SkinLayerStudio

EP11 — Sync Map · Propagating to Split Meshes · Cleanup

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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).

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 Nowcopies and transfers the LayerStack to the target.
  • Flickering on meshes with matching vertex positions is normal (sync indicator).

3. Clothing Example

  1. Hide unnecessary meshes.
  2. Connect Clothes_DummySkirt, 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.


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.

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.

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.

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.

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