Experimental Cross-Rig Tools and Troubleshooting


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 ToolsfoldoutEquipment Fit Sculptor(opened from each equipment entry)
Where to Find the Tools
Select your
EquipmentManager.Expand an equipment entry in
Registered Equipment.In
Bone Mapping, openCross-Rig Tools.
Use
Open Equipment Fit Sculptorfor mesh-level fitting and orientation baking.
Recommended Cross-Rig Workflow
Start with
Bone Mapping Mode = SmartMapping.Test equip in editor preview and runtime.
If axis/orientation is wrong:
Use
Equipment Fit Sculptor->Skinned-Safe Orientation BakeUse quick presets (
Bake Z+ -> Y+ [-90 X],Bake Z- -> Y+ [+90 X]) orBake Custom Delta
If runtime still misaligns after baking:
enable
Skip Runtime Root Alignmentif needed, enable
Skip Mode Translation Correctionfor baked re-skinned assets, optionally enable
Use Manual Reskinned Axisand setManual Reskinned Axis Euler
If deformation remains:
enable
Preserve Source Detail Bonesfor helper chains (cloth/skirt/twist/IK/breast/chest details)keep
Reskin Weight Transfer = Preserve Source Weightsfirstonly try
Body Proximity From Characteron supported garments
If the body clips through the equipment:
use
Body Culling Painter/ body occlusion settingsrefine fit with
Equipment Fit Sculptor
Cross-Rig Tools Reference
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
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




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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