Object Skin Loose Mark Clear
Tell the Skin modifier where limbs end
- BPY_OBJ
- BPY_OBJ
The Skin modifier grows a solid tube around every edge of your stick-figure mesh, and it's greedy - it will happily inflate the ends of your arms and legs into rounded blobs when you wanted clean tips. Object Skin Loose Mark Clear wraps bpy.ops.object.skin_loose_mark_clear and marks vertices as loose, which tells the Skin modifier to stop there instead of rounding over. It's the node that puts fingertips and foot ends on your character.
In Blender's Skin workflow, loose vertices act as open ends - the modifier doesn't attempt to close or balloon them. Marking the right vertices loose is what turns a blob monster into something with actual limbs.
How it works
Auto-generated wrapper, standard for the pack. Your incoming BPY_OBJ becomes the active object and the operator toggles the loose flag on the currently selected vertices.
The inputs that matter
BPY_OBJ- the skin mesh.action- an enum with two choices:MARKorCLEAR.MARKflags the selected vertices as loose;CLEARunflags them, letting the Skin modifier inflate over them again. That's the whole control surface - one enum deciding which direction the toggle goes.
Output is one BPY_OBJ, unchanged.
Install
Standard Avatar Graph install - one repo covers the pack. ComfyUI Manager: search Avatar Graph, install, restart. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui
cd avatar-graph-comfyui
python -m pip install -r requirements.txt
The pack pins bpy==3.6.0, so Python 3.10 is effectively required, and first launch downloads the ~2.5 GB SAM checkpoint plus MediaPipe landmarkers.
Common issues
The subtle bit: this operates on selected vertices, and selection state lives in the shared Blender scene - not something this node sets up for you. If nothing changes, the selection isn't what you think it is. In the graph, selection is usually set by earlier nodes that select or deselect (the pack's ops tend to deselect at the end of edit-mode operations), so the practical flow is: select the tip vertices, then run this node with MARK.
Realistic expectation check: this is a genuinely niche node. You only touch it if you're building a full-body skin-rigged character (pair it with Object Skin Root Mark and Object Skin Armature Create). For a face-and-lipsync avatar, you'll never need it - and that's fine.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| BPY_OBJopt | BPY_OBJ | — | |
| actionopt | COMBO | 2 options: MARK, CLEAR |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| BPY_OBJ | BPY_OBJ | — |