Workflow summary
 
 
 

Once you’ve created a model and skeleton for your character, you’re ready to skin the model so that the skeleton’s actions can deform it. For skinning, you can either use smooth skinning or rigid skinning. For more information on smooth skinning, see Smooth skinning. For more information on rigid skinning, see Rigid Skinning. You can also skin the influence lattices of lattice deformers or the wrap influence objects of wrap deformers either by smooth or rigid skinning. Skinning can be an iterative process in which you might have to edit and refine the skeleton and the model’s deformable objects to get the right skin deformation effects.