber')
  if i<=2:
   g.box((s*1.829,f,1.18),(.025,1.035,.32))
   for ff in [f-.48,f+.48]:g.box((s*1.844,ff,1.18),(.01,.015,.3),'Steel')
  part(g)
 for front,f in [('F',3.39),('R',-3.49)]:
  g=Build(f'Part_Fender_{front}{side}',(s*1.48,f,1.23),bevel=.014)
  if front=='F':
   profile=[(3.10,1.405),(3.29,1.40),(3.49,1.34),(3.64,1.22),(3.73,1.10)]
  else:profile=[(-3.12,1.405),(-3.34,1.39),(-3.54,1.31),(-3.70,1.20)]
  for (f0,z0),(f1,z1) in zip(profile,profile[1:]):

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h.loft(rings)
# Welded nose reinforcing bar, towing bosses, lifting lugs, concealed skirt mounts.
h.box((0,3.59,.79),(2.75,.12,.16));h.box((0,-3.72,.92),(2.9,.12,.30))
for s in [-1,1]:
 for f in np.linspace(-3.25,3.1,10):
  h.box((s*1.67,float(f),1.30),(.12,.14,.13));bolt(h,(s*1.737,float(f),1.33),'X')
 for f in [3.43,-3.66]:
  h.lathe((s*1.06,f,.77),[(-.045,.13),(.045,.13),(.045,.075),(-.045,.075)],axis='F',n=20)
 # suspension arms under skirts, stay behind removable wheels
 for f in [2.47,1.48,.49,-.50,-1.49,-2.48]:
  h.cyl((s*1.25,f+.22,.79),(s*1.40,f,.52),.075,'Steel',16)
  h.cyl((s*1.22,f,.52),(s*1.52,f,.52),.105,'Steel',20)
 # complete track shelf
 h.box((s*1.45,-.05,1.37),(.60,7.1,.075))
 for f in [2.9,1.8,.7,-.4,-1.5,-2.6]:h.line([(s*1.2,f,1.49),(s*1.61,f,1.49)],.008,'Steel',6)
# Front driver position and engine deck permanent seams.
for f in [-2.0,-2.7,-3.35]:h.box((0,f,1.469),(2.4,.013,.008),'Steel')
for x in [-1.15,1.15]:h.box((x,-2.45,1.475),(.012,2.3,.012),'Steel')
# Turret ring cavity cut before attachment; cutter real opening.
hull=h.finish()
def boolean_cylinder(o,c,r,depth):
 # Boolean only the connected armour shell; overlapping fittings are preserved
 # separately. Applying a Boolean to the complete assembly creates cutter caps.
 bm=bmesh.new();bm.from_mesh(o.data);bm.verts.ensure_lookup_table();remaining=set(bm.verts);groups=[]
 while remaining:
  seed=remaining.pop();group={seed};todo=[seed]
  while todo:
   v=todo.pop()
   for edge in v.link_edges:
    v2=edge.other_vert(v)
    if v2 in remaining:remaining.remove(v2);group.add(v2);todo.append(v2)
  groups.append(group)
 def volume(g):
  return math.prod(max(v.co[i] for v in g)-min(v.co[i] for v in g) for i in range(3))
 shell=max(groups,key=volume);ids={v.index for v in shell}
 rest=bpy.data.objects.new('_savedFittings',o.data.copy());SC.collection.objects.link(rest);rest.matrix_world=o.matrix_world.copy()
 br=bmesh.new();br.from_mesh(rest.data);br.verts.ensure_lookup_table();bmesh.ops.delete(br,geom=[v for v in br.verts if v.index in ids],context='VERTS');br.to_mesh(rest.data);br.free()
 bmesh.ops.delete(bm,geom=[v for v in bm.verts if v.index not in ids],context='VERTS');bm.to_mesh(o.data);bm.free()
NOTES.md
PROMPT.txt
__pycache__
astra.log
build_type99-tank.py
clay.png
final.png
job.json
nodes.json
paints.png
pivots.png
sheet.jpg
sheet.log
sheet_prompt.txt
side.png
started.txt
states.png
textures
type99-tank-damage.glb
type99-tank.glb
validation.json

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/bin/bash -lc "rg -n 'TrackSteel|\\.0[234].*Steel' build_type99-tank.py | tail -20" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
118:for spec in [('Paint','blue_metal_plate',(.8,.8,.8),.12,.78,1024),('TrackSteel','rusty_metal_02',(.19,.135,.09),.7,.78,512),('Rubber','rubberized_track',(.029,.031,.027),0,.89,512),('Steel','blue_metal_plate',(.15,.17,.18),.82,.42,512),('Weapon','blue_metal_plate',(.12,.15,.09),.16,.76,512),('Glass','blue_metal_plate',(.035,.075,.09),.6,.2,256),('Lamps','blue_metal_plate',(.7,.65,.48),.1,.28,128),('Burnt','rusty_metal_02',(.025,.022,.019),.35,.92,512),('Scars','rusty_metal_02',(.24,.25,.24),.8,.63,512)]:
323:  g.box((s*1.51,f,z),(.62,.135,.082),'TrackSteel',rot)
326:  g.box((s*1.51,f-sin(a)*.09,z+cos(a)*.09),(.07,.065,.09),'TrackSteel',rot)
327:  for x in [-.326,.326]:g.cyl((s*1.51+x-.008,f,z),(s*1.51+x+.008,f,z),.030,'TrackSteel',10)
375:  for ff in [f-.33,f+.33]:g.box((s*1.68,ff,1.52),(.02,.07,.09),'Steel')
406:g.line(points,.027,'Steel',12)
410:g.cyl((1.68,-3.38,1.64),(1.68,-2.34,1.64),.023,'Steel',12);g.box((1.68,-3.44,1.64),(.19,.23,.035),'Steel')
420:g.lathe((0,.18,1.54),[(-.03,.93),(.06,.93),(.06,1.03),(-.03,1.03)],'Z','Steel',64)
484: g.cyl((s*1.03,-1.38,2.36),(s*1.03,-1.38,2.94 if s==1 else 2.73),.009,'Steel',10,r2=.004)
492: g.cyl((x-.16,f-r,z),(x+.16,f-r,z),.037,'Steel',20)
515:g.lathe((0,7.16,1.91),[(-.04,.112),(.04,.112),(.04,.063),(-.22,.063),(-.22,.068),(-.04,.068)],'F','Steel',48)
520:g.cyl((.62,-.11,2.24),(.62,-.11,2.48),.045,'Steel',20)
521:g.box((.62,.03,2.50),(.14,.42,.13),'Steel');g.box((.79,-.02,2.45),(.23,.25,.24))
522:g.cyl((.62,.21,2.51),(.62,1.00,2.51),.024,'Steel',24)
523:g.cyl((.62,.24,2.51),(.62,.59,2.51),.040,'Steel',24)
524:for f in [.32,.40,.48,.56]:g.lathe((.62,f,2.51),[(-.009,.04),(.009,.04),(.009,.045),(-.009,.045)],'F','Steel',16)
525:g.box((.62,.82,2.56),(.02,.04,.10),'Steel');g.box((.62,-.25,2.52),(.14,.12,.09),'Steel')
534: g.box((x,3.56,.94),(.14,.20,.09));g.lathe((x,3.60,.92),[(-.025,.08),(.025,.08),(.025,.046),(-.025,.046)],'F','Steel',20)
633:  elif n not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:slot.material=MATS['Scars']
786:(ROOT/'NOTES.md').write_text(f'Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.\nTriangles: healthy {healthy_tri:,}; damage {damage_tri:,}; wreck {mesh_tri(wh)+mesh_tri(wt):,}.\nMaterials: Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps; damage adds Burnt and Scars (5-material subset).\nTextures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.\nPoly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).\nReference differences: simplified hidden mechanics and basket weave; no insignia; 2.35 m nominal roof envelope excludes MG, optics and antenna tips.\n')

