# jcom_v0bb_simulation_svc_skills

Skills, approach and tool knowledge for JCOM and Conquer (repo prefix `jcom_v0bb_simulation`). Owner, 2026-10-20: "give me a PREFIX_svc_skills and make sure we are saving all relevant skills/info in there on approach. our design reference should point to it." / "it should absolutely include photoshop/3d modeling / wireframe skills if they exist". The design reference is `jcom_v0bb_simulation_design`.

Compiled 2026-10-20 by a dolphin4 subagent. First-party content is copied with its folder layout; third-party content is pointer-only (EXTERNAL.md). Copies are snapshots; the source path is the live version.

- **APPROACH.md**: how we work (lanes, briefs, review, integrate-then-test, clean room), with sources.
- **TOOLS.md**: software installed on SV3/SV4 (Blender, Photoshop, Illustrator, Substance suite, Cinema 4D, Adobe video) with the pipeline role, scripting hook and existing scripts for each.
- **EXTERNAL.md**: third-party skills and tools with verdicts, including Photoshop, wireframe and TechDraw candidates.
- `_sources/`: dolphin4 inputs (`TOOLS-SV3-SV4.md`, `WHAT-WORKS.md`).
- Blueprint standard: owned by a separate design agent at `jcom_v0bb_simulation_design/standards_blueprints/` (and its SKILLS.md). Geometry and look-dev standards drafts sit beside it (`design_standards_geometry`, `design_standards_lookdev` in the lane folder). This repo only indexes the blueprint skills.

## Index

Applies-to keys: U = units/models, M = maps/terrain, L = game logic, D = design/HUD/UI, B = blueprints/technical drawing, P = process.

