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type-two cfca6708ab Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything
Every anatomy body is an independent TRELLIS reconstruction: no shared topology, no vertex
correspondence, its own UV atlas. That kills garment portability — a fitted mesh can't move
between bodies. Reskin sidesteps the whole problem by repainting the atlas the body already
has, so it works on unstructured meshes and needs no rig.

Chain (/api/reskin), all local except one farm call:
  render_plates.py  -> bind-pose front/back ortho plates, EEVEE, 1024, transparent
  mflux_image_edit  -> "put <garment> from image 2 onto the person in image 1", per plate
  align_plate.py    -> re-fit the edited figure to the original bbox. The edit model redraws
                       at its own scale/offset, and the projection bake assumes the original
                       framing, so skipping this makes the body sample background.
  bake_skin.py      -> Cycles DIFFUSE projection onto the mesh's real UVs, front/back split
                       on normal.Y
Costume swapping in the browser is just a material.map change, so pre-baked outfits toggle
instantly with no re-bake; the bare map is retained so it's reversible.

Fixed a real defect in the inherited baker: planar front/back projection has no idea a head
is round, so side-facing skull polygons sampled whatever front-plate pixel sat at their x/z
and painted a ghost second face down the side of the head (clearly visible on phrtt2). Since
this tier repaints CLOTHES, the bake now keeps the body's own texture above a neck-height
cutoff (default 0.87 of body height, -1 to disable), sampling it through the mesh's real UVs.

Verified end-to-end on phrtt2 (1 mesh / 1 UVMap / 1 material / 4,364 tris — the reskin class):
farm try-on produced a convincing corduroy jacket holding the exact T-pose, and the bake put
it on the model. Known ceiling, unchanged and by design: the silhouette does not move, so this
sells tight and printed garments and reads wrong for a heavy coat.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 16:22:38 +10:00
tools Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything 2026-07-24 16:22:38 +10:00
web Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything 2026-07-24 16:22:38 +10:00
.gitignore Phase 3: the 2D paper-doll tier — 392 garments you can actually change 2026-07-24 16:07:13 +10:00
blender_ops.py WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline) 2026-07-20 20:53:43 +10:00
README.md WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline) 2026-07-20 20:53:43 +10:00
server.py Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything 2026-07-24 16:22:38 +10:00
STATE_AND_PLAN.md Phase 0+1: unblock the bench, then make it dress and move 2026-07-24 15:43:02 +10:00

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.