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/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 480ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read();s=s.replace(\"(.62,.135,.082),'TrackSteel'\",\"(.59,.135,.082),'TrackSteel'\").replace('for x in [-.326,.326]:','for x in [-.301,.301]:')
s=s.replace('2.35 m nominal roof envelope excludes MG, optics and antenna tips.','turret roof 2.35 m nominal; maximum height including antenna tips is 2.94 m, above the requested 2.35 m envelope.')
open(p,'w').write(s)
PY
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/build_type99-tank.next.py
ssh gex44 mv /root/fal-author/type99-tank-v1/build_type99-tank.next.py /root/fal-author/type99-tank-v1/build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1605ms:
codex
The side view revealed track pins protruding through the skirts. I’ve moved them inward in the queued build. One dimension still differs from the brief: the antenna tips reach 2.94 m overall, above the requested 2.35 m height. I’ll record that explicitly in the notes.

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/bin/bash -lc 'ssh gex44 tail -6 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc 'ssh gex44 tail -8 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "sed -n '1,130p' /tmp/type99-runtime/capture.cjs
sed -n '1,130p' /tmp/type99-runtime/index.html" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({headless:true,executablePath:"/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell",args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1600,height:900}});page.on('pageerror',e=>console.error(e));await page.goto('http://127.0.0.1:8899/');await page.waitForFunction(()=>window.assetReady||window.assetError,{timeout:120000});console.log(await page.evaluate(()=>({metrics:window.metrics,error:window.assetError})));await page.screenshot({path:'/tmp/type99-runtime/runtime.png'});fs.writeFileSync('/tmp/type99-runtime/runtime.json',JSON.stringify(await page.evaluate(()=>window.metrics),null,2));await browser.close()})();
<!doctype html><meta charset="utf-8"><title>Type 99 asset runtime proof</title><style>body{margin:0;background:#89929c}canvas{display:block}</style><script type="importmap">{"imports":{"three":"/node_modules/three/build/three.module.js","three/addons/":"/node_modules/three/examples/jsm/"}}</script><script type="module">
import * as THREE from 'three';import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';import{DRACOLoader}from'three/addons/loaders/DRACOLoader.js';
const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setSize(1600,900);renderer.setPixelRatio(1);renderer.toneMapping=THREE.ACESFilmicToneMapping;renderer.toneMappingExposure=1.15;renderer.shadowMap.enabled=true;document.body.appendChild(renderer.domElement);
const scene=new THREE.Scene();scene.background=new THREE.Color(0xb5bdc5);scene.add(new THREE.HemisphereLight(0xdfedff,0x716858,2.4));const sun=new THREE.DirectionalLight(0xffedce,3.1);sun.position.set(4,8,6);sun.castShadow=true;sun.shadow.bias=-.0003;sun.shadow.normalBias=.025;sun.shadow.mapSize.set(2048,2048);Object.assign(sun.shadow.camera,{left:-9,right:9,top:9,bottom:-9,near:.1,far:40});scene.add(sun);const fill=new THREE.DirectionalLight(0xc3dfff,1);fill.position.set(-6,4,-3);scene.add(fill);
const cam=new THREE.OrthographicCamera(-6.25,6.25,3.515,-3.515,.1,100);cam.position.set(11,8.7,15);cam.lookAt(0,1.13,1.25);
const ground=new THREE.Mesh(new THREE.PlaneGeometry(200,200),new THREE.MeshStandardMaterial({color:0x919ba4,roughness:1}));ground.rotation.x=-Math.PI/2;ground.position.y=-.015;ground.receiveShadow=true;scene.add(ground);
const loader=new GLTFLoader();const draco=new DRACOLoader();draco.setDecoderPath('/node_modules/three/examples/jsm/libs/draco/');loader.setDRACOLoader(draco);
try{const a=await loader.loadAsync('/type99-tank.glb');scene.add(a.scene);a.scene.traverse(o=>{if(o.isMesh){o.castShadow=true;o.receiveShadow=true;}});const b=await loader.loadAsync('/type99-tank-damage.glb');b.scene.visible=false;scene.add(b.scene);renderer.render(scene,cam);window.metrics={renderer:renderer.getContext().getParameter(renderer.getContext().RENDERER),calls:renderer.info.render.calls,triangles:renderer.info.render.triangles,healthyNodes:[],damageNodes:[],bounds:new THREE.Box3().setFromObject(a.scene)};a.scene.traverse(o=>window.metrics.healthyNodes.push(o.name));b.scene.traverse(o=>window.metrics.damageNodes.push(o.name));window.scene=scene;window.camera=cam;window.THREE=THREE;renderer.shadowMap.enabled=false;renderer.render(scene,cam);window.metrics.mainPass={calls:renderer.info.render.calls,triangles:renderer.info.render.triangles};renderer.shadowMap.enabled=true;renderer.render(scene,cam);window.assetReady=true;}catch(e){window.assetError=String(e);console.error(e)}
</script>

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/bin/bash -lc 'ssh gex44 tail -8 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 492ms:
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exec
/bin/bash -lc "python3 - <<'PY'
import json
j=json.load(open('nodes.json'))
print('Baked:',len(j['bakes']),'sets; bbox',j['bbox'])
print('Damage twins:',sum(bool(v['twin']) for v in j['damage']['parts']))
print('Scars:',len(j['damage']['scars']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
Baked: 9 sets; bbox {'min': [-1.8497895002365112, 0.0, -3.7985384464263916], 'max': [1.8497895002365112, 2.940018653869629, 7.200003623962402], 'size': [3.6995790004730225, 2.940018653869629, 10.998542070388794]}
Damage twins: 15
Scars: 8

codex
The build includes 53 removable parts, 15 damaged replacements, eight scar groups, broken tracks and gun, and both wreck meshes. The previous export passed the pivot and hierarchy checks. The revised build is still waiting for the shared GPU.

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/bin/bash -lc 'ssh gex44 tail -8 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 477ms:
  bpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.012));floor=bpy.context.object;floor.name='_StudioGround';m=bpy.data.materials.new('Studio ground');m.diffuse_color=(.24,.26,.28,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.24,.26,.28,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.82;floor.data.materials.append(m);studio.append(floor)
Blender 5.2.0 LTS (hash fbe6228777e7 built 2026-07-14 01:32:04)
00:14.419  render           | Saved: '/root/fal-author/type99-tank-v1/final.png'
RENDERED final.png
00:21.636  render           | Saved: '/root/fal-author/type99-tank-v1/side.png'
RENDERED side.png
/root/fal-author/type99-tank-v1/build_type99-tank.py:602: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/final.png /tmp/type99-runtime/final-r3.png' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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 succeeded in 485ms:
00:14.419  render           | Saved: '/root/fal-author/type99-tank-v1/final.png'
RENDERED final.png
00:21.636  render           | Saved: '/root/fal-author/type99-tank-v1/side.png'
RENDERED side.png
/root/fal-author/type99-tank-v1/build_type99-tank.py:602: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72
00:29.440  render           | Saved: '/root/fal-author/type99-tank-v1/clay.png'
RENDERED clay.png
00:33.111  render           | Saved: '/root/fal-author/type99-tank-v1/pivots.png'
RENDERED pivots.png

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/type99-tank.glb /tmp/type99-runtime/type99-tank.glb' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1235ms:
codex
The new render resolves the cheek intersections and the exposed track-pin row. The armour now has clean planar faces. The healthy GLB exported successfully, and Blender is now building the damaged pieces and rendering the six-state proof.

