SCHEDULE. games.monsterrobot.depot-archive installed on ultra, daily 05:30 — after meshgod at 05:00, matching the existing games.monsterrobot.* launchd convention, plist kept in the repo beside the script. plutil-linted and bootstrapped; launchctl reports it registered. PRUNE. John wants old GLBs off the live VPS while keeping everything backed up. Age alone cannot decide that: two shipping games resolve depot assets BY FILENAME at runtime, so a three-year-old mesh some game still names is load-bearing, not stale, and deleting it is a 404 in a released build. So prune.py deletes only when all three hold — older than --days, named in NO consumer's source (scanning js/html/json/ts across thriftgod, procity and 90sDJsim, including the JSON manifests that also carry depot refs), and an identical-SIZE copy confirmed in the Drive archive. Size mismatch counts as unbacked; it never deletes on a maybe. Dry-run by default, and apply re-verifies every rule rather than trusting the earlier plan. Thumbnails and meta.json are left alone so the depot keeps listing pruned entries, as the MeshGod archive does. Measured today it deletes NOTHING, correctly: of 774 assets, 35 are game-referenced and 724 are newer than a 180-day cutoff — every asset in the depot is under 30 days old. Reported as-is rather than loosening the cutoff to manufacture a result. 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.