In the viewport, we see appropriate manipulators around Bone01.
They make it possible to simply adjust the zone of influence of the bone on the object.
In 1, it is the handle we move one of the ends of the envelope (active Envelopes filter). Indeed the zone of influence of a bone can be shifted compared to the axis of the bone or even external with this one.
In 2, handles regulate the 100% influence of the bone and into 3 the 0% (filter Cross Section), thus defining the volume of decreasing influence.
This filter selection makes it possible to select or not these handles and thus avoid errors in handling during editing.
Adjust the influence like shown above and note the colors the object takes on.
The force of influence of the bone on the object, are red 100% influence and blue 0% influence.
Now select Bone02, activate Relative mode and move the handles.
This shows that the object is directly attracted by the bone according to its influence.
This first adjustment makes it possible to make a fast but coarse skinning.
In Filters, activate Vertices, one will refine the skinning by changing the influence with the ready vertex.
Select a red vertex, in Weight Properties, value 1.0 appears. This means that the vertex is 100% influenced by Bone02, in other words, it follows perfectly all its movements, it is thus rigid.
In Filters, activate that Vertices, one will refine the skinning by publishing the influence with the ready vertex.
Select a red vertex, in Weight Properties, value 1.0 appears. That means that this vertex is influenced at 100% by Bone02, in other words, it follows perfectly all its movements, it is thus rigid.
Move the animation bar a frame.
Deselect the cylinder and select Bones02, make a rotation of 45° so as to have a right angle at this time.
There are now 3 states of the cylinder, frame 0 with the cylinder at rest, frame 1, 50% of the movement carried out and frame 2, 100% of the movement carried out.
That makes it possible for frame 0 to preserve the object as modeled.
With the frame 1, begin the movement and with the frame 2 in extreme deformation if required.
With this method it relatively quickly becomes very simple to skin a whole character, by adding inflections to each frame
and reviewing the skeleton. The next part it will be with the turn of Joan to receive a skeleton and to be entirely skinned.