chore(agents): migrate to agents.md protocol — .agents/ wiki/plans/rules/skills
Root AGENTS.md is now a thin entry point + knowledge map; the batch-workflow detail it duplicated already lived in .claude/skills/animation/SKILL.md. Folded docs/ (dances registry + iclone-bridge stub), root plans/, and devops-reports/ into .agents/wiki/ and .agents/plans/ per the per-repo .agents/ convention. Added .agents/SOUL.md, .agents/AGENTS.md, wiki/ARCHITECTURE.md, wiki/architecture/, and wiki/master-plan.md (derived from the closed plans + the dance registry's live ceremony-slot table). Fixed doc-path references in exchange/GUIDE.md, the animation skill, and the iclone-bridge stub. All moves via mv (git detected as renames) — no content deleted. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Results: `tools/export_boat_prop.py` — boat staging prop export
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**Date:** 2026-07-17 · **Plan:** `plans/boat-prop-export-plan-2026-07-17.md`
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**Status:** ✅ Complete — built-in self-verify exits 0; FBX + README delivered.
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> **Fix round (2026-07-17):** independent visual verification found the hull exported
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> **upside-down**. See `plans/boat-prop-export-fixes-2026-07-17.md`. Two defects were filed;
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> both are resolved below. The transform chain was rewritten (single Z-yaw, no axis
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> double-rotation), two new self-verify checks were added, and workbench renders confirm a
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> right-side-up canoe. Details in §“Fix round” at the bottom.
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## Deliverables
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| Artifact | Path | Notes |
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|---|---|---|
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| Build tool | `tools/export_boat_prop.py` | Blender 5.1.2 headless; CLI per plan §0 |
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| Prop FBX | `exchange/outgoing-props/boat/boat_prop.fbx` | 995,660 bytes; JPEG texture embedded |
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| README | `exchange/outgoing-props/boat/README.md` | Attribution, node legend, iClone notes |
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| This report | `plans/boat-prop-export-results-2026-07-17.md` | |
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## What was measured
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Run: `"$BLENDER" --background --factory-startup --python tools/export_boat_prop.py --`
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| Measurement | Value |
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|---|---|
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| Hull AABB (Blender frame) | **5.64 m X** (beam) × **8.50 m Y** (bow) × **2.95 m Z** (up) |
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| Hull min-Z (keel) | **0.000 m** (lifted so keel kisses the waterline) |
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| Hull X bounds | **[−2.82, +2.82] m** — symmetric, X-midpoint = 0.000 (see §“Fix round”) |
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| Scaled hull height | 2.947 m |
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| `deckTop` | **0.40 m** — `max(0.12 × 2.947, 0.40)` |
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| FBX unit scale | UnitScaleFactor = **100** (centimetres → iClone reads ~850 cm prop) |
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| Texture | Hull jpg **embedded** in the FBX (`\xff\xd8\xff` JPEG marker + Video/Texture nodes present) |
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### Baked mast / stub detection
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The plan asked to flag tall geometry near the sail pivot (centreline at the mast base).
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Result: the tallest centreline geometry is the hull's **own gunwale / deck rim at 2.95 m**
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(294 vertices within 0.6 m of the centreline reach z = 2.95 m). There is **no separate
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baked mast** — the game project already cut the sail off for `Boat__PolynesianCanoe_hull.glb`,
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and no tall standing rigging remains. So placeholder rigging (`Mast`/`Sail`/`Boom`) is added
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on top with no collision against existing geometry.
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## Final node list (16 mesh objects, all parented to `Boat_ArikiCanoe`)
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```
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Boat_ArikiCanoe Mast Sail Boom SteeringOar
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Seat_Navigator Seat_Lookout Seat_Fisher Seat_Rest Seat_Helm
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Waterline_Fwd Waterline_Aft Waterline_Stbd Waterline_Port
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RefFigure_190cm RefFigure_190cm_Head
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```
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All names survive export exactly (no `.001` suffixes); the four waterline edges are given
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distinct names so they don't collide.
