# EP05 — Creating a Dummy Mesh

https://youtu.be/lIp1_T-iUn4?si=JUKVH1mVxWJ2lNhh

## 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.

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## 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 |

5. Name it e.g. `Dummy_Body`.
6. Add a **Skin modifier** → assign all skin bones from Root down (clean up unnecessary bones in the final step).

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## 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`).

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## 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.

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## 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."

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## 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.