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/bin/bash -lc "sed -n '46,116p' build_type99-tank.py
ssh gex44 tail -6 /root/fal-author/type99-tank-v1/build-final.log" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 573ms:
 return n

def bake_material(name,asset,tint,metal,rough,size=512):
 paths=[TEX/f'{name}_{k}.png' for k in ['base','normal','orm']]
 if not all(p.exists() for p in paths) or '--rebake' in sys.argv:
  source=bpy.data.materials.new(name+'_SOURCE'); source.use_nodes=True
  nt=source.node_tree; nt.nodes.clear(); L=nt.links
  out=nt.nodes.new('ShaderNodeOutputMaterial'); bs=nt.nodes.new('ShaderNodeBsdfPrincipled'); L.new(bs.outputs['BSDF'],out.inputs['Surface'])
  uv=nt.nodes.new('ShaderNodeTexCoord')
  diff=image_node(nt,download(asset,'diff')); nor=image_node(nt,download(asset,'nor_gl'),True); arm=image_node(nt,download(asset,'arm'),True)
  for n in [diff,nor,arm]:L.new(uv.outputs['UV'],n.inputs['Vector'])
  bw=nt.nodes.new('ShaderNodeRGBToBW'); L.new(diff.outputs['Color'],bw.inputs[0])
  ramp=nt.nodes.new('ShaderNodeValToRGB'); L.new(bw.outputs[0],ramp.inputs[0])
  if name=='Paint':
   ramp.color_ramp.elements[0].position=.004; ramp.color_ramp.elements[0].color=(.18,.18,.18,1)
   ramp.color_ramp.elements[1].position=.12; ramp.color_ramp.elements[1].color=(.98,.98,.98,1)
  else:
   ramp.color_ramp.elements[0].color=tuple(c*.38 for c in tint)+(1,)
   ramp.color_ramp.elements[1].color=tuple(min(1,c*1.8) for c in tint)+(1,)
  noise=nt.nodes.new('ShaderNodeTexNoise'); noise.inputs['Scale'].default_value=95; noise.inputs['Detail'].default_value=3
  L.new(uv.outputs['UV'],noise.inputs['Vector'])
  mix=nt.nodes.new('ShaderNodeMixRGB'); mix.blend_type='MULTIPLY'; mix.inputs[0].default_value=.18
  L.new(ramp.outputs['Color'],mix.inputs[1]); L.new(noise.outputs['Fac'],mix.inputs[2]); L.new(mix.outputs[0],bs.inputs['Base Color'])
  if name=='Paint':
   mapping=nt.nodes.new('ShaderNodeVectorMath');mapping.operation='MULTIPLY';mapping.inputs[1].default_value=(32,2.2,1);L.new(uv.outputs['UV'],mapping.inputs[0])
   streak=nt.nodes.new('ShaderNodeTexNoise');streak.inputs['Scale'].default_value=2.5;streak.inputs['Detail'].default_value=5;streak.inputs['Roughness'].default_value=.7;L.new(mapping.outputs[0],streak.inputs['Vector'])
   sr=nt.nodes.new('ShaderNodeValToRGB');sr.color_ramp.elements[0].position=.29;sr.color_ramp.elements[0].color=(.30,.30,.30,1);sr.color_ramp.elements[1].position=.65;sr.color_ramp.elements[1].color=(1,1,1,1);L.new(streak.outputs['Fac'],sr.inputs[0])
   oldmix=mix;mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.47;L.new(oldmix.outputs[0],mix.inputs[1]);L.new(sr.outputs[0],mix.inputs[2]);L.new(mix.outputs[0],bs.inputs['Base Color'])

  if name=='Burnt':
   soot=nt.nodes.new('ShaderNodeTexNoise');soot.inputs['Scale'].default_value=4;soot.inputs['Detail'].default_value=4;L.new(uv.outputs['UV'],soot.inputs['Vector'])
   heat=nt.nodes.new('ShaderNodeValToRGB');heat.color_ramp.elements[0].position=.30;heat.color_ramp.elements[0].color=(.035,.035,.035,1);heat.color_ramp.elements[1].position=.7;heat.color_ramp.elements[1].color=(1,1,1,1);L.new(soot.outputs['Fac'],heat.inputs[0])
   oldmix=mix;mix=nt.nodes.new('ShaderNodeMixRGB');mix.blend_type='MULTIPLY';mix.inputs[0].default_value=.85;L.new(oldmix.outputs[0],mix.inputs[1]);L.new(heat.outputs[0],mix.inputs[2]);L.new(mix.outputs[0],bs.inputs['Base Color'])
  sep=nt.nodes.new('ShaderNodeSeparateColor'); L.new(arm.outputs['Color'],sep.inputs[0])
  combine=nt.nodes.new('ShaderNodeCombineColor'); combine.inputs[0].default_value=1
  rm=nt.nodes.new('ShaderNodeMath'); rm.operation='MULTIPLY_ADD'; rm.inputs[1].default_value=.23; rm.inputs[2].default_value=rough-.115;L.new(sep.outputs[1],rm.inputs[0])
  L.new(sep.outputs[0],combine.inputs[0]);L.new(rm.outputs[0],combine.inputs[1]);combine.inputs[2].default_value=metal
  L.new(rm.outputs[0],bs.inputs['Roughness']);bs.inputs['Metallic'].default_value=metal
  normal=nt.nodes.new('ShaderNodeNormalMap');normal.inputs['Strength'].default_value=.32 if name=='Paint' else .7;L.new(nor.outputs['Color'],normal.inputs['Color']);L.new(normal.outputs[0],bs.inputs['Normal'])
  bpy.ops.mesh.primitive_plane_add(size=2); plane=bpy.context.object;plane.data.materials.append(source);active(plane)
  SC.cycles.samples=8;SC.render.bake.margin=4
  em=nt.nodes.new('ShaderNodeEmission')
  for k,path in zip(['base','normal','orm'],paths):
   res=size if k!='orm' else min(size,512)
   img=bpy.data.images.new(name+'_'+k,width=res,height=res,alpha=False)
   if k!='base':img.colorspace_settings.name='Non-Color'
   target=nt.nodes.new('ShaderNodeTexImage');target.image=img;nt.nodes.active=target
   if k=='normal':
    L.new(bs.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='NORMAL')
   else:
    L.new(mix.outputs[0] if k=='base' else combine.outputs[0],em.inputs[0]);L.new(em.outputs[0],out.inputs[0]);bpy.ops.object.bake(type='EMIT')
   img.filepath_raw=str(path);img.file_format='PNG';img.save();nt.nodes.remove(target)
  bpy.data.objects.remove(plane,do_unlink=True);bpy.data.materials.remove(source)
  BAKE_LOG.append({'material':name,'source':asset,'passes':['Cycles EMIT base','Cycles NORMAL','Cycles EMIT ORM'],'samples':8,'size':size})
 m=bpy.data.materials.new(name);m.use_nodes=True;nt=m.node_tree;L=nt.links;bs=nt.nodes.get('Principled BSDF')
 base=image_node(nt,paths[0]);normal=image_node(nt,paths[1],True);orm=image_node(nt,paths[2],True)
 if name=='Paint':
  mult=nt.nodes.new('ShaderNodeMixRGB');mult.name='PaintFactor';mult.blend_type='MULTIPLY';mult.inputs[0].default_value=1;mult.inputs[2].default_value=tuple(PAINTS[0][1])+(1,)
  L.new(base.outputs[0],mult.inputs[1]);L.new(mult.outputs[0],bs.inputs['Base Color'])
 else:L.new(base.outputs[0],bs.inputs['Base Color'])
 nm=nt.nodes.new('ShaderNodeNormalMap');L.new(normal.outputs[0],nm.inputs['Color']);L.new(nm.outputs[0],bs.inputs['Normal'])
 sep=nt.nodes.new('ShaderNodeSeparateColor');L.new(orm.outputs[0],sep.inputs[0]);L.new(sep.outputs[1],bs.inputs['Roughness']);L.new(sep.outputs[2],bs.inputs['Metallic'])
 if name=='Lamps':bs.inputs['Emission Color'].default_value=(.35,.29,.18,1);bs.inputs['Emission Strength'].default_value=.25
 grp=bpy.data.node_groups.get('glTF Material Output')
 if not grp:
  grp=bpy.data.node_groups.new('glTF Material Output','ShaderNodeTree');grp.interface.new_socket(name='Occlusion',in_out='INPUT',socket_type='NodeSocketFloat')
 gn=nt.nodes.new('ShaderNodeGroup');gn.node_tree=grp;L.new(sep.outputs[0],gn.inputs['Occlusion'])
 m.diffuse_color=tuple(PAINTS[0][1] if name=='Paint' else tint)+(1,);MATS[name]=m
 print('MATERIAL',name,flush=True)
 return m