| Skill | Purpose | Source path (live) | Applies to |
|---|---|---|---|
| game-logic-rules | Brief block and review checklist for every game-logic or HUD lane | `D:\z4yin\z4yin-files\.claude\skills\game-logic-rules` | L, D |
| unit-model-contract | Game GLB contract: -Z front, sizes, budgets, named pivoted parts, houseTint, texture/UV gates, LODs (compiled from Opus addenda) | `M:\z4yin-work-overflow\wireframe-upgrade\` | U |
| blender-model-builder | Spec-driven articulated Blender build, multi-clip GLB export, review renders; LESSONS and per-model advice | `D:\z4yin\z4yin-files\skills\blender-model-builder` | U |
| vessel-builder | Sourced vessel workflow: look, moves, structure, plating, mechanisms, gates | `D:\z4yin\z4yin-files\skills\vessel-builder` | U, B |
| naval-expert | Evidence-gated naval/military dimensions and kinematics dossiers; per-asset reference packs | `D:\z4yin\z4yin-files\skills\naval-expert` | U, B |
| cnc-blender-parts | Headless Blender 4.2 playbook with 7 tested bpy snippets: weld, split parts, seam-safe cuts, origin to pivot, retopo, scale/facing, glTF export | `M:\cnc-work\lane-j3-finale\.claude\skills\cnc-blender-parts` (built for the v3 repo) | U |
| blueprinter | Naval engineering blueprint SVG standard: cyanotype field, line weights, dimension and hidden lines, title block, GLB planar slicing, CDP gate | `D:\z4yin\z4yin-files\skills\blueprinter` (+ `M:\z4yin-work-overflow\blueprints` approach) | B, U |
| blueprint-reference-sheets | bpgen multi-angle reference packs and ortho QA sheets from our GLBs; blueprint-research design | `D:\z4yin-work\blueprint-gen`, `D:\z4yin-work\blueprint-research` | B, U |
| wireframe-review | Where wireframe/topology/assembly guidance lives; records that no standalone wireframe skill was finished | `D:\z4yin-work\wireframe-skills` (brief only) + blender advice | U |
| adobe-substance-pipeline | Photoshop/Substance headless route (sbsrender), PBR material library and UV audit pilot | `D:\z4yin-work\adobe-sv4`, `D:\z4yin-work\adobe-units-maps` | U, M |
| meshy-3d-generation | When generated 3D works and when to model procedurally | `D:\z4yin-work\meshy-research\MERGED-HOWTO.md` | U |
| blender-ecosystem-research | 37 external Blender tools ranked; reverse-assembly research | `D:\z4yin\z4yin-files\skills\_vendor\*.md` | U |
| model-publish-path | Publishing GLB revisions to the asset manager; R2 latest-2 hosting brief | `D:\z4yin-work\model-publish-path`, `C:\lanes\dolphin4\infra\assets-r2` | U, P |
| hud-design-system | In-game HUD tokens/primitives/components/screens; battlefield redesign and cameo style | `M:\z4yin-work-overflow\hermes-share\codex-lanes\hud-design`, `M:\z4yin-work-overflow\game-redesign` | D |
| ux-design-grok | Estate screen procedure with tokens.json and ux_check (draft) | `D:\z4yin-work\ux-research\grok\skills\ux-design` | D |
| ux-design-agy | Estate UX design skill (alternative draft) | `D:\z4yin-work\ux-research\agy\skills\ux-design` | D |
| forever-components | Five animation-technique drafts from the forevercomponents.com library | `D:\z4yin-work\forever-components\skills-draft` | D |
| cobalt-design-lead | Pointer to the cobalt design-lead agent definition | `D:\z4yin\z4yin-files\.claude\agents\cobalt.md` | D |
| architecture-module-integration | Integrating modules into the shared shell and public subsets | `D:\z4yin\z4yin-files\.claude\skills\architecture-module-integration` | D, P |
| cnc-add-variable | v3 project: add a tunable the ADR-010 way (JSON value, docs row, loader read) | `M:\cnc-work\lane-j3-finale\.claude\skills\cnc-add-variable` | L |
| cnc-operator-rules | v3 project binding operator rules | `M:\cnc-work\lane-j3-finale\.claude\skills\cnc-operator-rules` | L, P |
| cnc-dispatch-lane | v3 project lane brief and dispatch | `M:\cnc-work\lane-j3-finale\.claude\skills\cnc-dispatch-lane` | P |
| dispatch-a-lane | Dispatch, register and supervise bounded lanes | `D:\z4yin\z4yin-files\.claude\skills\dispatch-a-lane` | P |
| lane-launch | CLI launch mechanics for agy, grok, codex | `D:\z4yin\z4yin-files\.claude\skills\lane-launch` | P |
| ops-cli-delegation | Cross-CLI delegation with receipts | `D:\z4yin\z4yin-files\.claude\skills\ops-cli-delegation` | P |
| asquads | AGY squad waves | `D:\z4yin\z4yin-files\.claude\skills\asquads` | P |
| blind-competition | Blind entries, cross-review, resolution | `D:\z4yin\z4yin-files\.claude\skills\blind-competition` | P |
| verify-a-build | Independent verification of a builder lane | `D:\z4yin\z4yin-files\.claude\skills\verify-a-build` | P |
| qa-responsive-acceptance | Desktop/phone/tablet acceptance with real interactions | `D:\z4yin\z4yin-files\.claude\skills\qa-responsive-acceptance` | P, D |
| commit-with-gates | Gated commits with explicit pathspecs | `D:\z4yin\z4yin-files\.claude\skills\commit-with-gates` | P |
| publish | Deploy and publish under owner authorization | `D:\z4yin\z4yin-files\.claude\skills\publish` | P |

Not copied (not game-relevant): lyric-reviewer, lyric-writer, pronunciation-specialist, pre-generation-check, suno-engineer, jev-post-only, context-backup-provenance, torch-checkin-checkout, ops-session-lifecycle, audit-delivery-reconciliation; vendor/marketplace skills under `~/.claude/plugins`, `~/.codex`, `~/.gemini`, `~/.grok` (see EXTERNAL.md for the relevant ones).

