16 generated assets plus the grass billboard atlas and the four debris models
copied verbatim from the 3D-STORE library (copies rule, §0). All meter-scale,
Y-up, and far under the 15k tri budget — garden_bed is heaviest at 2,580.
Regeneration is byte-deterministic: two consecutive runs produce identical
files, so re-running the factory causes no churn.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Character is a byte copy of 90sDJsim's man_casual_01 ped (already metre-scale,
head bone 1.75 m, bind pose proven in that game). Clips ride beside it in an
anim-only carrier built from the FBX libraries on the M1 Ultra.
The peds cannot round-trip through Blender: they encode metre scale as a node
scale of 0.01 on mixamorig*:Hips with child bones in centimetres, and Blender
bones carry no rest scale, so the glTF importer silently drops it — the rig is
exploded on import (LeftToe_End 96 m below the floor) before any merge happens.
So merging clips onto the ped (PLAN3D 5-D.1) is not viable; we ship the ped
untouched and retarget rotation-only clips onto it at runtime, the same shape
90sDJsim already uses for peds/idle.glb + peds/walk.glb.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>