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    45
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    Author
    Mikkel Malmberg@mikker
    Created At
    August 12, 2026
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    Prompts

    Thought 0 times. Used 0 tool calls. +0 -0 [Expand]
    Skills instructions
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    System prompt
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    Collaboration mode
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    App instructions
    Redacted
    System prompt
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    System prompt
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    System prompt
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    System prompt
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    Environment context
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    <image name=[Image #1] path="~/Downloads/C7D0BE52-9056-406F-8C47-A5EC83B29B8A.png">

    Use blender mcp to model this car [Image #1]
    Make it looks as close to the reference image as possible. Feel free to imagine parts not visible on ref sheet

    I’ll build the model directly in Blender from the reference sheet, focusing first on the silhouette and proportions, then the turbine, suspension, wheels, body details, materials, and a presentation render. I’ll also inspect the finished scene from multiple angles before handing it back.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const hits = ALL_TOOLS.filter(x => /blender/i.test(x.name+" "+x.description)); text(hits);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.mcp__blender__get_scene_info({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet"}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted

    The scene is available and clean enough to replace. I’m establishing a consistent vehicle coordinate system and building the chassis/body as a stylized hard-surface model so the large forms match the sheet before adding the rocket hardware.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
    import bpy, math
    from mathutils import Vector
    
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)
    for d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):
        pass
    
    def mat(name, color, metallic=0.0, rough=0.45):
        m=bpy.data.materials.get(name) or bpy.data.materials.new(name)
        m.diffuse_color=(*color,1)
        m.use_nodes=True
        bs=m.node_tree.nodes.get('Principled BSDF')
        bs.inputs['Base Color'].default_value=(*color,1)
        bs.inputs['Metallic'].default_value=metallic
        bs.inputs['Roughness'].default_value=rough
        return m
    
    YELLOW=mat('Sunburst Yellow',(0.95,0.43,0.025),0.25,0.28)
    YELLOW2=mat('Golden Panels',(1.0,0.63,0.055),0.15,0.3)
    BLACK=mat('Tire Rubber',(0.012,0.01,0.018),0.0,0.72)
    DARK=mat('Chassis Black',(0.025,0.022,0.035),0.65,0.3)
    RED=mat('Suspension Red',(0.72,0.012,0.025),0.35,0.3)
    STEEL=mat('Warm Steel',(0.37,0.30,0.24),0.85,0.24)
    SILVER=mat('Bright Steel',(0.72,0.66,0.54),0.9,0.2)
    GLASS=mat('Smoked Glass',(0.025,0.035,0.055),0.55,0.12)
    CREAM=mat('Headlight',(1.0,0.72,0.28),0.1,0.18)
    
    def finish(obj, material, bevel=0.06):
        if material: obj.data.materials.append(material)
        if bevel and obj.type=='MESH':
            b=obj.modifiers.new('Edge Softening','BEVEL'); b.width=bevel; b.segments=3
        return obj
    
    def cube(name, loc, scale, material, bevel=.08, rot=(0,0,0)):
        bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)
        o=bpy.context.object; o.name=name; o.scale=scale
        bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
        return finish(o,material,bevel)
    
    def cyl(name, loc, radius, depth, material, rot=(0,0,0), verts=48, bevel=.03):
        bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)
        o=bpy.context.object; o.name=name
        return finish(o,material,bevel)
    
    def torus(name, loc, major, minor, material, rot=(math.pi/2,0,0)):
        bpy.ops.mesh.primitive_torus_add(major_radius=major, minor_radius=minor, major_segments=48, minor_segments=12, location=loc, rotation=rot)
        o=bpy.context.object; o.name=name; o.data.materials.append(material)
        return o
    
    def beam(name,a,b,r,material):
        a,b=Vector(a),Vector(b); v=b-a; mid=(a+b)/2
        bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=r, depth=v.length, location=mid)
        o=bpy.context.object; o.name=name; o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y')
        o.data.materials.append(material); return o
    
    def wedge(name, verts, faces, material):
        me=bpy.data.meshes.new(name+'Mesh'); me.from_pydata(verts,[],faces); me.update()
        o=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(o); o.data.materials.append(material)
        b=o.modifiers.new('Edge Softening','BEVEL'); b.width=.045; b.segments=2
        return o
    
    # ladder frame
    cube('Main Frame',(0,0,0.76),(1.9,.62,.12),DARK,.04)
    for y in (-.72,.72): cube('Frame Rail',(0,y,.77),(2.08,.09,.12),DARK,.025)
    for x in (-1.55,0,1.5): cube('Crossmember',(x,0,.77),(.09,.82,.08),STEEL,.02)
    
