wardrobegod/README.md
type-two 58354d9b66 WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 20:53:43 +10:00

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# 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.