Phase 0 — the fixes that were blocking every tier:
· /api/blender had no allowed() guard, unlike every other path-taking endpoint. Under the
documented WG_HOST=0.0.0.0 that was an unauthenticated arbitrary-file -> Blender import +
library-write for any tailnet peer. Now gated on allowed() + isfile.
· scan() listed garments as models only, but /api/hangable writes .png there — so every
cut-out the generator produced was invisible in its own UI and the whole 2D paper-doll
route dead-ended. garments now lists models AND images.
· mb_download() wrote json.dumps(data) whenever the farm response wasn't bytes, and mb_req
parses any JSON-200 into a dict — so a farm error body got written *into* the target
.png/.glb and the job was still marked done. Now raises instead.
· MB_TOKEN is read off disk from backnforth/.env, so the farm tiers (RMBG-2.0, image-edit
try-on, trellis) stop silently dying when a launch forgets to export it.
· glb_of() keyed its cache on the basename alone, so two sources that slug the same served
each other's geometry; the key now carries a hash of the full path.
· JOBS grew forever and glb_of minted an orphan job on every cache miss inside GET /glb.
run_blender() now tolerates jid=None and finished jobs get reaped.
Phase 1 — a dressed, animated character on screen:
· clip transport: the mixer used to blind-play animations[0] with no way to reach the rest.
Clip dropdown + play/pause + scrub + speed, with the scrub head following playback.
· rigid attach stopped being a lie. It cloned into three.js and POSTed nothing ("preview
only"), so every hat placement died on reload. Attachments now carry their bone/offset/
tint and persist via /api/outfit -> library/outfits/<name>.json, reloadable from a chip.
· colourway swatches retint the last attached item (materials are cloned per instance so a
tint doesn't bleed), giving free variants with no re-generation.
· flat cut-out garments get a 2D preview pane — the paper-doll tier had no way to be seen.
Verified end-to-end in the browser: tradie_at_wanwalk (22-bone mixamorig) walks wearing a
red-tinted felt hat on mixamorigHead, saved, page reloaded, restored from disk.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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| 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.