Tuesday, April 16, 2013
Skinning a character: Two Part Turtorial from the 3ds Max HowTos Channel
Binding a mesh to a bone skeleton or a biped, CAT, Motion Builder or other skeleton rig, requires practice and experience. 3ds Max users use of the Skin modifier (instead of the legacy Physique modifier), which follows a workflow of (1) adjusting envelopes, (2) weighting vertices, (3) applying deforming gizmos, and (4), when all else fails, applying a Skin Morph modifier to address problems unique to a particular pose. These two videos give a sense of how skin works. You can get the file at:http://areadownloads.autodesk.com/wdm/3dsmax/HTM-CHR_skin.zip