SkinLayerStudio

F10 — Create Dummy · Transfer

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SkinLayer Studio 1.3.x Standalone UI reference.
Practice: EP00–EP12 · Features: F01–F17 (order 50+).

Typical flow: pick bones in Hierarchy → create a dummy → tidy weights on the dummy → move them to the main mesh (or another Dummy) with Transfer Weights.
For full-body · Sync strategy overall, also see practice EP05 and Skin Desk · Sync Map.


One-line summary

Select multiple bones → Create Dummy → (paint on dummy if needed)
→ Transfer Weights (Dummy → Target) → Execute
→ Lands as new layers on Target Layers

1) Select bones in Hierarchy → Create Dummy

Create Dummy right-click

Item Description
Where Right drawer Bone Hierarchy
Selection Chain bones 2 or more (e.g. Skin_L_Calf_Seg1Seg5)
Menu Right-click → Create Dummy (N bones)

With only 1 bone, creation fails (warning). With multi-select, single Rename Bone... is disabled while Rename Bones (Batch)... stays available.


2) Create Skin Dummy dialog

Create Skin Dummy

Section Description
Selected Bones Bones used for creation
Mesh (creation-locked) Shape(Cylinder/Strip) · Subdiv/Segment · Sides · Radius · Width — fixed at creation
Weight (creation-locked) Weight Type (e.g. IK) — fixed at creation
Init Points [readonly] Preview of P0… ↔ bone name mapping

OK → a dummy slot such as Dummy_Skin_… appears in Skin Desk, with a cylinder (or Strip) mesh + initial weights matched to the selected bones.

Fine-tune after creation (Radius, etc.) in Tools → Attribute · Dummy.
Tools panel — Attribute


3) When the dummy appears

Dummy in viewport · Skin Desk

Location What you see
Skin Desk / Archive Type=Dummy, name e.g. Dummy_Skin_L_Calf_Seg1
Viewport Cylinder + heatmap weights on the body part
Role If other meshes use this Dummy as Source, links show as SRC / →Du…

A dummy is a “proxy mesh for painting that region easily.” Use it when painting directly on the final main mesh is hard, then Transfer when done.


4) Move with Transfer Weights

Menu Tools → Transfer Weights... or Skin Desk / Sync Map right-click → Transfer Weights...

Transfer Weights

Setting Recommendation / description
Method Closest Point (IDW) — transfer via nearby vertices (OK even if topology differs)
Transfer Add as new layersadd as new layers on Target (does not overwrite existing)
Source The dummy you just made (e.g. Dummy_Skin_L_Calf_Seg1)
Target Receiving mesh (e.g. Dummy_Body, Body_Geo)
Influences Green (matched) = name-matched bones · yellow = Target-only bones
Bottom N matched / M target-only

Execute → Source weights transfer to Target.

Full options · Tools menu coverage → Transfer Weights · Tools menu


5) Result — Target Layers

Layers after Transfer

With Add as new layers, Target Layers gains layers such as Calf, Thigh.
Then refine on Target, or set as Sync Source and Sync Now onto part Geo.


Recommended practice routine (region dummies)

1) Hierarchy — multi-select Calf Seg bones, etc.
2) Right-click Create Dummy → OK (Cylinder / IK defaults often enough)
3) (Optional) Adjust Radius in Attribute · tidy dummy weights with Paint
4) Transfer Weights
     Source = Dummy_…
     Target = Dummy_Body or Body_Geo
     Method = Closest Point (IDW)
     Transfer = Add as new layers
5) Execute → check Target Layers
6) Repeat for other regions (Thigh, Arm…)

For the big picture of gathering into one full-body Sync, see practice EP05.


Related docs

Doc Contents
Bone Hierarchy details Where Create Dummy lives
Tools panel — Attribute Dummy Radius · Init Points
Skin Desk · Sync Map SRC / →Du · Sync Now
Layers panel details Layers after Transfer
Transfer Weights · Tools menu Menu access · Method/Transfer · Tools items
Practice EP05 Merge & Transfer Full-body dummy practice

Images: dummy_create_menu.png · dummy_create_dialog.png · dummy_in_viewport.png · dummy_transfer_weights.png · dummy_transfer_layers_result.png
Written: 2026-07-26

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