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# MD tooling — which call to reach for, when, and why
Companion to `../SKILL.md`. That file is **doctrine** (how to author a garment).
This file is **tool selection**: for a given question, which API answers it, why that
one rather than the obvious alternative, and what it costs you when you guess.
Everything here is verified against **MD 2026 Personal** by running it. Where a
belief was disproved by experiment, the disproof is kept — those are the expensive
entries. Published Reallusion/CLO docs are thin and several signatures in them are
wrong; `tools/md_bridge/api_surface.json` (688 functions) is the name truth,
`api_docs.json` holds only ~48 harvested docstrings, so **read `__doc__` live** for
anything not listed below.
---
## 0. The diagnostic loop — the part that actually determines whether you succeed
The vision loop in SKILL.md is right but incomplete. Four passes, in this order,
because each one can only see what the previous one can't hide:
| Pass | Call | Catches |
|---|---|---|
| 1. **Pre-sim, zero frames** | `ExportSnapshot3D` right after `ResetClothArrangement()` | Upside-down panels, tangles, self-intersecting outlines, wrong start height. Physics hasn't muddied anything yet. |
| 2. **Untextured** | skip `SetBaseTextureMapImageGivenFilePath` | Folds and **winding**. See §1.3 — this is non-negotiable for shape work. |
| 3. **The back** | `ExportTurntableImages(4)`, index 2 | Anything on the rear. `ExportSnapshot3D` **cannot** show the back at all (§1.1). |
| 4. **Numbers** | export a throwaway OBJ, parse it (§2) | Placement, span, coverage. Eyeballing placement is how garments shipped 814 cm off their own written targets. |
A defect that survives to production is almost always one that pass 2 or 3 would
have caught. Every screenshot in this repo before 2026-07-31 was a **textured front
view** — pass 1 only — and a twisted seam, an inside-out panel, an asymmetric
shoulder fold and an exposed back neckline all shipped underneath that blind spot.
---
## 1. Looking at the garment
### 1.1 `SetCamViewPoint` HAS NO REAR VIEW
Verified by shooting all eight:
| n | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|---|
| view | bottom | front ¾ | **front** | front ¾ | side | **top** | side | side |
There is no back. So `ExportSnapshot3D` is structurally incapable of showing the
rear of a garment, no matter how you drive it. Use:
```python
paths = export_api.ExportTurntableImages(4) # 0 front, 1 side, 2 BACK, 3 side
```
- The `(int)` overload **ignores any path you pass** and writes into MD's own output
folder (`%LOCALAPPDATA%\CLO Virtual Fashion\Marvelous Designer Personal\<n>\output*.png`).
The **return value is the only way to find the files**.
- The documented `(path, count, w, h, startIndex)` overload returned `[]` — didn't work.
- `ExportCustomViewSnapshot(folder, w, h, prefix)` also returned `[]`.
- Turntable **reuses the same `output*.png` names every call**, so if you are
sweeping variants, `shutil.copyfile` each frame out immediately or you lose it.
- `SetCamViewPoint(5)` (top-down) is the clearest angle on a **shoulder join**
nothing else shows whether front and back actually meet over the shoulder.
- `SetViewPoint()` does nothing. Don't confuse the two.
- Always set the viewpoint before a snapshot so shots are comparable.
### 1.2 Zoom in, and build contact sheets
The turntable renders 2500×2500. Crop to the region of interest and upscale with
PIL before looking, or you will miss centimetre-scale defects. When comparing
variants, tile them into **one** image with labels — one look at four labelled
tiles beats four separate looks, and it makes the winner obvious.
### 1.3 Untextured renders show face orientation — the single best shape diagnostic
With the default sim fabric and no texture map, cloth renders **WHITE on its front
face and GREY on its back face**.
- A panel showing **grey from outside is inside out**.
- A **white streak on an otherwise grey panel** is a fold exposing the true front face.
- A busy motif hides both **completely**. A tāniko print concealed a twisted side
seam through several rounds of wrong diagnosis; the untextured pass identified it
in one look.
Judge shape untextured, then re-enable the texture only for the shipping render.
