Add deterministic Blender yard-asset factory
One script regenerates every nature/hardware asset in PLAN3D §5-E, following the house idiom from 3D-STORE/racks_to_glb.py: reset per asset, build under a root empty at the origin, join by group, stamp props, export Y-up GLB. Groups are joined per sway-unit rather than per-asset, so trees keep trunk and canopy_* as separate nodes for Lane A to animate. Paths resolve from __file__ instead of a hardcoded home dir, since the library lives elsewhere on this box. Verification re-imports each exported GLB from disk and asserts dims, tri budget, and node-name survival, then renders it against the 1.7 m ref capsule. Checking the file rather than the in-memory scene is what makes it a real test. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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.gitignore
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# Per-asset verification renders — regenerable, and 3 MB of churn.
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# The tiled contact_sheet.png IS committed; it's the acceptance evidence.
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tools/blender/thumbs/
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# PLAN3D §0: raw sources stay in the shared libraries, runtime asset is .glb
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*.blend
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*.blend1
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*.fbx
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.DS_Store
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__pycache__/
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tools/blender/build_yard_assets.py
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tools/blender/build_yard_assets.py
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