DracoDecoder | Decoded 45 vertices, 99 indices
DracoDecoder | Decoded 243 vertices, 279 indices
DracoDecoder | Decoded 58158 vertices, 77205 indices
DracoDecoder | Decoded 8473 vertices, 13917 indices
00:51.523  render           | Saved: '/root/fal-author/type99-tank-v1/final.png'
RENDERED final.png

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/bin/bash -lc "ssh gex44 'rg \"EXPORTED|HEALTHY_GEOMETRY|COMPLETE\" /root/fal-author/type99-tank-v1/build-final.log'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 127 in 501ms:
bash: line 1: rg: command not found

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/bin/bash -lc "python3 - <<'PY'
import struct,json
p='/tmp/type99-runtime/type99-tank.glb';b=open(p,'rb').read();n=struct.unpack_from('<I',b,12)[0];d=json.loads(b[20:20+n]);print(len(b),d.get('extensionsRequired',[]))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
11514304 []

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/bin/bash -lc 'ssh gex44 tail -6 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 544ms:
01:30.317  render           | Saved: '/root/fal-author/type99-tank-v1/_state_2.png'
RENDERED _state_2.png
01:33.921  render           | Saved: '/root/fal-author/type99-tank-v1/_state_3.png'
RENDERED _state_3.png
01:36.978  render           | Saved: '/root/fal-author/type99-tank-v1/_state_4.png'
RENDERED _state_4.png

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/bin/bash -lc "scp 'gex44:/root/fal-author/type99-tank-v1/{final.png,side.png,states.png,paints.png,clay.png,pivots.png,type99-tank.glb,type99-tank-damage.glb,nodes.json,NOTES.md}' ." in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 exited 1 in 774ms:
scp: /root/fal-author/type99-tank-v1/{final.png,side.png,states.png,paints.png,clay.png,pivots.png,type99-tank.glb,type99-tank-damage.glb,nodes.json,NOTES.md}: No such file or directory

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/final.png gex44:/root/fal-author/type99-tank-v1/side.png gex44:/root/fal-author/type99-tank-v1/clay.png gex44:/root/fal-author/type99-tank-v1/pivots.png gex44:/root/fal-author/type99-tank-v1/type99-tank.glb gex44:/root/fal-author/type99-tank-v1/type99-tank-damage.glb gex44:/root/fal-author/type99-tank-v1/nodes.json gex44:/root/fal-author/type99-tank-v1/NOTES.md .' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc 'python3 /tmp/type99-runtime/validate.py . > /tmp/type99-runtime/validation-final.log
python3 /tmp/type99-runtime/rigcheck.py' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 209ms:
{
  "pivot_pairs": 18,
  "errors": []
}

 succeeded in 342518ms:
codex
The revised healthy GLB is 11.51 MB with about 113,000 triangles, within budget. Pivot checks passed for all damaged replacements, the turret and the broken gun. The damage GLB uses Draco compression; Blender successfully imported it for the state renders.

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/bin/bash -lc 'ssh gex44 tail -6 /root/fal-author/type99-tank-v1/build-final.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 494ms:
RENDERED _paint_4.png
01:59.743  render           | Saved: '/root/fal-author/type99-tank-v1/_paint_5.png'
RENDERED _paint_5.png
COMPLETE {'seconds': 120.23254537582397, 'healthy_tri': 112897, 'damage_tri': 105815, 'bytes': [('preflight.glb', 1865740), ('type99-tank.glb', 11514304), ('type99-tank-damage.glb', 6743776)]}

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/states.png gex44:/root/fal-author/type99-tank-v1/paints.png .
cp type99-tank.glb type99-tank-damage.glb /tmp/type99-runtime/
node /tmp/type99-runtime/capture.cjs > /tmp/type99-runtime/runtime.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc "sed -n '599,635p' build_type99-tank.py
python3 - <<'PY'
import json
v=json.load(open('validation.json'))
for k,d in v.items():
 if isinstance(d,dict):print(k,d['triangles'],d['bytes'],d['extensions'])
print(v['errors'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
 print('RENDERED',filename,flush=True)
camera();render('final.png')
camera('side');render('side.png',1920,1080,24)
camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72
SC.view_layers[0].material_override=clay;render('clay.png',1920,1080,24);SC.view_layers[0].material_override=None
# Required 30-degree pivot proof. Origins never move when rotations change.
rotated=[]
for o in healthy:
 if o.name in ['Turret','Gun','MG'] or o.name.startswith(('Wheel_','Hatch_')):
  axis=2 if o.name in ['Turret','MG'] else 0
  rotated.append((o,o.rotation_euler.copy(),o.matrix_world.translation.copy()));o.rotation_euler[axis]+=pi/6
# Recoil node uses the bore axis: a 30 degree roll tests its own origin without translation.
rotated.append((barrel,barrel.rotation_euler.copy(),barrel.matrix_world.translation.copy()));barrel.rotation_euler[1]+=pi/6
render('pivots.png',1280,720,16)
for o,r,p in rotated:o.rotation_euler=r
bpy.context.view_layer.update()
if '--healthy-only' in sys.argv:
 print('HEALTHY_COMPLETE',healthy_tri,flush=True);sys.exit(0)

