# Tools Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script. Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side builders live next to their output in `Art/blender/*/`; this folder holds everything that talks to Unreal, the network, or the repository. ## Conventions - One script, one job. Every input is an argument; no interactive prompts. - Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory. - Unreal commandlets swallow `print()`, so each writes a result file under `/tmp/gigline/`. Read the file; do not trust the exit code alone. - No credentials, no writes outside the project by default. ## Repository and assets | Tool | Purpose | | --- | --- | | `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob | | `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing | | `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files | ## Reference gathering | Tool | Purpose | | --- | --- | | `commons_fetch.py` | Wikimedia Commons: search, exact `File:` titles, or a whole category; writes a provenance `sidecar.json` | | `page_image_fetch.py` | Resolves a web page's `og:image` and downloads it (Flickr, Commons file pages, photo blogs) | | `addon_compat_probe.py` | Verifies MPFB/Blosm can load and generate headless on the pinned Blender | ## Blender content | Tool | Purpose | | --- | --- | | `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part | | `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export | ## Unreal import and level building | Tool | Purpose | | --- | --- | | `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh | | `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line | | `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start | | `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views | | `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly | | `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips | ## Visual review | Tool | Purpose | | --- | --- | | `render_screenshots.py` / `render_screenshots.sh` | Rebuilds the review map, runs the game, captures the shot list into `Screenshots/` | | `judge_screenshot.py` | Vision-model pre-check: judges a screenshot against an expected-scene description (`--image` + `--expect`, or `--shots` for every shot in the README). Reads `OPENROUTER_API_KEY` from `.env` (ignored). Optional helper — a human must still approve. | ## Gameplay QA | Command | Purpose | | --- | --- | | `UnrealEditor /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. | | `GigLine SIM` / `GigLine GROUND` log lines | Emitted every second by `AGigLineCharacter` (TEMP QA): position, fall state, movement mode, and what the ground probe hits underneath. Remove before release. |