[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Assistant] I'll build this step by step. Let me start by checking the scene and then constructing the robotic arm.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared

[Tool] Code executed successfully: Desk created

[Assistant] Now let me build the full robotic arm. I'll start with the base structure

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Simple Deform" not found'

[Tool] Code executed successfully: Desk created

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.view3d.select_circle.poll() Expected a view3d region

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.object.select_all.poll() failed, context is incorrect

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.object.select_all.poll() failed, context is incorrect

[Tool] Code executed successfully: Scene cleaned

[Assistant] Good, now let me build the full scene. I'll create the base, arm segments, joints, gripper, and all the details

[Tool] Code executed successfully: Desk created

[Tool] Error executing code: Communication error with Blender: Code execution error: faces.new(...): sequence incorrect size, expected [3 - -1], given 2

[Tool] Code executed successfully: Base plate done

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "radius1" unrecognized

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Simple Deform" not found'

[Tool] Code executed successfully: Base column and joint 1 done

[Tool] Code executed successfully: Upper arm core created

[Assistant] Let me take a more systematic approach, building the arm with all the required detail.

[Tool] Code executed successfully: Cleaned up

[Assistant] Let me take a systematic approach - building the whole arm with proper structure.

[Tool] Code executed successfully: Clean slate

[Assistant] Let me plan and build the whole arm systematically. I'll start with the base and work upward

[Tool] Code executed successfully: Base through joint 2 done

[Tool] Code executed successfully: Upper arm with struts done

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_organic_strut' is not defined

[Tool] Code executed successfully: Forearm, elbow, wrist, hose done

[Tool] Code executed successfully: Gripper and target done

[Assistant] Let me check the current state of the scene and then add materials and refine everything

[Tool]
{
  "name": "Scene",
  "object_count": 103,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 1
}

[Assistant] Now let me create the materials and assign them properly. I'll create the metal alloy and woven fabric materials

[Tool] Code executed successfully: All materials created

[Assistant] Now let me assign materials to the objects

[Tool] Code executed successfully: Materials assigned

[Assistant] Now let me set up lighting and camera, and add more detail to the scene

[Tool] Code executed successfully: Camera and lights set up

[Assistant] Let me check the current state of the scene and refine the camera position

[Tool]
{
  "name": "Scene",
  "object_count": 108,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 7
}

[Assistant] Let me now add more detail - voronoi cutouts, actuator details, and refine the overall look

