Custom skinning is a function that automatically skins the proxy mesh so that it follows the movement of the specified bone.
This pose after skinning is called animation pose.
This animation pose is used from the next constraint.
However, if the Transform or Mesh already follows the character’s animation and deforms, custom skinning settings are not necessary.
Custom skinning is a fallback feature when manual weighting is not possible.
Importance of animation posture
An animation posture is a posture that a Transform or Mesh deforms for animation before using MagicaCloth.
For example, the following character has a skirt that is skinned to the left and right legs.
Therefore, the skirt follows the leg and animates.
Backstop is available in this state.
This is the ideal form.
However, the following character does not have the skirt skinned against the legs.
As a result, when the animation is performed, the legs will pass through the skirt.
Backstop is not available in this state.
Custom skinning is a feature that solves this problem.
Check animation posture
You can check the current animation posture from the Gizmo panel.
For example, UnityChanKAGURA’s skirt included in the sample is not skinned against the legs.
The gizmo confirms it.
Using custom skinning
Check the Custom Skinning panel and register the bones required for skinning in Skinning Bones.
This registered bone can be confirmed by the yellow line in the gizmo.
When executed in this state, each vertex of the proxy mesh is skinned according to the registered bone.
This makes the backstop available.
Remember that custom skinning is just an alternative feature.
Therefore it is not very accurate.
Remember that manual adjustments by the artist are the best way to improve animation pose accuracy.