In spite of the problems I talked about earlier this week with the implementation of a color picker in Qt Creator, I managed to find a way to nest a colorSliderGrp from Maya/Python in the resulting GUI. The trick was querying the path of a Qt control sitting at the same hierarchical level you want the color picker to be. I had tried this before, but it would appear that Qt Creator (or Maya?) has a max hierarchical depth past which 'Layout' elements cease to be listed in the full path of a widget. I restructured the UI to simplify the addition of the new controllers.
With that out of the way, I implemented a first pass of the functionality. When swapping between meshes for the torso and legs, the tool automatically changes the skinMask textures and the diffuse base for each clothing item. It also allows the user to change that base color using a color picker and one of five blending modes (Add, Multiply, Lighten, Darken, and Overlay). While the first four are natively supported by Maya's layered texture, the Overlay was implemented by replicating the math used by Photoshop through a network of utility nodes.
The following video shows the current state of the tool.
As it stands now, there is a problem where the flattening of the torso's layered texture sometimes introduces artifacts in the final texture.
I will address this problem in the coming sprint, as well as transition from the current model where most paths and options are hard-coded to a more data-driven structure.
I have also begun to hold usability tests by letting some of the end users play with the interface. During the rest of the week I will create a more directed version of the test and a companion survey to collect first impressions. I also intend to record both the screen as they play around with the tool and the users themselves to gauge their reactions.