[Tool] Code executed successfully: Detailed features added

[Tool]
Code executed successfully: Actuator_Shoulder: type=MESH, loc=(0.040, 0.035, 0.240), mats=['AI_Optimized_Metal']
Arm_Voronoi_0_-1: type=MESH, loc=(0.045, -0.025, 0.015), mats=['AI_Optimized_Metal']
Arm_Voronoi_0_1: type=MESH, loc=(0.045, 0.025, 0.015), mats=['AI_Optimized_Metal']
Arm_Voronoi_1_-1: type=MESH, loc=(0.090, -0.025, 0.030), mats=['AI_Optimized_Metal']
Arm_Voronoi_1_1: type=MESH, loc=(0.090, 0.025, 0.030), mats=['AI_Optimized_Metal']
Arm_Voronoi_2_-1: type=MESH, loc=(0.135, -0.025, 0.045), mats=['AI_Optimized_Metal']
Arm_Voronoi_2_1: type=MESH, loc=(0.135, 0.025, 0.045), mats=['AI_Optimized_Metal']
Arm_Voronoi_3_-1: type=MESH, loc=(0.180, -0.025, 0.060), mats=['AI_Optimized_Metal']
Arm_Voronoi_3_1: type=MESH, loc=(0.180, 0.025, 0.060), mats=['AI_Optimized_Metal']
Arm_Voronoi_4_-1: type=MESH, loc=(0.225, -0.025, 0.075), mats=['AI_Optimized_Metal']
Arm_Voronoi_4_1: type=MESH, loc=(0.225, 0.025, 0.075), mats=['AI_Optimized_Metal']
Base_Column: type=MESH, loc=(0.000, 0.000, 0.090), mats=['AI_Optimized_Metal']
Base_Plate: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Bolt_0: type=MESH, loc=(0.087, -0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_1: type=MESH, loc=(0.087, 0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_2: type=MESH, loc=(0.000, 0.100, 0.015), mats=['AI_Optimized_Metal']
Bolt_3: type=MESH, loc=(-0.087, 0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_4: type=MESH, loc=(-0.087, -0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_5: type=MESH, loc=(-0.000, -0.100, 0.015), mats=['AI_Optimized_Metal']
Cable_Base_Shoulder: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Cable_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Cable_UpperArm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Claw_Mid_0: type=MESH, loc=(0.665, 0.070, 0.300), mats=['Gripper_Claw']
Claw_Mid_2: type=MESH, loc=(0.665, -0.035, 0.361), mats=['Gripper_Claw']
Claw_Mid_4: type=MESH, loc=(0.665, -0.035, 0.239), mats=['Gripper_Claw']
Claw_Prox_0: type=MESH, loc=(0.633, 0.020, 0.300), mats=['Gripper_Claw']
Claw_Prox_2: type=MESH, loc=(0.633, -0.010, 0.317), mats=['Gripper_Claw']
Claw_Prox_4: type=MESH, loc=(0.633, -0.010, 0.283), mats=['Gripper_Claw']
Claw_Tip_0: type=MESH, loc=(0.690, 0.144, 0.300), mats=['Gripper_Claw']
Claw_Tip_2: type=MESH, loc=(0.690, -0.072, 0.425), mats=['Gripper_Claw']
Claw_Tip_4: type=MESH, loc=(0.690, -0.072, 0.175), mats=['Gripper_Claw']
Column_Rib_1: type=MESH, loc=(0.000, 0.000, 0.040), mats=['AI_Optimized_Metal']
Column_Rib_2: type=MESH, loc=(0.000, 0.000, 0.070), mats=['AI_Optimized_Metal']
Component_Detail_1: type=MESH, loc=(0.680, 0.005, 0.030), mats=['Gold_Detail']
Component_Detail_2: type=MESH, loc=(0.680, -0.005, 0.030), mats=['Gold_Detail']
Cutout_Guide_Temp: type=MESH, loc=(0.000, 0.000, 0.090), mats=['AI_Optimized_Metal']
Desk: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Desk_Material']
Elbow_Ring_L: type=MESH, loc=(0.350, 0.000, 0.360), mats=['AI_Optimized_Metal']
Elbow_Ring_L.001: type=MESH, loc=(0.350, 0.000, 0.360), mats=['AI_Optimized_Metal']
Elbow_Ring_R: type=MESH, loc=(0.350, 0.000, 0.400), mats=['AI_Optimized_Metal']
Elbow_Ring_R.001: type=MESH, loc=(0.350, 0.000, 0.400), mats=['AI_Optimized_Metal']
Forearm_Core: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Woven_Technical_Fabric']
Forearm_Core.001: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Forearm_Strut_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Forearm_Strut_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Gripper_Actuator_0: type=MESH, loc=(0.625, 0.015, 0.300), mats=['AI_Optimized_Metal']
Gripper_Actuator_1: type=MESH, loc=(0.625, -0.007, 0.313), mats=['AI_Optimized_Metal']
Gripper_Actuator_2: type=MESH, loc=(0.625, -0.007, 0.287), mats=['AI_Optimized_Metal']
Gripper_Base: type=MESH, loc=(0.615, 0.000, 0.300), mats=['AI_Optimized_Metal']
Hose_Base: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Hose_Base_Ring_0: type=MESH, loc=(0.000, 0.023, 0.153), mats=['Umbilical_Hose']
Hose_Base_Ring_1: type=MESH, loc=(0.012, 0.023, 0.160), mats=['Umbilical_Hose']
Hose_Base_Ring_10: type=MESH, loc=(0.121, 0.017, 0.220), mats=['Umbilical_Hose']
Hose_Base_Ring_11: type=MESH, loc=(0.133, 0.018, 0.227), mats=['Umbilical_Hose']
Hose_Base_Ring_12: type=MESH, loc=(0.145, 0.019, 0.235), mats=['Umbilical_Hose']
Hose_Base_Ring_13: type=MESH, loc=(0.157, 0.020, 0.243), mats=['Umbilical_Hose']
Hose_Base_Ring_14: type=MESH, loc=(0.169, 0.021, 0.252), mats=['Umbilical_Hose']
Hose_Base_Ring_15: type=MESH, loc=(0.181, 0.022, 0.260), mats=['Umbilical_Hose']
Hose_Base_Ring_16: type=MESH, loc=(0.193, 0.023, 0.268), mats=['Umbilical_Hose']
Hose_Base_Ring_17: type=MESH, loc=(0.205, 0.023, 0.276), mats=['Umbilical_Hose']
Hose_Base_Ring_18: type=MESH, loc=(0.217, 0.022, 0.283), mats=['Umbilical_Hose']
Hose_Base_Ring_19: type=MESH, loc=(0.229, 0.022, 0.290), mats=['Umbilical_Hose']
Hose_Base_Ring_2: type=MESH, loc=(0.024, 0.023, 0.167), mats=['Umbilical_Hose']
Hose_Base_Ring_20: type=MESH, loc=(0.241, 0.020, 0.297), mats=['Umbilical_Hose']
Hose_Base_Ring_21: type=MESH, loc=(0.253, 0.019, 0.304), mats=['Umbilical_Hose']
Hose_Base_Ring_22: type=MESH, loc=(0.266, 0.018, 0.310), mats=['Umbilical_Hose']
Hose_Base_Ring_23: type=MESH, loc=(0.278, 0.017, 0.316), mats=['Umbilical_Hose']
Hose_Base_Ring_24: type=MESH, loc=(0.290, 0.017, 0.323), mats=['Umbilical_Hose']
Hose_Base_Ring_25: type=MESH, loc=(0.302, 0.017, 0.329), mats=['Umbilical_Hose']
Hose_Base_Ring_26: type=MESH, loc=(0.314, 0.018, 0.336), mats=['Umbilical_Hose']
Hose_Base_Ring_27: type=MESH, loc=(0.326, 0.019, 0.343), mats=['Umbilical_Hose']
Hose_Base_Ring_28: type=MESH, loc=(0.338, 0.020, 0.350), mats=['Umbilical_Hose']
Hose_Base_Ring_29: type=MESH, loc=(0.350, 0.021, 0.357), mats=['Umbilical_Hose']
Hose_Base_Ring_3: type=MESH, loc=(0.036, 0.022, 0.173), mats=['Umbilical_Hose']
Hose_Base_Ring_4: type=MESH, loc=(0.048, 0.021, 0.180), mats=['Umbilical_Hose']
Hose_Base_Ring_5: type=MESH, loc=(0.060, 0.020, 0.186), mats=['Umbilical_Hose']
Hose_Base_Ring_6: type=MESH, loc=(0.072, 0.019, 0.192), mats=['Umbilical_Hose']
Hose_Base_Ring_7: type=MESH, loc=(0.084, 0.018, 0.198), mats=['Umbilical_Hose']
Hose_Base_Ring_8: type=MESH, loc=(0.097, 0.017, 0.205), mats=['Umbilical_Hose']
Hose_Base_Ring_9: type=MESH, loc=(0.109, 0.017, 0.212), mats=['Umbilical_Hose']
Hose_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Hose_Forearm_Ring_0: type=MESH, loc=(0.350, 0.023, 0.363), mats=['Umbilical_Hose']
Hose_Forearm_Ring_1: type=MESH, loc=(0.363, 0.023, 0.358), mats=['Umbilical_Hose']
Hose_Forearm_Ring_10: type=MESH, loc=(0.482, 0.023, 0.319), mats=['Umbilical_Hose']
Hose_Forearm_Ring_11: type=MESH, loc=(0.495, 0.023, 0.316), mats=['Umbilical_Hose']
Hose_Forearm_Ring_12: type=MESH, loc=(0.508, 0.022, 0.312), mats=['Umbilical_Hose']
Hose_Forearm_Ring_13: type=MESH, loc=(0.521, 0.021, 0.308), mats=['Umbilical_Hose']
Hose_Forearm_Ring_14: type=MESH, loc=(0.534, 0.019, 0.302), mats=['Umbilical_Hose']
Hose_Forearm_Ring_15: type=MESH, loc=(0.547, 0.017, 0.297), mats=['Umbilical_Hose']
Hose_Forearm_Ring_16: type=MESH, loc=(0.561, 0.017, 0.291), mats=['Umbilical_Hose']
Hose_Forearm_Ring_17: type=MESH, loc=(0.574, 0.018, 0.286), mats=['Umbilical_Hose']
Hose_Forearm_Ring_18: type=MESH, loc=(0.587, 0.019, 0.281), mats=['Umbilical_Hose']
Hose_Forearm_Ring_19: type=MESH, loc=(0.600, 0.021, 0.277), mats=['Umbilical_Hose']
Hose_Forearm_Ring_2: type=MESH, loc=(0.376, 0.022, 0.353), mats=['Umbilical_Hose']
Hose_Forearm_Ring_3: type=MESH, loc=(0.389, 0.021, 0.347), mats=['Umbilical_Hose']
Hose_Forearm_Ring_4: type=MESH, loc=(0.403, 0.019, 0.342), mats=['Umbilical_Hose']
Hose_Forearm_Ring_5: type=MESH, loc=(0.416, 0.017, 0.336), mats=['Umbilical_Hose']
Hose_Forearm_Ring_6: type=MESH, loc=(0.429, 0.017, 0.332), mats=['Umbilical_Hose']
Hose_Forearm_Ring_7: type=MESH, loc=(0.442, 0.018, 0.328), mats=['Umbilical_Hose']
Hose_Forearm_Ring_8: type=MESH, loc=(0.455, 0.019, 0.325), mats=['Umbilical_Hose']
Hose_Forearm_Ring_9: type=MESH, loc=(0.468, 0.021, 0.322), mats=['Umbilical_Hose']
Joint1_Yaw: type=MESH, loc=(0.000, 0.000, 0.170), mats=['AI_Optimized_Metal']
Joint2_Shoulder: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Joint3_Elbow: type=MESH, loc=(0.350, 0.000, 0.380), mats=['AI_Optimized_Metal']
Joint3_Elbow.001: type=MESH, loc=(0.350, 0.000, 0.380), mats=['AI_Optimized_Metal']
Joint4_Wrist: type=MESH, loc=(0.600, 0.000, 0.300), mats=['AI_Optimized_Metal']
Ring_J1_Lower: type=MESH, loc=(0.000, 0.000, 0.155), mats=['AI_Optimized_Metal']
Ring_J1_Upper: type=MESH, loc=(0.000, 0.000, 0.185), mats=['AI_Optimized_Metal']
Shoulder_Bracket: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Strut_Diag_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Diag_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_2: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_2: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Target_Object: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Target_Component']
Tendon_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Tendon_UpperArm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Upper_Arm_Base: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Woven_Technical_Fabric']
Voronoi_Hole_0: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_1: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_10: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_11: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_12: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_13: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_2: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_3: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_4: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_5: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_6: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_7: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_8: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_9: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Yoke_Arm_L: type=MESH, loc=(0.035, 0.040, 0.200), mats=['AI_Optimized_Metal']
Yoke_Arm_R: type=MESH, loc=(0.035, -0.040, 0.200), mats=['AI_Optimized_Metal']