    # wheels, hubs, tread blocks
    wheel_x=(-1.55,1.5)
    for x in wheel_x:
      for y in (-1.02,1.02):
        torus('Monster Tire',(x,y,.72),.47,.24,BLACK)
        cyl('Wheel Rim',(x,y,.72),.31,.22,STEEL,(math.pi/2,0,0))
        cyl('Red Hub',(x,y*1.001,.72),.17,.245,RED,(math.pi/2,0,0))
        cyl('Axle Cap',(x,y*1.01,.72),.075,.27,DARK,(math.pi/2,0,0))
        for i in range(12):
          a=2*math.pi*i/12
          # tread cubes around wheel circumference
          z=.72+.64*math.sin(a); xx=x+.64*math.cos(a)
          cube('Tread',(xx,y,z),(.11,.28,.07),BLACK,.025,rot=(0,-a,0))
    
    # suspension arms and red shocks
    for x in wheel_x:
      for y in (-1,1):
        beam('Lower Control Arm',(x,y*.55,.78),(x,y*.92,.62),.055,STEEL)
        beam('Upper Control Arm',(x,y*.48,1.0),(x,y*.9,.82),.045,STEEL)
        beam('Red Shock',(x-.12,y*.58,1.2),(x+.08,y*.88,.72),.065,RED)
        for k in range(5):
          p1=(x-.1+k*.04,y*(.60+k*.055),1.14-k*.09)
          p2=(x+.10+k*.04,y*(.63+k*.055),1.08-k*.09)
          beam('Shock Coil',p1,p2,.028,RED)
    
    # lower body and fenders
    cube('Body Lower',(0,0,1.18),(1.95,.78,.30),YELLOW,.14)
    cube('Hood',(-1.25,0,1.53),(.8,.76,.18),YELLOW2,.12,rot=(0,-.08,0))
    cube('Cabin',(0.25,0,1.55),(.72,.68,.32),YELLOW,.14)
    cube('Rear Deck',(1.25,0,1.47),(.72,.74,.19),YELLOW2,.10)
    # roof/window mass
    wedge('Cabin Shell',[(-.45,-.66,1.55),(.78,-.66,1.55),(.62,-.57,2.02),(-.20,-.57,2.02),(-.45,.66,1.55),(.78,.66,1.55),(.62,.57,2.02),(-.20,.57,2.02)],
    [(0,1,2,3),(4,7,6,5),(0,4,5,1),(3,2,6,7),(1,5,6,2),(0,3,7,4)],YELLOW)
    # windows
    cube('Windshield',(-.31,-.005,1.82),(.03,.56,.20),GLASS,.025,rot=(0,-.36,0))
    for y in (-.666,.666): cube('Side Window',(0.22,y,1.82),(.36,.025,.17),GLASS,.02)
    cube('Rear Window',(.67,0,1.78),(.025,.54,.15),GLASS,.02,rot=(0,.2,0))
    
    # broad fender caps
    for x in wheel_x:
      for y in (-.82,.82):
        cube('Fender',(x,y,1.25),(.62,.24,.12),YELLOW,.1,rot=(0,0,0))
    # front fascia and rear
    cube('Front Grille',(-2.0,0,1.25),(.08,.61,.18),DARK,.04)
    for y in (-.42,-.17,.17,.42): cyl('Headlamp',(-2.09,y,1.34),.105,.06,CREAM,(0,math.pi/2,0),32,.015)
    cube('Front Bumper',(-2.14,0,1.05),(.10,.76,.07),STEEL,.04)
    cube('Rear Panel',(2.0,0,1.35),(.08,.65,.18),DARK,.04)
    for y in (-.48,.48): cube('Tail Light',(2.09,y,1.42),(.035,.14,.07),RED,.02)
    cube('Rear Bumper',(2.14,0,1.08),(.10,.76,.07),STEEL,.04)
    print('Base vehicle created',len(bpy.context.scene.objects))
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
    import bpy, math
    from mathutils import Vector
    # helpers/materials persist from prior exec only as datablocks; redefine compactly
    M=lambda n:bpy.data.materials[n]
    YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass']]
    def fin(o,m,b=.04):
     o.data.materials.append(m)
     if b: q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=3
     return o
    def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=64,b=.03):
     bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
    def cube(n,l,s,m,b=.05,rot=(0,0,0)):
     bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
    def beam(n,a,b,r,m):
     a,b=Vector(a),Vector(b);v=b-a
     bpy.ops.mesh.primitive_cylinder_add(vertices=16,radius=r,depth=v.length,location=(a+b)/2)
     o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=v.to_track_quat('Z','Y');o.data.materials.append(m);return o
    def mesh(n,vs,fs,m):
     me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],fs);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,.035)
    
