# EP02 — Workflow (Cross DCC Concept)

https://youtu.be/MmlTDULtD38?si=i3BDftkFo79UBoJA

## 1. What is Cross DCC?

A **standalone .exe** tool that edits skin weights **the same way, regardless of which DCC you use**.

**Why not a plugin?**
- DCCs are all-in-one, which makes them **heavy** — difficult to build specialized skinning UIs and algorithms inside them.
- **Independent process:** improved stability, easier to extend with tool-specific features.
- **Layer skinning** is proven in Maya, but hard to bring to Max/Blender — SLS provides a common solution.

---

## 2. Core Workflow

```
DCC  ── Pick (Pull) ──►  SkinLayer Studio  ── Apply to Skin (Push) ──►  DCC
         TCP Connector          .sls SSOT
```

| Step | Term | Details |
|------|------|---------|
| Import | **Pick** | Mesh, bones, weights, (optional) BoneAniCache |
| Edit | Layers, Brush… | LayerStack, **File → Save** (`.sls`) |
| Export | **`> Apply to Skin`** | Apply to DCC skin |

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## 3. Working Environment

- **Dual monitors recommended:** DCC on the left, SLS on the right.
- **DCC connection only needed for Pick/Re-Pick/Push** — editing can be done in SLS alone.

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## 4. Skin Archive (Multi-Mesh)

- Each Pick adds a new slot to the **Skin Archive**.
- **Skin Desk** = only the currently visible working meshes.
- **Get All from DCC** = batch Pick (see ep09).

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## 5. Role Division

| DCC | SkinLayer Studio |
|-----|------------------|
| Add/remove/reorganize bones | Weights · layers · masks |
| After rig changes, **Re-Pick** | **Push** returns only skin data |

**Bone SSOT = DCC. Weight SSOT = `.sls`.**

> After adding or removing bones in the rig, always work in the DCC and then **Re-Pick** as the standard procedure.

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## 6. The Meaning of the Layer Stack

- You stack multiple layers while editing, but when Pushing to the DCC, only the **final merged weights** are sent.
- Internally non-destructive; externally (DCC) only the **resulting skin data** is needed.

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## 7. Quality Rules (Engine Constraints)

| Rule | Explanation |
|------|-------------|
| **Influence limit** | PC/console typically **8 or fewer** per vertex (mobile often **4**) |
| **Normalize** | Weight sum per vertex must equal **1.0** — otherwise the mesh distorts or collapses |
| **Undo** | **Separate from DCC Undo** — **Ctrl+Z** / **Ctrl+Shift+Z** only undoes SLS weight operations |

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## 8. Connection Issues · Backup

| Concern | Response |
|---------|----------|
| Connection drops / DCC version update | Contact support · reinstall connector |
| Firewall | Allow localhost TCP exception |
| Worst case | **Tools → Export Weights (.json)** → apply in DCC |

**Daily backup:** **File → Save** — the `.sls` file is the **master** for slots, layers, and weights.

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## 9. DCC · Engine Roadmap

| DCC | Status |
|-----|--------|
| 3ds Max | Released |
| Maya / Blender | Planned rollout |
| Direct game engine export | Under consideration |