First male garment through the MD lane. MD's body analyzer rejects every
Tripo-Mako-derived mesh (0 arrangement points, 'avatar must be in T-pose or
A-pose' despite a verified 0.4-deg-perfect skeleton; same wall as ariki-game
e244e8a). Chimera test pins it on the MESH -- Lena's mesh on Mako's armature
gets 109 points. Ruled out: finger weights, decimation, head/hand chops, leg
spread, rename, OBJ import, export settings.
Workaround that ships: arrange+sew+elastic-lock the garment on a 1.07x-scaled
LENA donor, ImportFBX Mako with bAdd, DeleteAvatar(Lena), re-settle. A
seamless single-wrap slides off Mako's legs during the swap -- only SEWN
garments survive it, so the flat pattern's wrap reads are faked: overlap flap
seamed to a split front-waist segment, comb-teeth fringe (piupiu technique)
carved into the hem, rope belt as rigid Blender geometry (build_rope_belt.py).
Other findings baked into work/mako_kilt_v1/ scripts + config:
- fabric texture anchor: pattern y=0 maps to texture v=0.5 and WRAPS
(striped-probe verified; make_kilt_cloth.py mm_from_row)
- waist elastic never reaches TotalLength at default strength; strength 60
moved placement from 1.019 to 1.043
- SetAvatarActivation returns False (unusable); GetArrangementList dies on
any scene avatar mutation
QC PASS (turntable render, alpha mask, height 1.818): top 1.063 vs 1.054
target (tol .03), fringe tips 0.666 vs 0.665 (tol .04).
Avatars: _fingers = full finger weights restored via UV-space transfer from
rig-work/mako_fullhead_rigged.fbx (build_mako_avatar_fingers.py); shipped-body
avatar landed for future diagnosis. v1 (pre-flap/teeth) kept as provenance.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Marvelous Designer authoring sources for lena_hunter_skirt_v8 — the .zprj/.zpac are
hand-draped and no script regenerates them, so they are KEEP tier, not scratch — plus
the exported garment (fbx/obj/mtl), the colorway and cloth textures, and the QC
screenshots (front/back/presim) the drape was judged on.
tools/tailor/avatar/Mako_Fullhead_QuatSkin_Avatar.fbx is the MD avatar built from the
shipped male body. Worth landing even though it does not work yet: Mako's FBX imports
into MD but yields 0 arrangement points against Lena's 109, which blocks every male
garment. Having the exact file in-repo is the starting point for diagnosing that.
Mako lane intermediates (decimated fullhead, AccuRig glb, rigged blend) join their
recipes under work/mako.
All heavy files ride LFS (.glb/.blend/.fbx/.obj/.zprj/.zpac already in .gitattributes).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Bulk import of the working lanes that were living untracked on the PC.
Content:
- characters/ Lena/male body lanes, bakes, texture work, run logs
- clothing/ garment pipeline, configs, gates, contract docs
- garments/ MD-authored garment sources (.zprj/.zpac)
- UAL-Lib/ Universal Animation Library 2 source (.blend/.fbx/.glb)
- tools/ blender_bridge, iclone_bridge, md_bridge, tailor, glm_agent
- docs/, plans/, dev/, .agents/plans/
Repo hygiene:
- .gitattributes: LFS now covers .blend, .zprj, .zpac, .obj, .npy and the
Reallusion .iAvatar/.ccAvatar/.ccRestore containers. Without this the
~3.8 GB in this commit would land as raw blobs. .png/.jpg are left out
on purpose — ~250 are already tracked raw and converting them would
rewrite every one without shrinking history.
- .gitignore: exclude /accurig/ (~1 GB AccuRig program files, redistributable
from Reallusion, nothing authored here) and /dev/null/ (git-lfs hook copies
dropped by a `>/dev/null` redirect on Windows).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two pieces of work.
1. Keep milestones, not steps. Staged NN_*.py lanes were saving a full
~80 MB .blend per attempt, so Lena's lane reached 3.0 GB of which 2.2 GB
was 30 .blend files -- five snapshots to land one crotch fix, five more
for the bra. The .py recipes are the real history; the blends are cache.
- .agents/rules/working-files.md: four-tier policy (KEEP / MASTER /
SCRATCH / UNKNOWN) + how to work a lane.
- tools/prune_lane.py: classifies a lane and prunes the scratch tier.
Dry-run by default. Reads a per-lane .lanekeep manifest, flags
binaries byte-identical to a registered original (canonical name
always survives a duplicate pair), and never auto-deletes a .blend
with no step script beside it -- those cannot be rebuilt.
- .gitignore: scratch patterns can never be committed.
Dry run on characters/female/lena_nude reports 2.3 GB reclaimable.
Not applied -- that lane had a live Blender session at the time.
2. .humans/marvelous-designer.html: how we author garments in Marvelous
Designer, written for people rather than agents -- the six-step process,
what has been made, the traps that cost hours, and what is still
unsolved. Matches the .humans/ HTML convention in ariki-game.
Also committing the docs the AGENTS.md knowledge map and the new page
reference, so they are not dangling: the clothing-lane architecture page,
the marvelous-designer skill, and the two screenshots the page embeds.
characters/ is deliberately untracked and stays that way -- it holds GBs of
blends and GLBs, and .gitattributes does not LFS-track .blend.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>