    # turbine support cradle / roll cage
    for y in (-.54,.54):
     beam('Turbine Cradle',(-.45,y,1.75),(-.52,y,2.45),.06,STEEL)
     beam('Turbine Cradle',(.72,y,1.74),(.62,y,2.40),.06,STEEL)
     beam('Longitudinal Brace',(-.52,y,2.43),(.64,y,2.39),.055,STEEL)
    for x in (-.5,.65):
     beam('Cradle Crossbar',(x,-.58,2.40),(x,.58,2.40),.055,STEEL)
    
    # main jet body axis X, intake at front (-)
    cyl('Turbine Core',(0.15,0,2.67),.43,2.72,DARK)
    cyl('Turbine Bronze Casing',(-.35,0,2.67),.52,1.42,STEEL)
    cyl('Turbine Rear Casing',(1.18,0,2.67),.38,.55,SILVER)
    # stepped rings
    for x,r,w,ma in [(-1.30,.63,.18,SILVER),(-1.16,.61,.16,STEEL),(-.92,.54,.11,DARK),(-.67,.52,.08,SILVER),(-.12,.48,.09,SILVER),(.18,.46,.10,STEEL),(.49,.44,.11,SILVER),(.78,.41,.10,STEEL),(1.03,.39,.09,DARK),(1.40,.34,.12,SILVER)]:
     cyl('Turbine Ring',(x,0,2.67),r,w,ma,b=.018)
    # intake outer lip and dark throat
    cyl('Intake Lip',(-1.48,0,2.67),.68,.18,STEEL)
    cyl('Intake Throat',(-1.585,0,2.67),.57,.035,DARK,b=.01)
    cyl('Fan Hub',(-1.62,0,2.67),.12,.07,SILVER,b=.01)
    # radial fan blades in intake plane
    for i in range(12):
     a=2*math.pi*i/12
     y=.32*math.cos(a); z=2.67+.32*math.sin(a)
     beam('Intake Fan Blade',(-1.625,0,2.67),(-1.635,y,z),.055,STEEL)
    # ribbing around mid body
    for x in (-.72,-.55,-.38,-.21,.06,.32,.58,.83):
     cyl('Engine Rib',(x,0,2.67),.49,.045,STEEL,b=.01)
    # side piping
    for y in (-1,1):
     yy=.46*y
     beam('Engine Pipe',(-.75,yy,2.48),(.95,yy,2.48),.055,SILVER)
     for x in (-.62,-.18,.28,.72): beam('Pipe Strap',(x,yy,2.42),(x,yy,2.57),.025,DARK)
    
    # turbine fins, yellow foreground and red rear
    for y in (-1,1):
     yy=.32*y
     mesh('Front Turbine Fin',[(-.9,yy,2.82),(-.25,yy,2.84),(-.58,yy,3.18),(-.98,yy,3.09)],[ (0,1,2,3) ],YELLOW2)
     mesh('Rear Turbine Fin',[(.92,yy,2.64),(1.48,yy,2.64),(1.22,yy,3.02),(.92,yy,2.93)],[ (0,1,2,3) ],YELLOW2)
    # tail fins around rear nozzle
    mesh('Top Tail Fin',[(1.12,-.04,2.96),(1.62,-.04,2.96),(1.48,-.04,3.36),(1.18,-.04,3.22)],[(0,1,2,3)],YELLOW2)
    mesh('Bottom Tail Fin',[(1.12,.04,2.38),(1.62,.04,2.38),(1.48,.04,1.98),(1.18,.04,2.12)],[(0,1,2,3)],RED)
    
    # hood scoop/stripe details and side armor
    cube('Hood Stripe',(-1.28,0,1.73),(.7,.16,.025),DARK,.02,rot=(0,-.08,0))
    for y in (-.79,.79):
     cube('Rocker Armor',(.05,y,1.02),(1.5,.055,.10),DARK,.025)
     for x in (-1.0,-.45,.1,.65,1.2): cube('Armor Bolt',(x,y*1.01,1.03),(.035,.02,.035),SILVER,.01)
    # exhaust pipes under rear
    for y in (-.32,.32): cyl('Exhaust Tip',(1.95,y,.88),.09,.35,DARK,(0,math.pi/2,0),32,.02)
    
