clawdbot-workspace/surya-blender/tracks/track06_natures_call.py
Jake Shore d5e86e050b MCP Pipeline + workspace sync — 2026-02-06
=== WHAT'S BEEN DONE (Recent) ===

MCP Pipeline Factory:
- 38 MCP servers tracked across 7 pipeline stages
- 31 servers at Stage 16 (Website Built) — ready to deploy
- All 30 production servers patched to 100/100 protocol compliance
- Built complete testing infra: mcp-jest, mcp-validator, mcp-add, MCP Inspector
- 702 auto-generated test cases ready for live API testing
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CloseBot MCP:
- 119 tools, 4,656 lines TypeScript, compiles clean
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GHL MCP:
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Other:
- Surya Blender animation scripts (7 tracks)
- Clawdbot architecture deep dive doc
- Pipeline state.json updates

=== TO-DO (Open Items) ===

BLOCKERS:
- [ ] GHL MCP: Fix 42 failing edge case tests (Stage 11)
- [ ] Expired Anthropic API key in localbosses-app .env.local
- [ ] Testing strategy decision: structural vs live API vs hybrid

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- [ ] Meta Ads MCP — needs META_ADS_API_KEY for Stage 8→9
- [ ] Twilio MCP — needs TWILIO_API_KEY for Stage 8→9
- [ ] CloseBot MCP — needs CLOSEBOT_API_KEY for live testing
- [ ] 702 test cases across all servers need live API credentials

PIPELINE ADVANCEMENT:
- [ ] Stage 7→8: CloseBot + Google Console need design approval
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PENDING REVIEW:
- [ ] Jake review OpenClaw video + gallery → finalize Upwork listing
- [ ] LocalBosses UI redesign (Steve Jobs critique delivered, recs available)

QUEUED PROJECTS:
- [ ] SongSense AI music analysis product (architecture done, build not started)
- [ ] 8-Week Agent Study Plan execution (curriculum posted, Week 1 not started)
2026-02-06 06:22:26 -05:00

