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animation/tools/tailor/screenshots/mako_kilt_v2_front.png
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Can Narin fea96bf582 tailor(mako): kilt v2 on Mako via Lena donor-swap -- MD rejects all Mako meshes
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>
2026-08-18 16:21:16 +03:00

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