    # steering wheel hint and door seams
    cyl('Steering Wheel',(-.05,-.48,1.72),.16,.035,DARK,(math.pi/2,0,0),32,.01)
    for y in (-.785,.785):
     cube('Door Seam',(0.28,y,1.47),(.36,.008,.29),DARK,.012)
     cube('Door Handle',(.48,y*1.01,1.62),(.10,.015,.025),STEEL,.012)
    
    print('Rocket and detail pass complete',len(bpy.context.scene.objects))
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted

    The distinctive silhouette is now in place: oversized tires, raised yellow muscle-car body, exposed red suspension, and the roof-mounted turbine with layered casing rings, intake fan, piping, braces, and fins. I’m moving into the presentation pass now—grounding, lighting, camera, and a render check—then I’ll correct any obvious proportion or visibility issues.

    Thought 0 times. Used 3 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
    import bpy, math
    from mathutils import Vector
    
    # ground
    mat=bpy.data.materials.new('Warm Studio Ground');mat.diffuse_color=(0.12,0.105,0.085,1);mat.use_nodes=True
    bs=mat.node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=(0.12,0.105,0.085,1);bs.inputs['Roughness'].default_value=.8
    bpy.ops.mesh.primitive_plane_add(size=30,location=(0,0,.0));g=bpy.context.object;g.name='Ground';g.data.materials.append(mat)
    bev=g.modifiers.new('Ground bevel','BEVEL');bev.width=.03;bev.segments=2
    
    # camera
    bpy.ops.object.camera_add(location=(-6.8,-6.9,4.6))
    cam=bpy.context.object;cam.name='Hero Camera'
    def track(o,p):
     o.rotation_euler=(Vector(p)-o.location).to_track_quat('-Z','Y').to_euler()
    track(cam,(0,0,1.6));cam.data.lens=54
    bpy.context.scene.camera=cam
    
    # lights
    def area(name,loc,energy,size,color):
     bpy.ops.object.light_add(type='AREA',location=loc);o=bpy.context.object;o.name=name;o.data.energy=energy;o.data.shape='DISK';o.data.size=size;o.data.color=color;track(o,(0,0,1.3));return o
    area('Key Light',(-4,-4,7),1300,5.0,(1.0,.78,.55))
    area('Fill Light',(4,-2,4),900,4.0,(.45,.62,1.0))
    area('Rim Light',(2,5,6),1500,3.5,(1.0,.36,.16))
    bpy.ops.object.light_add(type='AREA',location=(0,0,8));bpy.context.object.data.energy=700;bpy.context.object.data.size=3.0;track(bpy.context.object,(0,0,0))
    
    scene=bpy.context.scene
    scene.render.engine='BLENDER_EEVEE_NEXT'
    scene.render.resolution_x=900;scene.render.resolution_y=700;scene.render.resolution_percentage=100
    scene.render.image_settings.file_format='PNG'
    scene.render.filepath='~/dev/nitro_kit/rocket_monster_render.png'
    scene.render.film_transparent=False
    scene.world.color=(0.025,0.02,0.03)
    scene.view_settings.look='AgX - Medium High Contrast'
    scene.render.image_settings.color_mode='RGBA'
    # slight contact softness and high samples
    scene.render.engine='BLENDER_EEVEE_NEXT'
    scene.render.image_settings.color_depth='8'
    bpy.ops.wm.save_as_mainfile(filepath='~/dev/nitro_kit/rocket_monster.blend')
    bpy.ops.render.render(write_still=True)
    print('Saved blend and render')
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Model the rocket-powered yellow monster car from the provided reference sheet",code:`
    import bpy
    scene=bpy.context.scene
    scene.render.engine='BLENDER_EEVEE'
    scene.render.resolution_x=900;scene.render.resolution_y=700;scene.render.resolution_percentage=100
    scene.render.image_settings.file_format='PNG'
    scene.render.filepath='~/dev/nitro_kit/rocket_monster_render.png'
    scene.world.color=(0.025,0.02,0.03)
    try: scene.view_settings.look='AgX - Medium High Contrast'
    except: pass
    bpy.ops.wm.save_as_mainfile(filepath='~/dev/nitro_kit/rocket_monster.blend')
    bpy.ops.render.render(write_still=True)
    print('Saved blend and render')
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.view_image({path:"~/dev/nitro_kit/rocket_monster_render.png"}); image(r.image_url);
    
    Output Redacted

    The render check reads clearly as the reference vehicle: the intake dominates the upper silhouette, the body sits high over chunky off-road tires, and the yellow/black/red material hierarchy is working. The result is deliberately stylized rather than a production-accurate Camaro mesh, but all major reference-specific features are modeled as separate editable parts.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const r=await tools.mcp__blender__get_scene_info({user_prompt:"Verify the completed rocket-powered yellow monster car scene"}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.exec_command({cmd:"~/.dotfiles/bin/bootledoot",workdir:"~/dev/nitro_kit","yield_time_ms":30000,"max_output_tokens":1000}); text(r.output);
    
    Output Redacted

    Created the rocket monster car in Blender with 211 editable scene objects.