# DAMAGE twins, surface impact overlays, thrown belts and two closed wreck assemblies.
# Every replacement is derived from its corresponding healthy geometry.
damage=[];twins={};scar_names=[]
hd=empty('Hull_Damage');td=empty('Turret_Damage',TP);damage.extend([hd,td])
def copy_mesh(source,name,parent=None):
 o=source.copy();o.data=source.data.copy();SC.collection.objects.link(o);o.name=name
 mw=source.matrix_world.copy();o.parent=None;o.matrix_world=mw
 if parent:parent_keep(o,parent)
 return o

def remap(o,mode='damage'):
 for slot in o.material_slots:
  if not slot.material:continue
  n=slot.material.name
  if mode=='burnt':slot.material=MATS['Burnt']
  elif n not in ['Paint','Burnt','Scars','TrackSteel','Rubber']:slot.material=MATS['Scars']

def damage_twin(source):
type99-tank.glb 112897 11514304 []
type99-tank-damage.glb 105404 6743776 ['KHR_draco_mesh_compression']
[]

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/bin/bash -lc "cat > /tmp/type99-runtime/critic-request.txt <<'EOF'
You are independent visual critic. Read the ACTUAL images with your image/file tools: /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1/sheet.jpg (reference), /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1/final.png, side.png, states.png, paints.png in same directory. Previous comparison /tmp/type99-runtime/rev2/final.png. Review modern realistic close-up game asset match. No editing. Max five concrete findings, resolved/regressed versus previous, evidence coordinates, measurable corrections. Verdict PASS or REVISE, not flattery. Constraints neutral main Paint recolour contract prohibits baking camouflage colors; material and silhouette remain fair targets. Healthy112897tris11.51MB, damage105815tris6.74MB; actual antenna height2.94 exceedsrequested2.35. Reference fixes included ERA front, round fenders, pin interference, cheek intersections and pillowy normals. Need actual image read; cannot see images -> BLOCKED.
EOF
cat /tmp/type99-runtime/critic-request.txt | gemini -- --print --max-turns 8 > /tmp/type99-runtime/critic-final.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 21905ms:
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/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read().replace(\"o.rotation_euler[axis]+=pi/6\",\"o.rotation_euler[axis]+=(-pi/6 if o.name=='Gun' or o.name.startswith('Hatch_') else pi/6)\")
s=s.replace(\"wt2.location=(4.0,1.3,0);wt2.rotation_euler=\",\"wt2.location=(4.0,1.3,0);wt2.rotation_mode='XYZ';wt2.rotation_euler=\")
s=s.replace(\"manifest={'schema':\", \"def exported_counts(filename):\\n raw=(ROOT/filename).read_bytes();n=struct.unpack_from('<I',raw,12)[0];doc=json.loads(raw[20:20+n]);counts={}\\n for node in doc['nodes']:\\n  counts[node['name']]=sum(doc['accessors'][p['indices']]['count']//3 for p in doc['meshes'][node['mesh']]['primitives']) if 'mesh' in node else 0\\n return counts\\nexport_counts={f:exported_counts(f) for f in ['type99-tank.glb','type99-tank-damage.glb']}\\nhealthy_tri=sum(export_counts['type99-tank.glb'].values());damage_tri=sum(export_counts['type99-tank-damage.glb'].values())\\nmanifest={'schema':\")
s=s.replace(\"(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))\", \"for filename,info in manifest['files'].items():\\n info['bytes']=(ROOT/filename).stat().st_size\\n for node in info['nodes']:node['triangles']=export_counts[filename][node['name']]\\n(ROOT/'nodes.json').write_text(json.dumps(manifest,indent=2))\")
open(p,'w').write(s)
PY
python3 -m py_compile build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
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/bin/bash -lc 'tail -10 /tmp/type99-runtime/critic-final.txt
cat /tmp/type99-runtime/runtime.log | tail -6' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:

---

### Finish Contract Report

0. **Blocked on you**: Nothing.
1. **What changed**: Verified geometry, textures, damage/paint states, and reference accuracy of Type 99 tank asset against `sheet.jpg` and previous revision.
2. **How I know it works**: Read all 6 rendered asset passes (`sheet.jpg`, `final.png`, `side.png`, `states.png`, `paints.png`, `/tmp/type99-runtime/rev2/final.png`) directly in-frame; verified cheek bevels, track drive sprockets, ERA placement, and paint masking.
3. **What would break if I were wrong**: Turret height discrepancy (finding 1) could cause clipping in low-clearance game garages or transport trailers if asset bounding box is strict.
4. **What I did NOT do**: Did not edit the 3D model files or re-render runtime thumbnails (critic review only).
    ],
    bounds: { isBox3: true, min: [Object], max: [Object] },
    mainPass: { calls: 158, triangles: 112899 }
  },
  error: undefined
}

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/bin/bash -lc 'cat /tmp/type99-runtime/critic-final.txt' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
[claude-code:unrecognized_model] {"model":"forge:build-gemini-38flash","query_source":"sdk"}
### Visual Critic Review: Type 99 MBT (v1 vs Rev2 & Reference)

**Verdict: PASS**

The asset matches the reference sheet layout, proportions, and mechanical detailing cleanly. The core issues from rev2 (cheek intersections, pillowy bevels, rounded front fenders, missing ERA layering) are resolved.

---

### Comparison vs Rev2 & Resolved Issues

1. **Cheek & Add-on Armor Integration (Resolved):**
   - *Previous:* Turret cheek wedges had soft, pillowy transitions and clipping into the gun collar.
   - *Current (`final.png` x: 950-1150, y: 350-480):* Crisp planar arrow-shaped ERA wedges with sharp chamfers matching reference `sheet.jpg` (top & right isometric).
2. **Glacis ERA Blocks & Mudguards (Resolved):**
   - *Previous:* Flat front glacis with stamped appearance.
   - *Current (`final.png` x: 750-1000, y: 500-580):* Distinct dual-row ERA cassette plates bolted to the upper glacis plate, flanked by ribbed curved front mudguards with headlights and guard cages.
3. **Turret Pin & Collar Interference (Resolved):**
   - *Current (`side.png` x: 800-1100, y: 380-460):* Clean separation between mantlet sleeve, turret ring collar, and turret floor. No z-fighting or mesh penetrations.
4. **Recolour Contract Compliance:**
   - `paints.png` demonstrates clean, neutral procedural material recolouring across all 6 swatches (desert, olive, snow, drab, grey, forest) without baked camouflage patterns breaking tint uniformity.

---

### Concrete Findings

| # | Item | Evidence (Image & Coordinates) | Issue / Finding | Measurable Correction |
|---|---|---|---|---|
| 1 | **Antenna Mast Height** | `side.png` (x: 1420-1450, y: 270-380) | Total vertical height measures 2.94 m vs 2.35 m specification. The rear sensor/antenna rod extends ~0.59 m too high above the roofline. | Scale down the thin vertical antenna mast along Z by 20% (lower tip from Z=2.94 m to Z=2.35 m relative to ground). |
| 2 | **Side Skirt Hinge Line** | `side.png` (x: 650-1650, y: 470-520) | Side skirt modular rubber/composite panels are completely coplanar and lack the prominent bolt/mounting rail strip visible in `sheet.jpg` (top side view). | Inset the skirt upper mounting bracket line by 15 mm or enhance the rivet normal strip across the top skirt flange. |
| 3 | **Rear Stowage Basket Geometry** | `final.png` (x: 1100-1350, y: 170-270) | Turret bustle basket wireframe spacing is slightly coarse compared to the tight diamond/rectangular mesh in `sheet.jpg`. | Within healthy poly budget (112k tris); acceptable for LOD0, no blocking action required. |

---

### Finish Contract Report

0. **Blocked on you**: Nothing.
1. **What changed**: Verified geometry, textures, damage/paint states, and reference accuracy of Type 99 tank asset against `sheet.jpg` and previous revision.
2. **How I know it works**: Read all 6 rendered asset passes (`sheet.jpg`, `final.png`, `side.png`, `states.png`, `paints.png`, `/tmp/type99-runtime/rev2/final.png`) directly in-frame; verified cheek bevels, track drive sprockets, ERA placement, and paint masking.
3. **What would break if I were wrong**: Turret height discrepancy (finding 1) could cause clipping in low-clearance game garages or transport trailers if asset bounding box is strict.
4. **What I did NOT do**: Did not edit the 3D model files or re-render runtime thumbnails (critic review only).

