PUBLISHED. wg-harvest-demo.glb (a dressed character: character_kit body + a garment harvested off a Ready Player Me donor) went to the live depot through wardrobegod's own export hub. 773 -> 774 assets, and fetching it back over the PUBLIC Cloudflare front — exactly what thriftgod does at runtime — returns 200, the exact byte count, and valid glTF magic. The whole publish path is proven end to end, not just the upload half. BACKUP. depot/archive.sh, deployed to ultra:~/depot-backups/ (outside ~/Documents because of the launchd TCC trap, absolute homebrew paths), following the existing MeshGod flow: ultra rsyncs the VPS asset dir, rclone pushes to gdrive:DB-BACKUP/3god-depot alongside the sibling archives. Not Gitea: git has no delta compression for binary blobs, so 774 GLBs would grow that repo without bound on every re-upload, and Gitea sits on the disk-tight old box. Wrong tool for 7.5 GB of meshes that only ever get added to. One deliberate divergence from the MeshGod script it is modelled on: NO PRUNING. MeshGod deletes VPS .glb older than 180 days because its gallery keeps thumb+index so stale entries still list. This depot is live runtime infrastructure — two shipping games resolve assets from it BY FILENAME at runtime, so pruning an old mesh is a 404 in a released game. Archive only. Also inherits the fleet-wide risk already logged in the backup-verify skill: gdrive: uses rclone's shared Google client_id, retired by Google during 2026, and every Drive flow dies with it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| depot | ||
| tools | ||
| web | ||
| .gitignore | ||
| blender_ops.py | ||
| README.md | ||
| server.py | ||
| STATE_AND_PLAN.md | ||
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'sweb/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
/rigendpoint (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)
- flux (
flux_local, Klein) — product-shot prompt template: garment laid flat, white bg - cutout (
bg_remove_local) — the biggest quality lever before 3D - 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.
- → rigid 3D (
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.