    Files:

    The model includes the raised chassis, oversized treaded wheels, suspension, muscle-car body, detailed turbine, intake fan, braces, piping, fins, lights, and studio presentation setup.

    very good. Use screenshots to compare and make it same level of detail as the ref sheet or as close to as you can come

    I’ll push this from a strong blockout toward a proper detail model. I’ll compare fresh front, side, rear, and top renders against the sheet, then refine the body silhouette, turbine internals and paneling, suspension/chassis, wheel construction, and small hardware where the gaps are most visible.

    Thought 0 times. Used 3 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Use screenshots to compare and increase the rocket monster car detail to match the reference sheet",code:`
    import bpy
    from mathutils import Vector
    scene=bpy.context.scene
    cam=scene.camera
    views={
    'front3q':((-6.8,-6.9,4.2),(0,0,1.55),55),
    'side':((0,-9.2,2.7),(0,0,1.55),58),
    'rear3q':((6.8,6.9,4.0),(0,0,1.55),55),
    'top':((0,-.01,11.5),(0,0,1.3),55),
    }
    for name,(loc,target,lens) in views.items():
     cam.location=loc; cam.rotation_euler=(Vector(target)-cam.location).to_track_quat('-Z','Y').to_euler(); cam.data.lens=lens
     scene.render.resolution_x=720;scene.render.resolution_y=540;scene.render.resolution_percentage=100
     scene.render.filepath=f'~/dev/nitro_kit/rocket_monster_{name}.png'
     bpy.ops.render.render(write_still=True)
    print('Rendered comparison views')
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.exec_command({cmd:"magick montage rocket_monster_front3q.png rocket_monster_side.png rocket_monster_rear3q.png rocket_monster_top.png -tile 2x2 -geometry 720x540+8+8 /tmp/rocket_monster_comparison.png","workdir":"~/dev/nitro_kit","yield_time_ms":30000,"max_output_tokens":1000}); text(r.output);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.view_image({path:"/tmp/rocket_monster_comparison.png"}); image(r.image_url);
    
    Output Redacted

    The comparison views exposed the biggest mismatch: the first pass read too much like a boxy utility truck, especially in profile, and several “door seam” placeholders were visually becoming solid black panels. I’m correcting that now and spending geometry where the reference is richest: deep-dish wheels, visible springs and control arms, muscle-car body surfacing, turbine nozzle/interior hardware, braces, fasteners, vents, and rear aero pieces.

    Thought 0 times. Used 2 tool calls. +0 -0 [Expand]
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Refine the Blender rocket monster car to match the reference sheet detail",code:`
    import bpy, math
    from mathutils import Vector
    M=lambda n:bpy.data.materials[n]
    YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS,CREAM=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass','Headlight']]
    # richer yellow under studio lights
    for name,col in [('Sunburst Yellow',(1.0,.29,.006,1)),('Golden Panels',(1.0,.52,.015,1))]:
     bs=bpy.data.materials[name].node_tree.nodes.get('Principled BSDF');bs.inputs['Base Color'].default_value=col;bpy.data.materials[name].diffuse_color=col
    
    def fin(o,m,b=.025):
     o.data.materials.append(m)
     if b:q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=3
     return o
    def cube(n,l,s,m,b=.04,rot=(0,0,0)):
     bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
    def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=48,b=.02):
     bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
    def beam(n,a,b,r,m,v=16):
     a,b=Vector(a),Vector(b);d=b-a
     bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d.length,location=(a+b)/2)
     o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=d.to_track_quat('Z','Y');o.data.materials.append(m);return o
    def mesh(n,vs,fs,m,b=.03):
     me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],fs);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,b)
    
    # remove incorrect filled seam panels
    for o in list(bpy.data.objects):
     if o.name.startswith('Door Seam'): bpy.data.objects.remove(o,do_unlink=True)
    
