Cleaning the generated hearth
The first AI-generated bonfire now has a separate grounded Blender asset, ready for its game check. The original reconstruction and an unsuccessful alignment attempt remain preserved.
Originalnotiz und Messwerte (Englisch)
Owner authorized Blender cleanup and Unity integration. The raw 15 October TripoSR GLB remains unchanged, SHA256 ca9d8b30db2f203738e61987f7d9902d57993ad2b2d777ff6635bfab4f094cfb. Measured in Blender 5.2.2 LTS on 16 October: raw 2,591 vertices / 5,140 triangles / 84 boundary edges; cleaned v2 2,568 vertices / 5,136 triangles / zero nonmanifold edges. Grounded footprint at most 1.6 m and solid height 0.4 m. Original vertex colors are baked into one packed 512×512 albedo. Seven saved-source export checks passed. A first bake selected an imported empty and failed before rendering; a completed v1 then exposed wrong-axis flattening and is retained. Captures 20261016T000443377095-1ffe11280855 and 20261016T000447499670-4fa59e856f94 preserve that iteration. v2 front and underside were inspected with their exact staged metadata and individually approved. Final source hash 770420f022260b2d91959e2e2cbc575953f010186281bc3e584f99bd7b4790a0. A separate visible Bonfire Review app preserves the tree/other Blender windows. Reconstruction remains softened; hole caps may be dark and inferred surfaces are not ground truth. No opaque flame geometry was added. See docs/bonfire-asset.md. Next: verify the imported solid structure with existing campfire effects and behavior in Unity; this Blender evidence does not prove game integration.