---
## 2. Measuring — you cannot introspect the mesh, so export and parse
`GetClothPositions()` is an out-param that **stays empty from Python**. There is no
mesh access. So:
```python
op = ApiTypes.ImportExportOption(); op.bExportGarment = True; op.bExportAvatar = False
export_api.ExportOBJ(throwaway_path, op) # then parse the 'v ' lines yourself
```
**Units are a trap.** The two exporters disagree:
| Path | Units | Conversion to metres |
|---|---|---|
| `ExportOBJ` | **millimetres** | `× 0.001` |
| `ExportFBX` → clothing pipeline census | **decimetres** | `× 0.1` (this is what `align.scale_z: 0.1` is doing) |
Verified: an OBJ y of 1086.9 is 1.0869 m, checked against the known 1.777 m body.
Getting this wrong wastes a full sim round-trip.
**`tools/tailor/qc_placement.py` only works on solid silhouettes.** Its pixel
classifier needs a filled shape; on a strand skirt (mostly gaps) it reported a
1.71 m span, which is nonsense. For anything gappy, layered, or strand-based,
measure the exported geometry instead. Useful derived numbers: z-span (band top,
hem), fraction of verts above a bone-ring height, and per-height radius
percentiles for ease.
**`GetLineLength(pattern, line)`** is the cheap way to confirm you are about to sew
the edges you think you are. Fingerprint by expected length before every seam call
— see §3.2.
---
## 3. Constructing patterns
### 3.1 Outlines, not partial seams
`CreatePatternWithPoints` with **y+ = UP in 3D**. Drafting y-down drapes the garment
upside-down over the head; the symptom reads like a seam bug and isn't.
Cut features **into the outline** — neck gaps, armholes, and the teeth of a strand
skirt. Partial seams twist unpredictably. A 32-strand piupiu was built as two
comb-shaped panels with the strands cut into the outline and only the two band side
edges sewn; the alternative (32 partial seams) is in the failure catalogue for a
reason.
### 3.2 Line indices shift — compute them, never hardcode
Line `i` runs `pts[i] → pts[i+1]`. **Inserting a point shifts every index after it.**
Hardcoded `0/5/7/9` broke this repo's bodice recipe twice. Build the point list with
named landmarks and derive the indices:
```python
n_arm = 1 if arm else 0
side_r = 6 + n_arm + 1
idx = {"shoulder_l": 0, "shoulder_r": 5,
"side_r": side_r, "hem": side_r + 1, "side_l": side_r + 2}
```
Then verify against known lengths (`shoulders ≈ 93 mm`, `sides ≈ 208 mm`). If those
drift, your index maths is wrong — not the cloth. This check turns a silent
mis-sew into an immediate, obvious failure.
**Paired edges must be EQUAL, not close.** A strand skirt fingerprinted as
`[60.0, 60.075, 60.0, 60.075]` and that 0.075 mm was dismissed as rounding. It wasn't:
one band side edge was a true vertical and the other was **slanted**, because the
outline gave a half-gap to the leftmost tooth but not the rightmost (the loop skipped
the band-bottom step point on its first iteration, leaving that tooth flush with the
panel edge and half a gap wider than every other). Sewing a flush tooth to a
half-gapped one across a slanted seam notched the waistband and exposed the reverse
face. **Treat any inequality between paired edges as a construction bug.**
### 3.3 Seam pairing — a decision table, because the naive rule is incomplete
`AddSeamlinePairGroup(pf, lineF, pb, lineB, flagA, flagB)`. The two booleans reverse
edge traversal. SKILL.md's rule — "same line index on **mirrored** front/back panels
with `(False, False)`" — is correct but the word *mirrored* is load-bearing, and
most recipes here draft both panels from the **identical** point list offset by `dx`,
which is **not** mirrored.
| Panels | Pairing | Flags | Result |
|---|---|---|---|
| Mirrored | same index | `(False, False)` | correct (the documented case) |
| **Identical, not mirrored** | same index | **`(True, True)`** | correct — both edges reversed |
| Identical, not mirrored | same index | `(False,False)` / `(0,1)` / `(1,0)` | **twists the panel**; part turns inside out and rucks up |
| Mirrored coords, list order kept | same index | any | **garment falls off** — mirroring permutes the indices |
| Mirrored coords + **remapped** indices (`shoulder_l``shoulder_r`, `side_r``side_l`) | crossed | `(False, False)` | correct, and the only thing that fixes an inside-out back panel |
| Cross every pair (sides **and** shoulders) | crossed | any | **slides to the hips** — cross-wired straps cancel and it falls off the shoulders |
Proven by sweeping all four flag combinations at fixed geometry. Two lessons worth
internalising: **a twisted seam and surplus cloth look identical when textured**, and
mirroring is only correct if you remap the pair indices with it.
