Rigid skinning provides articulated deformation effects by enabling joints to influence sets of deformable object points.
Rigid skinning is commonly used for objects or characters that require a rigid or mechanical movement, such as a robot or a vehicle. It can also be used for certain parts of characters, like armor pieces, where you want to maintain a fixed relationship between the mesh and the skeleton.
To see an example, click Example: Skinning a cylinder by rigid skinning.
Menu Item | Command |
---|---|
Skin > Rigid Bind | RigidBindSkin |
Skin > Rigid Bind > Opts | RigidBindSkinOptions |
Skin > Edit Rigid Bind > Create Flexor … | CreateFlexorWindow |
Skin > Edit Rigid Bind > Copy Flexor | CopyFlexor |
Skin > Edit Rigid Bind > Reassign Bone Lattice Joint | ReassignBoneLatticeJoint |
Skin > Edit Rigid Bind > Preserve Skin Groups > Detach Skeleton | DetachSkeleton |
Skin > Edit Rigid Bind > Preserve Skin Groups > Detach Selected Joints | DetachSkeletonJoints |
Skin > Edit Rigid Bind > Preserve Skin Groups > Reattach Skeleton | ReattachSkeleton |
Skin > Edit Rigid Bind > Preserve Skin Groups > Reattach Selected Joints | ReattachSkeletonJoints |