This is a section of about 32 minutes time compressed into 1m 40s
In this video, I have skinned a characters head. This means I have attached the geometry mesh [blue wireframe] to the skeletal structure (triangular pieces).
After moving the controls around, I test the extents, and then sculpt how the geometry interacts with the bone. The black and white is where I am painting some "skin weights." This allows for realistic deformation during animation.
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