March 2006
Intermediate to advanced
304 pages
9h 55m
English
In order for the biped’s animation to move your character, you have to associate the character mesh with the biped’s skeletal parts. This is accomplished through a process called skinning. Just as our own skin is moved by the motion of our bones and muscles, your mesh character is animated by means of a skinning modifier that deforms the mesh according to the rotation and position of the objects in the biped hierarchy. 3ds Max 8 comes with two modifiers that can be used for this purpose: the Physique modifier and the Skin modifier.
