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Skinning Workflow - how far can the Skin Modifier take you?
show user profile  Nanne
Hello mates,

I've just started skinning a mesh to a CAT Rig in Max 2011 and I would like to know a little more about the Skin Modifier and your workflow around it.

As far as I've seen, you don't get perfect skinning from just this modifier, but rather just the basic skinning and then use Skin Morph to fix details.

Here's how I work:
I apply the Skin Modifier on the low-poly mesh, below my Turbo Smooth, that makes it easier to handle. I then make a rough skinning with the Envelopes and Weight Tools (I almost never use the Weight Table or the Paint Weight) and after adding some animation (with the CAT Motion procedural walking system) I test the skinning in action and with the Weight Tool I tweak the weight values back and forth between the bones to get the best result. After achieving "as-good-as-possible" result this way I add the Skin Morph Modifier (on top of the Turbo Smooth) to tweak the rest and take care of unwanted folds or loss of volume.

Is this how you guys work as well, or is the Skin Modifier more powerful than I've seen. Is the Skin Morph modifier redundant, some outdated feature that isn't needed any more?

Cheers mates!

Kristoffer Helander
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read 383 times
2/7/2011 10:57:25 AM (last edit: 2/7/2011 11:04:45 AM)
show user profile  Mr_Stabby
depends on how far are you willing to take the rig, the one advantage of skin over skin morph is that with skin only you can go back to base model any time and modify it as much as you want. There does come a point where its easier and faster to instead of growing the skeleton to just get in there and skin morph it but i try to use skin as long as i possibly can hence the rigs i end up with are usually 200+ elements and require skin morph only for the most minor fixes here and there. TBH if skin morph wasnt so fragile id much rather use that for everything but it is and i dont

read 344 times
2/7/2011 5:22:16 PM (last edit: 2/7/2011 5:22:16 PM)
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