root agent idle; waiting up to 30m0s for 1 background task(s)
Running the initial Blender 5.2 build, texture bake, GLB export, and diagnostic renders on `gex44`; waiting for completion.
Running the second iteration of `build_variable-fighter-anime.py` on `gex44` with refined canopy curvature, intake wedge hoods, full-height diagonal stripes, brushed steel, and heat-scorched nozzle materials; waiting for completion.
Running the third build pass on `gex44` with the front windscreen arch fix, aligned under-wing missile pylons, streamlined gun pod, and 30-degree moving-part pivot verification render; waiting for completion.
Running the final clean build script in Blender 5.2 on `gex44` and waiting for completion.
0. **Blocked on you**: nothing.

1. **What you changed**: Built the original anime-style variable-sweep space fighter asset ([variable-fighter-anime.glb](file:///tmp/agy-author/variable-fighter-anime-v1/variable-fighter-anime.glb)) from a single clean Blender 5.2 script ([build_variable-fighter-anime.py](file:///tmp/agy-author/variable-fighter-anime-v1/build_variable-fighter-anime.py)) with baked CC0 Poly Haven PBR textures, articulated swing wings, canopy, and ventral gun pod, metadata ([nodes.json](file:///tmp/agy-author/variable-fighter-anime-v1/nodes.json), [NOTES.md](file:///tmp/agy-author/variable-fighter-anime-v1/NOTES.md)), and verification renders ([final.png](file:///tmp/agy-author/variable-fighter-anime-v1/final.png), [side.png](file:///tmp/agy-author/variable-fighter-anime-v1/side.png), [clay.png](file:///tmp/agy-author/variable-fighter-anime-v1/clay.png), [paints.png](file:///tmp/agy-author/variable-fighter-anime-v1/paints.png)) completed at 22:02 CET.

2. **How you know it works**: Ran a clean headless build in Blender 5.2 on `gex44`, confirmed the exported GLB is 3.41 MB with 48,660 triangles, 8 materials, zero tangent warnings, and exact `[13.0, 4.0, 15.8]` metre bounds (`+Z` nose, `+Y` up, `+X` left), inspected a 30-degree pivot test render confirming `Canopy`, `Wing_L`, `Wing_R`, `Turret_1`, and `Gun_1` rotate cleanly on their hinges, and visually verified [final.png](file:///tmp/agy-author/variable-fighter-anime-v1/final.png), [side.png](file:///tmp/agy-author/variable-fighter-anime-v1/side.png), [clay.png](file:///tmp/agy-author/variable-fighter-anime-v1/clay.png), and [paints.png](file:///tmp/agy-author/variable-fighter-anime-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/variable-fighter-anime-v1/sheet.jpg).

3. **What would break if you were wrong**: If a game engine expects a different rotation sign on any moving part or a different neutral paint brightness, wing sweep or canopy opening would invert; fix by adjusting `axes_map` or `PAINTS` in [build_variable-fighter-anime.py](file:///tmp/agy-author/variable-fighter-anime-v1/build_variable-fighter-anime.py) and re-running the script on `gex44`.

4. **What you did NOT do**: Fine sub-centimetre surface seams and micro-rivets are baked into the 1024 px normal and base colour maps rather than cut as individual polygons so the mesh stays at 48,660 triangles within the 40k to 90k budget.
