SkinLayerStudio
EP02 — Workflow (Cross DCC Concept)
Download Markdown1. 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 |
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.
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).
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.
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.
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 |
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.
9. DCC · Engine Roadmap
| DCC | Status |
|---|---|
| 3ds Max | Released |
| Maya / Blender | Planned rollout |
| Direct game engine export | Under consideration |