    # muscular side sill and shaped door skins
    for y in (-.79,.79):
     yy=y
     mesh('Sculpted Door',[(-.38,yy,1.23),(.82,yy,1.22),(.70,yy,1.63),(-.25,yy,1.66)],[ (0,1,2,3) ],YELLOW,.025)
     # thin door outline segments
     for a,b in [((-.38,yy*1.006,1.23),(-.25,yy*1.006,1.66)),((-.25,yy*1.006,1.66),(.70,yy*1.006,1.63)),((.70,yy*1.006,1.63),(.82,yy*1.006,1.22))]:
      beam('Door Gap',a,b,.012,DARK,8)
     cube('Door Handle',(.49,yy*1.018,1.55),(.11,.018,.025),STEEL,.01)
     # lower character line and red accent
     beam('Body Character Line',(-1.35,yy*1.015,1.18),(1.35,yy*1.015,1.18),.018,DARK,8)
     beam('Red Pinstripe',(-1.25,yy*1.02,1.12),(1.28,yy*1.02,1.12),.014,RED,8)
    
    # wheel arch eyebrow fenders and rear quarter haunches
    for x in (-1.55,1.5):
     for y in (-.84,.84):
      # three-piece arc implying flared fender
      for dx,dz,ang in [(-.38,.10,-.35),(0,.24,0),(.38,.10,.35)]:
       cube('Fender Flare',(x+dx,y,1.30+dz),(.25,.17,.09),YELLOW2,.075,rot=(0,ang,0))
    # sloping rear quarter and front nose cheeks
    for y in (-.66,.66):
     mesh('Rear Quarter',[(.72,y,1.22),(2.03,y,1.22),(1.90,y,1.69),(.82,y,1.62)],[(0,1,2,3)],YELLOW,.04)
     mesh('Front Cheek',[(-2.04,y,1.12),(-.72,y,1.15),(-.58,y,1.56),(-1.78,y,1.59)],[(0,1,2,3)],YELLOW2,.04)
    
    # hood scoops, vents, cowl pins
    for y in (-.33,.33):
     for x in (-1.55,-1.30,-1.05):
      cube('Hood Vent',(x,y,1.715),(.10,.055,.022),DARK,.01,rot=(0,-.08,0))
    for x in (-1.78,-.72):
     for y in (-.55,.55): cyl('Hood Pin',(x,y,1.72),.025,.035,SILVER,(0,0,0),20,.005)
    
    # proper deep dish wheel faces, spokes, bead bolts
    for x in (-1.55,1.5):
     for y in (-1.02,1.02):
      sy=-1 if y<0 else 1
      face_y=y+sy*.135
      cyl('Brake Disc',(x,face_y,.72),.255,.025,STEEL,(math.pi/2,0,0),48,.005)
      cyl('Deep Dish Rim',(x,face_y+sy*.018,.72),.35,.035,DARK,(math.pi/2,0,0),48,.008)
      for i in range(8):
       a=2*math.pi*i/8
       p1=(x,face_y+sy*.045,.72)
       p2=(x+.27*math.cos(a),face_y+sy*.05,.72+.27*math.sin(a))
       beam('Wheel Spoke',p1,p2,.035,SILVER,10)
      for i in range(12):
       a=2*math.pi*i/12
       xx=x+.29*math.cos(a);zz=.72+.29*math.sin(a)
       bpy.ops.mesh.primitive_uv_sphere_add(segments=12,ring_count=6,radius=.022,location=(xx,face_y+sy*.07,zz))
       bpy.context.object.name='Bead Bolt';bpy.context.object.data.materials.append(SILVER)
      cyl('Hub Lock',(x,face_y+sy*.08,.72),.10,.05,RED,(math.pi/2,0,0),32,.01)
    
    # prominent outboard coilover springs
    for x in (-1.55,1.5):
     for y in (-1,1):
      sy=y
      z0=.72
      beam('Shock Body',(x-.14,sy*.82,.72),(x+.12,sy*.67,1.30),.045,SILVER)
      # toroidal coils oriented around angled shock approximated as stacked red rings
      for j in range(8):
       t=j/7; xx=x-.10+t*.18; yy=sy*(.80-t*.11); zz=.80+t*.40
       bpy.ops.mesh.primitive_torus_add(major_radius=.09,minor_radius=.018,major_segments=20,minor_segments=6,location=(xx,yy,zz),rotation=(math.pi/2,0,0))
       o=bpy.context.object;o.name='Red Coil Spring';o.data.materials.append(RED)
    
    # differential pumpkins and driveshaft
    for x in (-1.55,1.5):
     bpy.ops.mesh.primitive_uv_sphere_add(segments=24,ring_count=12,location=(x,0,.70),scale=(.24,.28,.22))
     o=bpy.context.object;o.name='Differential Housing';o.data.materials.append(DARK)
     beam('Axle Tube',(x,-.86,.70),(x,.86,.70),.09,DARK)
    beam('Driveshaft',(-1.55,0,.72),(1.5,0,.72),.055,STEEL)
    