## Photoshop, 3D modelling, wireframe and blueprint: what exists

- **3D modelling: yes.** blender-model-builder, vessel-builder, naval-expert, cnc-blender-parts, unit-model-contract, meshy-3d-generation, plus about 50 bpy lane scripts on SV3/SV4 (TOOLS.md).
- **Photoshop: no skill.** Only notes (adobe-substance-pipeline) and a COM probe script on SV4. The texture route that works is Substance Designer `sbsrender`. Best external candidate: mikechambers/adb-mcp (EXTERNAL.md).
- **Wireframe: no finished skill.** The 2026-10-10 wireframe-skills lane left only its brief. Guidance is spread across blender advice and LEVERAGE.md (wireframe-review indexes it).
- **Blueprint / technical drawing: yes.** blueprinter (dimension lines, hidden/planned dashed lines, orthographic slices) and blueprint-gen. No FreeCAD/TechDraw skill; FreeCAD is not installed on SV3/SV4.

## Searches run (2026-10-20, 16:38-17:00 EDT)

- Skill folders: `D:\z4yin\z4yin-files\.claude\skills\*`, `D:\z4yin\z4yin-files\skills\*`, `C:\Users\MaxGlasser\.claude\skills` (synced Anthropic skills), `~/.claude/plugins`, `~/.codex/skills` and plugin cache, `~/.codex/AGENTS.md` dir, `~/.gemini/antigravity`, `~/.gemini/antigravity-cli`, `~/.gemini/config/plugins`, `~/.grok/bundled/skills`, `D:\z4yin-work\*` (SKILL.md depth 5), `M:\` (depth 6: SKILL.md, *skill*.md, *photoshop*, *blender*skill*, *wireframe*skill*), `G:\My Drive` (depth 5: SKILL.md, *skill*, *photoshop*, *wireframe*, *blender*), SV3 and SV4 `C:\lanes` and SV4 `C:\Users\server\substance-work` over read-only ssh (bpy, substance_painter, sbsrender, sbscooker, c4dpy, Photoshop/Illustrator COM, SKILL.md).
- Results with no relevant skill: `G:\My Drive` (only GLB asset versions and a Suno chat), `~/.gemini` (agy built-ins, chrome-devtools and data plugins), `~/.codex` (imagegen, docs, data-analytics templates), Claude plugin marketplace (no 3D/Photoshop skill).
- Recall (`node tools/recall/ask.mjs`): the worktree has no index ("No index yet. Build it: node tools/recall/build.mjs"). From the main checkout the index is stale (built 2026-10-13 08:22, 7 days old, 14 canon files newer), so a miss may mean not indexed. Queries and top results:
  - "photoshop skill": owner 2026-10-10 lines on building agy/grok expert skills and skill refinement (session a2b7ada9). No Photoshop skill hit.
  - "3D modeling wireframe skill": owner 2026-10-09 wireframe/topology comments on the Ford hull and the Sketchfab MCP download (session a2b7ada9).
  - "blender MCP texture": owner 2026-10-10 Meshy credit lines, "textures missing;", and "read the Blender skill and LESSONS before model briefs".
- Web searches for Photoshop MCP, FreeCAD TechDraw MCP, Blender wireframe/Freestyle skills, webgpu skill and web-3d-asset-pipeline: see EXTERNAL.md.

## Secret handling

Every copied text file was scanned (private-key blocks, sk-/ghp_/github_pat_/AKIA/xox/AIza keys, Bearer tokens, password/secret/api_key/token assignments, user:pass URLs). No file matched. LAN IPv4 addresses were replaced with `<lan-host>` in 23 copied files. One commit email was redacted in `cobalt-design-lead/references/cobalt.md`. Excluded: `blender-model-builder/advice/cx-models-evidence.json` (over 400 KB, size limit, not a secret hit). Not copied by design: vault, auth.json, oauth, `D:\z4yin\secrets`, lane logs, Thyme and EA source.