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codex
Both GLBs load in Three.js, and the independent image review accepted the visual match while noting the height mismatch and simplified basket mesh. I found a proof-render bug: Blender’s imported quaternion rotation prevented the detached wreck turret from rolling onto its side. I’m fixing that and updating the notes to use the exported triangle counts.

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/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read().replace('turret roof 2.35 m nominal; maximum height including antenna tips is 2.94 m, above the requested 2.35 m envelope.','maximum height with roof equipment and antenna tips is 2.94 m, above the requested 2.35 m; length and width match within 2 mm.')
open(p,'w').write(s)
PY
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 926ms:
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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/type99-tank-v1/build_type99-tank.py -- --rebake > /root/fal-author/type99-tank-v1/build-delivery.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py type99-tank.glb --help' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 6ms:
usage: audit_glb.py [-h] [--strict] [--rig]
                    [--require-sockets REQUIRE_SOCKETS]
                    glb

Read-only audit of uncompressed GLB triangle meshes; requires numpy. Report
mode exits 0 even with findings. --strict exits 1 for findings. Invalid or
unsupported input exits 2. This is not a complete glTF validator.

positional arguments:
  glb

options:
  -h, --help            show this help message and exit
  --strict
  --rig                 print the skin/joint report (always computed; this
                        only keeps it in the output)
  --require-sockets REQUIRE_SOCKETS
                        comma-separated node names that must exist (e.g.
                        target,ground,vfx-hit,vfx-death)

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/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 510ms:
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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 584ms:
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exec
/bin/bash -lc "python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py type99-tank.glb > /tmp/type99-runtime/audit-final-healthy.json
python3 - <<'PY'
import json
j=json.load(open('/tmp/type99-runtime/audit-final-healthy.json'))
print(list(j))
print(str(j)[:1100])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 150ms:
['file', 'sha256', 'bytes', 'primitive_count', 'material_count', 'embedded_images', 'external_uris', 'primitives', 'duplicate_primitives', 'note', 'triangles', 'zero_area_triangles', 'nonfinite_attribute_components', 'findings']
{'file': 'type99-tank.glb', 'sha256': '6eae5d17cf3884453ac23edd1b000c66f81f84c8326e96746dcf3d07cf7299e4', 'bytes': 11514304, 'primitive_count': 157, 'material_count': 7, 'embedded_images': 21, 'external_uris': [], 'primitives': [{'mesh': 'Hatch_Driver', 'primitive': 0, 'triangles': 696, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hatch_Driver', 'primitive': 1, 'triangles': 54, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 0, 'triangles': 2482, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 1, 'triangles': 984, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 2, 'triangles': 2248, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Hull', 'primitive': 3, 'triangles': 158, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_1', 'primitive': 0, 'triangles': 418, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0}, {'mesh': 'Part_EngineGrille_1', 'p

codex
The geometry audit found no zero-area triangles or non-finite values in the healthy export. Both files passed the texture-size, material, naming and hierarchy checks. The final clean rebuild is queued; it includes fresh bakes and the corrected wreck pose.

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exec
/bin/bash -lc 'ssh gex44 tail -6 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 566ms:
DracoDecoder | Decoded 45 vertices, 99 indices
DracoDecoder | Decoded 243 vertices, 279 indices
DracoDecoder | Decoded 58492 vertices, 76893 indices
DracoDecoder | Decoded 8408 vertices, 13767 indices
01:12.057  render           | Saved: '/root/fal-author/type99-tank-v1/final.png'
RENDERED final.png

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exec
/bin/bash -lc "python3 - <<'PY'
import json
x=json.load(open('/tmp/type99-runtime/audit-final-healthy.json'))
print({k:x[k] for k in ['triangles','zero_area_triangles','nonfinite_attribute_components','findings']})
print('Duplicates:',len(x['duplicate_primitives']))
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
{'triangles': 112897, 'zero_area_triangles': 0, 'nonfinite_attribute_components': 0, 'findings': ['duplicate_primitives']}
Duplicates: 5

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/pivots.png /tmp/type99-runtime/pivots-delivery.png' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc "scp 'gex44:/root/fal-author/type99-tank-v1/textures/*.png' textures/" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc 'ssh gex44 tail -4 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 545ms:
01:31.598  render           | Saved: '/root/fal-author/type99-tank-v1/_state_1.png'
RENDERED _state_1.png
01:33.931  render           | Saved: '/root/fal-author/type99-tank-v1/_state_2.png'
RENDERED _state_2.png

 succeeded in 7259ms:
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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 488ms:
01:56.159  render           | Saved: '/root/fal-author/type99-tank-v1/_paint_5.png'
RENDERED _paint_5.png
COMPLETE {'seconds': 116.03032398223877, 'healthy_tri': 112897, 'damage_tri': 105404, 'bytes': [('preflight.glb', 1865740), ('type99-tank.glb', 11514384), ('type99-tank-damage.glb', 6755068)]}

Blender quit

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/states.png /tmp/type99-runtime/states-delivery.png' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_type99-tank.py';s=open(p).read().replace(\"min((wt2.matrix_world@Vector(c)).z for c in wt2.bound_box)\",\"min((wt2.matrix_world@v.co).z for v in wt2.data.vertices)\")
open(p,'w').write(s)
PY
scp build_type99-tank.py gex44:/root/fal-author/type99-tank-v1/build_type99-tank.py" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 880ms:
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exec
/bin/bash -lc "ssh gex44 '/root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/type99-tank-v1/build_type99-tank.py -- --rebake > /root/fal-author/type99-tank-v1/build-delivery.log 2>&1'" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
codex
The 30° rig proof now shows the gun elevating and the hatches opening around their hinges. The detached wreck turret also rotates correctly, but its bounding-box ground placement left a visible gap. I’ve changed the placement to use the lowest actual mesh vertex.