[Assistant] There are some duplicate objects and positional issues. Let me clean up and refine everything. I also need to add the voronoi/hole effect using boolean modifiers, fix the arm positions, and improve the gripper.

[Tool] Code executed successfully: Removed 29 duplicate/temp objects

[Assistant] Now let me fix the arm positioning - the upper arm and forearm need to be located at their actual positions, and I need to add the voronoi pattern properly

[Tool] Code executed successfully: Positions fixed and struts recreated

[Assistant] Now let me add the voronoi/lattice cutouts properly using boolean modifiers on the base column and add more detail to the scene

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "FAST" not found in ('FLOAT', 'EXACT', 'MANIFOLD')

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Modifier is disabled, skipping apply

[Tool]
Code executed successfully: Info: Applied modifier was not first, result may not be as expected
Voronoi texture displacement applied

[Assistant] Let me take a different approach - I'll use the shader to create the voronoi pattern on the metal, and also add some actual lattice geometry using a better method

[Tool] Code executed successfully: Materials improved

[Assistant] Let me now add more detail to the gripper and refine the arm geometry

[Tool]
Code executed successfully: Info: Applied modifier was not first, result may not be as expected
Info: Applied modifier was not first, result may not be as expected
Gripper and lattice details added

[Assistant] Let me refine the camera and add some final polish

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "Medium Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

[Tool] Code executed successfully: Camera and final details set up

[Assistant] Let me check the current state comprehensively and make any needed adjustments

[Tool]
{
  "name": "Scene",
  "object_count": 115,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 8
}

[Tool]
Code executed successfully: Upper_Arm_Base: loc=(0.210, 0.000, 0.310)
Forearm_Core: loc=(0.480, 0.000, 0.340)
Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.380)
Joint4_Wrist: loc=(0.600, 0.000, 0.300)
Shoulder_Bracket: loc=(0.000, 0.000, 0.200)
Gripper_Base: loc=(0.615, 0.000, 0.300)
Target_Object: loc=(0.000, 0.000, 0.000)
Claw_Proximal_0: loc=(0.632, 0.000, 0.300)
Claw_Proximal_120: NOT FOUND
Claw_Proximal_240: NOT FOUND
Hose_Base: loc=(0.000, 0.000, 0.000)
Hose_Forearm: loc=(0.000, 0.000, 0.000)

Camera: loc=(0.550, -0.550, 0.450)
Camera rot: (70.1, -0.0, 5.2)
Camera lens: 45.0mm

[Assistant] Let me check the claw names and fix the target position

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'Vector' is not defined

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.665, 0.001, 0.300)
Claw_Middle_2: loc=(0.665, -0.001, 0.301)
Claw_Middle_4: loc=(0.665, -0.001, 0.299)
Claw_Proximal_0: loc=(0.632, 0.000, 0.300)
Claw_Proximal_2: loc=(0.632, -0.000, 0.300)
Claw_Proximal_4: loc=(0.632, -0.000, 0.300)
Claw_Tip_0: loc=(0.690, 0.002, 0.300)
Claw_Tip_2: loc=(0.690, -0.001, 0.301)
Claw_Tip_4: loc=(0.690, -0.001, 0.299)
Target_Pin_-0: loc=(0.672, 0.008, 0.025)
Target_Pin_-0.001: loc=(0.672, 0.008, 0.025)
Target_Pin_0: loc=(0.680, 0.008, 0.025)
Target_Pin_0.001: loc=(0.688, 0.008, 0.025)
Target_Pin_0.002: loc=(0.680, 0.008, 0.025)
Target_Pin_0.003: loc=(0.688, 0.008, 0.025)

[Assistant] I see the issue - the claws are all pointing in the same direction because the radial spread is too small. Let me fix the gripper properly

[Tool] Code executed successfully: Gripper and target recreated

[Assistant] Let me verify the gripper is properly positioned now

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.669, 0.001, 0.300)
Claw_Middle_1: loc=(0.669, -0.001, 0.301)
Claw_Middle_2: loc=(0.669, -0.001, 0.299)
Claw_Proximal_0: loc=(0.637, 0.001, 0.300)
Claw_Proximal_1: loc=(0.637, -0.000, 0.300)
Claw_Proximal_2: loc=(0.637, -0.000, 0.300)
Claw_Tip_0: loc=(0.693, 0.002, 0.300)
Claw_Tip_1: loc=(0.693, -0.001, 0.302)
Claw_Tip_2: loc=(0.693, -0.001, 0.298)

Target: loc=(0.680, 0.000, 0.012)
Target_Pin_-0.008: loc=(0.672, 0.008, 0.025)
Target_Pin_0: loc=(0.680, 0.008, 0.025)
Target_Pin_0.008: loc=(0.688, 0.008, 0.025)

[Assistant] The claws are still all pointing forward because the spread radius is too small compared to the forward reach. Let me fix this

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.664, 0.025, 0.300)
Claw_Middle_1: loc=(0.664, -0.012, 0.321)
Claw_Middle_2: loc=(0.664, -0.012, 0.279)
Claw_Proximal_0: loc=(0.635, 0.010, 0.300)
Claw_Proximal_1: loc=(0.635, -0.005, 0.308)
Claw_Proximal_2: loc=(0.635, -0.005, 0.292)
Claw_Tip_0: loc=(0.685, 0.039, 0.300)
Claw_Tip_1: loc=(0.685, -0.019, 0.334)
Claw_Tip_2: loc=(0.685, -0.019, 0.266)
Gripper recreated with wider spread

[Assistant] Now the claws are properly spread in radial symmetry. Let me also add the corrugated hose details and refine the overall scene.

