SkinSmart diagnoses failed weight painting on creature rigs and re-solves only the damaged regions. Deterministic, local, no remeshing.
The fox is a Khronos sample rig, deliberately damaged for demonstration: a hind-foot bone hijacked 430 vertices of the back. SkinSmart found it on its own and repaired to within a few collisions of the undamaged original. Unretouched renders.
Point it at any mesh and armature. Every flagged region tells you which metric tripped and why. Never a black-box score.
You stay in charge. Adjust sensitivity, dismiss intentional weighting, inspect each region in the viewport. Read-only until you say otherwise.
A geodesic heat pass rebuilds only the flagged weights, feathered at the boundary, anchored to the values you already trust. One-click undo.
A dead lower foreleg: 472 vertices with no weights at all, smearing mid-stride. Diagnosed with no hints and re-solved in one click.
A tail bone that quietly owns 165 vertices of the back: the ridge erupts as soon as the spine bends. Found and re-solved in one click.
Every scenario is a fresh randomized injury to the same Khronos fox: damaged by script, diagnosed with no hints, repaired with the one-click fix. Renders are unretouched.
Checked against the field, not just our lab. A new broken-weights thread goes up about every eight hours on r/blenderhelp alone; we classified the 200 most recent across help forums, and every deformation complaint fell into a category the scanner detects. Run on real broken rigs pulled from those threads, the repair recovered 83% of the dead vertices on the first wild quadruped it ever saw, and declined the regions it couldn't anchor safely.
Clothing lives on a separate mesh, so no amount of staring at weights tells you whether it will follow the body. SkinSmart poses every relevant joint (your pose is saved and restored), measures where the clothing drifts off the body it hugs, and repairs the failing patch by matching the body's own weights. One click, verified by re-posing.
Validated the same way as everything else here: a perfect-copy control must flag zero, a dead-patch benchmark must be caught completely, and the check must leave animated rigs untouched to within float precision.
Where it stands today: the scanner (whole-character in one pass), one-click repairs including symmetry mirroring, rig-setup auto-fixes, a Repair All sweep, and a pose-based clothing-follow check are working in internal builds for Blender 4.2+ on Windows, macOS, and Linux. Waitlist members get the first beta.
Early beta invites and launch pricing of $29 instead of $39, one-time with lifetime updates. A handful of emails total, unsubscribe anytime.