SkinLayerStudio

EP05 — Creating a Dummy Mesh

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1. What is a Dummy Mesh?

  • A mesh made by Welding (merging) split body parts (torso, arms, head) into one object in your DCC.
  • Purpose: Use Transfer Weights to copy weights across the entire body at once, then work on the full-body dummy and distribute back to the individual meshes.
  • "Dummy" = a clean base for weight editing, not the final mesh.

2. Creating the Dummy Mesh in DCC

  1. Copy the body, arm, and head meshes.
  2. Remove the Skin modifier from the copies (no need for existing skin since you'll Pick into SLS fresh).
  3. Attach the meshes into one object (Material dialog → OK).
  4. Merge vertices (important): After Attach, seam vertices are still separate — the mesh will tear during deformation.
DCC Function Warning
3ds Max Select vertices → Weld (Threshold e.g. 0.1) Too-large threshold merges unintended areas like fingers → select only narrow regions
Maya Select vertices → Mesh → Merge Vertices Same caution
Blender Select vertices → Mesh → Merge by Distance Start with the minimum Distance value
  1. Name it e.g. Dummy_Body.
  2. Add a Skin modifier → assign all skin bones from Root down (clean up unnecessary bones in the final step).

3. SLS — Pick

  1. Connect to DCC → Pick — import Dummy_Body.
  2. Confirm two slots (body + dummy) appear in the Skin Archive.
  3. Broken initial weights are fine — only the bone mapping needs to be correct.
  4. Save (.sls).

4. Transfer Weights (Body → Dummy)

  1. Tools → Transfer Weights...
  2. Source: the existing Body slot / Target: Dummy_Body
  3. Select Closest Point + Replace.
  4. Verify bone matching list → Execute.

Play the timeline — the torso (Spine, etc.) should deform correctly. Arm areas aren't done yet and may look off → paint directly on the dummy in ep06.


5. Skin Archive Cleanup

  • Hide the original Body slot (Vis off).
  • Leave only Dummy_Body visible in the Skin Desk — keep just the dummy on your "work desk."

6. Layer Debugging

If there's tearing after Transfer:

  1. Turn Used off in the Influence panel.
  2. Toggle layer visibility (eye icon) one by one to isolate the problem layer.
  3. Common cause: Mask/Weight from arm regions carried over to the armless body → delete or zero out those Influences.

The Base Layer ([Base])

  • Stores the original DCC weights at the time of Pick.
  • Cannot be renamed, reordered, or deleted — acts as the floor for vertices with zero weight on all other layers.

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