### 3.4 Shape rules that are geometry, not physics
- **Bodices must taper.** A rectangular panel cut for the bust carries its full bust
width down to a hem sitting on a much smaller waist (1083 mm bust vs 675 mm waist
here — ~400 mm of surplus) and the excess can only fold. Take it off each side
edge at the hem. Use the **same** taper on both panels: side-seam length is
`sqrt(taper² + side_y²)`, so equal tapers keep whole-edge pairing matched and
unequal ones skew it.
- **A pelvis-parented skirt must contain the whole leg-swing envelope.** At a hem
0.5 m below the hip pivot, 30° of hip flexion sweeps the leg ~25 cm forward — more
than any believable silhouette clears. Clearance alone cannot fix a knee-length
skirt; discrete strands or a runtime bone rig has to do the rest.
- **Straps exist to cover the target body's baked-in underwear.** If a neckline or
scoop drops below the body's painted-on tank, the tank shows and reads as the
garment failing to connect. Check the back neckline specifically — nothing was
looking at it.
---
## 4. Fit and physics levers
| Goal | Call | Why this one |
|---|---|---|
| Stand cloth off the skin | `pattern_api.SetAddlThicknessCollision(p, mm)` | The sim **resolves** the clearance, so it holds everywhere. Better than the downstream Blender normal-push, which self-intersects in concave regions — exactly between touching thighs. Set it **before** the settle. |
| Mesh / sim resolution | `SetParticleDistanceOfPattern(p, mm)` | Drives vert count and how many rows sit between skeleton joints. 20 mm gave ~29 rows on a 530 mm strand; 15 mm blew the vert budget. |
| Stop crumpling during the settle | `SetPatternStrengthen(p, True)` → relax at the end | **Conditional — see §6.** |
| Hold a waistband up | `SetPatternPieceElastic(p, line, bool)` + `SetPatternPieceElasticTotalLength(p, line, mm)` | Apply **mid-settle**, never from frame 0. Not needed if the band is cut smaller than the hips — the hip blocks it. |
| Fabric stiffness | **a different `.zfab`** | `fabric_api` has **no physics setters at all** — it is textures and metadata only. Stiffness ladder: `V2_Woven_Canvas_1` < `V2_Woven_Denim_1` < `V2_Non-Fabric_Tyvek_1`. Stock presets in `C:\Users\Public\Documents\MarvelousDesigner\New Assets\Fabric\`. |
Signatures verified live (all `(patternIdx, …)`, and the elastic family takes a
**line index** as its second arg):
```
SetAddlThicknessCollision(int, float) -> None GetAddlThicknessCollisionValue(int) -> float
SetParticleDistanceOfPattern(int, float) -> None SetPatternPieceSolidifyStrengthen(int, float) -> None
SetPatternPieceElastic(int, int, bool) -> None SetPatternPieceElasticTotalLength(int, int, float) -> None
SetPatternPieceElasticStrength(int, int, float) SetPatternPieceElasticSegmentLength(int, int, float)
SetSimulationSelfCollisionAvoidanceStiffness(float) SetAvatarSoftBodyStiffness(int, float)
GetLineLength(int, int) -> float ImportZprj(str, ApiTypes.ImportZPRJOption) -> bool
```
---
## 5. Arrangement — placement is a separate system from physics
| Fact | Consequence |
|---|---|
| `SetArrangement()` only **assigns**; `utility_api.ResetClothArrangement()` **applies** | Skipping the apply = nothing moves. |
| Arrangement **indices regenerate** per avatar import | Always look up by name from `GetArrangementList()`. Never hardcode. |
| `SetArrangementPosition` takes **4 ints** | A float raises `TypeError`. |
| **The x argument's correct value DEPENDS ON THE ARRANGEMENT POINT FAMILY — verified both ways by sweep** | `Body_*_Center_1` (bodice): the two panels must use the **SAME** x. Front `50` / back `0` folds one shoulder only and exposes the reverse face. `Leg_Skirt_Front`/`Back` (skirt): the two panels must use **DIFFERENT** x. `50/0` and `0/50` both drape correctly (band top 1.093 / 1.095) while `50/50` and `0/0` drop the skirt **on the floor** (0.10 / 0.14). So the split is load-bearing for skirts and a bug for bodices. **Never harmonise the two recipes** — and sweep with a control before changing this value on a new garment. |
| Skirts belong on `Leg_Skirt_Front` / `Leg_Skirt_Back`, y=92 | Using `Body_*_Waist` instead put a skirt **814 cm high**. Switching fixed placement to within 9 mm. |
| **A light garment does not slide into place** | MD materialises cloth at the arrangement point; it does not simulate donning. A heavy solid panel settles onto the hips, but a 60 mm waistband with light strands **stays exactly where it is arranged** — the first strand-skirt drape sat at the chest. For light garments, **arrangement height IS the placement**. |
| `utility_api.NewProject()` **deletes the avatar** | Re-import after. |
---
## 6. Rules in SKILL.md that need a condition attached
- **"Soft-from-frame-0 drapes bunch"** → true, and strengthening does flatten a
bunched back. But `SetPatternStrengthen` **rotates an under-constrained garment**:
a bodice whose sides are sewn only over the lower half and whose straps are 90 mm
wide came out flat *and twisted*, with an uneven hem and skin showing. Pre-sim was
clean, so it develops during the settle. **The rule applies to garments whose sides
are fully sewn.** Where it doesn't, remove the surplus instead of stiffening.
