# EP13 — Init Dummy (IK / FK Weight Type)

https://youtu.be/Gf23903WZds

## 1. What is Init Dummy?

Select bones, **Create Dummy** to build a cylinder dummy with a **regular Weight** already applied, then move it onto the real mesh with **Transfer Weights**.

- The Dummy in EP05 is a **work mesh** you weld together in the DCC.
- Init Dummy is a **weight template created directly from bones**.
- UI details: [F10 — Create Dummy · Transfer](/guide/skin-layer-studio/ui-dummy-transfer?lang=en).

When you paint weights, the **same pattern repeats**. Calf is typical: strong at the bone center, weaker toward the outside. Building that with a Dummy and transferring it is **faster and more consistent** than painting by hand.

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## 2. Weight Type — IK vs FK

In practice there are only two Weight Types.

| Type | Weight distribution | Best for |
|------|---------------------|----------|
| **IK** | Concentrated at the **bone center**, falloff outward | Legs (Calf, etc.) where the center matters |
| **FK** | Weighted toward the **tip** | Ponytail · Tail chains that swing from the end |

---

## 3. IK Dummy — Calf

1. Select the **Bone** in Hierarchy.
2. **Create Dummy** — Cylinder. Leave Subdivision at the default in most cases.
3. Set **Weight Type = IK**.
4. The Dummy is created with a strong-center weight you can see immediately.
5. Select the Body, then **Transfer Weights → Add**.
6. If the shape is too large, reduce **Attribute → Radius** and transfer again.

**Do not skip Add.** Without Add you can overwrite existing weights.

### After the transfer
1. Rename the new layer (e.g. **New Calf**).
2. **Copy → Paste** only the good **Mask**.
3. **Mirror**.

This pattern alone often makes the work about **2–3× faster**.

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## 4. FK Dummy — Ponytail

The video uses a Zenless Zone Zero character (rig by animator Roa) as the ponytail example.

1. First put **all weight on Head** so the ponytail no longer moves.
2. **Create Dummy** → **Weight Type = FK**.
3. Set **Root Bone** — the start of the chain. Use **Head** here.
4. If the Dummy is huge, reduce **Size** so it just wraps the hair.
5. Rotate once to check. If it feels stiff, add a little **Smooth**.
6. **Transfer Weights** matching the Pony Dummy to the Body.
7. **Hide** the Dummy.

Ponytail / Tail weights can look mechanical — that is usually a **good, regular weight**. If rotation looks wrong, check the Mask first.

---

## 5. Hair cleanup tips

| Step | What to do |
|------|------------|
| **Cut → Add to 1** | Isolate Hair and keep the stack simple |
| Remove leftover weight | Clean crumbs and you are done |
| **Layer Mirror** | Mirror from the Layer instead of picking bones one by one |

Even with messy topology, laying down a regular IK / FK Dummy first gets results that are hard to paint by hand.

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## 6. One-line summary

```
Select Bone → Create Dummy (IK or FK)
    → Adjust Radius / Size · Smooth
    → Transfer Weights (always Add)
    → Mask Copy · Mirror
    → Hide Dummy
```