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Merge PR #177: wiki-component: point the 3D hero artwork at the adom-hero 1.0 standard (adom/component-hero)

Colby Knox ·d412661ebd · ·parent b1a8fa4
2 files changed +10−2
skills/wiki-component-lod/SKILL.md+1−1
@@ -31,6 +31,6 @@ The EDA board supplies its own copper, pads and silkscreen. Never bake those int  Remove only explicitly identified nonphysical footprint/silkscreen/label helper subtrees before creating high; prune their unused geometry/materials. Derive lower levels from that clean board-use high. Keep manufacturer originals and the annotated hero unchanged, and record separate source hashes, asset purpose and removal proof. A viewer hiding the helpers at runtime is defense in depth, not an acceptable substitute for clean reusable downloads. -For the wiki hero, retain teal dashed footprint outlines at 50% transparency, pad signal names at 50% transparency (unique pad numbers when no real names exist), and silkscreen at 70% transparency. Hero and all LODs share the verified Z-up frame, units and seating transform; do not rotate or recenter individual derivatives. Cache chip outlines from the approved physical chip and marking placement, excluding floating footprint annotations.+For the wiki hero (exact rules: adom-hero 1.0 on adom/component-hero), retain teal dashed footprint outlines at 50% transparency, pad signal names at 50% transparency (unique pad numbers when no real names exist), and silkscreen at 70% transparency. Hero and all LODs share the verified Z-up frame, units and seating transform; do not rotate or recenter individual derivatives. Cache chip outlines from the approved physical chip and marking placement, excluding floating footprint annotations.  Validate scene contents and visually inspect top, underside and an assembled-board placement. Require zero footprint/silkscreen/label helper nodes in every LOD, real terminals intact, and unchanged hero hashes. Refresh all downstream hashes, cached previews and dependent board assets after a correction. Never reuse a hero screenshot as a preview of a clean board LOD.
skills/wiki-component/SKILL.md+9−1
@@ -139,6 +139,13 @@ Keep project-specific implementation and session evidence in the existing projec  ### Readable 3D reference artwork +The exact rules are the **adom-hero 1.0** standard on [adom/component-hero](https://wiki.adom.inc/adom/component-hero):+layer and material names, colours, dash and label geometry, pin 1, metadata (`asset.extras.adomHero`) and+the checks a hero must pass. Build the hero with that skill's deterministic generator+(`scripts/hero_glb.py <board-use.glb> <footprint.kicad_mod> <page.json> <slug>-hero.glb --png preview.png`)+rather than by hand, publish it as `<slug>-hero.glb` in `component.parts.model_3d`, and keep the clean model+in `model_3d_plain`. What follows summarises it.+ The physical chip remains sourced from the manufacturer. Add reference artwork as separate named, nonphysical layers aligned to the verified footprint seating plane in Adom Z-up. Preserve units, pin-1 orientation, pad rotations and corner radii.@@ -153,6 +160,7 @@ Label an unverified marking honestly instead of promoting it to pin-1 evidence. | Copper-pad boundaries | Teal dashed outlines, 50% transparent (material alpha 0.50). | | Silkscreen contours | 70% transparent (material alpha 0.30). | | Pad labels | Actual signal/pin names, 50% transparent (alpha 0.50), placed legibly outside the body. |+| Pin 1 | On the silkscreen layer: the footprint's own pin-1 mark, or an added dot beside pad 1 (recorded as AI-added) when the footprint has none. | | Package MPN | Exact manufacturer part number on a deliberately chosen clear surface, readable when zoomed in, using `adom-chip-laser`. |  Resolve signal names through the canonical pin-to-pad mapping and datasheet; never@@ -762,7 +770,7 @@ The EDA board supplies its own copper, pads and silkscreen. Never bake those int  Remove only explicitly identified nonphysical footprint/silkscreen/label helper subtrees before creating high; prune their unused geometry/materials. Derive lower levels from that clean board-use high. Keep manufacturer originals and the annotated hero unchanged, and record separate source hashes, asset purpose and removal proof. A viewer hiding the helpers at runtime is defense in depth, not an acceptable substitute for clean reusable downloads. -For the wiki hero, retain teal dashed footprint outlines at 50% transparency, pad signal names at 50% transparency (unique pad numbers when no real names exist), and silkscreen at 70% transparency. Hero and all LODs share the verified Z-up frame, units and seating transform; do not rotate or recenter individual derivatives. Cache chip outlines from the approved physical chip and marking placement, excluding floating footprint annotations.+For the wiki hero (exact rules: adom-hero 1.0 on adom/component-hero), retain teal dashed footprint outlines at 50% transparency, pad signal names at 50% transparency (unique pad numbers when no real names exist), and silkscreen at 70% transparency. Hero and all LODs share the verified Z-up frame, units and seating transform; do not rotate or recenter individual derivatives. Cache chip outlines from the approved physical chip and marking placement, excluding floating footprint annotations.  Validate scene contents and visually inspect top, underside and an assembled-board placement. Require zero footprint/silkscreen/label helper nodes in every LOD, real terminals intact, and unchanged hero hashes. Refresh all downstream hashes, cached previews and dependent board assets after a correction. Never reuse a hero screenshot as a preview of a clean board LOD.