The wardrobe had grown past the point where a list of filenames is usable: 20 bodies and a garments list you had to read rather than look at. Three things close that. THUMBNAILS. New `thumb` blender op — fixed front ortho camera, EEVEE, transparent film, bind pose (a thumb caught mid-clip is unreadable), framed on the real mesh with helper widgets excluded or a bone widget decides the crop. /thumb?p= renders lazily and caches on a hash of the source path. 2D layers skip Blender entirely and downscale through PIL — 12ms vs a process launch. First paint of a fresh grid is slow because every 3D card spawns a render; after that they're cached. Worth knowing before it looks broken. MANIFEST (library/index.json, written atomically so a half-write can't blank the wardrobe). Canonical slots and a layer int that drives BOTH the 2D doll stack and 3D ordering, so a garment sorts the same in either product. Slots are GUESSED from the filename as a convenience and the guess is marked as such — the UI shows `head?` with a "confirm it" note, and setting a slot explicitly clears the inferred flag. A guess presented as fact is how a library quietly fills with wrong data. Props (boombox, camera, thermos) correctly come back unset rather than being forced into a garment slot. THE BENCH, in the order you actually work: fix units -> rig (MIRPAMO) -> LOD -> dress. LOD is four preset buttons at the tiers the games budget for (hero 60k / npc 18k / crowd 6k / tiny 2k) instead of typing tri counts. /api/rig shells out to MIRPAMO, and the UI states its real limitation up front: 22 bones, no fingers — fine for locomotion, but a 65-bone donor garment will leave cuffs under-driven, which is exactly the mismatch that bit us in Phase 4. Grid, slot tabs with counts, search over name+tags, metadata editor, LOD presets and the bench buttons all verified in-browser with no JS errors. nsfw tagging from the previous commit carries through: tagged assets stay hidden behind the toggle and out of the grid. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| 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.