feat(props): export game boat as iClone staging prop (boat_prop.fbx)
tools/export_boat_prop.py (GLM-implemented, 2 rounds): hull at game scale (8.5 m, keel 0, no recenter) + placeholder mast/sail/steering oar + 5 seat markers + waterline + 1.9 m ref figure; self-verify incl. right-side-up gates added after round 1 shipped an upside-down hull with all checks green. Registry: boat actions table (6 slots, direct names). README carries CC BY 4.0 attribution + iClone import/filming notes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -95,6 +95,17 @@ Two Blender-side fixers exist (no iClone round-trip needed):
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Both verified by re-running `loop_qc.py` to exit 0. iClone re-authoring remains the
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fallback for clips where neither result looks right in the test bed.
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## Outgoing props (game → iClone staging)
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`exchange/outgoing-props/` carries game assets exported as iClone staging props (the
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reverse direction of the bridge). `tools/export_boat_prop.py` builds the boat prop
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(hull at game scale + placeholder mast/sail/oar + seat markers + waterline +
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1.9 m ref figure) with a self-verify gate incl. right-side-up checks — the FBX ships
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via git for the PC to pull. Boat ACTION clips use **direct names** (no nd_## stage):
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see the "Boat actions" table in the registry. Lesson from building it: an
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agent-authored verify gate can pass a visually-wrong export (the first boat was
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upside down with all checks green) — **always render and eyeball a new prop** before
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shipping, and encode what the eyeball caught as new asserts.
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## Launching the game
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- **Always ask Jeremy before launching** (this session he said "let's launch" — that's the go-ahead; don't assume it next time).
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- Command: `SCENE=dance_test_bed bash tools/game.sh spawn` from `ariki-game/` root. Also `animation_showcase` for paging every clip.
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