SkinLayerStudio
EP12 — Push to DCC (Batch Apply to Skin)
Download Markdown1. DCC State
- The DCC currently has broken initial skins on most meshes (head, fingers, etc.) — this is expected.
- The master data is in the SLS
.slsfile.
2. Single vs. Batch Push
| Method | Use |
|---|---|
Toolbar > Apply to Skin |
Applies only the active slot to the DCC |
| Skin Archive → Right-click Apply to Skin | Batch Push for all selected slots |
Batch Push Procedure
- Open the Skin Archive drawer.
- Select all meshes you want to apply.
- Right-click → Apply to Skin.
- The DCC applies skin to each mesh in sequence — check the connection toast/log.
- After the "skinning success" message, verify in the DCC viewport.
3. Checking the Result
- Hide dummies and show only real meshes.
- Play the animation for fingers, wrists, and clothing — verify the deformation matches what you saw in ep07–11.
- If character position (Root controller, etc.) needs adjusting in the DCC, do it there directly. Push only changes skin weights — bones and controllers are untouched.
4. Remaining Details
| Issue | Response |
|---|---|
| Mesh tearing / poking | Move vertices in DCC, then Re-Pick in SLS (keep vertex count the same) |
| Hard to review without texture | Use Shader ▾ Textured (key 7) with UV texture |
| Active vs Master Hierarchy | Hair has only Head → fewer branches in Active Hir / Master shows all bones |
5. Re-Pick (When Mesh Is Modified)
- Fix topology or vertices in the DCC.
- In SLS, Pick the affected slot — make sure vertex count doesn't change in the DCC.
- If the count changes, preserving existing layer data becomes difficult.
- Whether the existing LayerStack is preserved depends on Pick options and vertex consistency.
- Re-establish Sync Map relationships if needed.
6. Full Series Workflow Summary
DCC Prep (animation + basic skin)
→ Pick / Get All
→ Skin dummy + parts with Layers
→ Transfer Weights · Sync Map
→ Apply to Skin (Push)
→ Final review in DCC
Data SSOT: The .sls file — the SLS project, not the DCC scene, is the master for layers and weights.