Apply Skin
Skin Modifier
When 3ds Max applies Skin
Modifier to the Non-Standard Character the Skin only applies to one Skin Mesh to
the entire Non-Standard Character. Let us get started.
- Select the Character
and from the modifier drop down list in Modify tab choose skin modifier.
Then gSkinh is added to the list.
![](Images/skin01.jpg)
- Click gAddh
in the Parameterfs Section, then a gSelect Bonesh window pops right
out.
- In this gSelect
Bonesh window. Click gAllh to select all the bones, and then
click off g[Character01]h. Why is that? g[Character01]h is not
part of the bone structure. Then click gSelecth.
![](Images/27.jpg)
Envelope the Character
Envelope a Character is
relatively hard to do and you may need the knowledge about the characterfs
motion. Envelope gives character the skin deformation result either to create a
bulge or create a rigid edge. This function can be a single enveloping to a
whole body part or it can be set as overlapping weighting function. Envelope can
be applied once the bones are set to the character.
- Hide items: gThe
Character01 nodeh and gThe RL Bones Systemh. This will make
selecting parts a lot easier.
- Use "H" key to launch up
"Select Objects" window. From this window you can decide which items are to hide.
-
After you have the things to
hide selected. Click gSelecth.
-
Now you are back to the
window again where all the unwanted items have been selected.
![](Images/29.jpg)
- Right-Click on the
selected items and then choose gHide Selectionh.
![](Images/30.jpg)
- Select the character
mesh then enter into gEnvelopeh under gSkinh category.
![](Images/31.jpg)
- Make sure gEdit
Envelopesh is highlighted. Select from the list below to target which
bone you want to set the Envelope to.
![](Images/36.jpg)
- Select one of the
bones to adjust weights for Envelope.
![](Images/32.jpg)
- What happens in view
port window? Characterfs target body parts will also be in selection.
![](Images/43.jpg)
There are several
ways to use Envelopes in 3Ds Max:
- Use the gPaint Weights Toolh to brush on weights for the selected
bone.
![](Images/44.jpg)
- Click the gVerticesh checkbox, then select the points you would like
to weigh.
![](Images/45.jpg)
- Combining with gWeight Toolh
envelope can becomes
an easy thing to do. How do you do that? Select some points you want to adjust
the strength to certain bone. Then, adjust value to the points in selection.
![](Images/63.jpg)
- Including and excluding vertices are handy buttons which allows you to
remove or include the selected vertices from those being affected by the
selected bones.
![](Images/64.jpg)
Create Non-Standard Character
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