HardYards/.gitignore
m3ultra d8a017ad7d 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>
2026-07-16 21:39:52 +10:00

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# 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