[Tool] Code executed successfully: Hose, clips, and actuators added

[Assistant] Now let me assign materials to the struts and cables, and do a final check

[Tool] Code executed successfully: All materials assigned

[Assistant] Let me do a final check on the scene and set up the camera properly

[Tool]
Code executed successfully: Camera set: loc=(0.400, -0.550, 0.400)
Camera rot: (74.8, -0.0, 5.2)

Scene summary:
  Meshes: 49
  Curves: 17
  Lights: 4
  Cameras: 1
  Total objects: 71
  Materials: 11

[Assistant] Let me check the arm pose - the gripper should be reaching toward the target on the desk. Let me adjust the arm angles to be more natural.

[Tool]
Code executed successfully: Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.380)
Joint4_Wrist: loc=(0.600, 0.000, 0.300)
Upper_Arm_Base: loc=(0.210, 0.000, 0.310)
Forearm_Core: loc=(0.480, 0.000, 0.340)
Arm pose adjusted to reach toward target

[Tool]
Code executed successfully: Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.340)
Joint4_Wrist: loc=(0.600, 0.000, 0.200)
Upper_Arm_Base: loc=(0.200, 0.000, 0.280)
Forearm_Core: loc=(0.480, 0.000, 0.300)
Gripper_Base: loc=(0.615, 0.000, 0.200)
Target_Object: loc=(0.680, 0.000, 0.012)

Claw positions:
  Claw_Middle_0: loc=(0.664, 0.025, 0.200)
  Claw_Middle_1: loc=(0.664, -0.012, 0.221)
  Claw_Middle_2: loc=(0.664, -0.012, 0.179)
  Claw_Proximal_0: loc=(0.635, 0.010, 0.200)
  Claw_Proximal_1: loc=(0.635, -0.005, 0.208)
  Claw_Proximal_2: loc=(0.635, -0.005, 0.192)
  Claw_Tip_0: loc=(0.685, 0.039, 0.200)
  Claw_Tip_1: loc=(0.685, -0.019, 0.234)
  Claw_Tip_2: loc=(0.685, -0.019, 0.166)

[Assistant] Good - the arm is reaching toward the target with the gripper hovering above it in a "mid-reach" pose. Let me now set the camera to capture this well and add some final polish.

[Tool] Code executed successfully: Final details added

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Assistant] I'll build this step by step. Let me start by checking the scene and then constructing the robotic arm.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared

[Tool] Code executed successfully: Desk created

[Assistant] Now let me build the full robotic arm. I'll start with the base structure

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Simple Deform" not found'

[Tool] Code executed successfully: Desk created

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.view3d.select_circle.poll() Expected a view3d region

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.object.select_all.poll() failed, context is incorrect

[Tool] Error executing code: Communication error with Blender: Code execution error: Operator bpy.ops.object.select_all.poll() failed, context is incorrect

[Tool] Code executed successfully: Scene cleaned

[Assistant] Good, now let me build the full scene. I'll create the base, arm segments, joints, gripper, and all the details

[Tool] Code executed successfully: Desk created

[Tool] Error executing code: Communication error with Blender: Code execution error: faces.new(...): sequence incorrect size, expected [3 - -1], given 2

[Tool] Code executed successfully: Base plate done

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "radius1" unrecognized

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Simple Deform" not found'

[Tool] Code executed successfully: Base column and joint 1 done

[Tool] Code executed successfully: Upper arm core created

[Assistant] Let me take a more systematic approach, building the arm with all the required detail.

[Tool] Code executed successfully: Cleaned up

[Assistant] Let me take a systematic approach - building the whole arm with proper structure.

[Tool] Code executed successfully: Clean slate

[Assistant] Let me plan and build the whole arm systematically. I'll start with the base and work upward

[Tool] Code executed successfully: Base through joint 2 done

[Tool] Code executed successfully: Upper arm with struts done

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_organic_strut' is not defined

[Tool] Code executed successfully: Forearm, elbow, wrist, hose done

[Tool] Code executed successfully: Gripper and target done

[Assistant] Let me check the current state of the scene and then add materials and refine everything

[Tool]
{
  "name": "Scene",
  "object_count": 103,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 1
}

[Assistant] Now let me create the materials and assign them properly. I'll create the metal alloy and woven fabric materials

[Tool] Code executed successfully: All materials created

[Assistant] Now let me assign materials to the objects

[Tool] Code executed successfully: Materials assigned

[Assistant] Now let me set up lighting and camera, and add more detail to the scene

[Tool] Code executed successfully: Camera and lights set up

[Assistant] Let me check the current state of the scene and refine the camera position

[Tool]
{
  "name": "Scene",
  "object_count": 108,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 7
}

[Assistant] Let me now add more detail - voronoi cutouts, actuator details, and refine the overall look

