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type-two db47546c2b Absorb the 3GOD depot; retire the name, keep the service
3GOD was "three.js god" — a quick way to eyeball a GLB and drop it into a game. wardrobegod's
stage, grid and publish flow cover that far better now, so the bench is retired. What survives is
the half that quietly became infrastructure.

Absorbed into depot/: server.py (271 lines, verbatim), its hardening tests, and viewer.html kept
as superseded reference only.

Retiring the REPO is safe; retiring the SERVICE is not. The live instance on the dealgod VPS
holds 773 assets and two shipping games fetch from it at runtime — thriftgod web/index.html:1176
and procity loaders.js:7 both hardcode https://digalot.fyi/3god. So the /3god URL stays even
though the name is gone: changing it means editing two shipping codebases for no benefit, and the
name now survives only as a URL path nobody looks at. The VPS service is deployed, not sourced
live from the Gitea checkout, so archiving that repo changes nothing at runtime.

Checked before discarding the UI: the depot's /api/meta tag store had 0 tags and 0 notes across
all 773 assets, so there was nothing to migrate. Tagging lives in library/index.json now.

depot/README.md records the two things that are easy to get wrong and expensive to rediscover:
publishing must go direct over the tailnet (the Cloudflare front 403s because auth trusts the raw
socket peer — thriftgod's own prop_campaign.py --publish is broken for exactly this), and
clean_name DELETES illegal characters so 'shop!-cat.glb' silently resolves to an existing
different mesh.

Verified after the change: both the public and tailnet endpoints still answer 200.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 22:16:05 +10:00
depot Absorb the 3GOD depot; retire the name, keep the service 2026-07-24 22:16:05 +10:00
tools Registry writer: make the four non-file-drop consumers one-click, and keep 3GOD as a depot 2026-07-24 21:55:04 +10:00
web Export hub, unified wardrobe, warm thumbs, body-type heights 2026-07-24 21:00:46 +10:00
.gitignore Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
blender_ops.py Phase 5: the dressing room — thumbnails, a manifest, and the rig/LOD/dress bench on one page 2026-07-24 20:25:44 +10:00
README.md WARDROBEGOD v1 — wardrobe generator bench (bodies, fits, garment gen pipeline) 2026-07-20 20:53:43 +10:00
server.py Registry writer: make the four non-file-drop consumers one-click, and keep 3GOD as a depot 2026-07-24 21:55:04 +10:00
STATE_AND_PLAN.md Update STATE_AND_PLAN with all phases done + the verified export reality table 2026-07-24 21:02:02 +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.