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Blender 3D: Characters, Machines, and Scenes for Artists by Pierre-Armand Nicq, Romain Caudron, Christopher Kuhn, Enrico Valenza

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Chapter 7. Skinning the Low Resolution Mesh

In this chapter, we will be covering the following recipes:

  • Parenting the Armature and Mesh using the Automatic Weights tool
  • Assigning Weight Groups by hand
  • Editing Weight Groups using the Weight Paint tool
  • Using the Mesh Deform modifier to skin the character
  • Using the Laplacian Deform modifier and Hooks

Introduction

In the previous chapter, we saw the rigging stage, that is, how to build the character's rig (which in Blender is called an Armature) that will be used to deform the mesh for animations. In this chapter, instead, we are going to see quicker and more effective ways to do the skinning that is a necessary step to bind the bones of the Armature to the mesh's vertices so that they can be deformed.

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