Chapter 3. Skinning

In order for the biped’s animation to move your character, you have to associate the character mesh with the biped’s skeletal parts. This is accomplished through a process called skinning. Just as our own skin is moved by the motion of our bones and muscles, your mesh character is animated by means of a skinning modifier that deforms the mesh according to the rotation and position of the objects in the biped hierarchy. 3ds Max 8 comes with two modifiers that can be used for this purpose: the Physique modifier and the Skin modifier.

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