    # front skid plate with slots
    mesh('Front Skid Plate',[(-2.20,-.62,.88),(-2.20,.62,.88),(-1.82,.55,.52),(-1.82,-.55,.52)],[(0,1,2,3)],STEEL,.03)
    for y in (-.34,-.12,.12,.34): cube('Skid Slot',(-2.15,y,.75),(.035,.055,.16),DARK,.015,rot=(0,.55,0))
    
    # rear wing/spoiler from reference
    for y in (-.58,.58): mesh('Spoiler Upright',[(1.50,y,1.58),(1.67,y,1.60),(1.78,y,1.96),(1.60,y,1.90)],[(0,1,2,3)],RED,.025)
    cube('Rear Spoiler',(1.76,0,1.94),(.38,.82,.055),RED,.04,rot=(0,-.12,0))
    
    print('Body, wheel, suspension detail added')
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
    Tool: exec
    exec
    const r=await tools.mcp__blender__execute_blender_code({user_prompt:"Add reference-level turbine, chassis, and cockpit detail to the Blender model",code:`
    import bpy, math
    from mathutils import Vector
    M=lambda n:bpy.data.materials[n]
    YELLOW,YELLOW2,BLACK,DARK,RED,STEEL,SILVER,GLASS=[M(n) for n in ['Sunburst Yellow','Golden Panels','Tire Rubber','Chassis Black','Suspension Red','Warm Steel','Bright Steel','Smoked Glass']]
    def fin(o,m,b=.018):
     o.data.materials.append(m)
     if b:q=o.modifiers.new('Edge Softening','BEVEL');q.width=b;q.segments=2
     return o
    def cube(n,l,s,m,b=.025,rot=(0,0,0)):
     bpy.ops.mesh.primitive_cube_add(location=l,rotation=rot);o=bpy.context.object;o.name=n;o.scale=s;bpy.ops.object.transform_apply(location=False,rotation=False,scale=True);return fin(o,m,b)
    def cyl(n,l,r,d,m,rot=(0,math.pi/2,0),v=48,b=.015):
     bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d,location=l,rotation=rot);o=bpy.context.object;o.name=n;return fin(o,m,b)
    def beam(n,a,b,r,m,v=12):
     a,b=Vector(a),Vector(b);d=b-a;bpy.ops.mesh.primitive_cylinder_add(vertices=v,radius=r,depth=d.length,location=(a+b)/2)
     o=bpy.context.object;o.name=n;o.rotation_mode='QUATERNION';o.rotation_quaternion=d.to_track_quat('Z','Y');o.data.materials.append(m);return o
    def panel(n,vs,m):
     me=bpy.data.meshes.new(n+'Mesh');me.from_pydata(vs,[],[tuple(range(len(vs)))]);me.update();o=bpy.data.objects.new(n,me);bpy.context.collection.objects.link(o);return fin(o,m,.018)
    
    # open exhaust nozzle replacing visual flat cap with nested dark throat
    cyl('Exhaust Outer Lip',(1.53,0,2.67),.36,.16,STEEL)
    cyl('Exhaust Dark Throat',(1.625,0,2.67),.29,.035,DARK,b=.005)
    cyl('Exhaust Inner Ring',(1.65,0,2.67),.20,.045,BLACK,b=.005)
    cyl('Exhaust Centerbody',(1.68,0,2.67),.085,.08,STEEL,b=.008)
    for i in range(10):
     a=2*math.pi*i/10
     beam('Exhaust Stator',(1.66,0,2.67),(1.68,.20*math.cos(a),2.67+.20*math.sin(a)),.018,STEEL,8)
    
    # turbine casing longitudinal rails and segmented armor plates
    for a in (0,math.pi/2,math.pi,3*math.pi/2):
     y=.505*math.cos(a); z=2.67+.505*math.sin(a)
     beam('Turbine Long Rail',(-.78,y,z),(.78,y,z),.025,DARK,10)
    for side in (-1,1):
     yy=.515*side
     for x in (-.62,-.30,.02,.34,.66):
      cube('Casing Latch',(x,yy,2.67),(.055,.025,.075),SILVER,.008)
    
    # casing rivets rows
    for side in (-1,1):
     yy=.525*side
     for x in [i*.15-.75 for i in range(11)]:
      for z in (2.48,2.86):
       bpy.ops.mesh.primitive_uv_sphere_add(segments=10,ring_count=6,radius=.018,location=(x,yy,z))
       o=bpy.context.object;o.name='Turbine Rivet';o.data.materials.append(DARK)
    
