Delivering the honest state after a long debugging run. Real fixes that stand on their own: · MASK RADIUS WAS COMPARED IN THE WRONG SPACE. Vertices were tested against a world-metre radius using local coordinates, so the mask silently found nothing whenever the object carried a scale — 8126 verts matched as FBX (mesh scale 100) and ZERO after a GLB round-trip. Now compared in world space. · BODY MESH WAS SELECTED BY VERTEX-GROUP COUNT. A previously grafted part inherits every one of the body's groups from the weight transfer, so on a second pass the HAND was being chosen as "the body" — masking the other wrist then found nothing and the old hand silently survived under the new one. Now selected by vertex count among skinned meshes, and the choice is printed. · join() leaves the part mesh's ARMATURE modifier dangling at None and re-parents it to whatever empty sat above it, collapsing it to the origin. Placement is now saved and re-bound explicitly. · --mirror added (the asset is a .R hand; the .L needs it) with outward normal recalculation, since a negative-scale mirror leaves every face wound backwards. · mixamoprep added: bakes graft MASK modifiers (a modifier is not a deletion — the geometry comes back in the export otherwise), joins to ONE mesh, strips the armature and stale vertex groups, scales to height, writes FBX. Mixamo's auto-rigger wants exactly that shape of input. STILL NOT WORKING, and I am not going to claim otherwise: placing THIS hand asset. Its stored rest geometry is not hand-shaped — measured 84 units tall with the armature modifier off versus ~0.08 with it on, so the rig is what poses it into a hand. Removing the modifier exports the spiky rest mesh; applying it did not bake the shape either. Every headless attempt to detach, transform and re-bake it has corrupted the geometry. Recommendation rather than more blind iteration: open rigged_hand.glb once in the Blender GUI on ultra, apply the pose/armature by hand, and export a clean STATIC hand.glb. Positioning a static mesh is the part that already works. The asset is an awkward Sketchfab export (mesh and rig nested several empties deep, non-hand rest pose); one manual pass makes everything downstream trivial and repeatable. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| depot | ||
| 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.