Handling Skin Tone in Player Customization using SetPedHeadBlendData

I am working on player customization and trying to manage aspects like facial features, components, and skin tone. While I’ve figured out most parts, I’m struggling with how to properly handle skin tone. Specifically, I’m using SetPedHeadBlendData to set the firstSkinID value, but this seems to change not just the skin tone but also the texture, which isn’t my goal.

I understand that the system is based on “mom and dad” genes, but I’m aiming for more direct control over the skin tone, ideally without altering other textures like facial structure or skin details. What I’m hoping to achieve is:

1.	Direct control over skin tone without influencing textures or underlying facial features.
2.	Ideally, I’d like to map the skin tones to RGB values, similar to how hair colors can be handled.

So, I’m looking for some input on the best way to manage skin tone. Is there a method to isolate the skin tone in SetPedHeadBlendData? Also, is it possible to convert or retrieve the skin tone as an RGB value, just like with hair colors?