Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.
Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.
Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
94 MIT-licensed skill packs plus their shared references, copied unedited from
the local checkout of github.com/arjun988/blender-skills at commit 8f778d2
(1.2 MB, 269 Markdown files). They are agent instructions, not add-ons; the
pipeline still drives Blender headlessly through bpy, so the optional Blender MCP
server is not required. Provenance recorded in THIRD_PARTY_NOTICES.md and the
version, source, and update procedure in Docs/toolchain.md.
site-2026-11-06.blend gathers terrain, street and blockout into categorised
collections: 281 objects, ~58k triangles. A downward raycast on a 1 m grid along
both sidewalks and the designated crossing finds no holes, so nothing drops the
player on either side. Two steps are flagged: 15.8 cm at the sidewalk's outer
terrain seam and 10-13 cm ramps at the crossing flush transitions, steeper than
a real 8% ramp.
Sampling is projected through PROJ: placing points with the OSM spherical
approximation put them metres off the UTM meshes and reported 91 phantom holes.
Tools/street_mesh.py builds the corridor in the project frame from the measured
profile: carriageway -10.5..+10.5 m, kerbs 0.15 m (0.13 m as built), sidewalks
4.0 m south and 5.3 m north, all elevations sampled from the DEM. Kerbs flush at
the three signalised crossings. Crown at mid-block reproduces the cross-sections
to the centimetre.
Tools/terrain_from_dem.py builds a 191x106 grid at 2 m over the block, Z being
NAVD88 minus the origin ground. Building footprints from the OSM extract are cut
out so rooftops never become terrain (72 footprints, 6310 cells). Spot checks
reproduce the measured profile: origin 0.00, Orange Dr +3.39, south gutter
+0.93, crown +1.38, north sidewalk +1.43.
Blosm projects with a sphere, not an ellipsoid, so its frame was ~0.4% oversized
and rotated by meridian convergence: about 2 m at the theatre. The blockout now
fits a six-parameter affine into EPSG:26911 on five control points (0.0 cm
residual) and transforms root objects only, since children inherit and double
transforming them read as a 2 m placement error.
Tools/blosm_blockout.py imports the committed extract in 3Dsimple mode and
reports per-building dimensions so a units failure is visible in the log. The
result (87 meshes) is committed as the blockout baseline: hero 25.68 x 54.88 x
14.50 m against 25.75 x 54.88 m of OSM geometry, so the import is 1:1 metres.
Two headless defects needed working around: the asset-directory check that
fires before mode is honoured, and an empty default-level table sending the
add-on down a broken relative import. Member fetching stays off so the import
does not depend on Overpass.