# EP11 — Sync Map · Propagating to Split Meshes · Cleanup

https://youtu.be/bu_zQHCkm8k?si=gz0HQKQPqpcZGJUd

## 1. Background — From Dummy to Real Meshes

- Once weights are complete on **Dummy_Body / Dummy_Clothes**, you need to copy those weights to the actual game/render meshes: **Body, Pants, Skirt**, etc.
- Tool: **Sync Map** + **Sync Now** (= a visual version of Transfer Weights relationships within the project).

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## 2. Sync Map UI

### Opening
- **View → Sync Map**, or click the **Map** button at the top of the Skin Archive.

### Node Layout
- **Yellow:** Source (dummy or other weight origin).
- **Green:** Target (mesh to receive weights).
- **Drag** from Source → Target to create a connection line = "transfer weights on Sync Now".

### Navigation
- **Wheel:** zoom. **Alt + MMB:** pan.

### Sync Now
- After connecting, click **Sync Now** — **copies and transfers the LayerStack** to the target.
- Flickering on meshes with matching vertex positions is normal (sync indicator).

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## 3. Clothing Example

1. **Hide** unnecessary meshes.
2. Connect `Clothes_Dummy` → `Skirt`, `Inner`, etc.
3. **Sync Now** → check waist/skirt with animation at frame 300, etc.

### Keep vs Disconnect

| Situation | Action |
|-----------|--------|
| Want target to automatically follow dummy edits | **Keep** connection — re-run Sync Now |
| Ready to edit target details independently | Click connection line → **Delete** (disconnect) |

Sleeves (ArmClothes): Sync once, then **disconnect** and edit manually.

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## 4. ArmClothes (Sleeves) Detail

- **Delete** Finger and Thumb Influences — not needed for sleeves.
- Keep only **needed bones**: Hand, UpperArm, etc.
- **Layer Group** example: OuterDown, Up, UpDown, FrontBack — fine-grained control of sleeve shape per bone.
- **Split masks and weights into layers** so the sleeve forms correctly when an animator moves the sleeve bones.

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## 5. Batch Sync — Body Split Meshes

1. **Show** only the needed meshes (Body, Pants, Arm… — hair/facial/belt/props can wait).
2. Connect **Dummy_Body** → Body, Pants, Arm…
3. **Sync Now** — all body parts updated at once.

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## 6. Boots · Hair · Props

- **Boots:** Large gap from dummy reduces Transfer quality — check manually. Verify Toe and ankle motion.
- **Hair:** If no facial bones, unify to a single **Head** Influence. Clean up so only Head remains in Used.
- **Props (books, pens, etc.):** Simple assignment to the relevant bone or Root — minimize detail.

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## 7. Ending Dummy Connections

- After all real meshes are Synced, **disconnect all Dummy ↔ Target links**.
- Running Sync Now on the dummy again would **overwrite** the targets, so disconnect when the dummy's job is done.
- **Show All** — make all meshes visible for a final review.