WrapLayerAutoSkin
Controls how automatic bone weight transfer from the body is applied to a WrapLayer accessory's mesh.
Items 3
| History | Name | Value | Description | |
|---|---|---|---|---|
| 526 | Disabled | 0 | No automatic skinning transfer is applied; the accessory uses its authored skinning data as-is, and an unskinned mesh will not deform with the character. | |
| 526 | EnabledPreserve | 1 | Applies automatic skinning transfer only when the mesh has no existing skinning data; otherwise the authored weights are kept. | |
| 526 | EnabledOverride | 2 | Unconditionally overrides all skinning weights by running the cage-based skinning transfer algorithm, regardless of whether the mesh was originally skinned. |
Description
WrapLayerAutoSkin is used exclusively by WrapLayer.AutoSkin, which defaults to WrapLayerAutoSkin.Disabled. It controls whether the engine runs an automatic skinning-transfer pass when layered clothing processes an accessory, and — when enabled — whether authored skinning weights are preserved or overridden.
Skinning transfer copies bone weights from the body part the accessory is fitted to so the accessory mesh animates with the character rig. That matters for accessories such as eyebrows and eyelashes, where the body schema may not guarantee a standard facial-bone set.
History 4
- 526 Add EnabledPreserve
- 526 Add EnabledOverride
- 526 Add Disabled
- 526 Add WrapLayerAutoSkin