© Purushothaman Raju 2019
Purushothaman RajuCharacter Rigging and Advanced Animation https://doi.org/10.1007/978-1-4842-5037-2_7

7. Skinning for Animation

Purushothaman Raju
(1)
Bangalore, Karnataka, India
 
In Chapters 4, 5, and 6, we learned how to create character rigs using Bones, Bipeds, and CAT rigs. In the Bones chapter, we also looked at using wire parameters and reaction managers to create varied animations of human body. We also learned to drive the bones using IK and FK tools. In this chapter, we look at binding our rigs that we created in earlier chapters to the character model. This way, any animation done to the rig will deform the mesh accordingly. This technique is called skinning. In the following sections, you will not only learn ...

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