    # external fuel/pressure lines with elbows and junction boxes
    for side in (-1,1):
     yy=.57*side
     beam('Fuel Line',(-.92,yy,2.42),(.78,yy,2.42),.027,RED,10)
     for x in (-.72,-.28,.18,.64):
      beam('Fuel Drop',(x,yy,2.42),(x,yy,2.29),.024,RED,10)
      cube('Line Junction',(x,yy,2.27),(.055,.035,.045),STEEL,.008)
    
    # dense triangulated mounting truss under engine
    for y in (-.48,.48):
     for x in (-.72,-.28,.16,.60):
      beam('Truss Lower',(x,y,2.20),(x+.22,y,2.39),.033,STEEL)
      beam('Truss Diagonal',(x,y,2.20),(x-.22,y,2.39),.027,DARK)
     beam('Truss Rail',(-.92,y,2.20),(.82,y,2.20),.038,DARK)
    for x in (-.75,-.3,.15,.6): beam('Truss Cross',(x,-.48,2.20),(x,.48,2.20),.028,STEEL)
    
    # intake depth: second inner ring, spinner cone, denser blades
    cyl('Intake Inner Ring',(-1.64,0,2.67),.48,.025,STEEL,b=.005)
    # cone along X
    bpy.ops.mesh.primitive_cone_add(vertices=40,radius1=.17,radius2=.045,depth=.34,location=(-1.72,0,2.67),rotation=(0,-math.pi/2,0))
    o=bpy.context.object;o.name='Intake Spinner';o.data.materials.append(SILVER)
    for i in range(16):
     a=2*math.pi*i/16
     r1=.15;r2=.46
     panel('Curved Fan Blade',[(-1.69,r1*math.cos(a),2.67+r1*math.sin(a)),(-1.70,r2*math.cos(a+.10),2.67+r2*math.sin(a+.10)),(-1.71,r2*math.cos(a+.24),2.67+r2*math.sin(a+.24))],STEEL)
    
    # fin braces and bolts
    for side in (-1,1):
     yy=.34*side
     beam('Fin Brace',(-.85,yy,2.82),(-.58,yy,3.10),.025,DARK)
     beam('Rear Fin Brace',(.98,yy,2.70),(1.25,yy,3.0),.025,DARK)
    for x,z in [(-.82,2.88),(-.62,3.03),(1.06,2.78),(1.28,2.94)]:
     for y in (-.355,.355):
      bpy.ops.mesh.primitive_uv_sphere_add(segments=10,ring_count=6,radius=.028,location=(x,y,z))
      bpy.context.object.name='Fin Fastener';bpy.context.object.data.materials.append(SILVER)
    
    # cockpit details visible through windows
    cube('Dashboard',(-.20,0,1.64),(.18,.5,.08),DARK,.03)
    for y in (-.28,.28):
     cube('Bucket Seat',(.30,y,1.53),(.20,.18,.22),RED,.055,rot=(0,-.12,0))
     cube('Headrest',(.43,y,1.82),(.12,.14,.13),DARK,.04)
    beam('Cabin Harness',(.25,-.24,1.72),(.38,-.24,1.43),.018,SILVER,8)
    
    # grille detail, tow hooks, lamp bezels
    for y in (-.48,-.32,-.16,0,.16,.32,.48): cube('Grille Slat',(-2.095,y,1.24),(.018,.018,.15),STEEL,.006)
    for y in (-.30,.30):
     bpy.ops.mesh.primitive_torus_add(major_radius=.10,minor_radius=.025,major_segments=24,minor_segments=8,location=(-2.26,y,.92),rotation=(0,math.pi/2,0))
     o=bpy.context.object;o.name='Red Tow Hook';o.data.materials.append(RED)
    # rear license plate and small lamps
    cube('License Plate',(2.16,0,1.21),(.025,.20,.09),SILVER,.01)
    for y in (-.38,.38): cyl('Rear Round Lamp',(2.095,y,1.39),.085,.035,RED,(0,math.pi/2,0),32,.008)
    
    # aerial and filler cap
    cyl('Fuel Cap',(1.12,-.70,1.56),.09,.025,STEEL,(math.pi/2,0,0),32,.01)
    beam('Antenna',(.92,.62,1.65),(1.00,.66,2.12),.012,DARK,8)
    
    print('Turbine, cockpit, and hardware detail added')
    `}); for (const c of (r.content||[])) if(c.type==="text") text(c.text);
    
    Output Redacted
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