# Ep.5.1 — Quick Skin · Voxel Upgrade

https://youtu.be/Sotwu3sN0S0?si=YNBGAY2mSJCMr7Th

![Quick Skin dialog](image.png)

## 1. Why this episode

This is not a large update. [Ep.5](/guide/biped-plus/ep06-skin-function?lang=en) Quick Skin **tore a lot**. That part is patched.

The layout changed. **Voxel Algorithm** replaces the old generic pass, and the setup is tuned to match. First-pass Skinning is **more stable** than before.

Detail still needs hand work. The first pass is for **direction**.

Skin tab management (Disable · Bind Pose · Save Load): [Ep.5](/guide/biped-plus/ep06-skin-function?lang=en)

---

## 2. Algorithm · Auto · Bind · Add

Turn on **Auto** in the default Template. It reads arm · leg count and picks the Algorithm.

Path has **Bind** and **Add**.

| Path | When |
|------|------|
| **Bind** | Bones share a position and you need **Stretch Squash**. Default when adding |
| **Add** | Add Influence **after** the first Skinning pass. When Voxel cannot split overlaps cleanly |

Voxel does not paint overlaps well. Overlap means “add Influence after the first pass.” Bones you will add later should be **Add** for a better first pass.

If **Twist** is five bones, it skips the tip and walks from the **start bone**.

![Skin panel](image_1.png)

## 3. One Volume · Each Volume

Split clothing Mesh often **breaks Weight flow**.

| Option | What it does |
|--------|----------------|
| **One Volume** | **Merges** registered Mesh, then Copy Pastes. Keeps the flow. **Recommended · on by default** |
| **Each Volume** | Each Mesh on its own |

Clear Skinning, then **All Mesh** once. The first pass already shows direction. Stretch Squash holds. Head · fingers tear less than before.

---

## 4. is Skinned · Skin Template

Mark bones for Skin as **is Skinned**. You can add everything, but splitting first is easier.

**Skin Bone → Select** shows bones that start from Root. Facial may be absent. Look at **Body** first. Skin only **is Skinned** bones.

Checking one by one is slow. The default Template finds the right bones and Path Type. Right-click a pass to change Type.

Prefix can be `Bip001` instead of `Skin_`. **Save As → Skin Template** and next time you just pick that file.

Bone list: [B.1](/guide/biped-plus/ep19-skin-bones-reference?lang=en)

## 5. Stock 3ds Max skinning · SkinLayer Studio

Voxel improved the first pass. Doing the rest with **only stock 3ds Max skinning tools** is still hard. Keep Max for basic edits. For Skinning, look at a plugin or **[SkinLayer Studio](/guide/skin-layer-studio/ep00-intro?lang=en)**.

A lot of “skinning is hard” mail came in, so the SkinLayer Studio subscription bundled with BipedPlus is now **3 months**. Events may change this.

Why stock Max skinning hurts: [Ep.6](/guide/biped-plus/ep05-skinning-prep?lang=en)

Contact: [contact@otakusolutions.com](mailto:contact@otakusolutions.com)

---

## One-line flow

```
Quick Skin
  → Template Auto
  → Path: Bind (Stretch Squash) / Add (Influence after first pass)
  → One Volume (split clothing Mesh)
  → All Mesh → Apply
  → Check first-pass direction · polish by hand
  → is Skinned · save Skin Template
```

## Related

- [Ep.5 — Skin Tab · Bind Pose · Quick Skin](/guide/biped-plus/ep06-skin-function?lang=en)
- [Ep.6 — Problems with Max Skinning / SkinLayer Studio](/guide/biped-plus/ep05-skinning-prep?lang=en)
- [B.1 — Skin bones](/guide/biped-plus/ep19-skin-bones-reference?lang=en)
- [SkinLayer Studio](/guide/skin-layer-studio/ep00-intro?lang=en)