SkinLayerStudio

F06 — Bone Hierarchy

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

Bone hierarchy panel in the viewport right drawer.
Open: UI layout — drawer handles (vertical bar between Viewport ↔ Influences)

What is this panel for?
See which bones are bound to the active mesh, and quickly attach missing ones.
If Max added a finger bone and you Pick the whole mesh again, geometry and weights reload — heavy.
Use Hierarchy + Bone (or Master Hier → Add to Active Mesh) to attach just 1–2 bones.


Active Hier vs Master Hier

Switch between two views in the same panel.

Active Hier (active mesh)

Active Hier

Item Description
Title Current active mesh, e.g. Mesh: Face_Geo
Bones: N Bones that directly influence this mesh (e.g. 5)
Tree Active mesh bones + parent chain for display (borrows Master hierarchy for the tree)
Use When you want to see/edit only “bones bound to this mesh now”

Parents without direct weights may still appear; tooltips explain them.

Master Hier (full master skeleton)

Master Hier

Item Description
Bones: N Total bones in the scene/master skeleton (e.g. 166)
Tree Full hierarchy from Root through full-body · clothing bones
Use Pick bones not yet on the mesh, or inspect overall structure
Inactive bones Bones not in current Skin are dimmed / tooltip Not active in current Skin

One-line comparison

Active Hier Master Hier
Scope Active mesh influences Full master skeleton
Bone count Mesh-based (can be small) Whole skeleton (can be large)
When Painting · influence editing Add bones · explore structure

Shared UI

UI Action
Search bones... Filter by bone name
Hierarchy check Tree (hierarchy) display on/off
+ Bone Add bone to active mesh by name (below)
Pick-only Bones Refresh bone transforms only from DCC (below)

+ Bone — add bones to the active mesh

When to use
Bones were unavoidably added in the DCC, and SLS only needs those bones synced.
Pick reloads mesh · skin · weights — too heavy for 1–2 bones. Use + Bone instead.
New bones start at zero-weight; paint them later in Influences.

Press Hierarchy + Bone to open the dialog.

Add Bone to Active Mesh

Item Description
Mesh: Target = current active mesh (e.g. EyeInSide)
Bone name: Type name then Add → stacks in the list below
List Staging list of bones to add
Remove Selected Remove from list
Cancel Cancel
Add to Mesh Register listed bones on the active mesh at zero-weight

Notes:

  • Bones already on the mesh (duplicates) are auto-excluded
  • Names missing from the DCC scene show in orange but can still be added

This does not “create a new bone” in DCC; it attaches an influence to the active mesh by name. (Bone creation is on the DCC side.)


Pick-only Bones

When to use
You changed pose/bone transforms in Max but want Studio weights unchanged.
Pick-only refreshes transforms only — not mesh/weights.

Item Description
Action Re-fetch transforms · matrices only from DCC by registered bone names
Leaves alone Mesh geometry · weights
Use After moving bones in DCC, align Studio gizmo/pose only

Tooltip gist: Refresh DCC transforms · matrices by registered bone names (mesh/weights unchanged).


Right-click menu

Right-click a bone for:

Hierarchy context menu

Menu Action
Create Dummy (N bone) Create dummy from selected bones (2+ bones) → Details: Dummy · Transfer
Show Connected Meshes List meshes connected to this bone
Add to Active Mesh Add selected bone to current active mesh (zero-weight)
Rename Bone... Rename single bone
Rename Bones (Batch)... Batch rename multiple bones

In Master Hier, pick a bone missing from the mesh then Add to Active Mesh to reflect it in Active Hier / Influences.


Recommended flow

1) Open Hierarchy with the right drawer
2) Check current mesh bones in Active Hier
3) Missing bones → find in Master Hier → right-click Add to Active Mesh
   or type names with + Bone → Add to Mesh
4) Sync DCC pose/matrices with Pick-only Bones
5) Work weights in Influences / Paint

Related docs

Doc Contents
UI layout guide Open Hierarchy with drawer
Skin Archive details Mesh archive
Skin Desk · Sync Map Sync / Transfer
Create Dummy · Transfer Weights Create dummy → Transfer practice

Images: hierarchy_active_hier.png · hierarchy_master_hier.png · hierarchy_add_bone_dialog.png · hierarchy_context_menu.png
Written: 2026-07-26

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