SkinKit: One-Click Skin Weights
Does it work with VRChat avatars and VRoid models?
Yes. VRoid exports (VRM imported with the glTF or VRM add-on) were part of the tests, including hair chains, skirt bones and removed skin under clothes. Keep Max Bones per Vertex at 4.
Does it work with Mixamo, Rigify and other rigs?
SkinKit uses the bones marked Deform in any armature. Mixamo, VRoid, MakeHuman and generated Rigify rigs were tested. For Rigify, select the generated rig, not the metarig (its DEF bones deform).
Will it overwrite my weights?
Only the vertex groups named after the armature's deform bones are replaced. Undo restores them.
My character has a mirror modifier.
Weights are computed on the base mesh. Keep the Mirror modifier's Vertex Groups option on so .L and .R groups swap on the other half.
Can I skin only some meshes?
Yes. Only the selected meshes are changed.
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