[Tool] Code executed successfully: Detailed features added

[Tool]
Code executed successfully: Actuator_Shoulder: type=MESH, loc=(0.040, 0.035, 0.240), mats=['AI_Optimized_Metal']
Arm_Voronoi_0_-1: type=MESH, loc=(0.045, -0.025, 0.015), mats=['AI_Optimized_Metal']
Arm_Voronoi_0_1: type=MESH, loc=(0.045, 0.025, 0.015), mats=['AI_Optimized_Metal']
Arm_Voronoi_1_-1: type=MESH, loc=(0.090, -0.025, 0.030), mats=['AI_Optimized_Metal']
Arm_Voronoi_1_1: type=MESH, loc=(0.090, 0.025, 0.030), mats=['AI_Optimized_Metal']
Arm_Voronoi_2_-1: type=MESH, loc=(0.135, -0.025, 0.045), mats=['AI_Optimized_Metal']
Arm_Voronoi_2_1: type=MESH, loc=(0.135, 0.025, 0.045), mats=['AI_Optimized_Metal']
Arm_Voronoi_3_-1: type=MESH, loc=(0.180, -0.025, 0.060), mats=['AI_Optimized_Metal']
Arm_Voronoi_3_1: type=MESH, loc=(0.180, 0.025, 0.060), mats=['AI_Optimized_Metal']
Arm_Voronoi_4_-1: type=MESH, loc=(0.225, -0.025, 0.075), mats=['AI_Optimized_Metal']
Arm_Voronoi_4_1: type=MESH, loc=(0.225, 0.025, 0.075), mats=['AI_Optimized_Metal']
Base_Column: type=MESH, loc=(0.000, 0.000, 0.090), mats=['AI_Optimized_Metal']
Base_Plate: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Bolt_0: type=MESH, loc=(0.087, -0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_1: type=MESH, loc=(0.087, 0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_2: type=MESH, loc=(0.000, 0.100, 0.015), mats=['AI_Optimized_Metal']
Bolt_3: type=MESH, loc=(-0.087, 0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_4: type=MESH, loc=(-0.087, -0.050, 0.015), mats=['AI_Optimized_Metal']
Bolt_5: type=MESH, loc=(-0.000, -0.100, 0.015), mats=['AI_Optimized_Metal']
Cable_Base_Shoulder: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Cable_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Cable_UpperArm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Claw_Mid_0: type=MESH, loc=(0.665, 0.070, 0.300), mats=['Gripper_Claw']
Claw_Mid_2: type=MESH, loc=(0.665, -0.035, 0.361), mats=['Gripper_Claw']
Claw_Mid_4: type=MESH, loc=(0.665, -0.035, 0.239), mats=['Gripper_Claw']
Claw_Prox_0: type=MESH, loc=(0.633, 0.020, 0.300), mats=['Gripper_Claw']
Claw_Prox_2: type=MESH, loc=(0.633, -0.010, 0.317), mats=['Gripper_Claw']
Claw_Prox_4: type=MESH, loc=(0.633, -0.010, 0.283), mats=['Gripper_Claw']
Claw_Tip_0: type=MESH, loc=(0.690, 0.144, 0.300), mats=['Gripper_Claw']
Claw_Tip_2: type=MESH, loc=(0.690, -0.072, 0.425), mats=['Gripper_Claw']
Claw_Tip_4: type=MESH, loc=(0.690, -0.072, 0.175), mats=['Gripper_Claw']
Column_Rib_1: type=MESH, loc=(0.000, 0.000, 0.040), mats=['AI_Optimized_Metal']
Column_Rib_2: type=MESH, loc=(0.000, 0.000, 0.070), mats=['AI_Optimized_Metal']
Component_Detail_1: type=MESH, loc=(0.680, 0.005, 0.030), mats=['Gold_Detail']
Component_Detail_2: type=MESH, loc=(0.680, -0.005, 0.030), mats=['Gold_Detail']
Cutout_Guide_Temp: type=MESH, loc=(0.000, 0.000, 0.090), mats=['AI_Optimized_Metal']
Desk: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Desk_Material']
Elbow_Ring_L: type=MESH, loc=(0.350, 0.000, 0.360), mats=['AI_Optimized_Metal']
Elbow_Ring_L.001: type=MESH, loc=(0.350, 0.000, 0.360), mats=['AI_Optimized_Metal']
Elbow_Ring_R: type=MESH, loc=(0.350, 0.000, 0.400), mats=['AI_Optimized_Metal']
Elbow_Ring_R.001: type=MESH, loc=(0.350, 0.000, 0.400), mats=['AI_Optimized_Metal']
Forearm_Core: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Woven_Technical_Fabric']
Forearm_Core.001: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Forearm_Strut_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Forearm_Strut_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Gripper_Actuator_0: type=MESH, loc=(0.625, 0.015, 0.300), mats=['AI_Optimized_Metal']
Gripper_Actuator_1: type=MESH, loc=(0.625, -0.007, 0.313), mats=['AI_Optimized_Metal']
Gripper_Actuator_2: type=MESH, loc=(0.625, -0.007, 0.287), mats=['AI_Optimized_Metal']
Gripper_Base: type=MESH, loc=(0.615, 0.000, 0.300), mats=['AI_Optimized_Metal']
Hose_Base: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Hose_Base_Ring_0: type=MESH, loc=(0.000, 0.023, 0.153), mats=['Umbilical_Hose']
Hose_Base_Ring_1: type=MESH, loc=(0.012, 0.023, 0.160), mats=['Umbilical_Hose']
Hose_Base_Ring_10: type=MESH, loc=(0.121, 0.017, 0.220), mats=['Umbilical_Hose']
Hose_Base_Ring_11: type=MESH, loc=(0.133, 0.018, 0.227), mats=['Umbilical_Hose']
Hose_Base_Ring_12: type=MESH, loc=(0.145, 0.019, 0.235), mats=['Umbilical_Hose']
Hose_Base_Ring_13: type=MESH, loc=(0.157, 0.020, 0.243), mats=['Umbilical_Hose']
Hose_Base_Ring_14: type=MESH, loc=(0.169, 0.021, 0.252), mats=['Umbilical_Hose']
Hose_Base_Ring_15: type=MESH, loc=(0.181, 0.022, 0.260), mats=['Umbilical_Hose']
Hose_Base_Ring_16: type=MESH, loc=(0.193, 0.023, 0.268), mats=['Umbilical_Hose']
Hose_Base_Ring_17: type=MESH, loc=(0.205, 0.023, 0.276), mats=['Umbilical_Hose']
Hose_Base_Ring_18: type=MESH, loc=(0.217, 0.022, 0.283), mats=['Umbilical_Hose']
Hose_Base_Ring_19: type=MESH, loc=(0.229, 0.022, 0.290), mats=['Umbilical_Hose']
Hose_Base_Ring_2: type=MESH, loc=(0.024, 0.023, 0.167), mats=['Umbilical_Hose']
Hose_Base_Ring_20: type=MESH, loc=(0.241, 0.020, 0.297), mats=['Umbilical_Hose']
Hose_Base_Ring_21: type=MESH, loc=(0.253, 0.019, 0.304), mats=['Umbilical_Hose']
Hose_Base_Ring_22: type=MESH, loc=(0.266, 0.018, 0.310), mats=['Umbilical_Hose']
Hose_Base_Ring_23: type=MESH, loc=(0.278, 0.017, 0.316), mats=['Umbilical_Hose']
Hose_Base_Ring_24: type=MESH, loc=(0.290, 0.017, 0.323), mats=['Umbilical_Hose']
Hose_Base_Ring_25: type=MESH, loc=(0.302, 0.017, 0.329), mats=['Umbilical_Hose']
Hose_Base_Ring_26: type=MESH, loc=(0.314, 0.018, 0.336), mats=['Umbilical_Hose']
Hose_Base_Ring_27: type=MESH, loc=(0.326, 0.019, 0.343), mats=['Umbilical_Hose']
Hose_Base_Ring_28: type=MESH, loc=(0.338, 0.020, 0.350), mats=['Umbilical_Hose']
Hose_Base_Ring_29: type=MESH, loc=(0.350, 0.021, 0.357), mats=['Umbilical_Hose']
Hose_Base_Ring_3: type=MESH, loc=(0.036, 0.022, 0.173), mats=['Umbilical_Hose']
Hose_Base_Ring_4: type=MESH, loc=(0.048, 0.021, 0.180), mats=['Umbilical_Hose']
Hose_Base_Ring_5: type=MESH, loc=(0.060, 0.020, 0.186), mats=['Umbilical_Hose']
Hose_Base_Ring_6: type=MESH, loc=(0.072, 0.019, 0.192), mats=['Umbilical_Hose']
Hose_Base_Ring_7: type=MESH, loc=(0.084, 0.018, 0.198), mats=['Umbilical_Hose']
Hose_Base_Ring_8: type=MESH, loc=(0.097, 0.017, 0.205), mats=['Umbilical_Hose']
Hose_Base_Ring_9: type=MESH, loc=(0.109, 0.017, 0.212), mats=['Umbilical_Hose']
Hose_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Hose_Forearm_Ring_0: type=MESH, loc=(0.350, 0.023, 0.363), mats=['Umbilical_Hose']
Hose_Forearm_Ring_1: type=MESH, loc=(0.363, 0.023, 0.358), mats=['Umbilical_Hose']
Hose_Forearm_Ring_10: type=MESH, loc=(0.482, 0.023, 0.319), mats=['Umbilical_Hose']
Hose_Forearm_Ring_11: type=MESH, loc=(0.495, 0.023, 0.316), mats=['Umbilical_Hose']
Hose_Forearm_Ring_12: type=MESH, loc=(0.508, 0.022, 0.312), mats=['Umbilical_Hose']
Hose_Forearm_Ring_13: type=MESH, loc=(0.521, 0.021, 0.308), mats=['Umbilical_Hose']
Hose_Forearm_Ring_14: type=MESH, loc=(0.534, 0.019, 0.302), mats=['Umbilical_Hose']
Hose_Forearm_Ring_15: type=MESH, loc=(0.547, 0.017, 0.297), mats=['Umbilical_Hose']
Hose_Forearm_Ring_16: type=MESH, loc=(0.561, 0.017, 0.291), mats=['Umbilical_Hose']
Hose_Forearm_Ring_17: type=MESH, loc=(0.574, 0.018, 0.286), mats=['Umbilical_Hose']
Hose_Forearm_Ring_18: type=MESH, loc=(0.587, 0.019, 0.281), mats=['Umbilical_Hose']
Hose_Forearm_Ring_19: type=MESH, loc=(0.600, 0.021, 0.277), mats=['Umbilical_Hose']
Hose_Forearm_Ring_2: type=MESH, loc=(0.376, 0.022, 0.353), mats=['Umbilical_Hose']
Hose_Forearm_Ring_3: type=MESH, loc=(0.389, 0.021, 0.347), mats=['Umbilical_Hose']
Hose_Forearm_Ring_4: type=MESH, loc=(0.403, 0.019, 0.342), mats=['Umbilical_Hose']
Hose_Forearm_Ring_5: type=MESH, loc=(0.416, 0.017, 0.336), mats=['Umbilical_Hose']
Hose_Forearm_Ring_6: type=MESH, loc=(0.429, 0.017, 0.332), mats=['Umbilical_Hose']
Hose_Forearm_Ring_7: type=MESH, loc=(0.442, 0.018, 0.328), mats=['Umbilical_Hose']
Hose_Forearm_Ring_8: type=MESH, loc=(0.455, 0.019, 0.325), mats=['Umbilical_Hose']
Hose_Forearm_Ring_9: type=MESH, loc=(0.468, 0.021, 0.322), mats=['Umbilical_Hose']
Joint1_Yaw: type=MESH, loc=(0.000, 0.000, 0.170), mats=['AI_Optimized_Metal']
Joint2_Shoulder: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Joint3_Elbow: type=MESH, loc=(0.350, 0.000, 0.380), mats=['AI_Optimized_Metal']
Joint3_Elbow.001: type=MESH, loc=(0.350, 0.000, 0.380), mats=['AI_Optimized_Metal']
Joint4_Wrist: type=MESH, loc=(0.600, 0.000, 0.300), mats=['AI_Optimized_Metal']
Ring_J1_Lower: type=MESH, loc=(0.000, 0.000, 0.155), mats=['AI_Optimized_Metal']
Ring_J1_Upper: type=MESH, loc=(0.000, 0.000, 0.185), mats=['AI_Optimized_Metal']
Shoulder_Bracket: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Strut_Diag_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Diag_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Lower_2: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_0: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_1: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Strut_Upper_2: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Target_Object: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Target_Component']
Tendon_Forearm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Tendon_UpperArm: type=CURVE, loc=(0.000, 0.000, 0.000), mats=[]
Upper_Arm_Base: type=MESH, loc=(0.000, 0.000, 0.000), mats=['Woven_Technical_Fabric']
Voronoi_Hole_0: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_1: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_10: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_11: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_12: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_13: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_2: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_3: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_4: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_5: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_6: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_7: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_8: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Voronoi_Hole_9: type=MESH, loc=(0.000, 0.000, 0.000), mats=['AI_Optimized_Metal']
Yoke_Arm_L: type=MESH, loc=(0.035, 0.040, 0.200), mats=['AI_Optimized_Metal']
Yoke_Arm_R: type=MESH, loc=(0.035, -0.040, 0.200), mats=['AI_Optimized_Metal']

