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Skin

This chapter has examined almost all the elements necessary to set up animation for characters, with one important exception. It’s necessary to somehow connect the character model to the bone/IK skeleton and allow it to deform as the skeleton is animated. This process, which is known commonly as enveloping or skinning, can be achieved by using the Skin modifier.

Although it’s not a new feature, significant enhancements have been made to Skin since the previous version of max. Obvious comparisons have and will be made to the two alternative plug-in solutions available—namely, character studio’s Physique modifier (available from Discreet) and Bones Pro (available from Digimation), which have traditionally been the tools of choice for top max artists.


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