
- #TOON BOOM STUDIO 8 HOW TO ATTACH SKIN LAYER TO BONE SKIN#
- #TOON BOOM STUDIO 8 HOW TO ATTACH SKIN LAYER TO BONE PATCH#
On the Create panel, with (Geometry) active, under Standard Primitives, click Cylinder.
#TOON BOOM STUDIO 8 HOW TO ATTACH SKIN LAYER TO BONE SKIN#
To adjust the bones only, you can also use skin pose.Įxample: To apply the Skin modifier to a cylinder with a bones skeleton:

Make sure Parameters rollout > Edit Envelopes is on, then turn on Vertices.The default method of using envelopes to determine which bones affect which mesh vertices can suffice for many situations, but if you need more control, you can opt to apply vertex weights explicitly. Turn on Edit Envelopes and select an envelope to modify the volume in which each bone can influence the surrounding geometry.In the Parameters rollout, click Add and choose the skeleton objects.
#TOON BOOM STUDIO 8 HOW TO ATTACH SKIN LAYER TO BONE PATCH#
Select the mesh or patch object and apply the Skin modifier.Tip: The skeleton can already be animated, or you can animate it after applying its components to the Skin modifier. You can apply the Skin modifier to several objects at the same time. Primitive objects create an envelope that follows the longest axis of the object. Spline objects create envelopes that follow the curve of the spline. Bones create a linear envelope that extends along the longest axis of the bone geometry. The initial envelope shape and position depends on the type of bone object. For example, if a vertex's weight with respect to bone 1 is 0.8 and its weight with respect to bone 2 is 0.2, then the motion of bone 1 will have four times greater influence on the vertex than will the motion of bone 2. The ratio of a vertex's Weight values, which always total 1.0, determine the relative extent to which each bone's motion affects the vertex. And you can use Skin modifier toolsets such as the Weight Tool dialog to arbitrarily assign vertices to any number of bones. Vertices within the intersection of two bones' envelopes have two Weight values: one for each bone. This is accomplished with weighting.īy default, each vertex that's affected by a single bone is given a Weight value of 1.0, which means the vertex responds only to that bone's motion. Where envelopes overlap, each vertex's motion is a blend of the motions of bones that affect the vertex.

When you apply the Skin modifier to a mesh and then assign bones within the modifier, each bone receives a capsule-shaped "envelope." Vertices of the modified object within these envelopes move with the bones.
