SkinLayerStudio

F01 — Layout Overview (Numbers 1–8)

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

For new users. Color number badges (1–8) match the table below.
For hands-on practice, see practice EP03 Overview.


Zone map at a glance (drawers open)

This capture shows Skin Archive (left) and Bone Hierarchy (right) open.
The badges on the image and the legend 1–8 match the table below.

SkinLayer Studio UI — numbers 1–8

# Zone Location One-line description
1 Menu bar Top File · Tools · View · Edit · Options · Help → Details
2 Top toolbar Just under the menu DCC session · Mesh · Pick / Get All · Apply to Skin
3 Layers Upper left Skin layer tree → Details
4 Skin Desk Lower left Loaded mesh list · Sync → Details
5 Skin Archive Viewport left drawer Vis / Type / Name / Role → Details
6 Viewport + Hierarchy Center Mode bar · 3D view · Bone Hierarchy drawer → Viewport · Hierarchy
7 Influences Upper right Bones (influences) on the active layer → Details
8 Brush / Options Lower right Set Weights · Mirror · Export… → Details

This capture has no numbers for them, but the bottom of the screen also has Timeline (animation scrub) and the status bar (messages).
Timeline · Animation


Numbered explanations

1 — Menu bar

Horizontal menu at the very top of the window.

Menu Role
File New/Open/Save · Load Animation · Import/Export FBX
Tools Transfer Weights · Normalize/Prune · Export/Import JSON
View Wireframe · Bones · Sync Map · Frame Fit
Edit Undo/Redo · Select · Texture Manager
Options Settings · Language
Help About · Updates · Guide
[DEBUG] For development (ignore for normal use)

Menu bar guide


2 — Top toolbar (DCC · Mesh · Apply)

One row just under the menu.

UI Role
DCC Session connection status (e.g. 3ds Max)
Mesh Current active mesh (e.g. Body_Geo)
Pick / Get All Pull mesh · skin from DCC
Apply to Skin (orange) Push edited weights to DCC/skin

Pick

Pulls one selected DCC mesh (geometry · skin · bones) into Studio.
Use for first load, or after a large skin change in Max.
If only 1–2 bones were added, Hierarchy + Bone is lighter than Pick.

Get All

When you have Body/Face/clothing meshes, bring several from the list at once
instead of picking one by one.

Apply to Skin

Studio edits do not auto-push to DCC. Push with the orange button when ready.
Offline / other PC → JSON or FBX.

After painting and layer edits, you usually finish with Apply to Skin.


3 — Layers

Upper left. Manage weights stacked as layers.

  • Examples: [Export], Base, Thumb, Fingers / finger1…
  • Columns L / M / A · groups · system layers
  • The layer you pick here ↔ 7 Influences · viewport Active Layer

Layers panel details


4 — Skin Desk

Lower left. Mesh workbench for meshes loaded in the session.
- Examples: Body_Geo, Face_Geo, EyeInSide
- Status / Name / Role · search · Map (Sync Map)
- Sync Source / Target · enter Transfer

Skin Desk · Sync Map


5 — Skin Archive (left drawer)

Panel that slides in from the left of the viewport.
(If closed, click the vertical handle between Layers/Skin Desk and Viewport.)

Column Meaning
Vis Visibility
St / Status Status
Type Geo / Dummy
Name Mesh name
Role Sync role such as SRC · →Du…

Skin Archive details


6 — Viewport + Bone Hierarchy

The full center workspace.

Part Description
Top mode bar Select Bone / Paint / Vertex · Persp · Display · Textured · Unlit
3D Viewport Mesh · bones · paint · select
Right Hierarchy Active Hier / Master Hier · + Bone · Pick-only Bones

Hierarchy is also a drawer. If closed, open it with the vertical handle between Viewport and Influences.

Viewport menu bar · Bone Hierarchy


7 — Influences

Upper right. Bone list bound to the active layer.

  • ID · Lock · bone name · [Mask] · [Fallback]
  • Choose paint target bone · Used filter · right-click Copy/Cut Weight

Influences details


8 — Brush / Options (Tools panel)

Lower right. Brush and tool tabs.

Tab examples Contents
Set Weights Projection · Mode · Shape · Intensity · Radius · Set Weights / Flood
Tools / Mirror / Export / Scene / Attribute Fallback · Mirror · Skin Limit · display · Dummy attributes

Tools panel details


Drawer handles (open 5 · Hierarchy in 6)

Handle Location Opens
Left Between 4 Skin Desk / 3 Layers ↔ 6 Viewport 5 Skin Archive
Right Between 6 Viewport7 Influences Bone Hierarchy (inside zone 6)

Short click = toggle · drag left/right = resize width.

Drawer handles


Recommended eye flow

2 DCC connect → Pick / Get All
→ Select mesh in 4 Skin Desk
→ Select layer in 3 Layers
→ 6 Paint mode · pick bone in Hierarchy / 7 Influences
→ Paint with 8 brush
→ (Check pose on bottom Timeline)
→ 2 Apply to Skin

Related docs

Doc Contents
Menu bar File · Tools · View · Edit · Options · Help
Layers panel details L/M/A · right-click
Skin Desk · Sync Map Mesh · Sync · Map
Skin Archive details Vis/Type/Role
Bone Hierarchy details Active/Master · + Bone
Influences details Lock · Mask · right-click
Tools panel details Set Weights ~ Attribute
Viewport menu bar Persp · Display · Lit/Unlit
Timeline · Animation Bottom Timeline · Save/Load
Create Dummy · Transfer Dummy → Transfer
Transfer Weights Tools menu Transfer
Export JSON JSON · Max connector
FBX Import/Export · Pick alternative
Options Settings · Language
Texture Manager Edit → Texture Manager
Practice EP03 Overview Hands-on practice
Series table of contents All EPs

Reference capture: drawers open · numbers 1–8 · 2026-07-26
Image: assets/ui_overview_numbered_drawers.png

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