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>
18 lines
501 B
Plaintext
18 lines
501 B
Plaintext
# House rule (PLAN3D §0): the runtime asset is always .glb. Raw DCC files stay
|
|
# in the canonical libraries outside the repo and never get committed here.
|
|
*.fbx
|
|
*.blend
|
|
*.blend[0-9]
|
|
*.obj
|
|
*.mtl
|
|
|
|
# Lane E: per-asset verification renders — regenerable, and 3 MB of churn.
|
|
# The tiled tools/blender/contact_sheet.png IS committed; it's the acceptance
|
|
# evidence for §5-E, and it renders deterministically so it never churns.
|
|
tools/blender/thumbs/
|
|
|
|
# macOS / python noise
|
|
.DS_Store
|
|
__pycache__/
|
|
*.pyc
|