SkinLayerStudio

EP07 — Fingers (Layer Group)

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1. 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

  1. Finger1 (or Finger1_Seg) layer — Weight and Mask set to full 1.0.
  2. Right-click layer → Create Layer Group.
  3. Paint the Group layer's own Mask onto the loop ring where the joint bends — this Mask limits the group's influence range.
  4. 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

  1. Add layers: Finger2, Finger3, Finger4 — disable inactive layers and organize order.
  2. Flood 1.0 on each Seg bone + knuckle Mask (leave extra room toward the palm for the pinky).
  3. 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 Fframes 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.

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