Finish with skinning problems, skin your characters in a few minutes!
and auto-generate a low sliced character to facilitate your animation.
Comparative 3ds Max skin and LH | Auto-Skin (no editing) :
Skinning is a obligatory and important step to make beautiful animations. But 3ds Max has not the most effective tools to make that. So, this step can quickly take lot of time and it's often tedious for many artists. To make this works more quickly and less restrictive, LH | Auto-Skin will automate all the heavy skinning, leaving only finition to make manuelly, or even, in somes cases, skinning will not need editing! To make this operation, the tool will generate a "sliced" character/object, animators will be able to use this low character/object to animate more faster!
Save time for your productions !
The auto-skin works with any rigs: biped, C.A.T, customs rigs... and of course with rig generated with LH | Auto-Rig which, with its intermediate bones, offers a better skinning.
1. Use with LH | Auto-Rig :
0. LH | Auto-Skin backup each step in a data linked to the 3ds Max scene. So, when you re-open a 3ds Max scene not finish, you could continue the work in progress to the step where you were with "Open Data".
Adjust your envelopes with the "Push" tools (5). You can also improve the accuracy of those by directly modifying their geometry, their scale, their position or rotation.
2. with any rigs :
To use LH | Auto-Skin with another rig, the work remains essentially the same that on a rig generated with LH | Auto-Rig and discussed above.
The particularity is that you must to add and categorize manually the bones rig in many listboxs in the special interface "Others bones rig" (3) which open with the checkbutton "other rig" (1).
Once your bones are classified, to activate the script you must validate your bones classified with the button "validation". To clear the differents listbox you can press the "clear" button (2).
On the main interface, an additional option will be activate (5). This options will allow you to select the correct axes to scale properly your bones with the "push" tools.
Following the creation of skinning is exactly the same as with a rig generated with LH | Auto-rig, so read above.
Tutorial with biped :