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Skin Mor ph M odif ier 803
frame0,butitcanbeanyframe,evena
negative-numbered one. This is the frame from
which the modifier measures delta: the change
in the vertex position between this pos e and
the morph.
3. Determine which bones are driving
deformations that you want to modify with
Skin Morph.
For example, bending an arm m i g ht cause the
inside of the elbow to i ndent too far, or you
might want to add a bulging bicep. In this case,
the forearm bone is driving the deformation.
4. Use Add to bind the deformation-driving bones
to the modifier.
The modifier overlays an orange line along the
length of each bone you add.
5. Go to the frame where you wish to create the
morph. Using the arm-bending example, this
mightbetheframewheretheforearmisata
90-degree angle to the upper arm.
6. In the list bo x, click one of the bones.
In the view port, the orange line representing
the bone becomes a thicker yellow line to
indicate that this bone will drive the morph.
7. On the Local Properties rollout, click Create
Morph.
The modifier adds a morph to the high lighted
bone and sets the morph to 100% at this frame,
as reflected by the number next to the morph’s
name in the list.
8. On the Local Properties rollout, click Edit.
This temporarily freezes the skin deformation
at the current frame.
9. Move vertices to where they should be at the
current f rame.
10. Click Edit again to exit this mode, and then test
the animation.
Interf ace
Skin Morph m odifier stack
Points sub-object level—At the Points sub-object
level, you can view and select vertices on the
skin mesh. However, you can transform these
ver t ices only when
Edit mode
is on. The abilit y
toselectpointswhennotinEditmodeletsyou
make the select ion when the p oints are more easily
accessible, and then go to the pose to t ransform
them in Edit mode.