EXPORT HUB. An 8-agent pass read every consumer's ACTUAL loader code (not its docs) and adversarially re-verified each contract, because writing a wrong filename into a live game directory corrupts shipping assets silently. The result reframed the whole feature: of six targets, only TWO ingest by file drop. · 3GOD depot is wireable today, but NOT the way the plan assumed. Its auth trusts the raw socket peer against a tailnet allow-list, so through the digalot.fyi Cloudflare front the peer is CF and every write 403s. Measured live: /api/list reports authed=false via CF, authed=true direct on http://100.94.195.115:8788. (thriftgod's shipped prop_campaign.py --publish defaults to the CF URL and is broken for exactly this reason.) This is the high-value target — thriftgod AND procity both read their props from it. · The depot's clean_name DELETES illegal characters instead of substituting, so 'shop!-cat.glb' becomes 'shop-cat.glb' — an existing, different mesh — and is then served silently. Reproduced the rule exactly and added a pre-flight collision check that refuses unless overwrite is set. · The other four are NOT file drops and the hub says so instead of showing a green tick over a no-op: djsim peds and procity peds load from hardcoded name arrays, thriftgod's props come from literal HERO_FLOOR/HERO_COUNTER strings, and not-tonight has no garment/doll/character art path at all (find public -type d returns only public and public/props). Each returns 409 naming the exact file and line to edit. · thriftgod, the "most important 3D consumer", has NO paper-doll, atlas or reskin consumer — zero grep hits across web/ and tools/. Worth knowing before generating art for it. · nsfw-tagged assets are refused on every target, including the ready ones. UNIFIED WARDROBE. The 392 doll layers lived in a separate catalogue search couldn't reach, so "find the coogi jumper" only ever looked at the 9 3D garments. Both tiers now share one manifest and one grid: 401 items, tier filter, slot counts spanning both. Doll slots map to canonical ones (top->torso, bottom->legs, shoes->feet, hat->head) and are NOT marked as guesses, because the filename prefix is what djsim itself resolves art by. THUMBS. /api/thumbs/warm pre-renders everything, deliberately SERIAL — each 3D thumb launches its own Blender and a grid's worth at once buries the machine. 346 rendered, 0 failed. 2D layers are cropped to their alpha bbox first: a doll layer is a garment-sized patch on a 704x1408 canvas, so a plain downscale gives a mostly-empty tile. BODY-TYPE HEIGHTS. small 1.58 / medium 1.72 / large 1.88 / tall 1.95 / child 1.30 / obese 1.74 / stocky 1.68, stored per body and applied at export. This is the other half of unitfix only repairing impossible scales: the library keeps real proportions, the game gets a sane height. Verified in-browser, no JS errors: 401-item grid, cross-tier search, tier filter, export hub returning the registry line for each unready target, nsfw refused on a ready target. 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.