{
  "version": 4,
  "species": {
    "monkey": "Vervet monkey (Chlorocebus pygerythrus)",
    "baboon": "Chacma baboon (Papio ursinus)"
  },
  "geometry": "Original anatomical isosurface meshes, facial details, hands, feet and skeletal rigs created for Lizrom Bushveld. These are game models, not scans.",
  "build": "scripts/bushveld/build-primates.cjs",
  "source": "scripts/bushveld/sculpt-primates.js",
  "runtime": "fun/bushveld/primates.js",
  "texture": {
    "file": "../textures/primate-fur.jpg",
    "method": "OpenAI built-in image_gen tool; generated original fur swatch, converted to 1024px JPEG for the web. Embedded in each GLB.",
    "prompt": "Use case: photorealistic-natural. Asset type: seamless PBR diffuse/albedo texture for the fur of realistic vervet monkeys and chacma baboons in a 3D game. Generate a square 1024x1024 macro photograph-like texture swatch of extremely fine, dense, natural grey-silver primate fur. Every pixel is fur, no animal silhouette, no eyes, no face, no background, no text. Thousands of overlapping fine tapering hairs, gray charcoal roots with pale silvery tips, short soft undercoat and longer fine guard hairs, lying in softly irregular small locks generally flowing from top toward bottom of the image. Flat evenly lit surface, no directional lighting, no specular glare, no baked shadow gradient, no vignette. Grayscale neutral color so it can be tinted by the game. Subtle depth between strands but not deep cracks, extremely realistic individual fine hair structure, not illustration, not wool or cloth. Perfectly seamlessly tiling edges horizontally and vertically."
  },
  "surfaceDetails": "Original procedural alpha-tested guard hairs and fine skin texture. Fur uses rest-space triplanar mapping to avoid stretched textures during articulation.",
  "animation": "Distance-based inverse-kinematic feet, diagonal-sequence gait, species-specific tail chains, head movement and staged collapse. Shared model geometry and materials; independent skeletons per animal."
}