[Assistant] There are some duplicate objects and positional issues. Let me clean up and refine everything. I also need to add the voronoi/hole effect using boolean modifiers, fix the arm positions, and improve the gripper.

[Tool] Code executed successfully: Removed 29 duplicate/temp objects

[Assistant] Now let me fix the arm positioning - the upper arm and forearm need to be located at their actual positions, and I need to add the voronoi pattern properly

[Tool] Code executed successfully: Positions fixed and struts recreated

[Assistant] Now let me add the voronoi/lattice cutouts properly using boolean modifiers on the base column and add more detail to the scene

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "FAST" not found in ('FLOAT', 'EXACT', 'MANIFOLD')

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Modifier is disabled, skipping apply

[Tool]
Code executed successfully: Info: Applied modifier was not first, result may not be as expected
Voronoi texture displacement applied

[Assistant] Let me take a different approach - I'll use the shader to create the voronoi pattern on the metal, and also add some actual lattice geometry using a better method

[Tool] Code executed successfully: Materials improved

[Assistant] Let me now add more detail to the gripper and refine the arm geometry

[Tool]
Code executed successfully: Info: Applied modifier was not first, result may not be as expected
Info: Applied modifier was not first, result may not be as expected
Gripper and lattice details added

[Assistant] Let me refine the camera and add some final polish

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "Medium Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

[Tool] Code executed successfully: Camera and final details set up

[Assistant] Let me check the current state comprehensively and make any needed adjustments

[Tool]
{
  "name": "Scene",
  "object_count": 115,
  "objects": [
    {
      "name": "Desk",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Base_Plate",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Bolt_0",
      "type": "MESH",
      "location": [
        0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_1",
      "type": "MESH",
      "location": [
        0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_2",
      "type": "MESH",
      "location": [
        0.0,
        0.1,
        0.01
      ]
    },
    {
      "name": "Bolt_3",
      "type": "MESH",
      "location": [
        -0.09,
        0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_4",
      "type": "MESH",
      "location": [
        -0.09,
        -0.05,
        0.01
      ]
    },
    {
      "name": "Bolt_5",
      "type": "MESH",
      "location": [
        -0.0,
        -0.1,
        0.01
      ]
    },
    {
      "name": "Base_Column",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.09
      ]
    },
    {
      "name": "Column_Rib_1",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.04
      ]
    }
  ],
  "materials_count": 8
}

[Tool]
Code executed successfully: Upper_Arm_Base: loc=(0.210, 0.000, 0.310)
Forearm_Core: loc=(0.480, 0.000, 0.340)
Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.380)
Joint4_Wrist: loc=(0.600, 0.000, 0.300)
Shoulder_Bracket: loc=(0.000, 0.000, 0.200)
Gripper_Base: loc=(0.615, 0.000, 0.300)
Target_Object: loc=(0.000, 0.000, 0.000)
Claw_Proximal_0: loc=(0.632, 0.000, 0.300)
Claw_Proximal_120: NOT FOUND
Claw_Proximal_240: NOT FOUND
Hose_Base: loc=(0.000, 0.000, 0.000)
Hose_Forearm: loc=(0.000, 0.000, 0.000)

