Files
settled-reach/tooling/garment-qa
jpmschweitzerandClaude Fable 5 e22ea0fa4a feat(assets): wardrobe engine + proof t-shirt — batch-fit, offset-shell, 4-region tint, thrds logo (T-1089)
Engine: tooling/garment-fit/blender_batch_fit_skinned.py (G1 — the skinned
Surface-Deform batch the old script couldn't produce; self-check green),
blender_author_offset_shell.py (route c: garment shells from OUR body
segments, weights inherited by construction, bone-plane cuts, procedural
RGBA region mask, UV2 chest channel), make_logo.py. Shader:
toon_garment.gdshader — channel-blended 4-region tint + UV2 logo composited
after tint / before toon shading. Proof: tshirt_modern fitted to the six
healthy bodies, manifest entry with style:modern + logo_capable, thrds
wordmark, 18-assertion test suite, 216-capture chromakey QA.

Key finding (Q-060 evidence): single-reference SD-fit of an offset-shell
degrades on girth-divergent bodies (muscular_m worst) — 24mm standoff
tripled headroom but the mechanism limits. Route guidance recorded on
T-1089: per-body shell authoring for offset-shell garments; SD-fit for
derived/hand-authored ones.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:21:33 +02:00
..

garment-qa — chromakey garment-clipping QA (T-1089)

Automatically detects clothing clip-through with a two-pass depth-proximity chromakey. Per view (clips × sampled frames × 4 camera yaws), the capture scene renders the SAME frozen animation frame twice: pass A paints the body segments a garment claims to cover (coverage.json hides) flat unshaded magenta, garment + head/hands normal; pass B is identical except the garment is flat cyan and every garment vertex is nudged clip_epsilon_m (default 3 cm) toward the camera. A body-key pixel that is magenta in A but cyan in B means the ε-shifted cloth now covers it — the body sat within ε in front of the cloth = poking through. This separates a true clip from a limb merely crossing in front of the torso, an open collar, or a bare arm over background (all of which stay magenta because the cloth behind them is > ε away).

Run: tooling/garment-qa/run-garment-qa [config.json] (defaults to configs/peasant.json). It launches Godot (~/bin/godot4, opengl3, xvfb-run when headless) on the capture scene, then runs the analyzer.

Config (path passed to the scene via GARMENT_QA_CONFIG): garments ({item_id,slot} catalogue items, or {glb,covers[]} for a raw WIP garment), body_types, clips, frames_per_clip, yaws, head_id/hair_id/eyebrow_id/skin_tone, out_dir.

Read the report: <out_dir>/report.json — the same summary prints to stdout. Two metrics per capture:

  • clip_through_pixels / largest_clip_component — key pixels the ε-shifted cloth covers (skin ≤ ε in front of cloth). This is the real defect and it gates: a capture fails when its largest connected clip blob ≥ --min-pixels (default 8, tolerating AA edges). clip_through_failures + the by_group clipfail/worstClip columns roll it up.
  • exposed_skin_pixels — key pixels the shift did NOT cover (skin well in front of any cloth: collar/sleeve/ankle gaps, a limb crossing the torso). Informational; does not gate.

Tune sensitivity with clip_epsilon_m in the config (smaller = only tighter pokes count) and --min-pixels on the analyzer. Failing/flagged frames are copied to <out_dir>/failures/*_HL.png with exposed_skin lime, clip_through filled red, and each clip blob boxed.

Note: the Godot scene lives at client/tools/garment_qa/chromakey_scene.gd (not here) because Godot res:// paths cannot leave the client project root.