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asset⌬ zblendzblendprimary: scene.json·originates fromworld 240544fe-7…

kestrel_benchmark_v3

Model (116 objects, 24732 triangles, 0.880 x 0.049 x 0.275 m).

byzero-proxy @ DESKTOP-DB3UJOJ·posted 6d ago
What it does

kestrel_benchmark_v3

Model (116 objects, 24732 triangles, 0.880 x 0.049 x 0.275 m).

Materials: barrel_steel, black_anodized, black_rubber, dark_core, grip_stipple, light_metal, mag_polymer, mag_rib, marking_print, olive_polymer, orange_accent, red_dot, stock_emboss

Objects: barrel, bolt_catch, buffer_tube, butt_pad, buttpad_ribs, castle_nut, charging_handle, cheek_riser, deflector_ridge, dust_cover, forward_assist, front_pin, front_sight, grip, grip_stip_-1_302, grip_stip_-1_306.5, grip_stip_-1_311, grip_stip_-1_315.5, grip_stip_-1_320, grip_stip_-1_324.5, grip_stip_-1_329, grip_stip_-1_333.5, grip_stip_-1_338, grip_stip_-1_342.5, grip_stip_-1_347, grip_stip_-1_351.5, grip_stip_-1_356, grip_stip_-1_360.5, grip_stip_-1_365, grip_stip_-1_369.5, grip_stip_-1_374, grip_stip_-1_378.5, grip_stip_-1_383, grip_stip_-1_387.5, grip_stip_-1_392, grip_stip_-1_396.5, grip_stip_-1_401, grip_stip_-1_405.5, grip_stip_1_302, grip_stip_1_306.5, grip_stip_1_311, grip_stip_1_315.5, grip_stip_1_320, grip_stip_1_324.5, grip_stip_1_329, grip_stip_1_333.5, grip_stip_1_338, grip_stip_1_342.5, grip_stip_1_347, grip_stip_1_351.5, grip_stip_1_356, grip_stip_1_360.5, grip_stip_1_365, grip_stip_1_369.5, grip_stip_1_374, grip_stip_1_378.5, grip_stip_1_383, grip_stip_1_387.5, grip_stip_1_392, grip_stip_1_396.5, grip_stip_1_401, grip_stip_1_405.5, handguard, handguard_core, hg_hole_1316_130, hg_hole_1316_190, hg_hole_810_162, hg_hole_838_162, lower_receiver, mag_release, mag_rib_0, mag_rib_1, mag_rib_2, mag_rib_3, mag_rib_4, magazine, mark_S, mark_k17_0, mark_k17_1, mark_k17_2, mark_k17_3, mark_kestrel_0, mark_kestrel_1, mark_kestrel_2, mark_kestrel_3, mark_kestrel_4, mark_kestrel_5, mark_kestrel_6, muzzle_brake, muzzle_port_1427_-1, muzzle_port_1427_1, muzzle_port_1450_-1, muzzle_port_1450_1, muzzle_port_1474_-1, muzzle_port_1474_1, muzzle_topport_1427, muzzle_topport_1450, muzzle_topport_1474, optic_hood, optic_mount, orange_stripe, rail_base, rail_teeth, rear_pin, rear_sight, red_dot, selector_knob, selector_lever, stock_body, stock_k17_0, stock_k17_1, stock_k17_2, stock_k17_3, trigger, upper_receiver, upper_ridge

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.

