If you don’t like the rigid skin’s behavior, you can detach the skin, edit the skeleton or the deformable objects, set new binding options, and then bind again. Skinning can be an iterative process of checking the binding, detaching, editing the skeleton, and then binding again. For more information on detaching skin, see Detach rigid skin.
If you just want to move, rotate, or scale certain skin objects or joints without changing the existing rigid skin point sets and rigid skin point weights, you can do so by detaching and then reattaching the skeleton, or by detaching and then reattaching selected joints only. For more information, see Detach and reattach to skeletons, and Detach and reattach to selected joints.
To change the skinning deformation effects, you can edit the rigid skin point weights with the Component Editor or the Paint Cluster Weights Tool, the same tool you can use to paint cluster deformer weights. As you check the binding, you can use the Paint Cluster Weights Tool to view the influence of each joint and change the weights by painting. This tool provides an intuitive way to modify deformation effects. For more information, see Paint rigid skin weights.
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