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EP13 — Init Dummy (IK / FK Weight Type)

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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.

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.


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.


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 DummyWeight 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.


6. One-line summary

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

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