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type-two 305fbf9447 Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page
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>
2026-07-24 20:25:44 +10:00
tools Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything 2026-07-24 16:22:38 +10:00
web Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
.gitignore Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
blender_ops.py Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
README.md WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline) 2026-07-20 20:53:43 +10:00
server.py Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
STATE_AND_PLAN.md Record build status for phases 0-3 + recon corrections found while building 2026-07-24 16:23:39 +10:00

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.