Most GODVERSE consumers do not scan a directory — they load from a literal array in source (djsim/procity PED_NAMES, thriftgod HERO_FLOOR) or a JSON manifest, so a dropped file does nothing until its NAME is in that list. tools/registry.py makes that edit, and the export hub now offers it instead of only reporting the file:line. Paranoid by construction, because the targets are live shipping games: · dry-run by default; write:true is required to touch source · idempotent — an existing entry is a no-op, verified against a real djsim ped · backs up to <file>.bak-<stamp> before every write · refuses if the anchor matches anything other than exactly once, rather than guessing which of several arrays was meant · handles djsim keeping TWO live copies of PED_NAMES (rigs.js owns the street, index.html has a second) — updating one and not the other is a silent half-fix · works locally and over ssh, since djsim lives on ultra Bug I introduced and caught while testing: the first implementation inserted after the opening bracket, i.e. PREPENDED. procity's loadPedFleet fills fixed slots BY PED_NAMES INDEX, so that silently reassigns every existing character — and my own note on that target said "appending is safe, reordering is not" three lines above the code that did it. Now scans to the matching close bracket (string-aware) and appends. Verified: leading entries byte-identical, new name at the tail, then reverted from backup with git clean. Also corrected procity's path — its rigs.js is under web/js/citizens/, not crowd/, and declares `export const`; the two games diverged despite sharing the loadPedFleet shape. On 3GOD: NOT retired. It looked like a spent planning experiment, but thriftgod fetches its props from it at runtime in production (index.html:1176 DEPOT = 'https://digalot.fyi/3god') and procity does the same — 773 live assets. It is two things bolted together: a dumb asset CDN (/a, /dl, /t, /api/list) which stays, and an authoring UI (upload/tag/thumb/fetch/meta) which wardrobegod now supersedes. Absorb the bench, keep the depot, publish into it. 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.