fix units only corrects impossible heights (<0.5m or >3m) — real
small/medium/large proportions are kept. MIRPAMO rigs to 22 bones, no fingers: fine for
locomotion, but a 65-bone donor garment will leave cuffs under-driven.
export uses the type's height, so small/large/obese keep their
real proportions instead of all being forced to one number.
LOD
decimate keeps skin weights — the safe local path for rigged meshes (never the farm /finish).
pick a body…
0.0s
How clothing works here (3 tiers)
Rigid — hats/bags/shoes: attach to a bone (picker below right). No deformation needed.
Deforming — shirts/pants: FIT copies the body's skin weights onto the garment
(Blender, nearest-face) so one skeleton drives body + clothes. Garment becomes a wardrobe
item that fits every animation.
Swap — socket torsos (character_kit_modular): a "shirt" that replaces the torso. Zero clipping.
Generating NEW clothes ($0, MODELBEAST)
flux — product-shot of the garment, flat, white bg
cutout — bg_remove
then EITHER → rigid 3D (trellis, ~5 min — hats/shoes/bags only; thin cloth dies in
reconstruction) OR → hanging texture (rack planes / paper-doll — flat clothes LOVE this)
Deforming clothes are authored/retopo'd against the base body then FIT — never raw-genned.
Bases stay in the library; only dressed outfits ship into games.
paper doll — change clothes
generate a new layer
flux on solid green → farm RMBG-2.0 → staged to 704×1408.
Green is deliberate: grey/checkerboard backgrounds eat garments in the key. No text — flux can't spell.
garments
rigid attach (preview)
swatch retints the last attached item (free colourways — no re-gen).
reskin — paint it on
Bakes the garment onto the body's own UV atlas, so it works on unstructured
TRELLIS meshes with no fitting. Silhouette doesn't change — great for tight/printed garments,
wrong for a big coat. Swapping the dropdown is instant (no re-bake).
deforming fit (blender)
FIT needs a rigged body (armature + weights). Unrigged base? Rig it first (MIRPAMO / Mixamo).
assemble outfit
fitted items you tick in the garments list join the outfit…
new garment — step 1: image
step 2: cutout
step 3: make it an item
rigid = trellis on the farm (~5 min). Thin/floppy cloth should go the texture route or be
modelled against the base and FIT instead — reconstruction eats thin geometry (traps ledger).
generated
finished outfits
export
select a garment or outfit, then a target.
Verified against each consumer's real loader: only the djsim doll and the
3GOD depot ingest by file drop. The others load from hardcoded arrays or a manifest, so a
dropped file is a no-op until that registry is edited — the hub tells you which line.