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/bin/bash -lc "cat > /tmp/type99-runtime/audit-runtime.cjs <<'JS'
const {chromium}=require('playwright');const fs=require('fs');
(async()=>{const browser=await chromium.launch({headless:true,executablePath:'/home/claude-agent/.cache/ms-playwright/chromium_headless_shell-1223/chrome-linux/headless_shell',args:['--no-sandbox','--use-angle=swiftshader','--enable-unsafe-swiftshader']});const page=await browser.newPage({viewport:{width:1600,height:900}});await page.goto('http://127.0.0.1:8899/');await page.waitForFunction(()=>window.assetReady||window.assetError,{timeout:120000});const audit=await page.evaluate(()=>{if(window.assetError)throw Error(window.assetError);const out={};for(const [key,marker] of [['healthy','Hull'],['damage','Hull_Damage']]){const root=window.scene.children.find(o=>o.getObjectByName(marker));let triangles=0,zeroArea=0,nonfinite=0,primitives=0;const seen=new Set();root.traverse(o=>{if("'!o.isMesh||seen.has(o.geometry.uuid))return;seen.add(o.geometry.uuid);primitives++;const g=o.geometry,p=g.attributes.position,idx=g.index;for(const a of Object.values(g.attributes))for(const v of a.array)if(!Number.isFinite(v))nonfinite++;const count=idx?idx.count:p.count;triangles+=count/3;for(let i=0;i<count;i+=3){const a=idx?idx.getX(i):i,b=idx?idx.getX(i+1):i+1,c=idx?idx.getX(i+2):i+2;const ux=p.getX(b)-p.getX(a),uy=p.getY(b)-p.getY(a),uz=p.getZ(b)-p.getZ(a),vx=p.getX(c)-p.getX(a),vy=p.getY(c)-p.getY(a),vz=p.getZ(c)-p.getZ(a);const x=uy*vz-uz*vy,y=uz*vx-ux*vz,z=ux*vy-uy*vx;if(x*x+y*y+z*z<1e-24)zeroArea++;}});out[key]={triangles,zeroArea,nonfinite,primitives};}return out;});fs.writeFileSync('"'/tmp/type99-runtime/runtime-audit.json',JSON.stringify(audit,null,2));console.log(audit);await browser.close()})();
JS
node /tmp/type99-runtime/audit-runtime.cjs" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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 succeeded in 5174ms:
{
  healthy: { triangles: 112897, zeroArea: 0, nonfinite: 0, primitives: 157 },
  damage: { triangles: 105404, zeroArea: 0, nonfinite: 0, primitives: 70 }
}

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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1002ms:
codex
The Three.js check decoded both files successfully, including the compressed damage file. Neither decoded mesh contains zero-area triangles or non-finite geometry values. The healthy tank uses 157 material draws in the main pass; the preview floor adds one.

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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 579ms:
RENDERED side.png
/root/fal-author/type99-tank-v1/build_type99-tank.py:602: DeprecationWarning: 'Material.use_nodes' is expected to be removed in Blender 6.0
  camera();clay=bpy.data.materials.new('Clay');clay.diffuse_color=(.42,.42,.42,1);clay.use_nodes=True;clay.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.42,.42,.42,1);clay.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.72
00:54.191  render           | Saved: '/root/fal-author/type99-tank-v1/clay.png'
RENDERED clay.png

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exec
/bin/bash -lc 'ls -1 textures' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
Burnt_base.png
Burnt_normal.png
Burnt_orm.png
Glass_base.png
Glass_normal.png
Glass_orm.png
Lamps_base.png
Lamps_normal.png
Lamps_orm.png
Paint_base.png
Paint_normal.png
Paint_orm.png
Rubber_base.png
Rubber_normal.png
Rubber_orm.png
Scars_base.png
Scars_normal.png
Scars_orm.png
Steel_base.png
Steel_normal.png
Steel_orm.png
TrackSteel_base.png
TrackSteel_normal.png
TrackSteel_orm.png
Weapon_base.png
Weapon_normal.png
Weapon_orm.png
blue_metal_plate_arm_1k.jpg
blue_metal_plate_diff_1k.jpg
blue_metal_plate_nor_gl_1k.jpg
metal_plate_arm_1k.jpg
metal_plate_diff_1k.jpg
metal_plate_nor_gl_1k.jpg
rubberized_track_arm_1k.jpg
rubberized_track_diff_1k.jpg
rubberized_track_nor_gl_1k.jpg
rusty_metal_02_arm_1k.jpg
rusty_metal_02_diff_1k.jpg
rusty_metal_02_nor_gl_1k.jpg

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
for p in Path('textures').glob('metal_plate_*_1k.jpg'):p.unlink()
for p in Path('__pycache__').glob('build_type99-tank.*.pyc'):p.unlink()
try:Path('__pycache__').rmdir()
except OSError:pass
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
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exec
/bin/bash -lc 'ssh gex44 tail -4 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 564ms:
19:09:14 | INFO: Draco Decoder: Decode primitive Hull.003
19:09:14 | INFO: Blender create Mesh node Turret.003
19:09:14 | INFO: Draco Decoder: Decode primitive Turret.003
19:09:14 | INFO: glTF import finished in 0.87s

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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 585ms:
RENDERED side.png
01:34.946  render           | Saved: '/root/fal-author/type99-tank-v1/clay.png'
RENDERED clay.png
01:37.039  render           | Saved: '/root/fal-author/type99-tank-v1/_state_0.png'
RENDERED _state_0.png

codex
The final proof renders are running from the re-imported GLBs. I’m finishing the handoff checks now: matching the files to the delivered script, confirming Paint is shared across both exports, and keeping only the used texture assets in the directory.

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exec
/bin/bash -lc 'ssh gex44 tail -5 /root/fal-author/type99-tank-v1/build-delivery.log' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 572ms:
02:06.525  render           | Saved: '/root/fal-author/type99-tank-v1/_paint_5.png'
RENDERED _paint_5.png
COMPLETE {'seconds': 127.40524077415466, 'healthy_tri': 112897, 'damage_tri': 105401, 'bytes': [('preflight.glb', 1865740), ('type99-tank.glb', 11514400), ('type99-tank-damage.glb', 6744312)]}

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/bin/bash -lc 'scp gex44:/root/fal-author/type99-tank-v1/states.png /tmp/type99-runtime/states-contact.png' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1176ms:
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exec
/bin/bash -lc "scp gex44:/root/fal-author/type99-tank-v1/{final.png,side.png,clay.png,pivots.png,states.png,paints.png,type99-tank.glb,type99-tank-damage.glb,nodes.json,NOTES.md} .
scp 'gex44:/root/fal-author/type99-tank-v1/textures/*.png' textures/
scp gex44:/root/fal-author/type99-tank-v1/build-delivery.log /tmp/type99-runtime/build-delivery.log" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc 'sha256sum build_type99-tank.py
ssh gex44 sha256sum /root/fal-author/type99-tank-v1/build_type99-tank.py' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 567ms:
020307b7117be39ebe1da61bfc66e02f1ab751b452ee53d6c452334b3b2f9bf9  build_type99-tank.py
020307b7117be39ebe1da61bfc66e02f1ab751b452ee53d6c452334b3b2f9bf9  /root/fal-author/type99-tank-v1/build_type99-tank.py

 succeeded in 20818ms:
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mcp: forge/coord_status started
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exec
/bin/bash -lc 'python3 /tmp/type99-runtime/validate.py . > /tmp/type99-runtime/validation-final.log
python3 /tmp/type99-runtime/rigcheck.py
cp type99-tank.glb type99-tank-damage.glb /tmp/type99-runtime/
node /tmp/type99-runtime/audit-runtime.cjs' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 5785ms:
{
  "pivot_pairs": 18,
  "errors": []
}
{
  healthy: { triangles: 112897, zeroArea: 0, nonfinite: 0, primitives: 157 },
  damage: { triangles: 105401, zeroArea: 0, nonfinite: 0, primitives: 70 }
}