- **"Pair the same line index with `(False, False)`"** → only for **mirrored**
panels. See the table in §3.3.
---
## 7. Harness patterns for iterating
**Sweep variants in ONE bridge call.** Each `--file` round trip costs a session
turn; a loop with `NewProject()` per iteration costs one. Four 250-frame sims ≈ 4
minutes and answers a question that four guesses would not.
```python
for value in SWEEP:
utility_api.NewProject(); import_api.ImportFBX(AVATAR_FBX, op) # avatar first
...build, sew, arrange, Simulate(250)...
shots = export_api.ExportTurntableImages(4)
shutil.copyfile(shots[2], f"...{value}_back.png") # names are reused — copy now
```
**Read pass/fail from GEOMETRY, not images, where you can.** A garment on the floor
measures `band_top < 0.3 m`. Have the sweep parse its own probe OBJ and self-report
which cells even stayed on the body — then you only open images for the survivors.
**Always include a control case that reproduces the known-good result.** A sweep
whose control also fails tells you the *harness* is broken, not the geometry —
`tools/tailor/md_pari_armsweep.py` dropped the garment on the floor in all four
cells including its control, so every one of its results was void.
`md_pari_seamsweep.py` had a valid control and produced a decisive answer. Without a
control you cannot tell those two situations apart, and you will "learn" something
false.
**Guard the export.** Keep `EXPORT = False` until a snapshot looks right, so a
look-first run cannot overwrite shipped files.
**Timeouts:** roughly 1 minute per 300 simulated frames; pass `--timeout 880` for
anything with several sims.
**Session mechanics:** a human must click Plugin → TinqsMDBridge; MD's UI is frozen
for the whole session ("Not Responding" is normal); `python tools/md_bridge.py --stop`
hands it back and works even though the UI is dead. Stop when you hand back a
result — Jeremy inspects in the viewport and can't while the bridge owns the thread.
**Writing recipe files from Python:** these files contain box-drawing and em-dash
characters. Always `io.open(path, encoding='utf-8')`. A default-codec round trip
(cp1252) corrupted a recipe and the bridge then failed to read it at all.
---
## 8. Exits
`ExportZPrj` (editable source of truth), `ExportFBX`, `ExportOBJ`, `ExportZPac`
(outfit assembly), `ExportAlembic` / `ExportUSD`, `ExportAnimationVideo`.
No glTF export. No `SaveProjectFile` — saving *is* `ExportZPrj`. **EveryWear and the
AI Image Generator are GUI-only**, absent from the API, so the downstream
Blender half of the lane cannot be replaced by them.
Avatar getters live in **`export_api`** (`GetAvatarCount`, `GetAvatarNameList`), not
`utility_api` where you would look for them.
There is an **animation surface worth knowing about but unverified**:
`SetStartAnimationFrame` / `SetEndAnimationFrame` / `SetCurrentAnimationFrame` /
`RunAnimationRecording` / `GetAnimationLayerFrameRange`, plus `ExportAlembic`. If a
game clip's motion can be driven onto the avatar, this yields a per-frame cloth cache
with zero penetration by construction — the reference a skinned garment should be
scored against. **Not yet tested**: whether `ImportFBX`'s options can bring animation
in with the avatar is unknown.