Segmentation:
- Face-based exclusive assignment (no overlap, no caps needed)
- Hips split from torso (pelvis as own segment)
- Torso_upper independent (spine_03 + clavicle, not a variant)
- Clavicle moved from arm_upper to torso_upper
Hair pipeline:
- Solidify modifier (20mm) for scalp hair volume
- Normal recalculation before solidify for consistent direction
- Eyebrows/facial hair NOT solidified
- Fixed mask generation (was outputting black, now white)
Clothing pipeline:
- Solidify modifier (25mm) for clothing thickness
- Peasant shoes added from Fantasy pack
Tooling:
- convert_outfit.py with solidify support
- inspect_glb.py, check_hair_symmetry.py for debugging
- Segment reference distribution locked
- Q-063 footsteps VFX filed
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three new Blender/Python scripts for the clothing production pipeline:
- blender_surface_deform_batch.py: fits a reference clothing GLB to all
11 body types via Surface Deform modifier in headless mode
- blender_create_clothing_refs.py: procedurally creates placeholder
reference meshes from average_m body segments
- setup_clothing_metadata.py: generates coverage.json and
reference_mask.png for each clothing item
Surface Deform headless bind confirmed working in Blender 5.0 via
temp_override — upgrades confidence from MEDIUM to HIGH (#710).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>