This section describes the process for creating and applying skinning for high boots in Blender for use in WANNA experiences. Follow these steps to ensure correct bending behaviour and realistic deformation during virtual try-on.
1. Armature Import
- Import the provided armature file: high_boot_armature.fbx.zip into your boot model file.
- Adjust scale and position of the armature relative to the boot model:
- Foot_bone: aligned horizontally, centered within the foot area, starting near the toe region.
- Shin_bone: aligned vertically, centered in the shin zone.
- Bones should correspond to realistic anatomical placement inside footwear.
2. Rig Structure
- The rig must consist of:
- Foot_bone (root bone) - horizontal orientation along the boot
- Shin_bone (child bone) - vertical orientation along the shin
- Joint placement requirement:
- Located at the anatomical foot joint position
- Avoid positioning too high or too close to the sole
Reference Views






3. Initial Skinning Setup
- Select the boot mesh
- Select the armature
- Execute
Ctrl+P
(Windows) /Cmd+P
(Mac) → Armature Deform with Automatic Weights

4. Weight Painting Preparation
- In Edit Mode, select all vertices and open Data Properties
- Assign:
- Foot_bone weight = 1
- Shin_bone weight = 0


- Add Vertex Weight Mix Modifier above the Armature modifier. Choose the following settings:
- Vertex Group A: Foot_bone
- Vertex Group B: Shin_bone
- Vertex Set: All
- Mix Mode: Subtract


5. Weight Painting Process
- Paint Shin_bone weights:
- Top of boot: weight = 1 (full influence)
- Bottom of boot: weight = 0 (no influence)
- Create a smooth gradient transition between top and bottom
- To create the gradient, use the Brush tool in Weight Paint mode. Press Option (Alt) + LMB and drag to draw gradient lines

- Ensure that red (full weight) appears only on the upper section of the boot. See below examples for Shin_bone and Foot_bone weights.


6. Handling Non-Deformable Elements
If a boot has non-deformable components (e.g. straps, spikes, beads), they should be handled differently:
- Assign for them weight = 1 to the nearest bone.
- Ensure consistent weights on both inner and outer thickness to prevent mesh separation.
- Check the skinning as described in the next paragraph. If the non-deformable detail moves excessively with the bone, reduce its weight.

7. Quality Checks
- Switch to Pose Mode for the Armature and rotate the Shin_bone to test the bending effect:
- Rotate the Shin_bone to extreme positions (±30°) to verify that the bend looks natural and does not affect the sole or other rigid areas.
- Enable Face Orientation in the Viewport Overlays and identify incorrectly deformed polygons.
- Correct any “red” polygons by adjusting the weight paint.
- Ensure weight paint is consistent on both the inside and outside of the boot to prevent mesh holes.




8. Pre-Export Actions
- Apply Vertex Weight Mix Modifier
- Duplicate and mirror the rig for the second boot if applicable
9. Export Requirements
- Format: glTF
- Include: model + armature + skinning
- Exclude: animations, shape keys
See the export settings on the screenshot below.

10. WANNA Studio Upload
- When uploading high boots to WANNA Studio, the system will usually detect them automatically and apply the appropriate settings.
- If, during VTO testing, you notice that skinning has not been applied, try reuploading the model using the Custom upload button and toggle the "Enable high boots processing" option.
- If the issue persists, contact WANNA Support.
For detailed steps on uploading models in WANNA Studio, see Getting Started with WANNA Studio.
Special Design Recommendation
For wide boots (18–22 cm height), tilt the shin section slightly backward (away from the toe) for improved realism.

Example Reference