Sub-parts

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# zblend A modeling document: Zero's `.blend`. One `<Name>.zblend/` folder holds the editable scene, the history of every script run against it, and a live output bundle that is the model itself. Edit it with the `blender` toolbox; place it in any scene; placed copies follow later edits. ## Folder | Path | What it is | |---|---| | `scene.json` | The editable scene (schema `zero.bpy.session/v1`), see below. The asset's primary. | | `history.json` | Every script run against the document, in order. | | `README.md` | Generated on every edit: object count, triangles, dimensions, materials, object names. Indexed for search. | | `images/` | Image pixel data: `<name>.pixels` (PNG) and `<name>.fpixels` (float32). | | `output.bundle/` | The live model, rewritten on every edit (only changed objects are rebuilt). What `instantiate` places. | | `preview.png` | Rendered still, generated by the asset system from `instantiate`. | | `references/`, `shots/`, `REPORT.md` | Optional; written by the `model` workflow. | ### `scene.json` | Key | Holds | |---|---| | `objects[]` | Name, id, type data (mesh / curve / text / armature / empty), location, rotation, scale, parent, `parent_type`/`parent_bone`, `matrix_parent_inverse`, modifier stack with settings, material slots, selection and visibility. Meshes carry vertices, faces, per-face material index, smoothing, UV layers, loose edges. | | per object, animation | `pose` (per-bone channels), `animation_data` (action + slot), `vgroups` (vertex groups and weights), `constraints`, `bone_constraints`, `drivers`, `nla` (tracks, strips, action blend/influence). | | `materials`, `material_graphs` | Principled values and shader node graphs (Principled BSDF, Image Texture, Normal Map, `ShaderNodeZeroShader`), or a bound `zero_material`. | | `images`, `textures` | Image datablocks (size, colorspace, float, sidecar path) and IMAGE textures. | | `armatures` | Bones: head, tail, roll, parent, connect, deform. | | `actions` | Blender 5 slotted actions: slots, F-Curves, keyframes with handles and interpolation. | | `frames` | Frame start/end/current, fps, fps_base. | | `collections`, `root_children`, `cursor` | Collections (objects, children, visibility, instance offset), which hang off the Scene Collection, and the 3D cursor. Objects carry `root`, empty display, `instance_collection`, `zero_instance`; linked duplicates store `mesh_ref`/`curve_ref` to share data. | | `view`, `active`, `mode`, `counter` | Viewport state, active object, mode, id counter. | ### `output.bundle/` | Path | Holds | |---|---| | `mesh/` | One mesh per object and material slot (`object_N`, `object_N_sM`); skinned meshes `object_N_skinM`; `zblend_animation` (the clip driver). | | `material/`, `texture/` | Materials (Zero PBR, or the bound Zero shader) and textures from images. | | `rig/` | `<doc>.rig` for object animation; `<doc>_<Armature>.rig` per deforming armature. | | `animation/` | One clip per action (`<Action>`), a combined `Scene` clip when there is more than one action or any NLA, and `<Action>_<Armature>` bone clips for deformed meshes. | | `entity_template` | The object hierarchy with `Model`, `SkinnedModel` and `ClipPlayer` components. | How animation reaches the bundle: clips are sampled once per frame over the action (or whole scene) range, with NLA, drivers, constraints and IK already evaluated. Animated objects become joints of the document rig and play through the `zblend_animation` entity (`SkinnedModel` + `ClipPlayer`). ARMATURE-deformed meshes become `SkinnedModel`s under the armature entity, with one child entity per deform bone plus `__rest` for unweighted vertices, each with its own `ClipPlayer`. ## Editing `blender.execute_blender_code(code, session="<name or folder/Name>")` runs Blender-style Python (`bpy`, `bmesh`, `mathutils`) against the document. A bare name maps to `modeling/models/<name>.zblend`; `"<folder>/<Name>"` maps to `<folder>/<Name>.zblend`. The other tools take the same `session`: `get_scene_info`, `get_object_info`, `get_viewport_screenshot`, `bpy_api_lookup`, `get_addon_status`, `compare_to_reference`. What the API covers (full list: `blender.toolbox/api.json` or `bpy_api_lookup`): - **Modeling:** primitives, edit mode (extrude, inset, subdivide, loop cut, bevel, bridge, spin, remove doubles, knife project, UV smart project), bmesh, `from_pydata`, join, transform apply, parenting. - **Modifiers:** BEVEL, BOOLEAN, ARRAY, SUBSURF, MIRROR, SOLIDIFY, SCREW, WELD, DISPLACE (image textures), ARMATURE. - **Curves and text:** POLY/BEZIER/NURBS, bevel, extrude, fills with holes, bevel/taper objects, FONT text with Zero fonts, convert to mesh. - **Materials:** Principled BSDF, image textures, normal maps, Zero shaders as nodes, 8-bit and float images, multiple UV layers. - **Rigging:** armatures, edit bones, pose bones, bone parenting, vertex groups, ARMATURE modifier, automatic weights (`parent_set(type='ARMATURE_AUTO')`). - **Animation:** keyframes on objects and pose bones, slotted actions and F-Curves, `frame_set`, constraints (copy/limit/track/child-of, IK with pole), drivers, NLA tracks and strips. - **Scene arrangement:** empties, duplicates and linked duplicates, collections and nesting, collection instances, `Object.zero_instance` (an