TailorKit / Blender clothing tools / 0.3.0 candidate

Make clothes.
See what fits.

Fit artist-made garments, bind them to body shapes, and inspect the results. Keep your editable originals through every step.

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01 / Get started

Install and find the tools

Use Blender 5.2. This candidate is tested on 5.2.2 LTS; earlier versions are unsupported. The ZIP includes the add-on, this offline guide and local automation tools. It includes no third-party characters, clothing packs or external simulators.

  1. Save your work. Download or build tailorkit-0.3.0.zip.
  2. In Blender, open Edit → Preferences → Add-ons. Use the dropdown menu's Install from Disk option and choose the ZIP. Enable TailorKit.
  3. Return to the 3D Viewport. Press N and choose the TailorKit tab.
  4. The sidebar has four collapsible sections: Character, Create or fit, Check and review, and Save or export. Open a section when you need it. Start here opens this guide.

For an update, save the scene, disable the previous add-on, install the new ZIP and restart Blender. Keep scene backups. To uninstall, disable TailorKit and remove it through Preferences; your scene files remain on disk.

02 / Hands-on tutorial

Your first checked garment

This exercise uses original procedural practice geometry. You do not need to download a character. It teaches a static fit; the small torso is a learning fixture, not an animated character or a production garment.

  1. Open a new Blender scene and the TailorKit sidebar. With no body assigned, click Create Practice Scene. A torso and a separate shirt are added in the TailorKit Practice collection. Existing objects are retained. Select the shirt and press the numeric keypad's decimal key to frame it.
  2. In Character, the practice body is already assigned. In Create or fit, choose Artist garments. The practice shirt is already the Garment input.
  3. Click Inspect Artist Sources. This checks the supplied body and shirt. Open a Blender Text Editor and choose TailorKit Artist Source Report to read the result. If a report's exact name differs, choose the TailorKit source report from the list.
  4. Click Fit Working Copies. TailorKit keeps the original meshes and creates separate source and fitted copies. Hidden originals remain in the Outliner.
  5. Open Check and review and click Check Current Shape. The practice fixture should pass this current-shape check. Compare Source and Fitted in the same view. Orbit around the whole garment.
  6. Click Accept Fit to retain a separate static copy. Accepting the appearance never changes failed measurements into passing ones.
  7. Open Save or export and click Create Static Fitted Snapshot. Find the hidden TailorKit Static Snapshot collection in the Outliner. Enable its display to inspect the evaluated mesh.
  8. Save the scene under a new filename. To learn invalidation, change the practice body's native Mass key under Native body keys. Refit and check again. An earlier pass does not cover a changed body.

For your own character, append or model your garments first, assign the complete body and at least one garment, then follow steps 3–8. Keep separate head/neck skin in Skin so it is included in collision checks.

03 / Pick the right route

Start with the geometry you have

ARTIST GARMENTS

I have a body and clothing meshes

The default route. Inspect sources and fit working copies at the current shape. A rig and shape keys are optional. Assign one piece, or an inner and an outer garment. Use numeric metres, Z up; this static adapter does not convert or reposition your scene.

Detailed artist guide

CONFORM MODELLED GARMENTS

I need body sliders and skinning

Choose a rigged, weighted body with shape keys. Select garments modelled over its neutral shape, assign their slot, and click Conform Selected Garments. This creates editable bound copies with transferred weights, BodyUV and generated body keys. Existing keys and drivers are retained.

Then check the selected outfit collection, record body samples, and review poses. Binding completion alone is not fit approval.

BODY-FITTED BASICS

I have a supported body template

Generate a chosen set around the supported mannequin-style rig and region material slots. This route depends on its template contract; it is not a universal garment generator for any avatar. Generated keys follow the selected body, and the output collection is connected to outfit checks.

SEWN GARMENTS

I need a loose, draped silhouette

Choose pattern presets, drape frames, and whether to conform after draping. Cloth simulation may take minutes. With Conform enabled, the resulting collection can be checked across recorded body states. Without it, inspect the current static result; do not assume a live body-shape binding.

Sewing reference

Legacy generator remains available for existing scenes and experiments. Its specialist style controls are separate from the artist and collection workflows.

04 / Evidence you can inspect

A finished operation is not a fit pass

Open Check and review. For a generated or conformed collection, first run Check Outfit at Current Shape. This checks all meshes together, including shoes and garment pairs. Keep the complete body present.