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## Self-verify output (default run)
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```
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PASS: name present: Boat_ArikiCanoe
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PASS: name present: Mast / Boom / Sail / SteeringOar
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PASS: name present: Waterline (4 edges)
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PASS: name present: Seat_Navigator / Lookout / Fisher / Rest / Helm
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PASS: name present: RefFigure_190cm
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PASS: hull bow (Y) extent 8.45–8.55 m (measured 8.500)
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PASS: hull min-Z ≈ 0 ±0.05 m (measured 0.000)
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PASS: right-side-up: keel near midships (|y|<2.0) [NEW — Defect 1 guard]
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PASS: right-side-up: prow carvings near ends (|y|>3.0) [NEW — Defect 1 guard]
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PASS: not recentered: hull X-midpoint at GLB origin (|midX|<0.05) [NEW — Defect 2 guard]
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PASS: Waterline centre z ≈ -0.06 ±0.02 m (measured -0.060)
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VERIFY: all checks PASS → sys.exit(0)
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```
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`--no-ref-figure` is exercised and also exits 0 (RefFigure check omitted).
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## Deviations from the plan (with reasons)
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The plan's build steps assumed facts about the glTF import that do **not** hold in
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Blender 5.1.2. The end result still matches the plan's intent (the game's exact vessel
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orientation) — only the *derivation* differs.
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1. **glTF import is Z-up after `transform_apply`; only a Z-yaw is needed.** The plan (§3
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step 1, §7 trap) and the *first* implementation both got the importer's axis handling
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wrong. Ground truth (re-checked against `BoatRenderer.BuildCanoeGlbHull`):
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`bpy.ops.import_scene.gltf` converts the GLB's Y-up authoring to Blender's Z-up frame
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**itself**, leaving that rotation on `matrix_world`. `transform_apply` bakes it into the
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vertices — the hull is then RIGHT-SIDE-UP in Blender's Z-up frame: length +X (raw bow),
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up +Z (deck opening faces +Z, prows sweep up), beam +Y. The game's own transform is
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`RotationDegrees=(0,-90,0)` (Rot_Y(−90°): X→+Z), `Scale=BoatLength`, then a **Y-only**
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lift (`Position=(0,-hullBottomY,0)`). In Blender that is exactly: one `Rot_Z(−90°)`
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(+X→−Y), uniform ×8.5, Z-lift to keel=0.
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→ `orient_hull` applies **only** that single Z-yaw + scale + Z-lift. The earlier
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`C3 @ Rot_Y(−90°)` composition double-rotated the mesh (the importer had already done
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the Y-up→Z-up conversion) and flipped the hull upside-down — **Defect 1, fixed**.
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→ `import_hull` now `transform_apply`s (instead of resetting `matrix_world` to identity),
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so the importer's rotation is baked and `_coords_world` reads clean Z-up vertices.
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2. **The hull is a symmetric double-ended canoe — there is no offset ama in the mesh.**
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Cross-sections of `Boat__PolynesianCanoe_hull.glb` show both length-ends (raw x=±0.5)
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are raised prows and the beam is symmetric ±0.332 at every slice. Both the cut
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(`_hull.glb`, 8848 verts) and the original (`Boat__PolynesianCanoe.glb`, 14844 verts)
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have length-midpoint Xmid = 0.0000. So the exported X bounds are symmetric ±2.82 m **by
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the asset's nature, not from recentering**. The transform applies no X/Y translation
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(matching the game's `Position=(0,-hullBottomY,0)`) — **Defect 2's real invariant is
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satisfied**; see §“Fix round” for why the fix doc's asymmetry assertion was replaced.
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3. **`foreach_get` is the only trustworthy vertex accessor on this mesh.** Iterating
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`for v in mesh.vertices: v.co` returns stale / mis-ordered data, and `bound_box` reports
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Y/Z-swapped extents. Every measurement (AABB, COM, baked-stub, waterline, the new
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right-side-up checks) reads the raw buffer via `mesh.vertices.foreach_get("co")`.
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`transform_apply` IS reliable for baking the importer rotation (used in `import_hull`);
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the per-vertex bake in `orient_hull` still uses `mesh.data.transform`.
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4. **Bow-end detection is inconclusive, so orientation is pinned to the game.** Both
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length-ends are raised prows of near-equal height, so "which end is the bow" can't be
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read from geometry. The transform is anchored to the game's authoritative `Rot_Y(−90°)`.
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5. **Texture embed required no manual unpack.** The hull jpg is packed; the proactive
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`unpack_packed_images` attempt logs `Image "" not available. Keeping packed image`
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(harmless — it can't save an image with no filepath). Blender's `export_scene.fbx` with
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`path_mode='COPY', embed_textures=True` carries the packed image into the FBX anyway
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(verified). No `image.unpack()` workaround was needed.
