SkinLayerStudio
EP10 — Cloth Part 2 (Skirt Mask · Mirror · Head)
Download Markdown1. Layer Group Mask Copy
- Copy the Group Mask refined in ep09.
- On Front/Back layers: Paste → Replace Mask.
- The Group Mask acts as a filter limiting the skirt's overall influence range. Reset each inner layer's Weight to 0, then quickly repaint Front/Back individually.
2. Back Skirt
Mask and Boundary
- Surface mode recommended — follows the skirt's curved surface.
- Leave generous Mask coverage from waist to hip.
- Near the center seam: anchor the boundary with Vertex weight 0.5, then paint both sides.
Mirror Notes
- For the Front/Back center seam, ensure a wide vertex selection before Mirroring.
- After Mirror, check smoothness with Select Bone / animation playback.
- Check the layer eye icon (active) — if the layer is off, the weights won't apply and deformation won't be visible.
Smooth Limitation
- If Smooth doesn't apply in some areas — clean up manually with Eyedropper.
3. Front Skirt
- Same as Back: Mask Paste → boundary 0.5 → Mirror.
- If the mask causes awkward results, adjust Mask range and repaint.
4. Thigh · Skirt Overlap
- When a little thigh skin peeks through under the skirt:
- Shift + double-click or Edit → Select → Select Ring Vertex — ring select.
- Reduce skirt Mask area with Multiply 0.9 or similar.
- Use Add mode brush on skin areas to gradually add weight and control the exposure.
5. Benefits of Layer Group
- Modify just one layer's Mask to maintain consistency across the entire group.
- Much faster than manually adjusting every vertex without layers.
6. Head Layer
- Head_Seg (use the Seg bone, not the scale bone) — confirm it's the Seg when searching
Head. - Skinning to the main Head bone causes scale issues (see ep03 Seg principle).
- Flood 1.0 + Mask.
- Shader ▾ Wireframe (key 4) — check weights front and back.
- Select Bone on Head / play animation — adjust where the neck joins.
- Mirror.
7. Wrap-Up
- Clothing dummy creation, Pick All, and skirt cleanup are complete.
- ep11: Use Sync Map to Sync Now from dummy → actual split meshes.