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/bin/bash -lc 'node /tmp/type99-runtime/capture.cjs > /tmp/type99-runtime/runtime.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
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exec
/bin/bash -lc "wc -l NOTES.md
cat NOTES.md
python3 - <<'PY'
import json
j=json.load(open('nodes.json')); print('Bakes:',len(j['bakes']));print('Files:',[(k,v['bytes'],v['triangles']) for k,v in j['files'].items()])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
6 NOTES.md
Type 99A-style modern MBT, metre-scale articulated rig, removable armour and tank-damage/v1 variants.
Triangles: healthy 112,897; damage 105,401; wreck 30,376.
Materials: Paint, TrackSteel, Rubber, Steel, Weapon, Glass, Lamps; damage adds Burnt and Scars (5-material subset).
Textures: Paint base/normal 1024; all ORM 512 or below; other base/normal 512 or below; Cycles baked shared tiling sets.
Poly Haven CC0 ids: blue_metal_plate, rusty_metal_02, rubberized_track; https://polyhaven.com/license (source JPEGs downloaded from dl.polyhaven.org).
Reference differences: simplified hidden mechanics and basket weave; no insignia; maximum height with roof equipment and antenna tips is 2.94 m, above the requested 2.35 m; length and width match within 2 mm.
Bakes: 9
Files: [('type99-tank.glb', 11514400, 112897), ('type99-tank-damage.glb', 6744312, 105401)]

 succeeded in 6907ms:
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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import struct,json,hashlib
from PIL import Image
sets=[]
for fn in ['type99-tank.glb','type99-tank-damage.glb']:
 b=Path(fn).read_bytes();l=struct.unpack_from('<I',b,12)[0];j=json.loads(b[20:20+l]);raw=b[28+l:];h={}
 for im in j['images']:
  if not im['name'].startswith('Paint'):continue
  v=j['bufferViews'][im['bufferView']];start=v.get('byteOffset',0);h[im['name']]=hashlib.sha256(raw[start:start+v['byteLength']]).hexdigest()
 sets.append(h)
assert sets[0]==sets[1]
print('Shared Paint image hashes identical:',len(sets[0]))
for fn in ['final.png','side.png','clay.png']:
 assert Image.open(fn).size==(1920,1080)
print('1920x1080 proof sizes verified')
PY
ssh gex44 sha256sum /root/fal-author/type99-tank-v1/type99-tank.glb /root/fal-author/type99-tank-v1/type99-tank-damage.glb
sha256sum type99-tank.glb type99-tank-damage.glb" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 1197ms:
Shared Paint image hashes identical: 3
1920x1080 proof sizes verified
44682908612ceed51e5e3980aab2b6cb079d1a9a3bf4ae89e02f9715920f4e1a  /root/fal-author/type99-tank-v1/type99-tank.glb
34a3970f5512971fbeb44d8a1d24d53a04a3425ec1eaaa47f58150481b345f3b  /root/fal-author/type99-tank-v1/type99-tank-damage.glb
44682908612ceed51e5e3980aab2b6cb079d1a9a3bf4ae89e02f9715920f4e1a  type99-tank.glb
34a3970f5512971fbeb44d8a1d24d53a04a3425ec1eaaa47f58150481b345f3b  type99-tank-damage.glb

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exec
/bin/bash -lc "python3 - <<'PY'
import json,struct
b=open('type99-tank-damage.glb','rb').read();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
print([(n['name'],sum(j['accessors'][p['indices']]['count']//3 for p in j['meshes'][n['mesh']]['primitives'])) for n in j['nodes'] if n['name'].startswith('Wreck')])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
[('Wreck_Hull', 25737), ('Wreck_Turret', 4639)]

codex
The final files are here and match the remote build hashes. The healthy GLB is 112,897 triangles / 11.51 MB; damage is 105,401 triangles / 6.74 MB. I’ve inspected the final state, paint, clay, pivot and runtime renders. The remaining dimensional deviation is the 2.94 m height including roof equipment and antennas.

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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
import json,hashlib,struct,shutil
r=Path('.');v=json.loads((r/'validation.json').read_text());m=json.loads((r/'nodes.json').read_text());runtime=json.loads(Path('/tmp/type99-runtime/runtime.json').read_text());audit=json.loads(Path('/tmp/type99-runtime/runtime-audit.json').read_text())
for fn in ['type99-tank.glb','type99-tank-damage.glb']:
 b=(r/fn).read_bytes();j=json.loads(b[20:20+struct.unpack_from('<I',b,12)[0]])
 assert {n['name'] for n in j['nodes']}=={n['name'] for n in m['files'][fn]['nodes']}
 assert v[fn]['triangles']==m['files'][fn]['triangles']
 v[fn]['sha256']=hashlib.sha256(b).hexdigest()
 v[fn]['estimated_rgba8_texture_mib_with_mips']=round(sum(x['size'][0]*x['size'][1]*4*4/3 for x in v[fn]['images'])/1048576,2)
v['runtime']={'loader':'Three.js GLTFLoader + DRACOLoader','backend':'Chromium WebGL / SwiftShader','main_pass_including_floor':runtime['mainPass'],'decoded_geometry_audit':audit,'proof':'runtime.png'}
v['rig']={'matched_pivot_pairs':18,'unit_moving_scales':True,'proof':'pivots.png'}
v['paint']={'default_factor':[.12,.15,.09,1],'identical_embedded_paint_images_in_both_files':True,'variants':6,'proof':'paints.png'}
v['build']={'script':'build_type99-tank.py','script_sha256':hashlib.sha256(Path('build_type99-tank.py').read_bytes()).hexdigest(),'empty_scene_rebuild':True,'fresh_cycles_baked_material_sets':len(m['bakes']),'blender':'5.2.0','cycles_device':'OPTIX','remote_and_local_glb_hashes_match':True}
v['bounds_metres']=m['bbox'];v['known_deviations']=['Maximum height with roof equipment and antennas is 2.9400 m; requested overall height was 2.35 m.','Simplified hidden mechanics and basket weave.'];v['status']='Exports and rig validated; height contract deviation remains.'
(r/'validation.json').write_text(json.dumps(v,indent=2));shutil.copy2('/tmp/type99-runtime/runtime.png','runtime.png')
print('Final validation saved; exported node lists and triangle totals match.')
PY" in /home/claude-agent/forge-build/forge-assets/jobs/type99-tank-v1
 succeeded in 0ms:
Final validation saved; exported node lists and triangle totals match.

hook: PreToolUse
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mcp: forge/coord_release started
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context compacted
codex
Delivered:

- [Healthy GLB](type99-tank.glb) — 112,897 triangles, 11.51 MB.
- [Damage GLB](type99-tank-damage.glb) — 105,401 triangles, 6.74 MB.
- [Final render](final.png) · [Damage states](states.png) · [Paint variants](paints.png)
- [Build script](build_type99-tank.py) · [Node manifest](nodes.json) · [Validation](validation.json)

Validated exported imports, rig pivots, textures and damage hierarchy.

**Known deviation:** height including roof equipment and antennas is 2.94 m, exceeding the requested 2.35 m.
2026-10-11T17:13:42.962365Z ERROR codex_core::session: failed to record rollout items: thread 01a12bbd-c641-7dd2-b2cb-d6b2bf492f23 not found
tokens used
346,347
Delivered:

- [Healthy GLB](type99-tank.glb) — 112,897 triangles, 11.51 MB.
- [Damage GLB](type99-tank-damage.glb) — 105,401 triangles, 6.74 MB.
- [Final render](final.png) · [Damage states](states.png) · [Paint variants](paints.png)
- [Build script](build_type99-tank.py) · [Node manifest](nodes.json) · [Validation](validation.json)

Validated exported imports, rig pivots, textures and damage hierarchy.

**Known deviation:** height including roof equipment and antennas is 2.94 m, exceeding the requested 2.35 m.
