Skin Material Blender

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The Skin modifier uses vertices and edges to create a skinned surface,using a per-vertex radius to better define the shape.The output is mostly quads, although some triangles will appear around intersections.

It is a quick way to generate base meshes for sculpting and/or smooth organic shapes witharbitrary topology. A branch point is a vertex with three or more connected edges.These areas tend to produce more complicated topology, some of which may overlap.This setting relaxes the surface around these points,with the side effect of shrinking it.

  • These checkboxes are used to keep the output topology symmetrical in their respective axes.In other words, using it avoids merging triangles across an axis unless the triangles form a symmetric quad.
  • They do not add geometry flipped across an axis.For that, the Mirror modifier should be used,typically placed above the Skin one. Output faces with smooth shading rather than flat shading.The smooth/flat shading of the input geometry is not preserved.
  • Create an armature on top of the object. Each edge becomes a bone. If the root vertex has more than one adjacent edge,an extra bone will be created to serve as the root.
  • This tool does the following:. A new armature object is added with bones matching the input mesh.The active selection is switched to the new armature.

Weight groups are added to the input mesh. The Skin modifier propagates these weights to the output as well. An Armature modifier is added directly below the Skin one.Note that the Armature modifier is being applied afterthe Skin one because it should only deform the output,whereas if it were above, it might change the resulting topology.

Ray Mairlot