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Autodesk 3ds Max
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=== Skinning === : Either the Skin or Physique modifier may be used to achieve precise control of [[Skeletal animation|skeletal deformation]], so the character deforms smoothly as joints are moved, even in the most challenging areas, such as shoulders. Skin deformation can be controlled using direct [[weight map|vertex weights]], volumes of vertices defined by envelopes, or both. Capabilities such as weight tables, [[Vertex painting|paintable weights]], and saving and loading of weights offer easy editing and proximity-based transfer between models, providing the accuracy and flexibility needed for complicated characters. : The rigid bind skinning option is useful for animating low-polygon models or as a diagnostic tool for regular skeleton animation. : Additional modifiers, such as Skin Wrap and Skin Morph, can be used to drive meshes with other meshes and make targeted weighting adjustments in tricky areas.
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