To skin an armature 3D model, you bind the mesh to the armature (rigging) and assign vertex weights to control how each vertex moves with its bone—this is the core process.
- **Match vertex groups to bones**: In 3D software (e.g., Blender, Maya), create vertex groups named exactly like the armature’s bones (e.g., “Forearm.R” for the right forearm). - **Paint vertex weights**: Use weight painting tools to set how much each vertex follows its bone—more weight = tighter movement. - **Test and fix deformations**: Move the armature to check for stretching or odd shapes, then adjust weights to smooth the mesh.
For beginners, start with automatic weight assignment to get a base setup, then refine with manual painting for precise control over the model’s movement.
