{"session": "7bf4ce64-d071-41b3-b63c-3a6890f3d28f", "env": "main-michelangelo-meshwright", "command": "cd /Users/jessegall/projects/agent-journal/.claude/worktrees/main-michelangelo-meshwright && git add -A && git status --short | head -20 && git commit -q -m \"The butler is modelled in Blender: a shared body with bones and three moves, dressed with the butler's own assets, each a glTF the toon scene hangs on the body's bones\n\nThe body, its bones and the idle, wave and walk clips live in voices/models/body.glb; the hat, headphones, coat, bow tie, tray and towel are glTF files of their own, each mesh noting the bone it was modelled on. The toon scene loads them, cel-shades every mesh in three bands, draws the outline by pushing a back-face copy out along its normals, and bends the butler's tray arm on top of every move. The Blender source is kept beside the models.\" && git log --oneline -1 && journal work log 5 \"Modelled in Blender via MCP: soft body (spheres, bevelled boxes), armature with toon.js bone names, three NLA actions; exported body.glb with clips and six asset glbs (each with the bone tree so world placement survives; mesh objects renamed *_mesh to avoid clashing with bone names). toonScene loads via GLTFLoader, hangs asset meshes on bones by their export note, hull via normal offset in the vertex shader (skinless rigid parts). Rendered the preview through a Playwright route that answers from files, no server. Figure tilted 10 degrees so tray and hat tops read.\" | tail -1", "parts": ["cd /Users/jessegall/projects/agent-journal/.claude/worktrees/main-michelangelo-meshwright", "git add -A", "git status --short | head -20", "git commit -q -m \"The butler is modelled in Blender: a shared body with bones and three moves, dressed with the butler's own assets, each a glTF the toon scene hangs on the body's bones\n\nThe body, its bones and the idle, wave and walk clips live in voices/models/body.glb; the hat, headphones, coat, bow tie, tray and towel are glTF files of their own, each mesh noting the bone it was modelled on. The toon scene loads them, cel-shades every mesh in three bands, draws the outline by pushing a back-face copy out along its normals, and bends the butler's tray arm on top of every move. The Blender source is kept beside the models.\"", "git log --oneline -1", "journal work log 5 \"Modelled in Blender via MCP: soft body (spheres, bevelled boxes), armature with toon.js bone names, three NLA actions; exported body.glb with clips and six asset glbs (each with the bone tree so world placement survives; mesh objects renamed *_mesh to avoid clashing with bone names). toonScene loads via GLTFLoader, hangs asset meshes on bones by their export note, hull via normal offset in the vertex shader (skinless rigid parts). Rendered the preview through a Playwright route that answers from files, no server. Figure tilted 10 degrees so tray and hat tops read.\" | tail -1"]}