SkinLayerStudio
EP07 — Fingers (Layer Group)
Download Markdown1. Why Fingers?
- Fingers have dense bones requiring weights and masks for every joint, making them time-consuming.
- Layer Group + Mask copy/paste lets you quickly repeat a consistent pattern.
2. Layer Group Concept
| Regular Layer | Layer Group |
|---|---|
| Layers in the full stack influence each other up and down | Inner layers blend only among themselves; the combined result contributes to the outer stack |
| — | Like a folder in Photoshop — merged inside the folder before being added to the outer stack |
- Create: Right-click layer → Create Layer Group.
- Maximum 2 levels of nesting recommended — deeper nesting is inefficient to compute and manage.
3. Finger 1 (Index) — Group Demo
- Finger1 (or
Finger1_Seg) layer — Weight and Mask set to full 1.0. - Right-click layer → Create Layer Group.
- Paint the Group layer's own Mask onto the loop ring where the joint bends — this Mask limits the group's influence range.
- Use Select Bone to bend the finger → the individual Finger layer has weight 1.0 (full body), but the Group Mask only passes through the joint ring, precisely constraining where the bend occurs.
4. Fingers 2–4 Fast Setup
- Add layers: Finger2, Finger3, Finger4 — disable inactive layers and organize order.
- Flood 1.0 on each Seg bone + knuckle Mask (leave extra room toward the palm for the pinky).
- Confirm coverage with Shader ▾ Gray Shaded (key 5).
Mask Copy / Paste
- From a well-done mask layer: Copy Mask.
- On another finger layer → Paste → Replace Mask.
- Correct the gaps between fingers with Add mode.
F Key — Frame Selection
- Select vertices, then press F — frames the camera to the selection (finger close-up).
5. Mirror · Debugging
- Mirror (Weight + Mask + group internals).
- If something looks off: deactivate all layers, then turn them on one at a time to find overlaps.
- If the pinky pops: shrink the Group Mask, then in the Influence panel right-click Root → Cut Weight, then Add to the correct finger bone.
6. Hand (Wrist)
- Move below the Finger group in the stack order.
- Hand_Seg layer — Mask from wrist to palm.
- If weights are too strong: Vertex Multiply down + Smooth.
- Mirror.
7. Thumb (Finger0)
- Biped: Finger0 — same process as other fingers, just a different rig name.
- Keep the Mask narrow to minimize overlap with the palm.
8. Wrap-Up
- Mirror each Finger + Mask.
- Center area (thumb, palm) may need manual correction.
- Full-body dummy work complete — next up: clothing (ep08 onward).
- Layer Group uses the same pattern in ep09–10 for the skirt.