Camera: loc=(0.550, -0.550, 0.450)
Camera rot: (70.1, -0.0, 5.2)
Camera lens: 45.0mm

[Assistant] Let me check the claw names and fix the target position

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'Vector' is not defined

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.665, 0.001, 0.300)
Claw_Middle_2: loc=(0.665, -0.001, 0.301)
Claw_Middle_4: loc=(0.665, -0.001, 0.299)
Claw_Proximal_0: loc=(0.632, 0.000, 0.300)
Claw_Proximal_2: loc=(0.632, -0.000, 0.300)
Claw_Proximal_4: loc=(0.632, -0.000, 0.300)
Claw_Tip_0: loc=(0.690, 0.002, 0.300)
Claw_Tip_2: loc=(0.690, -0.001, 0.301)
Claw_Tip_4: loc=(0.690, -0.001, 0.299)
Target_Pin_-0: loc=(0.672, 0.008, 0.025)
Target_Pin_-0.001: loc=(0.672, 0.008, 0.025)
Target_Pin_0: loc=(0.680, 0.008, 0.025)
Target_Pin_0.001: loc=(0.688, 0.008, 0.025)
Target_Pin_0.002: loc=(0.680, 0.008, 0.025)
Target_Pin_0.003: loc=(0.688, 0.008, 0.025)

[Assistant] I see the issue - the claws are all pointing in the same direction because the radial spread is too small. Let me fix the gripper properly

[Tool] Code executed successfully: Gripper and target recreated

[Assistant] Let me verify the gripper is properly positioned now

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.669, 0.001, 0.300)
Claw_Middle_1: loc=(0.669, -0.001, 0.301)
Claw_Middle_2: loc=(0.669, -0.001, 0.299)
Claw_Proximal_0: loc=(0.637, 0.001, 0.300)
Claw_Proximal_1: loc=(0.637, -0.000, 0.300)
Claw_Proximal_2: loc=(0.637, -0.000, 0.300)
Claw_Tip_0: loc=(0.693, 0.002, 0.300)
Claw_Tip_1: loc=(0.693, -0.001, 0.302)
Claw_Tip_2: loc=(0.693, -0.001, 0.298)

Target: loc=(0.680, 0.000, 0.012)
Target_Pin_-0.008: loc=(0.672, 0.008, 0.025)
Target_Pin_0: loc=(0.680, 0.008, 0.025)
Target_Pin_0.008: loc=(0.688, 0.008, 0.025)

[Assistant] The claws are still all pointing forward because the spread radius is too small compared to the forward reach. Let me fix this

[Tool]
Code executed successfully: Claw_Middle_0: loc=(0.664, 0.025, 0.300)
Claw_Middle_1: loc=(0.664, -0.012, 0.321)
Claw_Middle_2: loc=(0.664, -0.012, 0.279)
Claw_Proximal_0: loc=(0.635, 0.010, 0.300)
Claw_Proximal_1: loc=(0.635, -0.005, 0.308)
Claw_Proximal_2: loc=(0.635, -0.005, 0.292)
Claw_Tip_0: loc=(0.685, 0.039, 0.300)
Claw_Tip_1: loc=(0.685, -0.019, 0.334)
Claw_Tip_2: loc=(0.685, -0.019, 0.266)
Gripper recreated with wider spread

[Assistant] Now the claws are properly spread in radial symmetry. Let me also add the corrugated hose details and refine the overall scene.

[Tool] Code executed successfully: Hose, clips, and actuators added

[Assistant] Now let me assign materials to the struts and cables, and do a final check

[Tool] Code executed successfully: All materials assigned

[Assistant] Let me do a final check on the scene and set up the camera properly

[Tool]
Code executed successfully: Camera set: loc=(0.400, -0.550, 0.400)
Camera rot: (74.8, -0.0, 5.2)

Scene summary:
  Meshes: 49
  Curves: 17
  Lights: 4
  Cameras: 1
  Total objects: 71
  Materials: 11

[Assistant] Let me check the arm pose - the gripper should be reaching toward the target on the desk. Let me adjust the arm angles to be more natural.

[Tool]
Code executed successfully: Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.380)
Joint4_Wrist: loc=(0.600, 0.000, 0.300)
Upper_Arm_Base: loc=(0.210, 0.000, 0.310)
Forearm_Core: loc=(0.480, 0.000, 0.340)
Arm pose adjusted to reach toward target

[Tool]
Code executed successfully: Joint2_Shoulder: loc=(0.040, 0.000, 0.240)
Joint3_Elbow: loc=(0.350, 0.000, 0.340)
Joint4_Wrist: loc=(0.600, 0.000, 0.200)
Upper_Arm_Base: loc=(0.200, 0.000, 0.280)
Forearm_Core: loc=(0.480, 0.000, 0.300)
Gripper_Base: loc=(0.615, 0.000, 0.200)
Target_Object: loc=(0.680, 0.000, 0.012)

Claw positions:
  Claw_Middle_0: loc=(0.664, 0.025, 0.200)
  Claw_Middle_1: loc=(0.664, -0.012, 0.221)
  Claw_Middle_2: loc=(0.664, -0.012, 0.179)
  Claw_Proximal_0: loc=(0.635, 0.010, 0.200)
  Claw_Proximal_1: loc=(0.635, -0.005, 0.208)
  Claw_Proximal_2: loc=(0.635, -0.005, 0.192)
  Claw_Tip_0: loc=(0.685, 0.039, 0.200)
  Claw_Tip_1: loc=(0.685, -0.019, 0.234)
  Claw_Tip_2: loc=(0.685, -0.019, 0.166)

[Assistant] Good - the arm is reaching toward the target with the gripper hovering above it in a "mid-reach" pose. Let me now set the camera to capture this well and add some final polish.

[Tool] Code executed successfully: Final details added

User Prompt

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payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

