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>
17 KiB
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 8–14 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:
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*.pngnames every call, so if you are sweeping variants,shutil.copyfileeach 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:
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:
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 8–14 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
SetPatternStrengthenrotates 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.
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.