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Rigging and Skinning

Rigging and Skinning

Skinning is the process of assigning "weights" to the geometry we want to bind to a skeleton, ensuring the geometry moves correctly with the bones.

The weight is represented by a color scale from red to blue. Red indicates that a part of the geometry will fully follow the movement of the bone (100% influence), while blue means that the bone will not affect that part at all.

For example, in the skinning of the avatar's arm, you can see that the area around the arm bone is colored red, indicating strong influence. This red gradually fades to blue as you move away from the bone, showing decreasing influence. The rest of the body remains blue, indicating no influence from the arm bone.

weights

For a more detailed look at the skinning process, please refer to the tutorial below: