SkinLayerStudio
EP05 — Creating a Dummy Mesh
Download Markdown1. 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
- Copy the body, arm, and head meshes.
- Remove the Skin modifier from the copies (no need for existing skin since you'll Pick into SLS fresh).
- Attach the meshes into one object (Material dialog → OK).
- 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 |
- Name it e.g.
Dummy_Body. - Add a Skin modifier → assign all skin bones from Root down (clean up unnecessary bones in the final step).
3. SLS — Pick
- Connect to DCC → Pick — import
Dummy_Body. - Confirm two slots (body + dummy) appear in the Skin Archive.
- Broken initial weights are fine — only the bone mapping needs to be correct.
- Save (
.sls).
4. Transfer Weights (Body → Dummy)
- Tools → Transfer Weights...
- Source: the existing Body slot / Target: Dummy_Body
- Select Closest Point + Replace.
- 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:
- Turn Used off in the Influence panel.
- Toggle layer visibility (eye icon) one by one to isolate the problem layer.
- 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.