利用者:Mats Halldin/Skin Modifier
The Skin modifier "skins" a mesh around vertices and edges. It is a quick way to generate base meshes for sculpting and/or smooth organic shapes with arbitrary topology.
- Subdivision Level
- Number of levels of Catmull-Clark subdivisions to use to generate the quad mesh
- Evolution Steps
- Number of steps used to approximate the original "Z spheres" shape.
- Controls how close the output mesh is to the "Z spheres". Valid range is
- Add a plane. ⇆ Tab into edit mode and AltM » At Center to merge all vertices. E then Z to extrude the vertex along the Z axis.
- In the Object data menu, expand the Skin Layers panel and hit the + button.
Skin Node Set Flag
One of the mesh's vertices must be set to Root. If you by accident delete the default root vertex, select a vertex, hit the Skin Node Set Flag button, and in the Mesh Tools menu set the new vertex to root.
- In the modifiers' menu, add a Skin modifier. To see the result in edit mode, click the "Use modifier while in edit mode" button.
- ⇆ Tab into edit mode and start extruding. To see the actual "Z spheres", Z to change to wireframe mode. These spheres are actual meshes with a lot of polygons, so performance issues might occur on older computers.
To use the Skin modifier together with a Mirror modifier, make sure the latter is placed before the former in the modifiers stack. The Mirror modifier must be set to x mirror and must be applied before the Skin modifier.
- Skin Modifier Development at Blender Nation — An early demonstration of the skin modifier by Nicholas Bishop (March 2011)
- Ji, Zhongping; Liu, Ligang; Wang, Yigang (2010). B-Mesh: A Fast Modeling System for Base Meshes of 3D Articulated Shapes, Computer Graphics Forum 29(7), pp. 2169-2178. — The work this modifier is based on (direct link to PDF)
- Related thread on Blender artists