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Skinning weights

Rigging

How much each bone influences each part of the artwork.

Every point of the artwork carries a weight for each bone — how strongly that bone pulls it. A point weighted entirely to one bone moves rigidly with it; a point split between two bends smoothly between them.

Auto-weighting computes a reasonable starting set using geodesic distance, which respects the shape rather than straight-line proximity. That matters: a hand near the hip in straight-line terms should still be weighted to the arm.

Try itBones · skinning
Two bones deforming a strip. Weight decides how much each vertex follows each bone — drag Falloff to see rigid segments become a smooth bend.

When to reach for it#

  • After binding, whenever a joint creases badly or the wrong part moves.
  • Fine-tuning where one limb ends and another begins.

Parameters#

Fallofffalloff#

How quickly influence drops with distance. Sharp falloff gives rigid segments with visible seams; soft falloff blends but can make nearby parts drag.

Normalisenormalize#

Forces each point's weights to sum to 1. Leave it on — weights that do not sum correctly make artwork shrink or balloon as bones move.

Things that catch people out#

Weights that do not sum to 1 distort scale

If a region collapses or inflates when a bone moves, it is almost always unnormalised weights rather than a bone problem.

See also#

riggingBones→

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