empty placing another `.zblend` document, live), `origin_set`, the 3D cursor and snapping. - **Viewport:** view axes, orbit, framing, perspective/ortho, lens; screenshots render the document. Bone matrices, deformation, weights, F-Curves, constraints, IK and NLA match Blender 5.2.1 (checked against the live Blender MCP); the modeling parity suite is in `modeling/references/parity/`. Not implemented yet: ARMATURE envelopes and preserve volume; Python classes, `yield`, decorators and `*args`. Unsupported calls raise `NotImplementedError` naming the missing API. ## Where editing happens A document's preview lives in the `ModelingWorkspace` additive scene layer (`ZeroBlender.package/workspace/ModelingWorkspace.scene`), loaded on first use, so modeling never writes into the scene open in the editor. Old `modeling/sessions/<name>/` folders migrate to `modeling/models/<name>.zblend` on first open. ## Using one - **Place:** drag the `.zblend` into the viewport, or `asset.resolve("<identity>", "zblend"):instantiate(target, opts)`. This adds an `Asset` component pointing at the live `output.bundle`, so the copy follows later edits and plays its clips. Unfold the placed asset to edit the entities in the scene. - **Inspect:** `asset.resolve(id, "zblend"):inspect()` returns object names, materials, script count and whether an output exists. - **Freeze:** `bpy.ops.export_scene.zero_bundle(filepath="/zero/source/<folder>/<Name>.bundle")` writes a standalone snapshot bundle with `provenance.json`; an existing path is refused unless `overwrite=True`. - **Leave Zero:** `bpy.ops.export_scene.gltf(filepath=..., export_format='GLB')` is optional interchange; nothing in Zero needs it, and it cannot carry Zero shaders. - **Find:** documents are indexed by their generated README and preview image. - **Model from scratch:** the `modeling` skill starts the `model` workflow, which gathers references and refines the document over several critic/builder rounds.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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❒
package · born here
❒asset
# ZeroBlender Blender-style modeling inside Zero. Install this package and you get the whole surface: the `.zblend` document type, the tools that edit it, the Python/bpy runtime behind them, the layer previews live in, and the workflow that drives a modeling job to the end. ## Contents | Path | What it is | |---|---| | `zblend.assetType/` | The `.zblend` document (Zero's `.blend`): editable `scene.json`, history, images, and a live `output.bundle`. Scene-instantiable, previewed, searchable. Its ref methods open and edit documents (below); `M.modules` exposes every module here to instances. | | `blender.toolbox/` | Blender MCP-compatible tools: `execute_blender_code`, `get_scene_info`, `get_object_info`, `get_viewport_screenshot`, `bpy_api_lookup`, `get_addon_status`, `compare_to_reference`. `api.json` is the implemented bpy surface. | | `modules/blenderSession` | The bpy/bmesh/mathutils session: objects, meshes, modifiers, materials, viewport, flush to the document and bundle. | | `modules/pythonParser`, `pythonRuntime` | The Python subset the scripts run in (Luau-hosted, not CPython). | | `modules/animation`, `rigging` | Armatures, pose, vertex groups, ARMATURE deform, auto weights, keyframes/actions/F-Curves, constraints, IK, drivers, NLA; clip baking. | | `modules/sceneOps` | Empties, duplicates, collections, collection instances, `zero_instance`, `origin_set`, cursor, snapping. | | `modules/curves`, `meshOps`, `polygonTopology`, `xform` | Curve/text meshing, edit-mode operators, topology and evaluation, matrix math. | | `modules/referenceCompare` | Silhouette scoring against a reference image. | | `modules/bpy`, `hardSurface`, `kestrel` | Older core geometry layer and hard-surface helpers used by the session. | | `workspace/ModelingWorkspace.scene` | Additive layer holding document previews, on render layer `modelingWorkspace` (hidden from the editor camera, drawn by screenshots). | | `model.workflow/` | Multi-pass modeling job: reference → model → critic/builder rounds → finish. | | `modeling.agentSkill/` | The `modeling` skill that starts the workflow. | ## Usage ```luau -- Make or open a document and edit it local doc = asset.create("zblend", "Lantern", { folder = "models" }) doc:run([[import bpy bpy.ops.mesh.primitive_cylinder_add(radius=0.1, depth=0.3)]]) doc:screenshot("ISO") doc:sceneInfo() doc:open() -- load as a live session, returns its name -- Place it (live: placed copies follow edits and play its clips) doc:instantiate(entity.find("Shelf")) -- Frozen copy doc:exportBundle("/zero/source/models/Lantern_v1.bundle") ``` Agents use the `blender` toolbox directly with `session="<folder>/<Name>"`, or start the `model` workflow for a full modeling job (`zero workflow start --name model --args '{"subject":"..."}'`). Documents default to `modeling/models/<name>.zblend`; user data (models, references, reports) is not part of the package.
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backing path · modeling/models/kestrel_benchmark_v3.zblend

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⌬ZeroMind agent review · awaiting first pass
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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