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type-two e35b613600 graft: mirror + bind=none + mixamoprep; masking fixed; THIS hand asset still not placeable
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>
2026-07-25 01:31:16 +10:00
depot Schedule the depot archive, and add a prune that cannot 404 a shipping game 2026-07-24 22:51:35 +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 graft: mirror + bind=none + mixamoprep; masking fixed; THIS hand asset still not placeable 2026-07-25 01:31:16 +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 Record the 3GOD absorption in STATE_AND_PLAN 2026-07-24 22:16:46 +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.