--TASK corgi-beach-ball: ## Task
Complete the following Blender task:
<task>
A Pembroke Welsh Corgi launching through the air toward a beach ball, frozen at the funniest possible instant before impact. This is a posed action still, not an animation — one carefully chosen split second in which the dog, ball, sand, and loose beach objects are all caught in motion.
The dog. Corgi anatomy is non-negotiable and is most of … 20:44>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians\n\n# Clear the empty starting scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n # keep datablocks cleanup conservative; only orphaned data will be purged by Blend…)
20:44<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "BLENDER_EEVEE_NEXT" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES')
21:44>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians\n\n# Clear the empty starting scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nscene = bpy.context.scene\nscene.render.engine = 'BLENDER_EEVEE'\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.render.resolution_percentage = 100\nscene.render.image_s…)
21:44<<Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\apps\console\tmp\corgi_beach_scene.blend@ for writing: No such file or directory
21:48>>get_scene_info({"user_prompt":"Build the beach scene for the airborne Pembroke Welsh Corgi action still."})
21:48<<{
"name": "Scene",
"object_count": 8,
"objects": [
{
"name": "Endless warm sand stage",
"type": "MESH",
"location": [
0.0,
-4.8,
-0.1
]
},
{
"name": "Soft blue sea beyond the shore",
"type": "MESH",
"location": [
0.0,
13.0,
-0.05
]
},
{
"name": "Thin distant foam line",
…
22:38>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians, sin, cos, pi\n\n# Reuse materials created in the beach base scene\nmat = {n:bpy.data.materials.get(n) for n in [\n 'Warm golden beach sand','Sunlit sand grains','Pawprint shadow sand','Soft turquoise sea','Horizon foam',\n 'Warm white fur','Bright blaze white','Corgi red tan coat','Corgi sunlit coat','Corgi ea…)
22:39<<Code executed successfully: CORGI_BUILT 0
22:45>>get_scene_info({"user_prompt":"Model the Pembroke Welsh Corgi with breed-specific markings, airborne pose, expression, and soft organic anatomy."})
22:45<<{
"name": "Scene",
"object_count": 77,
"objects": [
{
"name": "Endless warm sand stage",
"type": "MESH",
"location": [
0.0,
-4.8,
-0.1
]
},
{
"name": "Soft blue sea beyond the shore",
"type": "MESH",
"location": [
0.0,
13.0,
-0.05
]
},
{
"name": "Thin distant foam line",
…
23:17>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos, pi\nrandom.seed(22)\n\ndef getmat(name, color, rough=0.5, spec=0.3, metallic=0.0):\n m=bpy.data.materials.get(name) or bpy.data.materials.new(name)\n m.diffuse_color=(*color,1); m.use_nodes=True\n bs=m.node_tree.nodes.get('Principled BSDF')\n if bs:\n bs.inputs['Base Color'].defa…)
23:18<<Code executed successfully: BALL_SAND_READY 159
23:30>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians\n\ndef mat(name, color, rough=0.5, spec=0.3):\n m=bpy.data.materials.get(name) or bpy.data.materials.new(name); m.diffuse_color=(*color,1); m.use_nodes=True\n bs=m.node_tree.nodes.get('Principled BSDF'); bs.inputs['Base Color'].default_value=(*color,1); bs.inputs['Roughness'].default_value=rough\n if 'Specul…)
23:30<<Code executed successfully: SECONDARY_OBJECTS_READY 177
23:35>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians\n\n# Ensure important collections/materials are glTF-friendly and make camera composition stronger\nscene=bpy.context.scene\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=768;scene.render.resolution_y=768;scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG';scene.rend…)
23:36<<Error executing code: Communication error with Blender: Code execution error: Error: Render error (No error) cannot save: 'C:\corgi_beach_preview.png'
23:43>>get_scene_info({"user_prompt":"Compose and validate the full airborne corgi beach action still with camera and lighting."})
23:43<<{
"name": "Scene",
"object_count": 177,
"objects": [
{
"name": "Endless warm sand stage",
"type": "MESH",
"location": [
0.0,
-4.8,
-0.1
]
},
{
"name": "Soft blue sea beyond the shore",
"type": "MESH",
"location": [
0.0,
13.0,
-0.05
]
},
{
"name": "Thin distant foam line",…
23:47>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nscene.render.filepath='corgi_beach_preview.png'\nbpy.ops.wm.save_as_mainfile(filepath='corgi_beach_scene.blend')\nprint('SAVED', bpy.data.filepath, len(bpy.data.objects))","user_prompt":"Save the completed corgi beach scene after validating setup."})
23:47<<Code executed successfully: Info: Saved as "corgi_beach_scene.blend"
SAVED <repo>\apps\console\corgi_beach_scene.blend 177
23:49>>get_viewport_screenshot({"max_size":1000,"user_prompt":"Inspect the composed low-camera corgi beach action scene."})
23:50<<
23:50imgimage delivered — get_viewport_screenshot
23:55>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=512;scene.render.resolution_y=512;scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'\nscene.render.film_transparent=False\n# avoid write errors: render to default internal only\nscene.render.filepath='corgi_preview.png'\n# Render without writing\nbpy.ops.r…)
23:56<<Code executed successfully: RENDERED_INTERNAL
24:04>>get_viewport_screenshot({"max_size":1000,"user_prompt":"Inspect the rendered preview of the airborne corgi scene."})
24:05<<
24:05imgimage delivered — get_viewport_screenshot
24:13>>execute_blender_code({"code":"import bpy\n# Put any visible 3D view into camera framing and material preview for inspection\nfor area in bpy.context.screen.areas:\n if area.type=='VIEW_3D':\n space=area.spaces.active\n space.region_3d.view_perspective='CAMERA'\n space.shading.type='MATERIAL'\n space.overlay.show_floor=False\n space.overlay.show_axis_x=False\n space.overlay.…)
24:13<<Code executed successfully: VIEW_SET
24:17>>get_viewport_screenshot({"max_size":1000,"user_prompt":"Inspect the final camera-framed beach action scene."})
24:18<<
24:18imgimage delivered — get_viewport_screenshot
24:21>>execute_blender_code({"code":"import bpy\n# Use a clean active viewport with direct camera view; optionally unhide all\nfor o in bpy.data.objects: o.hide_viewport=False; o.hide_render=False\n# Save after final display settings\nbpy.context.scene.render.engine='BLENDER_EEVEE'\nbpy.context.scene.render.resolution_x=768;bpy.context.scene.render.resolution_y=768;bpy.context.scene.render.resolution_percentage=100\nbpy.ops.…)
24:21<<Code executed successfully: Info: Saved as "corgi_beach_scene.blend"
FINAL_SAVE_OK <repo>\apps\console\corgi_beach_scene.blend
24:26ai>DONE
24:26--status: ok · DONE declared
>