Change a skinned object’s deformation order
 
 
 

When you use skinning with one or more deformers to deform an object, the final effect of the deformations can vary depending on the order in which the deformations occur. By default, the deformations occur in the order that skin was bound and the deformers were created. The skinning or deformer algorithm node created first deforms the object first, and the algorithm node created last deforms the object last. However, you can change, or re-order, the deformation order to get the effect you want.

To change skinned object’s deformation order

  1. In the scene, move the pointer to the object being deformed and -click.
  2. From the marking menu, select Inputs > All Inputs.
  3. Move the pointer over the name of the skinning or deformer algorithm node whose order you want to change. -drag over the name of the algorithm node you want the node to precede, and release the mouse button.