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Tradigital 3ds Max by Richard Lapidus

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CHAPTER 10

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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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