{"id":"gen-1784085750-Hw5xQSDCafDeZYV34Wni","object":"chat.completion","created":1784085750,"model":"deepseek/deepseek-v4-flash","provider":"GMICloud","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":"Let me now verify the scene is complete and check if there are any issues. Let me also make sure the materials on the struts/curves are assigned properly since curves need different handling than meshes.","tool_calls":[{"type":"function","index":0,"id":"call_80fc6932229347528adf8a81","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nfrom mathutils import Vector\\n\\n# =====================================================================\\n# ENSURE CURVE OBJECTS (STRUTS) HAVE PROPER MATERIAL\\n# =====================================================================\\n# Curve objects can have materials assigned too\\nmetal_mat = bpy.data.materials.get(\\\"AI_Optimized_Metal\\\")\\n\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CURVE':\\n        if \\\"Strut\\\" in obj.name or \\\"Diag\\\" in obj.name:\\n            # Assign metal material to curve\\n            if not obj.data.materials:\\n                obj.data.materials.append(metal_mat)\\n            elif obj.data.materials[0] != metal_mat:\\n                obj.data.materials[0] = metal_mat\\n            # Set bevel properties\\n            obj.data.bevel_resolution = 4\\n            obj.data.fill_mode = 'FULL'\\n\\n# =====================================================================\\n# UPDATE LIGHTING \\n# =====================================================================\\n# Adjust key light position\\nkey_light = bpy.data.objects.get(\\\"Key_Light\\\")\\nif key_light:\\n    key_light.location = Vector((0.4, -0.4, 0.6))\\n    key_light.data.energy = 400\\n\\nfill_light = bpy.data.objects.get(\\\"Fill_Light\\\")\\nif fill_light:\\n    fill_light.location = Vector((0.2, 0.4, 0.3))\\n    fill_light.data.energy = 200\\n\\nrim_light = bpy.data.objects.get(\\\"Rim_Light\\\")\\nif rim_light:\\n    rim_light.location = Vector((-0.2, 0.0, 0.5))\\n    rim_light.data.energy = 300\\n\\ntop_light = bpy.data.objects.get(\\\"Top_Light\\\")\\nif top_light:\\n    top_light.location = Vector((0.3, 0, 0.8))\\n    top_light.data.energy = 150\\n\\nprint(\\\"Lighting updated\\\")\", \"user_prompt\": \"Desk-mounted robotic arm with generatively designed frame, woven fabric, 3-claw gripper\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me now verify the scene is complete and check if there are any issues. Let me also make sure the materials on the struts/curves are assigned properly since curves need different handling than meshes.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":53852,"completion_tokens":539,"total_tokens":54391,"cost":0.00538314,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.00538314,"upstream_inference_prompt_cost":0.005277496,"upstream_inference_completions_cost":0.000105644},"completion_tokens_details":{"reasoning_tokens":42,"image_tokens":0,"audio_tokens":0}}}

import bpy
from mathutils import Vector

# =====================================================================
# ENSURE CURVE OBJECTS (STRUTS) HAVE PROPER MATERIAL
# =====================================================================
# Curve objects can have materials assigned too
metal_mat = bpy.data.materials.get("AI_Optimized_Metal")

for obj in bpy.data.objects:
    if obj.type == 'CURVE':
        if "Strut" in obj.name or "Diag" in obj.name:
            # Assign metal material to curve
            if not obj.data.materials:
                obj.data.materials.append(metal_mat)
            elif obj.data.materials[0] != metal_mat:
                obj.data.materials[0] = metal_mat
            # Set bevel properties
            obj.data.bevel_resolution = 4
            obj.data.fill_mode = 'FULL'

# =====================================================================
# UPDATE LIGHTING
# =====================================================================
# Adjust key light position
key_light = bpy.data.objects.get("Key_Light")
if key_light:
    key_light.location = Vector((0.4, -0.4, 0.6))
    key_light.data.energy = 400

fill_light = bpy.data.objects.get("Fill_Light")
if fill_light:
    fill_light.location = Vector((0.2, 0.4, 0.3))
    fill_light.data.energy = 200

rim_light = bpy.data.objects.get("Rim_Light")
if rim_light:
    rim_light.location = Vector((-0.2, 0.0, 0.5))
    rim_light.data.energy = 300

top_light = bpy.data.objects.get("Top_Light")
if top_light:
    top_light.location = Vector((0.3, 0, 0.8))
    top_light.data.energy = 150

print("Lighting updated")

Desk-mounted robotic arm with generatively designed frame, woven fabric, 3-claw gripper

{"code": "import bpy\nfrom mathutils import Vector\n\n# =====================================================================\n# ENSURE CURVE OBJECTS (STRUTS) HAVE PROPER MATERIAL\n# =====================================================================\n# Curve objects can have materials assigned too\nmetal_mat = bpy.data.materials.get(\"AI_Optimized_Metal\")\n\nfor obj in bpy.data.objects:\n    if obj.type == 'CURVE':\n        if \"Strut\" in obj.name or \"Diag\" in obj.name:\n            # Assign metal material to curve\n            if not obj.data.materials:\n                obj.data.materials.append(metal_mat)\n            elif obj.data.materials[0] != metal_mat:\n                obj.data.materials[0] = metal_mat\n            # Set bevel properties\n            obj.data.bevel_resolution = 4\n            obj.data.fill_mode = 'FULL'\n\n# =====================================================================\n# UPDATE LIGHTING \n# =====================================================================\n# Adjust key light position\nkey_light = bpy.data.objects.get(\"Key_Light\")\nif key_light:\n    key_light.location = Vector((0.4, -0.4, 0.6))\n    key_light.data.energy = 400\n\nfill_light = bpy.data.objects.get(\"Fill_Light\")\nif fill_light:\n    fill_light.location = Vector((0.2, 0.4, 0.3))\n    fill_light.data.energy = 200\n\nrim_light = bpy.data.objects.get(\"Rim_Light\")\nif rim_light:\n    rim_light.location = Vector((-0.2, 0.0, 0.5))\n    rim_light.data.energy = 300\n\ntop_light = bpy.data.objects.get(\"Top_Light\")\nif top_light:\n    top_light.location = Vector((0.3, 0, 0.8))\n    top_light.data.energy = 150\n\nprint(\"Lighting updated\")", "user_prompt": "Desk-mounted robotic arm with generatively designed frame, woven fabric, 3-claw gripper"}


import bpy
from mathutils import Vector

# =====================================================================
# ENSURE CURVE OBJECTS (STRUTS) HAVE PROPER MATERIAL
# =====================================================================
# Curve objects can have materials assigned too
metal_mat = bpy.data.materials.get("AI_Optimized_Metal")

for obj in bpy.data.objects:
    if obj.type == 'CURVE':
        if "Strut" in obj.name or "Diag" in obj.name:
            # Assign metal material to curve
            if not obj.data.materials:
                obj.data.materials.append(metal_mat)
            elif obj.data.materials[0] != metal_mat:
                obj.data.materials[0] = metal_mat
            # Set bevel properties
            obj.data.bevel_resolution = 4
            obj.data.fill_mode = 'FULL'

# =====================================================================
# UPDATE LIGHTING
# =====================================================================
# Adjust key light position
key_light = bpy.data.objects.get("Key_Light")
if key_light:
    key_light.location = Vector((0.4, -0.4, 0.6))
    key_light.data.energy = 400

fill_light = bpy.data.objects.get("Fill_Light")
if fill_light:
    fill_light.location = Vector((0.2, 0.4, 0.3))
    fill_light.data.energy = 200

rim_light = bpy.data.objects.get("Rim_Light")
if rim_light:
    rim_light.location = Vector((-0.2, 0.0, 0.5))
    rim_light.data.energy = 300

top_light = bpy.data.objects.get("Top_Light")
if top_light:
    top_light.location = Vector((0.3, 0, 0.8))
    top_light.data.energy = 150

print("Lighting updated")

Desk-mounted robotic arm with generatively designed frame, woven fabric, 3-claw gripper


Code executed successfully: Lighting updated