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type-two d6c0ba4c0e NSFW tagging: make "only dressed outfits ship" an enforced rule instead of a README line
The bodies list had grown to 20+ entries mixing nude anatomical bases, dressed NPCs and
assembled outputs with no way to tell them apart — and the house rule "bases stay in the
library, only dressed outfits ship into games" existed as exactly one unenforced line in
README.md:45. Tagging without a gate would just be labelling; the gate is the point.

Follows the convention already in use across the fleet rather than inventing a second one:
a '-nsfw' suffix before the extension, as in ~/Documents/FBX (106 of 124 files tagged, with a
matching `nsfw` column in _INVENTORY.csv). Filenames beat a sidecar database here because these
assets get rsynced between six machines constantly — a tag in the name travels with the file,
cannot drift out of sync, and is visible in Finder.

· scan() reports `nsfw` per asset; the UI shows a badge, hides bases by default behind a "show
  bases" toggle, and says how many are hidden rather than silently shortening the list.
· POST /api/tag renames an asset to add or remove the suffix.
· Export into a live game directory now REFUSES anything nsfw-tagged (403). Verified both ways:
  a tagged stem is blocked, an untagged one still exports.
· An assembled result INHERITS the body's tag. Clearing it automatically because "a garment was
  added" would be a silent wrong call — a hat does not clothe a nude base — and the failure mode
  is shipping a nude model into a game, so untagging stays deliberate.

Verified in-browser: 1 base hidden with the count shown, badge renders, toggle reveals it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 19:47:04 +10:00
tools Phase 2: reskin engine — dress the nude TRELLIS bodies without fitting anything 2026-07-24 16:22:38 +10:00
web NSFW tagging: make "only dressed outfits ship" an enforced rule instead of a README line 2026-07-24 19:47:04 +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 Fold NPCFACTORY in: vendor three.js, take the banks, and fix units without flattening body types 2026-07-24 19:36:03 +10:00
README.md WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline) 2026-07-20 20:53:43 +10:00
server.py NSFW tagging: make "only dressed outfits ship" an enforced rule instead of a README line 2026-07-24 19:47:04 +10:00
STATE_AND_PLAN.md Record build status for phases 0-3 + recon corrections found while building 2026-07-24 16:23:39 +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.