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@@ -8,9 +8,9 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project Overview
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The **Blender Developer Tools** repository is at **v0.85.2**. It packages skills, rules, snippets, starter templates, and runnable smoke-gated examples for Blender Python development with Cursor and Claude Code. Coverage targets **Blender 5.2 LTS** (current stable) with **Blender 4.5 LTS** fallback. **Blender 5.1** is prior stable. There is no MCP server; content is consumed directly by the AI when working in Blender add-on or scripting projects.
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The **Blender Developer Tools** repository is at **v0.85.6**. It packages skills, rules, snippets, starter templates, and runnable smoke-gated examples for Blender Python development with Cursor and Claude Code. Coverage targets **Blender 5.2 LTS** (current stable) with **Blender 4.5 LTS** fallback. **Blender 5.1** is prior stable. There is no MCP server; content is consumed directly by the AI when working in Blender add-on or scripting projects.
<ahref="examples/sky-texture-sun-elevation/"><imgsrc="examples/sky-texture-sun-elevation/preview.webp"alt="Sky texture sun elevation: pale glazed jar diptych on a dark floor — left panel low sun at 8 degrees, the jar dim twilight blue under a deep blue zenith, right panel high sun at 55 degrees, the jar bright under a pale daylight sky" /></a>
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<ahref="examples/sky-texture-sun-elevation/"><imgsrc="examples/sky-texture-sun-elevation/preview.webp"alt="Sky texture sun elevation: diptych of a red-granite obelisk on a paved plaza lit only by the sky — left panel sun at 8 degrees, navy dusk with an orange horizon glow and the obelisk face raked orange, right panel sun at 55 degrees, bright blue midday sky, sunlit paving and a short shadow" /></a>
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@@ -336,7 +336,7 @@ code misses across 4.5 → 5.1. `sky_type` is `NISHITA` on 4.5 LTS and
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`MULTIPLE_SCATTERING` on 5.1 (`NISHITA` gone); `dust_density` exists only on 4.5
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(`aerosol_density` on 5.1). Two tiny Cycles EXR zenith probes assert
Gallery still is a dual-elevation diptych so the contract reads at thumbnail scale.
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Gallery still is a sky-lit obelisk diptych (8° dusk | 55° midday) so the contract reads at thumbnail scale.
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@@ -850,13 +850,13 @@ byte-identical on 4.5.11 and 5.1.2 and guarded against future renames.
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<ahref="examples/export-preset-axis/"><imgsrc="examples/export-preset-axis/preview.webp"alt="Export preset axis: a radio beacon exported under Unity and Godot glTF presets and re-imported side by side on a dark studio floor - Unity standing with a glowing cap, Godot lying on its base - proving the two files have different vertex orientation" /></a>
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<ahref="examples/export-preset-axis/"><imgsrc="examples/export-preset-axis/preview.webp"alt="Export preset axis: a red-and-white radio mast exported under Unity and Godot glTF presets and re-imported side by side on a dark studio floor, each beside a red-green-blue axis gizmo - Unity standing with blue Z up, Godot lying with green Y up and blue Z along the mast - proving the two files have different vertex orientation" /></a>
The same beacon mesh under the Unity (`export_yup=True`) and Godot
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The same radio-mast mesh under the Unity (`export_yup=True`) and Godot
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(`export_yup=False`) glTF presets. Re-importing each file proves the axis
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conversion: Unity stands, Godot lies along `-Y`. `--same-axis` exports both
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Y-up and the differ check exits 9. Neighbor of
@@ -899,7 +899,7 @@ Neighbor of [`lod-decimate-chain`](examples/lod-decimate-chain/).
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<ahref="examples/vertex-weight-limit/"><imgsrc="examples/vertex-weight-limit/preview.webp"alt="Vertex weight limit: a posed mech arm on a dark studio floor - orange armor shells, a glowing teal flex cuff around the hex-bolted elbow hinge, long plated forearm, three-finger gripper - deformed by weights pruned to the four-influence engine cap" /></a>
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<ahref="examples/vertex-weight-limit/"><imgsrc="examples/vertex-weight-limit/preview.webp"alt="Vertex weight limit: an orange industrial robot arm reaching down with a two-jaw gripper, painted with its own post-limit skin weights - each rigid segment glows in its bone colour and the back cables grade blue to teal to violet to magenta across the joints" /></a>
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@@ -908,9 +908,10 @@ Neighbor of [`lod-decimate-chain`](examples/lod-decimate-chain/).
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The game-engine max-four-bone-influences constraint, enforced through the data
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API (`v.groups` + `VertexGroup.remove` + renormalize) rather than the
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`bpy.ops.object.vertex_group_limit_total` context path. Asserts the pre-limit
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boots really carry five influences, no vertex ends over the cap, weights still
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cables really carry five influences, no vertex ends over the cap, weights still
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sum to one, the pose survives pruning, and the modifier is still exact linear
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blend skinning read back from the mesh's own deform layer.
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blend skinning read back from the mesh's own deform layer. The render paints
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those post-limit weights onto the arm as a colour attribute.
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<ahref="examples/car-mirror-symmetry/"><imgsrc="examples/car-mirror-symmetry/preview.webp"alt="Car mirror symmetry: a red low-poly hatchback on a dark studio floor, light windshield band and white headlamp pair — lofted as one half and completed by the Mirror modifier evaluated through the depsgraph, proving 2n-c counts, exact negated-X partners, a welded watertight centerline, and wheels mirrored about origins on the plane" /></a>
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<ahref="examples/car-mirror-symmetry/"><imgsrc="examples/car-mirror-symmetry/preview.webp"alt="Car mirror symmetry: a red stylized hatchback on a dark studio floor, tinted glass, black pillars and arch cladding, spoked wheels, and a matched headlamp and door-mirror pair either side of one centered grille — lofted as one half and completed by the Mirror modifier evaluated through the depsgraph, proving 2n-c counts, exact negated-X partners, a welded watertight centerline, and wheels mirrored about origins on the plane" /></a>
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