WARDROBEGOD

one skeleton · infinite fits

bodies

body ops

decimate keeps skin weights — the safe local path for rigged meshes (never the farm /finish).
pick a body…
How clothing works here (3 tiers)
  1. Rigid — hats/bags/shoes: attach to a bone (picker below right). No deformation needed.
  2. 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.
  3. Swap — socket torsos (character_kit_modular): a "shirt" that replaces the torso. Zero clipping.
Generating NEW clothes ($0, MODELBEAST)
  1. flux — product-shot of the garment, flat, white bg
  2. cutout — bg_remove
  3. 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.