tailor-recipe
A tailor's garment as a RECIPE that fits any body: its outlines, its
thickness and how it is made (cut from the skin, a skirt, draped cloth), plus
where the joints of the body it was drawn on were. recutGarment(body, cut)
makes it again on another rigged body: MakeHuman's at any slider setting,
or a mesh rigged from markers.
Outlines are drawn in metres in the front view, so on a taller or wider body the same numbers fall in the wrong place. A recipe therefore carries its body's LANDMARKS (the joints, seen from the front: hips, knees, ankles, shoulders, elbows, wrists, the spine), and each outline point is carried to the new body by a smooth warp that takes those joints exactly onto the new body's (a thin-plate spline). A hem drawn at the knee lands at the knee, a cuff at the wrist; between joints the outline bends smoothly with the body, and beyond them (a cloak's hem below the feet) it carries on the same way.
outlineLandmarks(rig): a body's landmarks.warpOutline(shapes, from, to): outlines from one body's landmarks to another's.fitCut(cut, rig): a cut on the body it is about to be cut from (its shapes warped there,onupdated).tailorBody(body): the body as cutting needs it (the chest smoothed so cloth bridges it, which skin a skirt may go round, a tail left out).recutGarment(body, cut): the garment, made onbody(async: a draped cut settles a simulation).
Pure: no engine. The tailor tool records on with every cut it makes, and
keeps a cut's outlines on the body when the body changes shape.