Once you've got the deformable envelopes working the way you want to control overall skin deformation, you might want to adjust
the finer aspects of skin control.
Several different sub-object levels can help you fine-tune skin behavior:
- Skin bending, twisting, sliding, and scaling about single links are controlled at the Link sub-object level. See Adjusting Link Parameters.
- Link sub-object primarily controls the deformation spline. You use Link sub-object options to affect the shape of the spline and the smoothness of the skin. See Adjusting Link Parameters.
- Crease behavior where links meet and bend is controlled at the Link sub-object level with Joint Intersection parameters.
- Muscle bulges as your character's limbs move through a range of motion are controlled at the Bulge sub-object level. See Creating Bulges.
- Skin stretching, generally between non-contiguous links, is controlled at the Tendon sub-object level. Tendons provide a secondary
movement (a pulling or stretching) based on links farther up or down the skeleton. See Creating Tendons.