Files
animation/.claude/skills/marvelous-designer/references/deconstruction.md
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jeremy d1030def4e docs+tools: working-file policy, lane pruner, and a human MD explainer
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>
2026-08-06 12:05:46 -07:00

11 KiB
Raw Blame History

Deconstruction — taking a reference apart like a tailor

Companion to ../SKILL.md. That file is drafting/draping doctrine; this file is the step before it: how to read a clothing image (or description) and take the garment apart into pieces our MD lane can actually build. Skipping this step is how garments shipped 414 cm off their own targets — the drafting was fine, the analysis had never been written down.

The output is a worksheet of numbers, not geometry. Panel point lists come last, and mostly from tools/tailor/blocks.py, not by hand.


0. The worksheet (output contract)

Fill this in full before asking for a bridge session. Every number the drape and QC stages use traces back to a row here.

# Item Feeds
1 Slot split — which separate garments is this outfit? one config per garment
2 Per garment: class + block choice blocks.py function
3 Anchoring — what holds it up construction + arrangement
4 Placement targets — each edge's z ± tol vs landmarks expect.bands (gate G1)
5 Edge circumference + ease table panel widths, taper
6 Piece list + seam plan md.panels / md.seams
7 Textile plan — what is texture, not geometry texture generation
8 Fabric read — weight/stiffness .zfab choice + sim recipe
9 Risks — unsolved/untested features scope call before starting

blocks.py turns rows 25 into a config skeleton (md block + expect.bands) in one call. If no block fits, hand-draft under tooling.md §3 rules (named landmarks, computed line indices) — never freehand a point list.

1. Split the outfit into garments by slot

The game wears per-slot parts (Body, Legs, …) and MD drapes one garment per scene — a second garment, even frozen, grabs and inverts the new one. So a "dress over leggings with a belt" reference is three worksheets, three configs, three drape sessions. Decide the split first:

  • One garment per clothing slot it occupies. A dress is one garment (Body slot, or whatever slot spans it) even though it covers both regions.
  • Belts, sashes, armbands: texture if flat against the host garment; separate garment only if they hang or swing.
  • Outfit photos are assembled at the end from finished .zpacs (SKILL.md "Outfit assembly") — never co-draped.

2. Anchoring — decide what holds it up before what it looks like

Anchoring determines construction more than silhouette does. MD materialises cloth at the arrangement point and does not simulate donning, so nothing "slides into place".

What the image shows Anchor Construction consequence
Straps, sleeves, or a shoulder line shoulder-hung bodice block; straps reach shoulder_z or the garment settles at the underbust
Strapless top (unreliable) add straps anyway — a tube slides to the narrowest catch; straps also cover the body's baked-in bra straps
Skirt/trousers at waist or hip waist tension cut the waist smaller than the hips (0.900.92 × hip circ) and let stretch hold it; elastic only mid-settle, never frame 0
Light/gappy garment (strands, fringe, open weave) arrangement itself arrangement height is the placement — a light band stays exactly where arranged

Always check what the anchor must cover: the target body has baked-in underwear, and any neckline or scoop that drops below it reads as the garment failing. Check the back neckline explicitly — the reference photo almost never shows it, ExportSnapshot3D cannot show it (tooling.md §1.1), and that blind spot has shipped defects. If the image doesn't show the back, decide the back (scoop depth, coverage) and write it on the worksheet rather than letting it default.

3. Read the seams, then discard most of them

A real tailor's deconstruction finds every seam. Ours finds them and then collapses almost all of them, because the MD lane sews whole edges only, has no darts, and garment identity for our targets is mostly textiles (SKILL.md). Translation table:

Feature in the image Our move
Side seams, shoulder seams keep — these are the block's real seams
Darts (bust, waist) no darts. Taper the panel side edges + stretch ease carries the shaping
Princess seams, yokes collapse into the panel; if visible, draw them in the texture
Waistband merge into the panel top; separate band only for strand/fringe skirts
Set-in sleeves untested — no sleeve block yet; treat as scope risk (row 9)
Collars, hoods untested/unsolved — same
Trousers/shorts crotch unsolved (failure catalogue); next approach is 4 panels on the per-leg points
Plackets, buttons, zips, pockets, topstitching texture, always
Gathers, pleats, ruffles texture unless the silhouette depends on them
Fringe / strands / fur edge teeth cut into the panel outline (comb panel), never partial seams
Belt/sash flat against the garment texture

The test for "geometry or texture?": does it change the silhouette or the edge positions? If not, it's texture.

4. Placement targets — numbers before points

Extract where every garment edge sits before drafting anything. This is the step that was skipped when shipped garments landed 3.914 cm off targets that existed only as prose.

Landmark card for the current body (tools/tailor/lena_measurements.json, regenerate per body with measure_body.py; metres, floor = 0):

Landmark z Landmark z
top of head 1.777 hip (widest) / crotch 0.946
neck base 1.457 thigh 0.865
shoulder 1.397 knee 0.517
chest (bust) 1.264 ankle 0.106
waist 1.089

Method, per garment edge (top of band, hem, waistline…):

  1. Find the edge in the image relative to the two nearest visible landmarks (e.g. "hem lands mid-thigh, about ⅓ of the knee→hip span above the knee").
  2. Interpolate a z from the card. The body is stylized — always place against these landmarks, never against real-world garment-length conventions.
  3. Assign a tolerance: ±3 cm for fitted edges, ±4 cm for free-hanging hems.
  4. Write the rows into expect.bands — gate G1 measures every drape against them from then on.