187 lines
6.4 KiB
Python

"""
Track 06: NATURE'S CALL - 3D Fractal Tree (L-System)
"""
import bpy
import math
import random
import sys
import os
from mathutils import Vector, Matrix
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from utils import *
def create_branch(start, end, thickness=0.05, name="Branch"):
"""Create a cylindrical branch between two points."""
direction = Vector(end) - Vector(start)
length = direction.length
if length < 0.01:
return None
# Create cylinder
bpy.ops.mesh.primitive_cylinder_add(
radius=thickness,
depth=length,
location=(0, 0, 0)
)
branch = bpy.context.active_object
branch.name = name
# Position and orient
mid = [(start[i] + end[i]) / 2 for i in range(3)]
branch.location = mid
# Rotate to align with direction
up = Vector((0, 0, 1))
direction.normalize()
rotation_axis = up.cross(direction)
if rotation_axis.length > 0.0001:
rotation_axis.normalize()
angle = math.acos(max(-1, min(1, up.dot(direction))))
branch.rotation_mode = 'AXIS_ANGLE'
branch.rotation_axis_angle = (angle, rotation_axis.x, rotation_axis.y, rotation_axis.z)
return branch
def generate_tree_recursive(start, direction, length, depth, max_depth, branches, leaves):
"""Recursively generate tree branches."""
if depth > max_depth or length < 0.1:
# Add leaf
leaves.append(start)
return
end = [start[i] + direction[i] * length for i in range(3)]
branches.append((start, end, depth))
# Generate child branches
angles = [math.pi/5, -math.pi/5, math.pi/6, -math.pi/6]
for angle in angles:
if random.random() > 0.35:
# Rotate direction around random axis
rot_axis = (random.uniform(-1, 1), random.uniform(-1, 1), 0)
norm = math.sqrt(sum(r*r for r in rot_axis))
if norm > 0.01:
rot_axis = tuple(r/norm for r in rot_axis)
else:
rot_axis = (1, 0, 0)
# Simple rotation (approximate)
new_dir = [
direction[0] * math.cos(angle) + rot_axis[0] * (1 - math.cos(angle)),
direction[1] * math.cos(angle) + rot_axis[1] * (1 - math.cos(angle)),
direction[2] * math.cos(angle) + math.sin(angle) * 0.3 + 0.3
]
# Normalize
norm = math.sqrt(sum(d*d for d in new_dir))
new_dir = [d/norm for d in new_dir]
generate_tree_recursive(end, new_dir, length * 0.7, depth + 1, max_depth, branches, leaves)
def create_natures_call_animation():
"""Create the full Track 06 animation."""
clear_scene()
setup_scene(background_color=(0.02, 0.11, 0.09, 1.0)) # Forest dark green
# Create camera
camera = create_camera(location=(0, -15, 5), rotation=(1.2, 0, 0))
animate_camera_orbit(camera, center=(0, 0, 2), radius=15, height=5,
start_frame=1, end_frame=TOTAL_FRAMES, revolutions=0.3)
# Generate tree structure
branches = []
leaves = []
start = (0, 0, -4)
direction = (0, 0, 1)
generate_tree_recursive(start, direction, 2.0, 0, 5, branches, leaves)
# Create branch objects with progressive animation
branch_mat = create_emission_material("BranchMat", COLORS["natures_call"], strength=1.5)
branch_objects = []
total_branches = len(branches)
frames_per_branch = max(1, 400 // total_branches)
for i, (start_pos, end_pos, depth) in enumerate(branches):
thickness = max(0.02, 0.1 - depth * 0.015)
# Create curve instead of cylinder for smoother look
curve_data = bpy.data.curves.new(name=f"Branch_{i}", type='CURVE')
curve_data.dimensions = '3D'
curve_data.bevel_depth = thickness
curve_data.bevel_resolution = 4
spline = curve_data.splines.new('BEZIER')
spline.bezier_points.add(1)
spline.bezier_points[0].co = start_pos
spline.bezier_points[0].handle_right = [start_pos[j] + (end_pos[j] - start_pos[j]) * 0.3 for j in range(3)]
spline.bezier_points[0].handle_left = start_pos
spline.bezier_points[1].co = end_pos
spline.bezier_points[1].handle_left = [end_pos[j] - (end_pos[j] - start_pos[j]) * 0.3 for j in range(3)]
spline.bezier_points[1].handle_right = end_pos
branch_obj = bpy.data.objects.new(f"Branch_{i}", curve_data)
bpy.context.collection.objects.link(branch_obj)
branch_obj.data.materials.append(branch_mat)
# Animate growth (bevel depth)
appear_frame = 30 + i * frames_per_branch
curve_data.bevel_depth = 0.0
curve_data.keyframe_insert(data_path="bevel_depth", frame=1)
curve_data.keyframe_insert(data_path="bevel_depth", frame=appear_frame)
curve_data.bevel_depth = thickness
curve_data.keyframe_insert(data_path="bevel_depth", frame=appear_frame + 20)
branch_objects.append(branch_obj)
# Create leaves
leaf_mat = create_emission_material("LeafMat", (0.133, 0.773, 0.333, 1.0), strength=2.0)
leaf_objects = []
leaves_appear_frame = 450
for i, pos in enumerate(leaves[:80]): # Limit leaves
bpy.ops.mesh.primitive_ico_sphere_add(radius=0.12, subdivisions=1, location=pos)
leaf = bpy.context.active_object
leaf.name = f"Leaf_{i:03d}"
leaf.data.materials.append(leaf_mat)
# Animate leaf appearance
keyframe_scale(leaf, 1, 0.01)
keyframe_scale(leaf, leaves_appear_frame + i * 2, 0.01)
keyframe_scale(leaf, leaves_appear_frame + i * 2 + 30, 1.0)
leaf_objects.append(leaf)
return branch_objects, leaf_objects
if __name__ == "__main__":
create_natures_call_animation()
output_dir = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
bpy.ops.wm.save_as_mainfile(filepath=os.path.join(output_dir, "exports", "track06_natures_call.blend"))
bpy.ops.export_scene.gltf(
filepath=os.path.join(output_dir, "exports", "track06_natures_call.gltf"),
export_animations=True,
export_format='GLTF_SEPARATE'
)
bpy.ops.wm.alembic_export(
filepath=os.path.join(output_dir, "exports", "track06_natures_call.abc"),
start=1, end=TOTAL_FRAMES
)
print("Track 06 - Nature's Call: Export complete!")