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Now we will skin the wicks of the hair to be able to adjust those when the head turns.

Theoretically we should use chains of bones controlled by inverse kinematics using a spline (IK Spline) but max 4.x does not have inverse kinematics with spline control (5 does).
Thus here the splines remain elastic, it is thus necessary to take guard not not have too much stretch in the mesh during displacement of their control points.
Make shore skin is applied to the hair.


To easily regulate the influences of the splines on the hair, advance of a frame and draw aside the splines (as if there were wind in hair)
It is then enough to review the influences bone by bone to have a coherent skinning.



Aspect of the influences according to the 4 bones splines and the bone Head (frame of reference 0).

The skinning of the second belt is fast since the spline influence to 100% all the vertexes.


The loincloth with both bones splines and the bone Vertebra 01 (hips)

The top of the skirt, with the bone Vertebra 01 for the influence to the size and the 3 bones splines.


As with the hair, advance a frame and inflate the skirt by moving the vertexes of the splines to adjust their influences.

Let us finish the skinning with the shoe.

998_tid_image113.jpg 998_tid_image114.jpg

Two bones, ankle and the foot share the influence as shown above, a formality now

And here we are the tutorial of Joan reaches its end, all that remains is for you to make a pretty pose. Finish the part on textures, when I find my monitor 19" and not the 15" with the doubtful colors which I currently have.

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