Sanity anchor (proven): a pari band 1.31→1.05 m and piupiu 1.05→0.45 m came from exactly this read of the kapa haka reference.

5. Ease — how much bigger than the body

For each horizontal edge, the panel width comes from the body circumference at that z plus ease. Interpolate circumference linearly between the card's (z, circ) pairs — neck 0.392, chest 1.083, waist 0.675, hip 1.095 — and never interpolate below the hip (the legs bifurcate; a slice there measures nonsense).

Fit read from the image Total ease Proven case
Snug / bandeau / activewear +1520 mm pari: 1100 vs 1083 bust
Regular fitted top +90100 mm tee: 1180 vs 1083 bust
Loose / drapey +150 mm and up (untested above ~150)
Bottoms waist edge negative: 0.900.92 × hip circ piupiu: 1000 vs 1095 hip

Bottoms are the inversion to internalise: the waist edge is cut smaller than the hips it must pass over, because tension is the anchor (§2).

6. Vertical spans are 1:1

Pattern millimetres map 1:1 to world metres — drape shrinkage is negligible for our fabrics. So:

  • panel cloth height = (top_z hem_z) × 1000
  • a shoulder-hung garment's straps must reach the shoulder: total panel height = (shoulder_z hem_z) × 1000, and the front scoop depth is what's left between strap top and the visible band top: scoop = panel_h (band_top_z hem_z) × 1000.

Proof this math is the real one: it reproduces all three shipped garments — tee 480 (shoulder 1.397 → hip-ish hem 0.917), pari 350/scoop 105 (shoulder → waist 1.05, band top 1.30), piupiu 600 (1.05 → 0.45).

7. Blocks — what we can build today

Garment class Block Status
Tank / tee / fitted bodice / bandeau-with-straps blocks.fitted_top proven (tee, pari)
A-line / straight skirt blocks.aline_skirt proven (skirt, piupiu v2)
Strand / fringe skirt (piupiu, hula, fur trim) blocks.strand_skirt proven construction (comb outline), parameters per garment
Dress fitted_top + skirt geometry in one panel pair untested — try taper-through-waist first
Trousers / shorts unsolved; next: 4 panels on Leg_Front_L/R, Leg_Back_L/R
Sleeves, collars, hoods untested; scope risk
Capes / cloaks / rectangles (traditional wear) plain panels rectangles + blocks; identity is the textile

Every block bakes in the expensive discoveries — seam parity for identical-offset panels, the arrangement-x rules per point family, bodice taper, tension waists, strengthen/relax sim recipes — so prefer a block over a hand-typed point list even when the block needs post-editing. Generate, then edit the config, not the other way round.

8. Textiles carry the identity

For traditional wear especially (kapa haka, Mexica, Pacific), the garment reads as itself because of the textile, not the cut. Spend the effort there: generate the pattern procedurally (PIL), set physical size via DPI (dpi = px / (mm / 25.4)), and keep the generator script — motifs recur. Model the shape as simply as the silhouette allows.

9. Fabric read → sim plan

From the image, judge weight and stiffness, then pick levers (tooling.md §4):

  • Stiffness ladder (.zfab presets): V2_Woven_Canvas_1 < V2_Woven_Denim_1 < V2_Non-Fabric_Tyvek_1. fabric_api has no physics setters — the .zfab is the stiffness choice.
  • Fully-sewn sides → strengthen through the whole settle, relax at the end. Under-constrained (half-sewn sides, thin straps) → don't strengthen (it rotates the garment); remove surplus cloth instead.
  • Light/gappy → SetParticleDistanceOfPattern ~20 mm and remember §2: arrangement height is placement.
  • Skin-tight → SetAddlThicknessCollision a few mm before the settle.

10. Worked example — the kapa haka reference, as this method

What was done by trial and error in 2026-07-30/31, restated as the worksheet:

Row Pari (bodice) Piupiu (skirt)
Slot Body Legs
Class/block bandeau → fitted_top strand skirt → strand_skirt (v2 shipped as aline_skirt)
Anchoring photo shows strapless → straps anyway (covers bra straps, fixes height) waist tension, 1000 vs 1095 hip; light strands → arrangement = placement
Targets band top 1.31 ±0.03, hem 1.05 ±0.03 waist 1.05 ±0.03, hem 0.45 ±0.04 (below knee)
Ease snug: +17 mm over bust waist 0.91 × hip
Seam plan shoulders + sides; scoop/armholes in outline band side edges only; strands are outline teeth
Textile tāniko band → generated taniko.png, DPI-sized to span once flax strands + geometric banding → piupiu.png
Fabric default sim fabric, strengthen full settle default, strengthen + (v3) elastic mid-settle
Risks back neckline never visible in photo — decided, then verified via turntable hem vs leg-swing envelope (skirt bones downstream)

The lesson the example carries: nothing in the finished configs is a guess. Every number is a worksheet row, and every worksheet row is checkable — by G1 against the render, or by GetLineLength against the drafted panel.