BipedPlus

Ep.6 — Skin Function · Weight Work Preparation & Data Management

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Skin panel (Quick Skin / Save Load)

Overview

The Skin tab is not a screen for painting weights — it is a management screen for bulk selecting, disabling, backing up, and restoring already-skinned meshes.

Skin Modifier = The skin modifier applied to a mesh in Max.
SkinLayer Studio = The layer-based skin tool from Ep.5 (similar name, but a different thing).

Prerequisites

  • BipedPlus Build has created Skin_* bones
  • Quick Skin: meshes to skin for the first time (or add missing bones)
  • Save / Load · Disable, etc.: meshes that already have a Skin Modifier (SkinLayer Studio WIP is fine)

Skin Tab — Button by Button

All Mesh

  • Selects all meshes in the scene that can be skin targets at once.
  • Convenient when there are multiple pieces of body, clothing, and accessories.

All Skinned

  • Selects only meshes that already have a Skin Modifier attached.
  • Difference from All Mesh: meshes not yet skinned are excluded.

Enable / Disable Skin

Button What It Does
Disable Temporarily turns off all skin modifiers — when you want to see only the rig and mesh
Enable Turns them back on

When to use: If you changed a pose and the mesh looks strangely stretched → Disable shows only the raw mesh, making it easy to tell whether it's a skin issue.

Reset

  1. Test after returning to the default pose (T-Pose, etc.).
  2. With skin enabled, moving only bones can make the mesh look stretched — this is normal behavior.
  3. Reset — restores skin and pose-related data to the initial state.

Delete Skin

  • Deletes weights and the Skin Modifier from selected meshes.
  • All Skin Delete — deletes everything with skin attached (difficult to undo).

Quick Skin Apply dialog

Quick Skin button → Quick Skin Apply dialog

The orange Quick Skin button opens Quick Skin Apply.
It applies Skin using the intersection of the template Skin_* bone list and bones that exist in the scene.

UI What it does
Template Bone template (currently standard — Twist/Seg/fingers superset). Missing scene bones are omitted.
Refresh Re-scan the scene; update Bones list and N / Total bones in scene
Bones in Scene Names that exist in both template and scene. Apply uses this list.
Target Meshes Select meshes in the viewport, then + Add / Remove / Clear
Merge only On: keep existing skin, add missing bones only. Off: force new Skin apply.
Apply Skin Apply those bones to targets (Undo: Quick Skin Apply)

Recommended order (Quick Skin)

Finish Build (Skin_* present)
  → select meshes → Quick Skin → + Add
  → Refresh and check bone count
  → (optional) Merge only
  → Apply Skin
  → refine weights in SkinLayer Studio, etc.

If bones show 0 / N, check Scan/Build/Skin_* names first. Apply stays disabled until scene bones are found.

Skin Save / Load dialog

Skin Save / Load button → Skin Save / Load dialog

The blue Skin Save / Load button opens backup/restore. File type: .bpskin.

Skin Data Save

UI What it does
+ Add Selected Meshes Add already-skinned selected meshes to the list
Remove / Clear All Remove from list
Folder path · … Folder for .bpskin files
Save Bone Info Write _all_bone_info.json (transforms/hierarchy) for auto-creating missing bones on Load
Save Skin Data Save weights per listed mesh

Skin Data Load

UI What it does
Pick .bpskin files... Multi-select .bpskin → fill match table
Table Mesh name / in scene (found/miss) / bones found/total
Force Replace Delete existing Skin, then apply
Load Selected Load the listed files

If bones are missing, a follow-up dialog appears:

  • List: missing bone names + saved Parent
  • Hierarchy mode: Parent / World / Child Group
  • Create — rebuild bones from _all_bone_info.json then load (Save Bone Info required when saving)
  • Skip and continue — load with bones that exist
  • Cancel — abort load

Recommended order (Save / Load)

Save Skin Data during work (+ Save Bone Info recommended)
  → on mistake / scene swap: Pick .bpskin → Load Selected
  → always Save before Delete Skin

Rigging Info (Brief)

  • You can access the Rigging Info panel via a nearby button on the Skin tab or a separate button.
  • Mirror, reset, and custom controllers are linked to registration and Update here (Ep.10·13).

Notes

  • Always Save Skin Data before Delete All Skin (prefer Save Bone Info ON too).
  • Disable/Enable alone does not erase weight values. Reset and Delete change the data.
  • To Create missing bones on Load, _all_bone_info.json must sit in the same folder.
  • Do Quick Skin / weight work after Build/Figure is finalized (Skin_* names/counts stable).

Need more help?

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