# WARDROBEGOD — one skeleton, infinite fits The wardrobe generator bench: load bodies (FBX/GLB/OBJ), build a clothes library, generate new garments on the farm, fit them, assemble dressed NPCs. Sibling of NPCFACTORY (the dress-up/clip bench) and MeshGod imagelab — this one owns *clothing*. python3 server.py → http://localhost:8150 WG_HOST=0.0.0.0 python3 server.py → expose on the tailnet MB_TOKEN=mbt_… python3 server.py → enables the generator tab (MODELBEAST bearer token) No build step: stdlib server + three.js from CDN. Heavy lifting = local headless Blender (`blender_ops.py`, tested on 5.1.2; override path with WG_BLENDER). ## What it does - **Library panes**: bodies (scans `library/bodies/` + `~/Documents/anatomy` + thriftgod's `web/assets/models`), garments, generated images, finished outfits. Upload via file inputs. - **Stage**: orbit viewer; FBX auto-converts to GLB (cached in `.glbcache/`); HUD reads tris / height / rig state (bones + clips); first clip auto-plays. - **Body ops**: scale-to-height (bases arrive 1.0m tall — normalize to ~1.72m); decimate-keep-weights (the SAFE local path for rigged meshes — never farm `/finish`). - **Rigid attach (tier 1)**: hats/bags/shoes → pick a bone, slide offsets, preview live. Bake permanently via the fleet `/rig` endpoint (m1ultra :8011) when happy. - **Deforming FIT (tier 2)**: weight-transfers the rigged body's skinning onto a garment mesh (Blender data_transfer, nearest-face interpolated, optional inflate-mm of air), parents it to the armature. `FIT → wardrobe item` = garment+skeleton GLB (reusable); `fit → dressed glb` = body+garment in one. - **Assemble**: body + ticked fitted garments → one dressed GLB in `out/` — drop straight into thriftgod / djsim / procity, or publish to 3GOD. ## Generating NEW clothing (the pipeline, $0 on MODELBEAST) 1. **flux** (`flux_local`, Klein) — product-shot prompt template: garment laid flat, white bg 2. **cutout** (`bg_remove_local`) — the biggest quality lever before 3D 3. then ONE of: - **→ rigid 3D** (`trellis_mac`, ~5 min): hats, shoes, bags, glasses — bone-parent these. NOT for floppy cloth: reconstruction eats thin geometry (fleet traps ledger). - **→ hanging texture**: flat garment PNG for rack planes (djsim `fittings.js garment({image})`) and the paper-doll wardrobe. Flat clothes love this route. - **deforming wearables**: model/retopo against the base body (or socket-cut a clothed torso, character_kit_modular style), then FIT. Never raw-gen these. ## House rules - Bases (anatomical models) stay in the library. **Only dressed outfits ship into games.** - FIT requires a rigged body. Unrigged base → rig first (MIRPAMO on ultra, or Mixamo). - One skeleton (mixamorig) across the fleet: any garment fitted on one body fits every body on that skeleton, and every clip in the bank drives it.