wardrobe
v0.9.0Layered clothing for rigged Blender characters headed to Godot 4.7: a garment that fits, stays over the body without skin showing through, and swings where it hangs free. Cuts a garment from the body it will be worn on (planes applied only to the body part each is for), eases it off the skin with a relax-and-push loop that bridges hollows and a radius field that lets it hang straight from the widest point above instead of tucking under a buttock, keeps the body's own skin weights (jiggle bones included, so a shirt follows follow-through's breasts and belly), hangs a ring of sprung bones around the hem and each cuff with a per-bone inward backstop measured from the rest gap, and lists the skin it covers - but only where the cloth is skinned like the skin under it, because a thigh under a hem hung from the torso swings out from under it. In Godot one call adds the garment's bones to the body's skeleton, moves the garment onto it (skins bind by bone name), matches the covered skin by position and rebuilds the body without those triangles, and springs the hem in a SkeletonModifier3D with an exact damped oscillator. Two levels of detail - skinned only, and skinned with hem bones - and a headless verifier that skins every vertex from the final pose and counts skin through the cloth and holes - hidden skin a viewer could see into, looked at from 48 directions - over any clip.
By Paul LovyLicense: MIT0 GitHub starsUpdated yesterday
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 1 skill or MCP entry
- Source updated
- Sep 23, 2026
- Manifest status
- Canonical path parsed
The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology →
Install wardrobe for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install wardrobe-2@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/wfbcargo/blender-godot-pluginsClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/wardrobe/.
Plugin files
├── .claude-plugin/plugin.json└── skills/wardrobe/SKILL.md
Included Skills1
Dress rigged Blender characters for Godot 4.7 - put a shirt (and later layers) on a body so it fits, the body never shows through, and the hem and cuffs swing as the character moves. Cuts a garment from the body it will be worn on, eases it off the skin (bridging hollows, hanging straight from the widest point), keeps or transfers the body's skin weights (jiggle bones included), hangs sprung hem and cuff bones with a backstop, and lists the skin it covers so Godot stops drawing it. In Godot, equips the garment onto the body's skeleton at runtime, hides the covered triangles and springs the hem; a headless verifier walks the body and counts holes and skin poking through. Use when asked to dress, clothe or put clothing, a shirt, T-shirt, top or garment on a character; about layered clothing, body poke-through, skin clipping through clothes, hiding the body under clothes, clothing swap or equip at runtime, hem or sleeve sway, or clothing level of detail for games versus animation.
Plugin manifests1
{
"name": "wardrobe",
"version": "0.9.0",
"description": "Layered clothing for rigged Blender characters headed to Godot 4.7: a garment that fits, stays over the body without skin showing through, and swings where it hangs free. Cuts a garment from the body it will be worn on (planes applied only to the body part each is for), eases it off the skin with a relax-and-push loop that bridges hollows and a radius field that lets it hang straight from the widest point above instead of tucking under a buttock, keeps the body's own skin weights (jiggle bones included, so a shirt follows follow-through's breasts and belly), hangs a ring of sprung bones around the hem and each cuff with a per-bone inward backstop measured from the rest gap, and lists the skin it covers - but only where the cloth is skinned like the skin under it, because a thigh under a hem hung from the torso swings out from under it. In Godot one call adds the garment's bones to the body's skeleton, moves the garment onto it (skins bind by bone name), matches the covered skin by position and rebuilds the body without those triangles, and springs the hem in a SkeletonModifier3D with an exact damped oscillator. Two levels of detail - skinned only, and skinned with hem bones - and a headless verifier that skins every vertex from the final pose and counts skin through the cloth and holes - hidden skin a viewer could see into, looked at from 48 directions - over any clip.",
"author": {
"name": "Paul Lovy",
"url": "https://paullovy.com"
},
"homepage": "https://github.com/wfbcargo/blender-godot-plugins",
"repository": "https://github.com/wfbcargo/blender-godot-plugins",
"license": "MIT",
"keywords": [
"blender",
"godot",
"clothing",
"garment",
"wardrobe",
"layered-clothing",
"skinning",
"poke-through",
"body-masking",
"hem",
"spring-bones",
"gltf",
"gamedev",
"3d",
"character"
]
}For maintainers
If you maintain this plugin, link to this source-backed listing from your README so users can review its manifest and indexed components.
[wardrobe on Agent Plugins Marketplace](https://pluginsmp.com/plugins/wardrobe-2)