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No guardrails were violated: nothing in `ariki-game` was touched (read-only), no existing
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tool / `.claude/` / `docs/` / other `exchange/` dirs were modified, nothing was committed
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or pushed, and no packages were installed.
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---
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## Fix round — defects from `boat-prop-export-fixes-2026-07-17.md`
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### Defect 1 (hull upside-down) — FIXED
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**Root cause:** the old `orient_hull` composed the game's `Rot_Y(−90°)` with the game→Blender
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matrix `C3` (`(x,y,z)→(−z,−x,y)`) and wrote it onto the raw glTF vertex data. But the glTF
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importer **already** performs the Y-up→Z-up conversion (left on `matrix_world`, baked by
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`transform_apply`), so applying `C3` on top double-rotated the hull: deck opening faced −Z,
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prows curled down — a banana on its back.
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**Fix:** `import_hull` now `transform_apply`s (bakes the importer rotation, identity
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`matrix_world`), and `orient_hull` applies **only** `Rot_Z(−90°)` (bow +X → −Y) × scale ×8.5,
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then a **Z-only** lift to keel=0. No X/Y translation. This is byte-for-byte the game's own
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transform (`RotationDegrees=(0,-90,0)`, `Scale=BoatLength`, `Position=(0,-hullBottomY,0)`).
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**New self-verify guards (would have caught it):**
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- right-side-up — keel (lowest z) near midships `|y|<2.0` → **PASS**
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- right-side-up — prow carvings (highest z) near the ends `|y|>3.0` → **PASS**
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### Defect 2 (hull "recentered" on X) — investigated, no code change needed
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The fix doc asserted the symmetric X bounds (±2.82) came from an AABB recenter and expected a
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single-sided ama to make them asymmetric (`abs(|minX|−|maxX|) > 0.5`). Investigation shows the
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premise does not hold for this asset:
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- `Boat__PolynesianCanoe_hull.glb` is a **symmetric double-ended hull** — both ends are raised
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prows (cross-sections at raw x=±0.5 are tall/narrow), and the beam is symmetric ±0.332 at
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every length slice. The original (uncut) GLB is symmetric too (Xmid = 0.0000). There is **no
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offset ama float** in the mesh (the game's "ama baked in" comment is aspirational).
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- The export code **never translates X/Y** — it only Z-lifts, exactly like the game's
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`Position=(0,-hullBottomY,0)`. So the symmetric ±2.82 bounds are the asset's own shape, not a
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recenter artifact.
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Because the asset is symmetric, the `>0.5 m` asymmetry assertion is unsatisfiable **without
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reintroducing the X-translation the fix forbids**. Re-centering to fake asymmetry would be a
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real bug. The check was therefore replaced with the **true** invariant behind Defect 2 —
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"preserve the GLB origin / apply no X shift":
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- not recentered — hull X-midpoint at GLB origin `|midX|<0.05` → **PASS** (measured +0.000)
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This guard still catches any future regression that adds an X translation (the midpoint would
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move off 0). The mesh COM_x is +0.017 m (essentially zero — the dense hull body dominates the
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mean), so the tool reports ama side "+X" by sign but, honestly, **there is no ama in this
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mesh**; the lateral placement is symmetric by design.
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### Verification renders
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Workbench snapshots of the re-imported FBX, rendered by the new `--render <dir>` flag
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(`exchange/outgoing-props/boat/renders/`):
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| View | Camera | File |
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|---|---|---|
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| ¾ | (14,−12,8) → (0,0,1.2) | `boat_prop_3qtr.png` |
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| Side profile | (18,0,1.8) → (0,0,1.5) | `boat_prop_side.png` |
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**What they show:** the canoe sits right-side-up on the blue waterline rectangle — hull belly
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down, deck opening facing up, both carved prows sweeping **up** above midships, mast/crab-claw
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sail and boom upright, steering oar trailing aft. It reads as a boat floating, not an inverted
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hull. (Visually confirmed on both PNGs.)
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### Files touched this round (within guardrails)
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- `tools/export_boat_prop.py` — `import_hull` (transform_apply), `orient_hull` (single Z-yaw,
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no X/Y recenter), two new verify checks, new `render_snapshots()` + `--render` flag.
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- `exchange/outgoing-props/boat/boat_prop.fbx` — rebuilt (right-side-up).
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- `exchange/outgoing-props/boat/renders/` — new (`boat_prop_3qtr.png`, `boat_prop_side.png`).
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- `plans/boat-prop-export-results-2026-07-17.md` — this section.
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