binary-slashExperimental Cross-Rig Tools and Troubleshooting

Deformed Mesh - David Grette's Casual Wear Pack 3 Top Outfit on Cosmo Dragon Girl by Ida Faber
Wrong Rotation (Character up)

This guide is for equipment authored for a different character rig than your current player character.

Typical cross-rig issues:

  • wrong rotation / facing direction

  • wrong up-axis (for example Z-up authored assets on a Y-up character)

  • runtime deformation after equip

  • missing helper/detail bones

  • body clipping through outfit

Crystal Character Creator provides a dedicated toolchain for this:

  • EquipmentManager -> Bone Mapping -> Cross-Rig Tools foldout

  • Equipment Fit Sculptor (opened from each equipment entry)

Where to Find the Tools

  1. Select your EquipmentManager.

  2. Expand an equipment entry in Registered Equipment.

  3. In Bone Mapping, open Cross-Rig Tools.

  4. Use Open Equipment Fit Sculptor for mesh-level fitting and orientation baking.

  1. Start with Bone Mapping Mode = SmartMapping.

  2. Test equip in editor preview and runtime.

  3. If axis/orientation is wrong:

    • Use Equipment Fit Sculptor -> Skinned-Safe Orientation Bake

    • Use quick presets (Bake Z+ -> Y+ [-90 X], Bake Z- -> Y+ [+90 X]) or Bake Custom Delta

  4. If runtime still misaligns after baking:

    • enable Skip Runtime Root Alignment

    • if needed, enable Skip Mode Translation Correction

    • for baked re-skinned assets, optionally enable Use Manual Reskinned Axis and set Manual Reskinned Axis Euler

  5. If deformation remains:

    • enable Preserve Source Detail Bones for helper chains (cloth/skirt/twist/IK/breast/chest details)

    • keep Reskin Weight Transfer = Preserve Source Weights first

    • only try Body Proximity From Character on supported garments

  6. If the body clips through the equipment:

    • use Body Culling Painter / body occlusion settings

    • refine fit with Equipment Fit Sculptor

Cross-Rig Tools Reference

Tool
Use It When
Notes

Skip Runtime Root Alignment

Baked/pre-retargeted equipment gets double-corrected at runtime

  • Prevents extra runtime root alignment pass.

  • Equipment can't be equipped during an animation loop (causes deformation)

Preserve Source Detail Bones

Detail/helper chains deform when remapped

Keeps detail chains on source transforms

Use Manual Reskinned Axis

Baked re-skinned item still faces wrong direction

Intended for re-skinned assets; uses manual Euler correction

Manual Reskinned Axis Euler

You need explicit per-item axis correction

Example: Z-up source often needs (-90, 0, 0)

Skip Mode Translation Correction

Skip mode fixed rotation but position is still vertically/locally offset

Applies translation-only correction while skip mode is active

Reskin Weight Transfer

You are baking a re-skinned prefab

Preserve Source Weights is safest default

Bake Re-Skinned Prefab (Experimental)

You need to generate a cross-rig-ready equipment prefab asset

Review result and retest in both editor and runtime

Symptom -> Cause -> Fix

Symptom
Likely Cause
Recommended Fix

Wrong facing direction

Axis basis mismatch between source rig and player rig

Run Skinned-Safe Orientation Bake, then retest

Character up-axis looks wrong (Z-up vs Y-up)

Source authoring axis differs from runtime rig axis

Use quick bake buttons or Bake Custom Delta

Looks correct in sculptor but wrong in play mode

Runtime root correction differs from baked orientation

Enable Skip Runtime Root Alignment; optionally enable translation correction

Mesh deforms heavily after reskin bake

Unsupported weight transfer or aggressive remap

Re-bake with Preserve Source Weights; only use body-proximity transfer when appropriate

Cloth/twist/IK chains collapse or bend oddly

Helper/detail bones were remapped to non-equivalent target bones

Enable Preserve Source Detail Bones

Many missing-bone warnings or fake bones

Source mesh contains extra bones not present on character

Keep SmartMapping, then refine with CustomMapped where needed

Body clips through outfit

Fit and body culling are not yet authored for this asset

Use Equipment Fit Sculptor + Body Culling Painter

Smart Mapping and Missing Bones

SmartMapping handles cross-rig cases in multiple passes (name, humanoid role, cross-convention/fuzzy). If a bone still cannot be matched, fallback logic may create fake bones and redistribute weights to keep the mesh stable.

For problem assets, switch to CustomMapped and explicitly control critical mappings.

About Reskin Weight Transfer

Reskin Weight Transfer controls how Bake Re-Skinned Prefab derives final skin weights:

  • Preserve Source Weights (default): safest and generally recommended.

  • Body Proximity From Character (experimental): transfers from nearby body vertices; use only for supported garment categories.

If experimental transfer causes deformation, switch back to Preserve Source Weights and re-bake.

About Equipment Fit Sculptor in Cross-Rig Work

Use the sculptor to:

  • run skinned-safe orientation bake

  • sculpt and project fit corrections

  • validate visual fit before runtime

Editor Scultpor
Runtime Sculptor
Deformed
Fixed

Cross-rig setup is usually iterative. Treat bake + mapping + sculpting as one pipeline rather than isolated steps.

Practical Expectation

Best results come when source and target rigs are reasonably similar. Cross-rig tools dramatically improve compatibility, but no fully automatic mapping can guarantee perfect results on every third-party rig without adjustment.

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