CHAPTER 10
Deforming Objects with Bones—Skinning, Envelopes, and Vertex Weighting
Chris Tedin
Rule: Appeal
After Completing This Chapter, You Will be Able To:
• Place bones into mesh models appropriately for deformation.
• Set envelopes with Skin Modifier and adjust falloff.
• Adjust individual vertex weights using the Weight Editor.
• Use more advanced deformers to create creases and bulges.
The best way to understand the technique of deforming meshes using bones by enveloping, or “skinning” as it is called in 3ds MAX, is to look at our own bones that lie under our own muscles, tendons, and flesh. Our skin can’t move without muscles, ...
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