  1. Choose Create Recorded Body Range. Review the discovered controls and named samples in its Text report.
  2. Expand Native body keys in this section and set an important combination using the body’s original slider ranges. Driven keys are read-only; use their authored controls. Enter a unique combination name and choose Record Current Combination. Include intermediate, extreme and mixed shapes that your product actually supports.
  3. Choose Check Recorded Body Range. The UI progresses through samples; Escape or Cancel and Restore requests restoration. Read every failed case and verify the report says controls were restored.
  4. For a compatible deform rig, use Review Three Poses, or set an authored action frame and choose Review Current Authored Pose. Inspect the isolated copies. Finish Review restores the original view. Bone mapping is available when your names differ.
  5. Use Compare Body and Clothes for a body outline or translucent clothing view. Close it to restore materials and visibility.
ResultWhat it provesWhat it does not prove
Source / binding reportMeasured source issues or binding/data integrityAll-shape fit, attractive art or safe animation
Current-shape passMeasured checks on the current evaluated shape and poseUntested sliders, continuous motion or adjacent foldovers
Recorded-range passNamed samples on the exact recorded inputsEvery possible combination or runtime behavior
Export candidateAn FBX and accompanying receipts were writtenCorrect target-engine import, LODs or gameplay acceptance

Read the Text Editor reports for crossing counts, body penetration, layer gaps, distorted regions and case-specific blockers. Visible-skin pokes, covered-skin contacts and full-body triangle crossings are different measurements. Do not use a coverage mask to conceal a failed contact check.

05 / Keep the right result

Save editable sources. Export candidates.

Static snapshot stores evaluated geometry at the current shape. It has no live rig or morph behavior. Save Validated Adaptive Result retains editable bound copies only after the complete recorded range passes unchanged; keep the required body and scene controllers.

For generated and conformed collections, Export Outfit Candidate FBX writes the clothes and their rig, a fresh current-shape report, and a credits JSON file. Choose a new filename in an existing directory; existing export or receipt files are not overwritten. Scene units are retained. Modifiers and animation are not baked by this route. Verify units, materials, morphs, weights and bind pose after import; Blender drivers do not transfer to the game.

The legacy rig/morph bake route remains separate. Export receipts identify candidates, including any failed checks. Test representative poses and supported body combinations in the target application before shipping clothing. The add-on and any bundled asset pack need separate ownership and distribution records.

06 / Human and AI access

Use the same tools from your AI client

The local API exposes discoverable commands, typed inputs, scene inspection, selection, signed shape values and structured reports. In Blender's Python Console:

from weftsmith import api
api.execute({"api_version": 1, "action": "discover"})
api.execute({"api_version": 1, "action": "inspect"})

The included MCP bridge works with saved scene copies in separate Blender processes. It needs no cloud account or model key. It does not control an already-open Blender window. Follow the AI setup and complete JSON tutorial. Find Create AI Command Reference in Utilities and automation for the installed command schema.

07 / When something stops

Find the next useful action

SymptomWhat to do
No TailorKit tabEnable the add-on, use a 3D Viewport and press N. Check Blender 5.2 and restart after upgrading.
Body rejectedUse a mesh. The artist route supports static meshes; Conform needs a rig, weights and keys. Generators need their supported region template. Keep scale conventions consistent.
Nothing to conformAssign the body separately, then select the garment meshes. The body cannot also be a garment.
Tool says Object ModeLeave Edit/Pose Mode. Source/issue highlighting can intentionally enter Edit Mode; return to Object Mode before continuing.
Only sources are visibleCheck Source/Fitted review mode and collection visibility. Originals are deliberately retained and often hidden.
Range cannot be savedRead failed cases, restoration errors and binding errors. Changed inputs invalidate a pass. Fix the inputs and run the complete range again.
Pose review refuses a rigSet bone mapping and verify enabled skinning on every garment vertex. Preset poses require compatible deform bones. Use an authored-frame capture when appropriate.
Export refuses the pathChoose an existing folder and a new .fbx basename, with no existing sidecar files. Show the outfit/rig and enable selection.
Need help reproducing a problemClick Support report, open TailorKit Support Report in the Text Editor, review it and save it with reproduction steps. No report is sent automatically. Fit reports may contain proprietary scene details; review them before sharing.

Support: alex@stonefletcher.com. Include the add-on version, Blender version, workflow, exact steps, expected result and actual result. Attach a minimal scene only when you have permission to share its contents.