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>
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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.