Binding smooth skin includes setting the smooth bind options, binding skin, then checking the binding by exercising the skeleton.
For an example of binding smooth skin, see Skinning a cylinder by smooth skinning.
To bind skin
- Select one or more deformable objects, then select the root joint of a skeleton or the parent joint of a limb.
- Select Skin > Bind Skin > Smooth Bind.
To set bind options and bind skin
- Select the skeleton or joints, then select the deformable object(s) you want to bind.
- Select Skin > Bind Skin > Smooth Bind > .
- In the that appear, do the following:
- Select the bind method you want to use from the menu. For more information on how these options affect the initial skin point weights, see Smooth skin point weights.
- Select the skinning method you want to use from the menu.
For more information on the skinning methods available, see Skinning Method.
For example, select the skinning method if you want paint weights to blend between linear and dual quaternion skinning. See Blend smooth skinning methods.
- Set the other skinning options as required.
- Do one of the following:
- Click to bind skin.
- Click to save creation options without binding skin.
- Click to reset to default skin cluster options.