# Ep.18 — How to Edit Init Dummy

https://youtu.be/582rklDnLUg?si=Sgl-4IcrVClZSWD4

![Dummy in viewport](image.png)

## 1. Why you need to edit

[EP16](/guide/skin-layer-studio/ep16-init-dummy-template?lang=en) is Template **Apply**. [EP17](/guide/skin-layer-studio/ep17-init-dummy-template-create?lang=en) is **building** one. This episode **edits an existing Dummy** for another DCC or custom rig.

The example is Mabel, custom-rigged earlier in Maya. You are not in 3ds Max, and you want a saved Dummy to work in Maya. Max · Blender users use the same steps when axis or naming differs.

Ignore Facial for now. That is just the expression face shadow coming along.

---

## 2. Why Forms are limited

Built-in Forms exist for **3ds Max · Blender** only.

| DCC | Built-in Form | Why |
|-----|---------------|-----|
| **3ds Max** | BipedPlus | Auto-rig form |
| **Blender** | Auto-Rig Pro | Widely used, so it shipped first |
| **Maya** | Not yet | Studios lean on in-house custom rigs. Advanced Skeleton exists, but making your own Dummy is usually better, so Maya was held back |

A common Maya auto-rig will be added later. Until then you can still **use a Form built in 3ds Max**. You just have to match axes and bone naming.

There is no separate “Maya rigging vs Max rigging.” The gap is **bone naming** and **which axis faces forward**. Treat BipedPlus as a different style, nothing more.

Axis options: [F15](/guide/skin-layer-studio/ui-options?lang=en)

## 3. When spine counts differ

Pick Maya, then All → Import. The bone tree is not 3ds Max Biped.

If the Dummy has **four** spines and the rig has **three**, a forced Apply still lands. The shrunken top was the old **Spine 4** segment.

On Biped the **first Spine has no number**. Do not mix that up.

Fit Dummy rotation is enough for a one-off. Repeating a 90° match on every import costs time. **Edit the Dummy to match the rig.** You can also build a new one with Create Dummy as in [EP17](/guide/skin-layer-studio/ep17-init-dummy-template-create?lang=en). This episode edits a shipped Template.

---

## 4. The 90° offset

The saved Dummy is **Y forward**. The Maya Mabel example has **Y to the right**, closer to **X forward**. So the Dummy lands **90° to the left**.

One-off fix:

1. **Fit Dummy**
2. Turn **Snap** on
3. Turn **Follow Child** off — you need independent motion
4. Rotate · nudge, then **Transfer Weight**

If the view is noisy, Hide other meshes and keep Dummy · Body. After **Show All**, **Save · All View** stores and switches view states.

Doing that every import is painful. Fix the Template instead.

![Options](image_1.png)

## 5. Duplicate to Custom

1. Right-click the built-in Template → **Duplicate to Custom**
2. **Rename** (e.g. `my maya spine4`). If the name exists, **Remove** then Rename again
3. **Open File** — it is still a 3ds Max BipedPlus bone tree

BipedPlus is the 3ds Max auto-rig. The real problem is not the bone list. It is the **axis**.

---

## 6. Switch coordinates to Maya

1. In **Admin Tool**, change the coordinate system 3ds Max → **Maya**. **Keep bone positions**
2. Yes — Up is Y, Front is Z, labeled Maya
3. Bones still need a rotation. Right now rotating a bone drags the mesh
4. **No Mesh** / **No Deform** — bones move, the mesh does not. Dummy is not in Fit Mode either
5. Turn **Follow Mode** off
6. **Snap 45°** and **Selector Mode** to fix each bone’s **Y**. Children do not follow
7. A small leftover offset can be the rig. In **Show Transform**, zero Local · World so they match the parent
8. For COM, turn Follow Child off and send Y to the side
9. Turn Follow Mode back on. Save the current pose as the start → **Reset Bind**
10. Reset Bind on **All Mesh** at the current frame, **frame 0**
11. Turn No Deform off and test. Turn Snap off and save

Reset Bind is not only for this. Use it when an existing Dummy needs a new axis. Menus: [F11](/guide/skin-layer-studio/ui-transfer-weights?lang=en) · [Menu bar](/guide/skin-layer-studio/ui-menubar?lang=en)

## 7. .idt · M mark · Naming

After save it is an **Init Dummy Template**, extension **`.idt`**. An **M mark** in the list means the **Maya form**.

Production keeps bone naming consistent. Matching every time is slow. Rename Dummy bones to the rig and Apply lands immediately. This rig ends at **Chest**. Yours may differ.

Rename is not only for this case. Use it on Dummy Data you already built.

---

## 8. Missing bones · leftover Weight

If the rig has no **COM**, **Unparent · Parent** in the Transform menu, pull it out, then delete.

**Remove fails if Weight remains.** The dialog means Weight still lives somewhere. Move that Weight to **Pelvis**, then Remove. Clear leftover Dummy bones and save.

---

## 9. Apply again

Pick in Maya, then **Apply** the edited Init Dummy. Matched naming goes in immediately. If Chest is a bit off, nudge with **Fit Dummy**, turn it off, then **Transfer Weight**.

```
Max/Blender Form Dummy
  → Duplicate to Custom · Rename
  → Admin Tool: coords Maya · keep bone positions
  → No Deform · Follow Off · rotate Y (Snap 45 · Selector)
  → Local/World 0 · Reset Bind (frame 0 · All Mesh)
  → Match naming · Remove bones with no Weight (fold leftover Weight to Pelvis)
  → Save (.idt · M if Maya)
  → Apply · small Fit Dummy · Transfer Weight
```

Contact: [contact@otakusolutions.com](mailto:contact@otakusolutions.com)

## Related

- [EP16 — Init Dummy Template · 10-min First Pass](/guide/skin-layer-studio/ep16-init-dummy-template?lang=en)
- [EP17 — Make Your Own Init Dummy Template](/guide/skin-layer-studio/ep17-init-dummy-template-create?lang=en)
- [EP2.1 — Cross DCC](/guide/skin-layer-studio/ep02-1-cross-dcc?lang=en)
- [F10 — Create Dummy · Transfer](/guide/skin-layer-studio/ui-dummy-transfer?lang=en)
- [F11 — Transfer Weights](/guide/skin-layer-studio/ui-transfer-weights?lang=en)
- [F15 — Options · Bone Front Axis](/guide/skin-layer-studio/ui-options?lang=en)